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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 copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Collections.Generic;
- using System.Reflection;
- using log4net;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- using RegionFlags = OpenMetaverse.RegionFlags;
- namespace OpenSim.Region.CoreModules.World.Land
- {
- /// <summary>
- /// Keeps track of a specific piece of land's information
- /// </summary>
- public class LandObject : ILandObject
- {
- #region Member Variables
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- private static readonly string LogHeader = "[LAND OBJECT]";
- private readonly int landUnit = 4;
- private int m_lastSeqId = 0;
- private int m_expiryCounter = 0;
- protected Scene m_scene;
- protected List<SceneObjectGroup> primsOverMe = new List<SceneObjectGroup>();
- private Dictionary<uint, UUID> m_listTransactions = new Dictionary<uint, UUID>();
- private object m_listTransactionsLock = new object();
- protected ExpiringCache<UUID, bool> m_groupMemberCache = new ExpiringCache<UUID, bool>();
- protected TimeSpan m_groupMemberCacheTimeout = TimeSpan.FromSeconds(30); // cache invalidation after 30 seconds
- IDwellModule m_dwellModule;
- private bool[,] m_landBitmap;
- public bool[,] LandBitmap
- {
- get { return m_landBitmap; }
- set { m_landBitmap = value; }
- }
- #endregion
- public int GetPrimsFree()
- {
- m_scene.EventManager.TriggerParcelPrimCountUpdate();
- int free = GetSimulatorMaxPrimCount() - LandData.SimwidePrims;
- return free;
- }
- protected LandData m_landData;
- public LandData LandData
- {
- get { return m_landData; }
- set { m_landData = value; }
- }
- public IPrimCounts PrimCounts { get; set; }
- public UUID RegionUUID
- {
- get { return m_scene.RegionInfo.RegionID; }
- }
- private Vector2 m_startPoint = Vector2.Zero;
- private Vector2 m_endPoint = Vector2.Zero;
- private Vector2 m_centerPoint = Vector2.Zero;
- private Vector2 m_AABBmin = Vector2.Zero;
- private Vector2 m_AABBmax = Vector2.Zero;
- public Vector2 StartPoint
- {
- get
- {
- return m_startPoint;
- }
- }
- public Vector2 EndPoint
- {
- get
- {
- return m_endPoint;
- }
- }
- //estimate a center point of a parcel
- public Vector2 CenterPoint
- {
- get
- {
- return m_centerPoint;
- }
- }
- public Vector2? GetNearestPoint(Vector3 pos)
- {
- Vector3 direction = new Vector3(m_centerPoint.X - pos.X, m_centerPoint.Y - pos.Y, 0f );
- return GetNearestPointAlongDirection(pos, direction);
- }
- public Vector2? GetNearestPointAlongDirection(Vector3 pos, Vector3 pdirection)
- {
- Vector2 testpos;
- Vector2 direction;
- testpos.X = pos.X / landUnit;
- testpos.Y = pos.Y / landUnit;
- if(LandBitmap[(int)testpos.X, (int)testpos.Y])
- return new Vector2(pos.X, pos.Y); // we are already here
- direction.X = pdirection.X;
- direction.Y = pdirection.Y;
- if(direction.X == 0f && direction.Y == 0f)
- return null; // we can't look anywhere
- direction.Normalize();
- int minx = (int)(m_AABBmin.X / landUnit);
- int maxx = (int)(m_AABBmax.X / landUnit);
- // check against AABB
- if(direction.X > 0f)
- {
- if(testpos.X >= maxx)
- return null; // will never get there
- if(testpos.X < minx)
- testpos.X = minx;
- }
- else if(direction.X < 0f)
- {
- if(testpos.X < minx)
- return null; // will never get there
- if(testpos.X >= maxx)
- testpos.X = maxx - 1;
- }
- else
- {
- if(testpos.X < minx)
- return null; // will never get there
- else if(testpos.X >= maxx)
- return null; // will never get there
- }
- int miny = (int)(m_AABBmin.Y / landUnit);
- int maxy = (int)(m_AABBmax.Y / landUnit);
- if(direction.Y > 0f)
- {
- if(testpos.Y >= maxy)
- return null; // will never get there
- if(testpos.Y < miny)
- testpos.Y = miny;
- }
- else if(direction.Y < 0f)
- {
- if(testpos.Y < miny)
- return null; // will never get there
- if(testpos.Y >= maxy)
- testpos.Y = maxy - 1;
- }
- else
- {
- if(testpos.Y < miny)
- return null; // will never get there
- else if(testpos.Y >= maxy)
- return null; // will never get there
- }
- while(!LandBitmap[(int)testpos.X, (int)testpos.Y])
- {
- testpos += direction;
- if(testpos.X < minx)
- return null;
- if (testpos.X >= maxx)
- return null;
- if(testpos.Y < miny)
- return null;
- if (testpos.Y >= maxy)
- return null;
- }
- testpos *= landUnit;
- float ftmp;
- if(Math.Abs(direction.X) > Math.Abs(direction.Y))
- {
- if(direction.X < 0)
- testpos.X += landUnit - 0.5f;
- else
- testpos.X += 0.5f;
- ftmp = testpos.X - pos.X;
- ftmp /= direction.X;
- ftmp = Math.Abs(ftmp);
- ftmp *= direction.Y;
- ftmp += pos.Y;
- if(ftmp < testpos.Y + .5f)
- ftmp = testpos.Y + .5f;
- else
- {
- testpos.Y += landUnit - 0.5f;
- if(ftmp > testpos.Y)
- ftmp = testpos.Y;
- }
- testpos.Y = ftmp;
- }
- else
- {
- if(direction.Y < 0)
- testpos.Y += landUnit - 0.5f;
- else
- testpos.Y += 0.5f;
- ftmp = testpos.Y - pos.Y;
- ftmp /= direction.Y;
- ftmp = Math.Abs(ftmp);
- ftmp *= direction.X;
- ftmp += pos.X;
- if(ftmp < testpos.X + .5f)
- ftmp = testpos.X + .5f;
- else
- {
- testpos.X += landUnit - 0.5f;
- if(ftmp > testpos.X)
- ftmp = testpos.X;
- }
- testpos.X = ftmp;
- }
- return testpos;
- }
- #region Constructors
- public LandObject(LandData landData, Scene scene)
- {
- LandData = landData.Copy();
- m_scene = scene;
- m_scene.EventManager.OnFrame += OnFrame;
- m_dwellModule = m_scene.RequestModuleInterface<IDwellModule>();
- }
- public LandObject(UUID owner_id, bool is_group_owned, Scene scene, LandData data = null)
- {
- m_scene = scene;
- if (m_scene == null)
- LandBitmap = new bool[Constants.RegionSize / landUnit, Constants.RegionSize / landUnit];
- else
- {
- LandBitmap = new bool[m_scene.RegionInfo.RegionSizeX / landUnit, m_scene.RegionInfo.RegionSizeY / landUnit];
- m_dwellModule = m_scene.RequestModuleInterface<IDwellModule>();
- }
- if(data == null)
- LandData = new LandData();
- else
- LandData = data;
- LandData.OwnerID = owner_id;
- if (is_group_owned)
- LandData.GroupID = owner_id;
-
- LandData.IsGroupOwned = is_group_owned;
- if(m_dwellModule == null)
- LandData.Dwell = 0;
- m_scene.EventManager.OnFrame += OnFrame;
- }
- public void Clear()
- {
- if(m_scene != null)
- m_scene.EventManager.OnFrame -= OnFrame;
- LandData = null;
- }
- #endregion
- #region Member Functions
- #region General Functions
- /// <summary>
- /// Checks to see if this land object contains a point
- /// </summary>
- /// <param name="x"></param>
- /// <param name="y"></param>
- /// <returns>Returns true if the piece of land contains the specified point</returns>
- public bool ContainsPoint(int x, int y)
- {
- if (x >= 0 && y >= 0 && x < m_scene.RegionInfo.RegionSizeX && y < m_scene.RegionInfo.RegionSizeY)
- {
- return LandBitmap[x / landUnit, y / landUnit];
- }
- else
- {
- return false;
- }
- }
- public ILandObject Copy()
- {
- ILandObject newLand = new LandObject(LandData, m_scene);
- newLand.LandBitmap = (bool[,]) (LandBitmap.Clone());
- return newLand;
- }
- static overrideParcelMaxPrimCountDelegate overrideParcelMaxPrimCount;
- static overrideSimulatorMaxPrimCountDelegate overrideSimulatorMaxPrimCount;
- public void SetParcelObjectMaxOverride(overrideParcelMaxPrimCountDelegate overrideDel)
- {
- overrideParcelMaxPrimCount = overrideDel;
- }
- public void SetSimulatorObjectMaxOverride(overrideSimulatorMaxPrimCountDelegate overrideDel)
- {
- overrideSimulatorMaxPrimCount = overrideDel;
- }
- public int GetParcelMaxPrimCount()
- {
- if (overrideParcelMaxPrimCount != null)
- {
- return overrideParcelMaxPrimCount(this);
- }
- else
- {
- // Normal Calculations
- int parcelMax = (int)(
- (double)LandData.Area
- * (double)m_scene.RegionInfo.ObjectCapacity
- * (double)m_scene.RegionInfo.RegionSettings.ObjectBonus
- / (double)(m_scene.RegionInfo.RegionSizeX * m_scene.RegionInfo.RegionSizeY)
- + 0.5 );
- if(parcelMax > m_scene.RegionInfo.ObjectCapacity)
- parcelMax = m_scene.RegionInfo.ObjectCapacity;
- //m_log.DebugFormat("Area: {0}, Capacity {1}, Bonus {2}, Parcel {3}", LandData.Area, m_scene.RegionInfo.ObjectCapacity, m_scene.RegionInfo.RegionSettings.ObjectBonus, parcelMax);
- return parcelMax;
- }
- }
- // the total prims a parcel owner can have on a region
- public int GetSimulatorMaxPrimCount()
- {
- if (overrideSimulatorMaxPrimCount != null)
- {
- return overrideSimulatorMaxPrimCount(this);
- }
- else
- {
- //Normal Calculations
- int simMax = (int)( (double)LandData.SimwideArea
- * (double)m_scene.RegionInfo.ObjectCapacity
- * (double)m_scene.RegionInfo.RegionSettings.ObjectBonus
- / (long)(m_scene.RegionInfo.RegionSizeX * m_scene.RegionInfo.RegionSizeY)
- +0.5 );
- // sanity check
- if(simMax > m_scene.RegionInfo.ObjectCapacity)
- simMax = m_scene.RegionInfo.ObjectCapacity;
- //m_log.DebugFormat("Simwide Area: {0}, Capacity {1}, SimMax {2}, SimWidePrims {3}",
- // LandData.SimwideArea, m_scene.RegionInfo.ObjectCapacity, simMax, LandData.SimwidePrims);
- return simMax;
- }
- }
- #endregion
- #region Packet Request Handling
- public void SendLandProperties(int sequence_id, bool snap_selection, int request_result, IClientAPI remote_client)
- {
- if(m_scene.RegionInfo.RegionSettings.AllowDamage)
- remote_client.SceneAgent.Invulnerable = false;
- else
- remote_client.SceneAgent.Invulnerable = (m_landData.Flags & (uint)ParcelFlags.AllowDamage) == 0;
- if (remote_client.SceneAgent.PresenceType == PresenceType.Npc)
- return;
- IEstateModule estateModule = m_scene.RequestModuleInterface<IEstateModule>();
- // uint regionFlags = 336723974 & ~((uint)(RegionFlags.AllowLandmark | RegionFlags.AllowSetHome));
- uint regionFlags = (uint)(RegionFlags.PublicAllowed
- | RegionFlags.AllowDirectTeleport
- | RegionFlags.AllowParcelChanges
- | RegionFlags.AllowVoice );
- if (estateModule != null)
- regionFlags = estateModule.GetRegionFlags();
- int seq_id;
- if (snap_selection && (sequence_id == 0))
- {
- seq_id = m_lastSeqId;
- }
- else
- {
- seq_id = sequence_id;
- m_lastSeqId = seq_id;
- }
- remote_client.SendLandProperties(seq_id,
- snap_selection, request_result, this,
- (float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
- GetParcelMaxPrimCount(),
- GetSimulatorMaxPrimCount(), regionFlags);
- }
- public bool UpdateLandProperties(LandUpdateArgs args, IClientAPI remote_client, out bool snap_selection, out bool needOverlay)
- {
- //Needs later group support
- snap_selection = false;
- needOverlay = false;
- LandData newData = LandData.Copy();
- uint allowedDelta = 0;
- // These two are always blocked as no client can set them anyway
- // ParcelFlags.ForSaleObjects
- // ParcelFlags.LindenHome
- if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId, this, GroupPowers.LandOptions, false))
- {
- allowedDelta |= (uint)(ParcelFlags.AllowLandmark |
- ParcelFlags.AllowTerraform |
- ParcelFlags.AllowDamage |
- ParcelFlags.CreateObjects |
- ParcelFlags.RestrictPushObject |
- ParcelFlags.AllowOtherScripts |
- ParcelFlags.AllowGroupScripts |
- ParcelFlags.CreateGroupObjects |
- ParcelFlags.AllowAPrimitiveEntry |
- ParcelFlags.AllowGroupObjectEntry |
- ParcelFlags.AllowFly);
- newData.SeeAVs = args.SeeAVs;
- newData.AnyAVSounds = args.AnyAVSounds;
- newData.GroupAVSounds = args.GroupAVSounds;
- }
- if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId, this, GroupPowers.LandSetSale, true))
- {
- if (args.AuthBuyerID != newData.AuthBuyerID ||
- args.SalePrice != newData.SalePrice)
- {
- snap_selection = true;
- }
- newData.AuthBuyerID = args.AuthBuyerID;
- newData.SalePrice = args.SalePrice;
- if (!LandData.IsGroupOwned)
- {
- newData.GroupID = args.GroupID;
- allowedDelta |= (uint)(ParcelFlags.AllowDeedToGroup |
- ParcelFlags.ContributeWithDeed |
- ParcelFlags.SellParcelObjects);
- }
- allowedDelta |= (uint)ParcelFlags.ForSale;
- }
- if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.FindPlaces, false))
- {
- newData.Category = args.Category;
- allowedDelta |= (uint)(ParcelFlags.ShowDirectory |
- ParcelFlags.AllowPublish |
- ParcelFlags.MaturePublish) | (uint)(1 << 23);
- }
- if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity, false))
- {
- newData.Description = args.Desc;
- newData.Name = args.Name;
- newData.SnapshotID = args.SnapshotID;
- }
- if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.SetLandingPoint, false))
- {
- newData.LandingType = args.LandingType;
- newData.UserLocation = args.UserLocation;
- newData.UserLookAt = args.UserLookAt;
- }
- if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.ChangeMedia, false))
- {
- newData.MediaAutoScale = args.MediaAutoScale;
- newData.MediaID = args.MediaID;
- newData.MediaURL = args.MediaURL;
- newData.MusicURL = args.MusicURL;
- newData.MediaType = args.MediaType;
- newData.MediaDescription = args.MediaDescription;
- newData.MediaWidth = args.MediaWidth;
- newData.MediaHeight = args.MediaHeight;
- newData.MediaLoop = args.MediaLoop;
- newData.ObscureMusic = args.ObscureMusic;
- newData.ObscureMedia = args.ObscureMedia;
- allowedDelta |= (uint)(ParcelFlags.SoundLocal |
- ParcelFlags.UrlWebPage |
- ParcelFlags.UrlRawHtml |
- ParcelFlags.AllowVoiceChat |
- ParcelFlags.UseEstateVoiceChan);
- }
- // don't allow passes on group owned until we can give money to groups
- if (!newData.IsGroupOwned && m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandManagePasses, false))
- {
- newData.PassHours = args.PassHours;
- newData.PassPrice = args.PassPrice;
- allowedDelta |= (uint)ParcelFlags.UsePassList;
- }
- if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId, this, GroupPowers.LandManageAllowed, false))
- {
- allowedDelta |= (uint)(ParcelFlags.UseAccessGroup |
- ParcelFlags.UseAccessList);
- }
- if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId, this, GroupPowers.LandManageBanned, false))
- {
- allowedDelta |= (uint)(ParcelFlags.UseBanList |
- ParcelFlags.DenyAnonymous |
- ParcelFlags.DenyAgeUnverified);
- }
- if (allowedDelta != (uint)ParcelFlags.None)
- {
- uint preserve = LandData.Flags & ~allowedDelta;
- newData.Flags = preserve | (args.ParcelFlags & allowedDelta);
- uint curdelta = LandData.Flags ^ newData.Flags;
- curdelta &= (uint)(ParcelFlags.SoundLocal);
- if(curdelta != 0 || newData.SeeAVs != LandData.SeeAVs)
- needOverlay = true;
- m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData);
- return true;
- }
- return false;
- }
- public void UpdateLandSold(UUID avatarID, UUID groupID, bool groupOwned, uint AuctionID, int claimprice, int area)
- {
- LandData newData = LandData.Copy();
- newData.OwnerID = avatarID;
- newData.GroupID = groupID;
- newData.IsGroupOwned = groupOwned;
- //newData.auctionID = AuctionID;
- newData.ClaimDate = Util.UnixTimeSinceEpoch();
- newData.ClaimPrice = claimprice;
- newData.SalePrice = 0;
- newData.AuthBuyerID = UUID.Zero;
- newData.Flags &= ~(uint) (ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects | ParcelFlags.ShowDirectory);
- bool sellObjects = (LandData.Flags & (uint)(ParcelFlags.SellParcelObjects)) != 0
- && !LandData.IsGroupOwned && !groupOwned;
- UUID previousOwner = LandData.OwnerID;
- m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData);
- // m_scene.EventManager.TriggerParcelPrimCountUpdate();
- SendLandUpdateToAvatarsOverMe(true);
- if (sellObjects) SellLandObjects(previousOwner);
- }
- public void DeedToGroup(UUID groupID)
- {
- LandData newData = LandData.Copy();
- newData.OwnerID = groupID;
- newData.GroupID = groupID;
- newData.IsGroupOwned = true;
- // Reset show in directory flag on deed
- newData.Flags &= ~(uint) (ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects | ParcelFlags.ShowDirectory);
- m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData);
- m_scene.EventManager.TriggerParcelPrimCountUpdate();
- SendLandUpdateToAvatarsOverMe(true);
- }
- public bool IsEitherBannedOrRestricted(UUID avatar)
- {
- if (IsBannedFromLand(avatar))
- {
- return true;
- }
- else if (IsRestrictedFromLand(avatar))
- {
- return true;
- }
- return false;
- }
- public bool CanBeOnThisLand(UUID avatar, float posHeight)
- {
- if (posHeight < m_scene.LandChannel.BanLineSafeHeight && IsBannedFromLand(avatar))
- {
- return false;
- }
- else if (IsRestrictedFromLand(avatar))
- {
- return false;
- }
- return true;
- }
- public bool HasGroupAccess(UUID avatar)
- {
- if (LandData.GroupID != UUID.Zero && (LandData.Flags & (uint)ParcelFlags.UseAccessGroup) == (uint)ParcelFlags.UseAccessGroup)
- {
- ScenePresence sp;
- if (!m_scene.TryGetScenePresence(avatar, out sp))
- {
- bool isMember;
- if (m_groupMemberCache.TryGetValue(avatar, out isMember))
- {
- m_groupMemberCache.Update(avatar, isMember, m_groupMemberCacheTimeout);
- return isMember;
- }
- IGroupsModule groupsModule = m_scene.RequestModuleInterface<IGroupsModule>();
- if (groupsModule == null)
- return false;
- GroupMembershipData[] membership = groupsModule.GetMembershipData(avatar);
- if (membership == null || membership.Length == 0)
- {
- m_groupMemberCache.Add(avatar, false, m_groupMemberCacheTimeout);
- return false;
- }
- foreach (GroupMembershipData d in membership)
- {
- if (d.GroupID == LandData.GroupID)
- {
- m_groupMemberCache.Add(avatar, true, m_groupMemberCacheTimeout);
- return true;
- }
- }
- m_groupMemberCache.Add(avatar, false, m_groupMemberCacheTimeout);
- return false;
- }
- return sp.ControllingClient.IsGroupMember(LandData.GroupID);
- }
- return false;
- }
- public bool IsBannedFromLand(UUID avatar)
- {
- ExpireAccessList();
- if (m_scene.Permissions.IsAdministrator(avatar))
- return false;
- if (m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(avatar))
- return false;
- if (avatar == LandData.OwnerID)
- return false;
- if ((LandData.Flags & (uint) ParcelFlags.UseBanList) > 0)
- {
- if (LandData.ParcelAccessList.FindIndex(
- delegate(LandAccessEntry e)
- {
- if (e.AgentID == avatar && e.Flags == AccessList.Ban)
- return true;
- return false;
- }) != -1)
- {
- return true;
- }
- }
- return false;
- }
- public bool IsRestrictedFromLand(UUID avatar)
- {
- if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) == 0)
- return false;
- if (m_scene.Permissions.IsAdministrator(avatar))
- return false;
- if (m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(avatar))
- return false;
- if (avatar == LandData.OwnerID)
- return false;
- if (HasGroupAccess(avatar))
- return false;
- if(IsInLandAccessList(avatar))
- return false;
- // check for a NPC
- ScenePresence sp;
- if (!m_scene.TryGetScenePresence(avatar, out sp))
- return true;
- if(sp==null || !sp.IsNPC)
- return true;
- INPC npccli = (INPC)sp.ControllingClient;
- if(npccli== null)
- return true;
- UUID owner = npccli.Owner;
- if(owner == UUID.Zero)
- return true;
- if (owner == LandData.OwnerID)
- return false;
- return !IsInLandAccessList(owner);
- }
- public bool IsInLandAccessList(UUID avatar)
- {
- ExpireAccessList();
- if (LandData.ParcelAccessList.FindIndex(
- delegate(LandAccessEntry e)
- {
- if (e.AgentID == avatar && e.Flags == AccessList.Access)
- return true;
- return false;
- }) == -1)
- {
- return false;
- }
- return true;
- }
- public void SendLandUpdateToClient(IClientAPI remote_client)
- {
- SendLandProperties(0, false, 0, remote_client);
- }
- public void SendLandUpdateToClient(bool snap_selection, IClientAPI remote_client)
- {
- m_scene.EventManager.TriggerParcelPrimCountUpdate();
- SendLandProperties(0, snap_selection, 0, remote_client);
- }
- public void SendLandUpdateToAvatarsOverMe()
- {
- SendLandUpdateToAvatarsOverMe(false);
- }
- public void SendLandUpdateToAvatarsOverMe(bool snap_selection)
- {
- m_scene.EventManager.TriggerParcelPrimCountUpdate();
- m_scene.ForEachRootScenePresence(delegate(ScenePresence avatar)
- {
- ILandObject over = null;
- try
- {
- over =
- m_scene.LandChannel.GetLandObject(Util.Clamp<int>((int)Math.Round(avatar.AbsolutePosition.X), 0, ((int)m_scene.RegionInfo.RegionSizeX - 1)),
- Util.Clamp<int>((int)Math.Round(avatar.AbsolutePosition.Y), 0, ((int)m_scene.RegionInfo.RegionSizeY - 1)));
- }
- catch (Exception)
- {
- m_log.Warn("[LAND]: " + "unable to get land at x: " + Math.Round(avatar.AbsolutePosition.X) + " y: " +
- Math.Round(avatar.AbsolutePosition.Y));
- }
- if (over != null)
- {
- if (over.LandData.LocalID == LandData.LocalID)
- {
- if(m_scene.RegionInfo.RegionSettings.AllowDamage)
- avatar.Invulnerable = false;
- else
- avatar.Invulnerable = (over.LandData.Flags & (uint)ParcelFlags.AllowDamage) == 0;
- SendLandUpdateToClient(snap_selection, avatar.ControllingClient);
- avatar.currentParcelUUID = LandData.GlobalID;
- }
- }
- });
- }
- #endregion
- #region AccessList Functions
- public List<LandAccessEntry> CreateAccessListArrayByFlag(AccessList flag)
- {
- ExpireAccessList();
- List<LandAccessEntry> list = new List<LandAccessEntry>();
- foreach (LandAccessEntry entry in LandData.ParcelAccessList)
- {
- if (entry.Flags == flag)
- list.Add(entry);
- }
- if (list.Count == 0)
- {
- LandAccessEntry e = new LandAccessEntry();
- e.AgentID = UUID.Zero;
- e.Flags = 0;
- e.Expires = 0;
- list.Add(e);
- }
- return list;
- }
- public void SendAccessList(UUID agentID, UUID sessionID, uint flags, int sequenceID,
- IClientAPI remote_client)
- {
- if ((flags & (uint) AccessList.Access) != 0)
- {
- List<LandAccessEntry> accessEntries = CreateAccessListArrayByFlag(AccessList.Access);
- remote_client.SendLandAccessListData(accessEntries,(uint) AccessList.Access,LandData.LocalID);
- }
- if ((flags & (uint) AccessList.Ban) != 0)
- {
- List<LandAccessEntry> accessEntries = CreateAccessListArrayByFlag(AccessList.Ban);
- remote_client.SendLandAccessListData(accessEntries, (uint)AccessList.Ban, LandData.LocalID);
- }
- }
- public void UpdateAccessList(uint flags, UUID transactionID, List<LandAccessEntry> entries)
- {
- if((flags & 0x03) == 0)
- return; // we only have access and ban
- flags &=0x03 ;
- // get a work copy of lists
- List<LandAccessEntry> parcelAccessList = new List<LandAccessEntry>(LandData.ParcelAccessList);
- // first packet on a transaction clears before adding
- // we need to this way because viewer protocol does not seem reliable
- lock (m_listTransactionsLock)
- {
- if ((!m_listTransactions.ContainsKey(flags)) ||
- m_listTransactions[flags] != transactionID)
- {
- m_listTransactions[flags] = transactionID;
- List<LandAccessEntry> toRemove = new List<LandAccessEntry>();
- foreach (LandAccessEntry entry in parcelAccessList)
- {
- if (((uint)entry.Flags & flags) != 0)
- toRemove.Add(entry);
- }
- foreach (LandAccessEntry entry in toRemove)
- parcelAccessList.Remove(entry);
- // a delete all command ?
- if (entries.Count == 1 && entries[0].AgentID == UUID.Zero)
- {
- LandData.ParcelAccessList = parcelAccessList;
- if ((flags & (uint)AccessList.Access) != 0)
- LandData.Flags &= ~(uint)ParcelFlags.UseAccessList;
- if ((flags & (uint)AccessList.Ban) != 0)
- LandData.Flags &= ~(uint)ParcelFlags.UseBanList;
- m_listTransactions.Remove(flags);
- return;
- }
- }
- }
- foreach (LandAccessEntry entry in entries)
- {
- LandAccessEntry temp = new LandAccessEntry();
- temp.AgentID = entry.AgentID;
- temp.Expires = entry.Expires;
- temp.Flags = (AccessList)flags;
- parcelAccessList.Add(temp);
- }
- LandData.ParcelAccessList = parcelAccessList;
- if ((flags & (uint)AccessList.Access) != 0)
- LandData.Flags |= (uint)ParcelFlags.UseAccessList;
- if ((flags & (uint)AccessList.Ban) != 0)
- LandData.Flags |= (uint)ParcelFlags.UseBanList;
- }
- #endregion
- #region Update Functions
- public void UpdateLandBitmapByteArray()
- {
- LandData.Bitmap = ConvertLandBitmapToBytes();
- }
- /// <summary>
- /// Update all settings in land such as area, bitmap byte array, etc
- /// </summary>
- public void ForceUpdateLandInfo()
- {
- UpdateGeometryValues();
- UpdateLandBitmapByteArray();
- }
- public void SetLandBitmapFromByteArray()
- {
- LandBitmap = ConvertBytesToLandBitmap();
- }
- /// <summary>
- /// Updates geomtric values after area/shape modification of the land object
- /// </summary>
- private void UpdateGeometryValues()
- {
- int min_x = Int32.MaxValue;
- int min_y = Int32.MaxValue;
- int max_x = Int32.MinValue;
- int max_y = Int32.MinValue;
- int tempArea = 0;
- int x, y;
- int lastX = 0;
- int lastY = 0;
- float avgx = 0f;
- float avgy = 0f;
- bool needFirst = true;
- for (x = 0; x < LandBitmap.GetLength(0); x++)
- {
- for (y = 0; y < LandBitmap.GetLength(1); y++)
- {
- if (LandBitmap[x, y])
- {
- if (min_x > x)
- min_x = x;
- if (min_y > y)
- min_y = y;
- if (max_x < x)
- max_x = x;
- if (max_y < y)
- max_y = y;
- if(needFirst)
- {
- avgx = x;
- avgy = y;
- m_startPoint.X = x * landUnit;
- m_startPoint.Y = y * landUnit;
- needFirst = false;
- }
- else
- {
- // keeping previous odd average
- avgx = (avgx * tempArea + x) / (tempArea + 1);
- avgy = (avgy * tempArea + y) / (tempArea + 1);
- }
- tempArea++;
- lastX = x;
- lastY = y;
- }
- }
- }
- int halfunit = landUnit/2;
- m_centerPoint.X = avgx * landUnit + halfunit;
- m_centerPoint.Y = avgy * landUnit + halfunit;
- m_endPoint.X = lastX * landUnit + landUnit;
- m_endPoint.Y = lastY * landUnit + landUnit;
- // next tests should not be needed
- // if they fail, something is wrong
- int regionSizeX = (int)Constants.RegionSize;
- int regionSizeY = (int)Constants.RegionSize;
- if(m_scene != null)
- {
- regionSizeX = (int)m_scene.RegionInfo.RegionSizeX;
- regionSizeY = (int)m_scene.RegionInfo.RegionSizeX;
- }
- int tx = min_x * landUnit;
- if (tx >= regionSizeX)
- tx = regionSizeX - 1;
- int ty = min_y * landUnit;
- if (ty >= regionSizeY)
- ty = regionSizeY - 1;
- m_AABBmin.X = tx;
- m_AABBmin.Y = ty;
- if(m_scene == null || m_scene.Heightmap == null)
- LandData.AABBMin = new Vector3(tx, ty, 0f);
- else
- LandData.AABBMin = new Vector3(tx, ty, (float)m_scene.Heightmap[tx, ty]);
- max_x++;
- tx = max_x * landUnit;
- if (tx > regionSizeX)
- tx = regionSizeX;
- max_y++;
- ty = max_y * landUnit;
- if (ty > regionSizeY)
- ty = regionSizeY;
- m_AABBmax.X = tx;
- m_AABBmax.Y = ty;
- if(m_scene == null || m_scene.Heightmap == null)
- LandData.AABBMax = new Vector3(tx, ty, 0f);
- else
- LandData.AABBMax = new Vector3(tx, ty, (float)m_scene.Heightmap[tx - 1, ty - 1]);
- tempArea *= landUnit * landUnit;
- LandData.Area = tempArea;
- }
- #endregion
- #region Land Bitmap Functions
- /// <summary>
- /// Sets the land's bitmap manually
- /// </summary>
- /// <param name="bitmap">block representing where this land is on a map mapped in a 4x4 meter grid</param>
- public void SetLandBitmap(bool[,] bitmap)
- {
- LandBitmap = bitmap;
- ForceUpdateLandInfo();
- }
- /// <summary>
- /// Gets the land's bitmap manually
- /// </summary>
- /// <returns></returns>
- public bool[,] GetLandBitmap()
- {
- return LandBitmap;
- }
- public bool[,] BasicFullRegionLandBitmap()
- {
- return GetSquareLandBitmap(0, 0, (int)m_scene.RegionInfo.RegionSizeX, (int) m_scene.RegionInfo.RegionSizeY, true);
- }
- public bool[,] GetSquareLandBitmap(int start_x, int start_y, int end_x, int end_y, bool set_value = true)
- {
- // Empty bitmap for the whole region
- bool[,] tempBitmap = new bool[m_scene.RegionInfo.RegionSizeX / landUnit, m_scene.RegionInfo.RegionSizeY / landUnit];
- tempBitmap.Initialize();
- // Fill the bitmap square area specified by state and end
- tempBitmap = ModifyLandBitmapSquare(tempBitmap, start_x, start_y, end_x, end_y, set_value);
- // m_log.DebugFormat("{0} GetSquareLandBitmap. tempBitmapSize=<{1},{2}>",
- // LogHeader, tempBitmap.GetLength(0), tempBitmap.GetLength(1));
- return tempBitmap;
- }
- /// <summary>
- /// Change a land bitmap at within a square and set those points to a specific value
- /// </summary>
- /// <param name="land_bitmap"></param>
- /// <param name="start_x"></param>
- /// <param name="start_y"></param>
- /// <param name="end_x"></param>
- /// <param name="end_y"></param>
- /// <param name="set_value"></param>
- /// <returns></returns>
- public bool[,] ModifyLandBitmapSquare(bool[,] land_bitmap, int start_x, int start_y, int end_x, int end_y,
- bool set_value)
- {
- int x, y;
- for (y = 0; y < land_bitmap.GetLength(1); y++)
- {
- for (x = 0; x < land_bitmap.GetLength(0); x++)
- {
- if (x >= start_x / landUnit && x < end_x / landUnit
- && y >= start_y / landUnit && y < end_y / landUnit)
- {
- land_bitmap[x, y] = set_value;
- }
- }
- }
- // m_log.DebugFormat("{0} ModifyLandBitmapSquare. startXY=<{1},{2}>, endXY=<{3},{4}>, val={5}, landBitmapSize=<{6},{7}>",
- // LogHeader, start_x, start_y, end_x, end_y, set_value, land_bitmap.GetLength(0), land_bitmap.GetLength(1));
- return land_bitmap;
- }
- /// <summary>
- /// Join the true values of 2 bitmaps together
- /// </summary>
- /// <param name="bitmap_base"></param>
- /// <param name="bitmap_add"></param>
- /// <returns></returns>
- public bool[,] MergeLandBitmaps(bool[,] bitmap_base, bool[,] bitmap_add)
- {
- if (bitmap_base.GetLength(0) != bitmap_add.GetLength(0)
- || bitmap_base.GetLength(1) != bitmap_add.GetLength(1))
- {
- throw new Exception(
- String.Format("{0} MergeLandBitmaps. merging maps not same size. baseSizeXY=<{1},{2}>, addSizeXY=<{3},{4}>",
- LogHeader, bitmap_base.GetLength(0), bitmap_base.GetLength(1), bitmap_add.GetLength(0), bitmap_add.GetLength(1))
- );
- }
- for (int x = 0; x < bitmap_add.GetLength(0); x++)
- {
- for (int y = 0; y < bitmap_base.GetLength(1); y++)
- {
- bitmap_base[x, y] |= bitmap_add[x, y];
- }
- }
- return bitmap_base;
- }
- /// <summary>
- /// Remap a land bitmap. Takes the supplied land bitmap and rotates it, crops it and finally offsets it into
- /// a final land bitmap of the target region size.
- /// </summary>
- /// <param name="bitmap_base">The original parcel bitmap</param>
- /// <param name="rotationDegrees"></param>
- /// <param name="displacement"><x,y,?></param>
- /// <param name="boundingOrigin"><x,y,?></param>
- /// <param name="boundingSize"><x,y,?></param>
- /// <param name="regionSize"><x,y,?></param>
- /// <param name="isEmptyNow">out: This is set if the resultant bitmap is now empty</param>
- /// <param name="AABBMin">out: parcel.AABBMin <x,y,0></param>
- /// <param name="AABBMax">out: parcel.AABBMax <x,y,0></param>
- /// <returns>New parcel bitmap</returns>
- public bool[,] RemapLandBitmap(bool[,] bitmap_base, Vector2 displacement, float rotationDegrees, Vector2 boundingOrigin, Vector2 boundingSize, Vector2 regionSize, out bool isEmptyNow, out Vector3 AABBMin, out Vector3 AABBMax)
- {
- // get the size of the incoming bitmap
- int baseX = bitmap_base.GetLength(0);
- int baseY = bitmap_base.GetLength(1);
- // create an intermediate bitmap that is 25% bigger on each side that we can work with to handle rotations
- int offsetX = baseX / 4; // the original origin will now be at these coordinates so now we can have imaginary negative coordinates ;)
- int offsetY = baseY / 4;
- int tmpX = baseX + baseX / 2;
- int tmpY = baseY + baseY / 2;
- int centreX = tmpX / 2;
- int centreY = tmpY / 2;
- bool[,] bitmap_tmp = new bool[tmpX, tmpY];
- double radianRotation = Math.PI * rotationDegrees / 180f;
- double cosR = Math.Cos(radianRotation);
- double sinR = Math.Sin(radianRotation);
- if (rotationDegrees < 0f) rotationDegrees += 360f; //-90=270 -180=180 -270=90
- // So first we apply the rotation to the incoming bitmap, storing the result in bitmap_tmp
- // We special case orthogonal rotations for accuracy because even using double precision math, Math.Cos(90 degrees) is never fully 0
- // and we can never rotate around a centre pixel because the bitmap size is always even
- int x, y, sx, sy;
- for (y = 0; y <= tmpY; y++)
- {
- for (x = 0; x <= tmpX; x++)
- {
- if (rotationDegrees == 0f)
- {
- sx = x - offsetX;
- sy = y - offsetY;
- }
- else if (rotationDegrees == 90f)
- {
- sx = y - offsetX;
- sy = tmpY - 1 - x - offsetY;
- }
- else if (rotationDegrees == 180f)
- {
- sx = tmpX - 1 - x - offsetX;
- sy = tmpY - 1 - y - offsetY;
- }
- else if (rotationDegrees == 270f)
- {
- sx = tmpX - 1 - y - offsetX;
- sy = x - offsetY;
- }
- else
- {
- // arbitary rotation: hmmm should I be using (centreX - 0.5) and (centreY - 0.5) and round cosR and sinR to say only 5 decimal places?
- sx = centreX + (int)Math.Round((((double)x - centreX) * cosR) + (((double)y - centreY) * sinR)) - offsetX;
- sy = centreY + (int)Math.Round((((double)y - centreY) * cosR) - (((double)x - centreX) * sinR)) - offsetY;
- }
- if (sx >= 0 && sx < baseX && sy >= 0 && sy < baseY)
- {
- try
- {
- if (bitmap_base[sx, sy]) bitmap_tmp[x, y] = true;
- }
- catch (Exception) //just in case we've still not taken care of every way the arrays might go out of bounds! ;)
- {
- m_log.DebugFormat("{0} RemapLandBitmap Rotate: Out of Bounds sx={1} sy={2} dx={3} dy={4}", LogHeader, sx, sy, x, y);
- }
- }
- }
- }
- // We could also incorporate the next steps, bounding-rectangle and displacement in the loop above, but it's simpler to visualise if done separately
- // and will also make it much easier when later I want the option for maybe a circular or oval bounding shape too ;).
- // So... our output land bitmap must be the size of the current region but rememeber, parcel landbitmaps are landUnit metres (4x4 metres) per point,
- // and region sizes, boundaries and displacements are in metres so we need to scale down
- int newX = (int)(regionSize.X / landUnit);
- int newY = (int)(regionSize.Y / landUnit);
- bool[,] bitmap_new = new bool[newX, newY];
- // displacement is relative to <0,0> in the destination region and defines where the origin of the data selected by the bounding-rectangle is placed
- int dispX = (int)Math.Floor(displacement.X / landUnit);
- int dispY = (int)Math.Floor(displacement.Y / landUnit);
- // startX/Y and endX/Y are coordinates in bitmap_tmp
- int startX = (int)Math.Floor(boundingOrigin.X / landUnit) + offsetX;
- if (startX > tmpX) startX = tmpX;
- if (startX < 0) startX = 0;
- int startY = (int)Math.Floor(boundingOrigin.Y / landUnit) + offsetY;
- if (startY > tmpY) startY = tmpY;
- if (startY < 0) startY = 0;
- int endX = (int)Math.Floor((boundingOrigin.X + boundingSize.X) / landUnit) + offsetX;
- if (endX > tmpX) endX = tmpX;
- if (endX < 0) endX = 0;
- int endY = (int)Math.Floor((boundingOrigin.Y + boundingSize.Y) / landUnit) + offsetY;
- if (endY > tmpY) endY = tmpY;
- if (endY < 0) endY = 0;
- //m_log.DebugFormat("{0} RemapLandBitmap: inSize=<{1},{2}>, disp=<{3},{4}> rot={5}, offset=<{6},{7}>, boundingStart=<{8},{9}>, boundingEnd=<{10},{11}>, cosR={12}, sinR={13}, outSize=<{14},{15}>", LogHeader,
- // baseX, baseY, dispX, dispY, radianRotation, offsetX, offsetY, startX, startY, endX, endY, cosR, sinR, newX, newY);
- isEmptyNow = true;
- int minX = newX;
- int minY = newY;
- int maxX = 0;
- int maxY = 0;
- int dx, dy;
- for (y = startY; y < endY; y++)
- {
- for (x = startX; x < endX; x++)
- {
- dx = x - startX + dispX;
- dy = y - startY + dispY;
- if (dx >= 0 && dx < newX && dy >= 0 && dy < newY)
- {
- try
- {
- if (bitmap_tmp[x, y])
- {
- bitmap_new[dx, dy] = true;
- isEmptyNow = false;
- if (dx < minX) minX = dx;
- if (dy < minY) minY = dy;
- if (dx > maxX) maxX = dx;
- if (dy > maxY) maxY = dy;
- }
- }
- catch (Exception) //just in case we've still not taken care of every way the arrays might go out of bounds! ;)
- {
- m_log.DebugFormat("{0} RemapLandBitmap - Bound & Displace: Out of Bounds sx={1} sy={2} dx={3} dy={4}", LogHeader, x, y, dx, dy);
- }
- }
- }
- }
- if (isEmptyNow)
- {
- //m_log.DebugFormat("{0} RemapLandBitmap: Land bitmap is marked as Empty", LogHeader);
- minX = 0;
- minY = 0;
- }
- AABBMin = new Vector3(minX * landUnit, minY * landUnit, 0);
- AABBMax = new Vector3(maxX * landUnit, maxY * landUnit, 0);
- return bitmap_new;
- }
- /// <summary>
- /// Clears any parcel data in bitmap_base where there exists parcel data in bitmap_new. In other words the parcel data
- /// in bitmap_new takes over the space of the parcel data in bitmap_base.
- /// </summary>
- /// <param name="bitmap_base"></param>
- /// <param name="bitmap_new"></param>
- /// <param name="isEmptyNow">out: This is set if the resultant bitmap is now empty</param>
- /// <param name="AABBMin">out: parcel.AABBMin <x,y,0></param>
- /// <param name="AABBMax">out: parcel.AABBMax <x,y,0></param>
- /// <returns>New parcel bitmap</returns>
- public bool[,] RemoveFromLandBitmap(bool[,] bitmap_base, bool[,] bitmap_new, out bool isEmptyNow, out Vector3 AABBMin, out Vector3 AABBMax)
- {
- // get the size of the incoming bitmaps
- int baseX = bitmap_base.GetLength(0);
- int baseY = bitmap_base.GetLength(1);
- int newX = bitmap_new.GetLength(0);
- int newY = bitmap_new.GetLength(1);
- if (baseX != newX || baseY != newY)
- {
- throw new Exception(
- String.Format("{0} RemoveFromLandBitmap: Land bitmaps are not the same size! baseX={1} baseY={2} newX={3} newY={4}", LogHeader, baseX, baseY, newX, newY));
- }
- isEmptyNow = true;
- int minX = baseX;
- int minY = baseY;
- int maxX = 0;
- int maxY = 0;
- for (int x = 0; x < baseX; x++)
- {
- for (int y = 0; y < baseY; y++)
- {
- if (bitmap_new[x, y]) bitmap_base[x, y] = false;
- if (bitmap_base[x, y])
- {
- isEmptyNow = false;
- if (x < minX) minX = x;
- if (y < minY) minY = y;
- if (x > maxX) maxX = x;
- if (y > maxY) maxY = y;
- }
- }
- }
- if (isEmptyNow)
- {
- //m_log.DebugFormat("{0} RemoveFromLandBitmap: Land bitmap is marked as Empty", LogHeader);
- minX = 0;
- minY = 0;
- }
- AABBMin = new Vector3(minX * landUnit, minY * landUnit, 0);
- AABBMax = new Vector3(maxX * landUnit, maxY * landUnit, 0);
- return bitmap_base;
- }
- /// <summary>
- /// Converts the land bitmap to a packet friendly byte array
- /// </summary>
- /// <returns></returns>
- public byte[] ConvertLandBitmapToBytes()
- {
- byte[] tempConvertArr = new byte[LandBitmap.GetLength(0) * LandBitmap.GetLength(1) / 8];
- int tempByte = 0;
- int byteNum = 0;
- int mask = 1;
- for (int y = 0; y < LandBitmap.GetLength(1); y++)
- {
- for (int x = 0; x < LandBitmap.GetLength(0); x++)
- {
- if (LandBitmap[x, y])
- tempByte |= mask;
- mask = mask << 1;
- if (mask == 0x100)
- {
- mask = 1;
- tempConvertArr[byteNum++] = (byte)tempByte;
- tempByte = 0;
- }
- }
- }
- if(tempByte != 0 && byteNum < 512)
- tempConvertArr[byteNum] = (byte)tempByte;
- return tempConvertArr;
- }
- public bool[,] ConvertBytesToLandBitmap(bool overrideRegionSize = false)
- {
- int bitmapLen;
- int xLen;
- bool[,] tempConvertMap;
- if (overrideRegionSize)
- {
- // Importing land parcel data from an OAR where the source region is a different size to the dest region requires us
- // to make a LandBitmap that's not derived from the current region's size. We use the LandData.Bitmap size in bytes
- // to figure out what the OAR's region dimensions are. (Is there a better way to get the src region x and y from the OAR?)
- // This method assumes we always will have square regions
- bitmapLen = LandData.Bitmap.Length;
- xLen = (int)Math.Abs(Math.Sqrt(bitmapLen * 8));
- tempConvertMap = new bool[xLen, xLen];
- tempConvertMap.Initialize();
- }
- else
- {
- tempConvertMap = new bool[m_scene.RegionInfo.RegionSizeX / landUnit, m_scene.RegionInfo.RegionSizeY / landUnit];
- tempConvertMap.Initialize();
- // Math.Min overcomes an old bug that might have made it into the database. Only use the bytes that fit into convertMap.
- bitmapLen = Math.Min(LandData.Bitmap.Length, tempConvertMap.GetLength(0) * tempConvertMap.GetLength(1) / 8);
- xLen = (int)(m_scene.RegionInfo.RegionSizeX / landUnit);
- if (bitmapLen == 512)
- {
- // Legacy bitmap being passed in. Use the legacy region size
- // and only set the lower area of the larger region.
- xLen = (int)(Constants.RegionSize / landUnit);
- }
- }
- // m_log.DebugFormat("{0} ConvertBytesToLandBitmap: bitmapLen={1}, xLen={2}", LogHeader, bitmapLen, xLen);
- byte tempByte;
- int x = 0, y = 0;
- for (int i = 0; i < bitmapLen; i++)
- {
- tempByte = LandData.Bitmap[i];
- for (int bitmask = 0x01; bitmask < 0x100; bitmask = bitmask << 1)
- {
- bool bit = (tempByte & bitmask) == bitmask;
- try
- {
- tempConvertMap[x, y] = bit;
- }
- catch (Exception)
- {
- m_log.DebugFormat("{0} ConvertBytestoLandBitmap: i={1}, x={2}, y={3}", LogHeader, i, x, y);
- }
- x++;
- if (x >= xLen)
- {
- x = 0;
- y++;
- }
- }
- }
- return tempConvertMap;
- }
- public bool IsLandBitmapEmpty(bool[,] landBitmap)
- {
- for (int y = 0; y < landBitmap.GetLength(1); y++)
- {
- for (int x = 0; x < landBitmap.GetLength(0); x++)
- {
- if (landBitmap[x, y]) return false;
- }
- }
- return true;
- }
- public void DebugLandBitmap(bool[,] landBitmap)
- {
- m_log.InfoFormat("{0}: Map Key: #=claimed land .=unclaimed land.", LogHeader);
- for (int y = landBitmap.GetLength(1) - 1; y >= 0; y--)
- {
- string row = "";
- for (int x = 0; x < landBitmap.GetLength(0); x++)
- {
- row += landBitmap[x, y] ? "#" : ".";
- }
- m_log.InfoFormat("{0}: {1}", LogHeader, row);
- }
- }
- #endregion
- #region Object Select and Object Owner Listing
- public void SendForceObjectSelect(int local_id, int request_type, List<UUID> returnIDs, IClientAPI remote_client)
- {
- if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId, this, GroupPowers.LandOptions, true))
- {
- List<uint> resultLocalIDs = new List<uint>();
- try
- {
- lock (primsOverMe)
- {
- foreach (SceneObjectGroup obj in primsOverMe)
- {
- if (obj.LocalId > 0)
- {
- if (request_type == LandChannel.LAND_SELECT_OBJECTS_OWNER && obj.OwnerID == LandData.OwnerID)
- {
- resultLocalIDs.Add(obj.LocalId);
- }
- else if (request_type == LandChannel.LAND_SELECT_OBJECTS_GROUP && obj.GroupID == LandData.GroupID && LandData.GroupID != UUID.Zero)
- {
- resultLocalIDs.Add(obj.LocalId);
- }
- else if (request_type == LandChannel.LAND_SELECT_OBJECTS_OTHER &&
- obj.OwnerID != remote_client.AgentId)
- {
- resultLocalIDs.Add(obj.LocalId);
- }
- else if (request_type == (int)ObjectReturnType.List && returnIDs.Contains(obj.OwnerID))
- {
- resultLocalIDs.Add(obj.LocalId);
- }
- }
- }
- }
- } catch (InvalidOperationException)
- {
- m_log.Error("[LAND]: Unable to force select the parcel objects. Arr.");
- }
- remote_client.SendForceClientSelectObjects(resultLocalIDs);
- }
- }
- /// <summary>
- /// Notify the parcel owner each avatar that owns prims situated on their land. This notification includes
- /// aggreagete details such as the number of prims.
- ///
- /// </summary>
- /// <param name="remote_client">
- /// A <see cref="IClientAPI"/>
- /// </param>
- public void SendLandObjectOwners(IClientAPI remote_client)
- {
- if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId, this, GroupPowers.LandOptions, true))
- {
- Dictionary<UUID, int> primCount = new Dictionary<UUID, int>();
- List<UUID> groups = new List<UUID>();
- lock (primsOverMe)
- {
- // m_log.DebugFormat(
- // "[LAND OBJECT]: Request for SendLandObjectOwners() from {0} with {1} known prims on region",
- // remote_client.Name, primsOverMe.Count);
- try
- {
- foreach (SceneObjectGroup obj in primsOverMe)
- {
- try
- {
- if (!primCount.ContainsKey(obj.OwnerID))
- {
- primCount.Add(obj.OwnerID, 0);
- }
- }
- catch (NullReferenceException)
- {
- m_log.Error("[LAND]: " + "Got Null Reference when searching land owners from the parcel panel");
- }
- try
- {
- primCount[obj.OwnerID] += obj.PrimCount;
- }
- catch (KeyNotFoundException)
- {
- m_log.Error("[LAND]: Unable to match a prim with it's owner.");
- }
- if (obj.OwnerID == obj.GroupID && (!groups.Contains(obj.OwnerID)))
- groups.Add(obj.OwnerID);
- }
- }
- catch (InvalidOperationException)
- {
- m_log.Error("[LAND]: Unable to Enumerate Land object arr.");
- }
- }
- remote_client.SendLandObjectOwners(LandData, groups, primCount);
- }
- }
- public Dictionary<UUID, int> GetLandObjectOwners()
- {
- Dictionary<UUID, int> ownersAndCount = new Dictionary<UUID, int>();
- lock (primsOverMe)
- {
- try
- {
- foreach (SceneObjectGroup obj in primsOverMe)
- {
- if (!ownersAndCount.ContainsKey(obj.OwnerID))
- {
- ownersAndCount.Add(obj.OwnerID, 0);
- }
- ownersAndCount[obj.OwnerID] += obj.PrimCount;
- }
- }
- catch (InvalidOperationException)
- {
- m_log.Error("[LAND]: Unable to enumerate land owners. arr.");
- }
- }
- return ownersAndCount;
- }
- #endregion
- #region Object Sales
- public void SellLandObjects(UUID previousOwner)
- {
- // m_log.DebugFormat(
- // "[LAND OBJECT]: Request to sell objects in {0} from {1}", LandData.Name, previousOwner);
- if (LandData.IsGroupOwned)
- return;
- IBuySellModule m_BuySellModule = m_scene.RequestModuleInterface<IBuySellModule>();
- if (m_BuySellModule == null)
- {
- m_log.Error("[LAND OBJECT]: BuySellModule not found");
- return;
- }
- ScenePresence sp;
- if (!m_scene.TryGetScenePresence(LandData.OwnerID, out sp))
- {
- m_log.Error("[LAND OBJECT]: New owner is not present in scene");
- return;
- }
- lock (primsOverMe)
- {
- foreach (SceneObjectGroup obj in primsOverMe)
- {
- if(m_scene.Permissions.CanSellObject(previousOwner,obj, (byte)SaleType.Original))
- m_BuySellModule.BuyObject(sp.ControllingClient, UUID.Zero, obj.LocalId, 1, 0);
- }
- }
- }
- #endregion
- #region Object Returning
- public void ReturnObject(SceneObjectGroup obj)
- {
- SceneObjectGroup[] objs = new SceneObjectGroup[1];
- objs[0] = obj;
- m_scene.returnObjects(objs, null);
- }
- public void ReturnLandObjects(uint type, UUID[] owners, UUID[] tasks, IClientAPI remote_client)
- {
- // m_log.DebugFormat(
- // "[LAND OBJECT]: Request to return objects in {0} from {1}", LandData.Name, remote_client.Name);
- Dictionary<UUID,List<SceneObjectGroup>> returns = new Dictionary<UUID,List<SceneObjectGroup>>();
- lock (primsOverMe)
- {
- if (type == (uint)ObjectReturnType.Owner)
- {
- foreach (SceneObjectGroup obj in primsOverMe)
- {
- if (obj.OwnerID == LandData.OwnerID)
- {
- if (!returns.ContainsKey(obj.OwnerID))
- returns[obj.OwnerID] =
- new List<SceneObjectGroup>();
- returns[obj.OwnerID].Add(obj);
- }
- }
- }
- else if (type == (uint)ObjectReturnType.Group && LandData.GroupID != UUID.Zero)
- {
- foreach (SceneObjectGroup obj in primsOverMe)
- {
- if (obj.GroupID == LandData.GroupID)
- {
- if (obj.OwnerID == LandData.OwnerID)
- continue;
- if (!returns.ContainsKey(obj.OwnerID))
- returns[obj.OwnerID] =
- new List<SceneObjectGroup>();
- returns[obj.OwnerID].Add(obj);
- }
- }
- }
- else if (type == (uint)ObjectReturnType.Other)
- {
- foreach (SceneObjectGroup obj in primsOverMe)
- {
- if (obj.OwnerID != LandData.OwnerID &&
- (obj.GroupID != LandData.GroupID ||
- LandData.GroupID == UUID.Zero))
- {
- if (!returns.ContainsKey(obj.OwnerID))
- returns[obj.OwnerID] =
- new List<SceneObjectGroup>();
- returns[obj.OwnerID].Add(obj);
- }
- }
- }
- else if (type == (uint)ObjectReturnType.List)
- {
- List<UUID> ownerlist = new List<UUID>(owners);
- foreach (SceneObjectGroup obj in primsOverMe)
- {
- if (ownerlist.Contains(obj.OwnerID))
- {
- if (!returns.ContainsKey(obj.OwnerID))
- returns[obj.OwnerID] =
- new List<SceneObjectGroup>();
- returns[obj.OwnerID].Add(obj);
- }
- }
- }
- }
- foreach (List<SceneObjectGroup> ol in returns.Values)
- {
- if (m_scene.Permissions.CanReturnObjects(this, remote_client, ol))
- m_scene.returnObjects(ol.ToArray(), remote_client);
- }
- }
- #endregion
- #region Object Adding/Removing from Parcel
- public void ResetOverMeRecord()
- {
- lock (primsOverMe)
- primsOverMe.Clear();
- }
- public void AddPrimOverMe(SceneObjectGroup obj)
- {
- // m_log.DebugFormat("[LAND OBJECT]: Adding scene object {0} {1} over {2}", obj.Name, obj.LocalId, LandData.Name);
- lock (primsOverMe)
- primsOverMe.Add(obj);
- }
- public void RemovePrimFromOverMe(SceneObjectGroup obj)
- {
- // m_log.DebugFormat("[LAND OBJECT]: Removing scene object {0} {1} from over {2}", obj.Name, obj.LocalId, LandData.Name);
- lock (primsOverMe)
- primsOverMe.Remove(obj);
- }
- #endregion
- /// <summary>
- /// Set the media url for this land parcel
- /// </summary>
- /// <param name="url"></param>
- public void SetMediaUrl(string url)
- {
- LandData.MediaURL = url;
- m_scene.LandChannel.UpdateLandObject(LandData.LocalID, LandData);
- SendLandUpdateToAvatarsOverMe();
- }
- /// <summary>
- /// Set the music url for this land parcel
- /// </summary>
- /// <param name="url"></param>
- public void SetMusicUrl(string url)
- {
- LandData.MusicURL = url;
- m_scene.LandChannel.UpdateLandObject(LandData.LocalID, LandData);
- SendLandUpdateToAvatarsOverMe();
- }
- /// <summary>
- /// Get the music url for this land parcel
- /// </summary>
- /// <returns>The music url.</returns>
- public string GetMusicUrl()
- {
- return LandData.MusicURL;
- }
- #endregion
- private void OnFrame()
- {
- m_expiryCounter++;
- if (m_expiryCounter >= 50)
- {
- ExpireAccessList();
- m_expiryCounter = 0;
- }
- // need to update dwell here bc landdata has no parent info
- if(LandData != null && m_dwellModule != null)
- {
- double now = Util.GetTimeStampMS();
- double elapsed = now - LandData.LastDwellTimeMS;
- if(elapsed > 150000) //2.5 minutes resolution / throttle
- {
- float dwell = LandData.Dwell;
- double cur = dwell * 60000.0;
- double decay = 1.5e-8 * cur * elapsed;
- cur -= decay;
- if(cur < 0)
- cur = 0;
- UUID lgid = LandData.GlobalID;
- m_scene.ForEachRootScenePresence(delegate(ScenePresence sp)
- {
- if(sp.IsNPC || sp.IsDeleted || sp.currentParcelUUID != lgid)
- return;
- cur += (now - sp.ParcelDwellTickMS);
- sp.ParcelDwellTickMS = now;
- });
-
- float newdwell = (float)(cur * 1.666666666667e-5);
- LandData.Dwell = newdwell;
- if(Math.Abs(newdwell - dwell) >= 0.9)
- m_scene.EventManager.TriggerLandObjectAdded(this);
- }
- }
- }
- private void ExpireAccessList()
- {
- List<LandAccessEntry> delete = new List<LandAccessEntry>();
- foreach (LandAccessEntry entry in LandData.ParcelAccessList)
- {
- if (entry.Expires != 0 && entry.Expires < Util.UnixTimeSinceEpoch())
- delete.Add(entry);
- }
- foreach (LandAccessEntry entry in delete)
- {
- LandData.ParcelAccessList.Remove(entry);
- ScenePresence presence;
- if (m_scene.TryGetScenePresence(entry.AgentID, out presence) && (!presence.IsChildAgent))
- {
- ILandObject land = m_scene.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
- if (land.LandData.LocalID == LandData.LocalID)
- {
- Vector3 pos = m_scene.GetNearestAllowedPosition(presence, land);
- presence.TeleportOnEject(pos);
- presence.ControllingClient.SendAlertMessage("You have been ejected from this land");
- }
- }
- m_log.DebugFormat("[LAND]: Removing entry {0} because it has expired", entry.AgentID);
- }
- if (delete.Count > 0)
- m_scene.EventManager.TriggerLandObjectUpdated((uint)LandData.LocalID, this);
- }
- }
- }
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