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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.Diagnostics;
- using System.Drawing;
- using System.Drawing.Imaging;
- using System.IO;
- using System.Text;
- using System.Threading;
- using System.Timers;
- using System.Xml;
- using Nini.Config;
- using OpenMetaverse;
- using OpenMetaverse.Packets;
- using OpenMetaverse.Imaging;
- using OpenSim.Framework;
- using OpenSim.Framework.Monitoring;
- using OpenSim.Services.Interfaces;
- using OpenSim.Framework.Console;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes.Scripting;
- using OpenSim.Region.Framework.Scenes.Serialization;
- using OpenSim.Region.PhysicsModules.SharedBase;
- using Timer = System.Timers.Timer;
- using TPFlags = OpenSim.Framework.Constants.TeleportFlags;
- using GridRegion = OpenSim.Services.Interfaces.GridRegion;
- using PermissionMask = OpenSim.Framework.PermissionMask;
- namespace OpenSim.Region.Framework.Scenes
- {
- public delegate bool FilterAvatarList(ScenePresence avatar);
- public partial class Scene : SceneBase
- {
- private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L;
- private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L;
-
- public delegate void SynchronizeSceneHandler(Scene scene);
- #region Fields
- public bool EmergencyMonitoring = false;
- /// <summary>
- /// Show debug information about animations.
- /// </summary>
- public bool DebugAnimations { get; set; }
- /// <summary>
- /// Show debug information about teleports.
- /// </summary>
- public bool DebugTeleporting { get; set; }
- /// <summary>
- /// Show debug information about the scene loop.
- /// </summary>
- public bool DebugUpdates { get; set; }
- /// <summary>
- /// If true then the scene is saved to persistent storage periodically, every m_update_backup frames and
- /// if objects meet required conditions (m_dontPersistBefore and m_dontPersistAfter).
- /// </summary>
- /// <remarks>
- /// Even if false, the scene will still be saved on clean shutdown.
- /// FIXME: Currently, setting this to false will mean that objects are not periodically returned from parcels.
- /// This needs to be fixed.
- /// </remarks>
- public bool PeriodicBackup { get; set; }
- /// <summary>
- /// If false then the scene is never saved to persistence storage even if PeriodicBackup == true and even
- /// if the scene is being shut down for the final time.
- /// </summary>
- public bool UseBackup { get; set; }
- /// <summary>
- /// If false then physical objects are disabled, though collisions will continue as normal.
- /// </summary>
- public bool PhysicsEnabled
- {
- get
- {
- return m_physicsEnabled;
- }
- set
- {
- m_physicsEnabled = value;
- if (PhysicsScene != null)
- {
- IPhysicsParameters physScene = PhysicsScene as IPhysicsParameters;
- if (physScene != null)
- physScene.SetPhysicsParameter(
- "Active", m_physicsEnabled.ToString(), PhysParameterEntry.APPLY_TO_NONE);
- }
- }
- }
- private bool m_physicsEnabled;
- /// <summary>
- /// If false then scripts are not enabled on the smiulator
- /// </summary>
- public bool ScriptsEnabled
- {
- get { return m_scripts_enabled; }
- set
- {
- if (m_scripts_enabled != value)
- {
- if (!value)
- {
- m_log.Info("Stopping all Scripts in Scene");
- EntityBase[] entities = Entities.GetEntities();
- foreach (EntityBase ent in entities)
- {
- if (ent is SceneObjectGroup)
- ((SceneObjectGroup)ent).RemoveScriptInstances(false);
- }
- }
- else
- {
- m_log.Info("Starting all Scripts in Scene");
- EntityBase[] entities = Entities.GetEntities();
- foreach (EntityBase ent in entities)
- {
- if (ent is SceneObjectGroup)
- {
- SceneObjectGroup sog = (SceneObjectGroup)ent;
- sog.CreateScriptInstances(0, false, DefaultScriptEngine, 0);
- sog.ResumeScripts();
- }
- }
- }
- m_scripts_enabled = value;
- }
- }
- }
- private bool m_scripts_enabled;
- public SynchronizeSceneHandler SynchronizeScene;
- /// <summary>
- /// Used to prevent simultaneous calls to code that adds and removes agents.
- /// </summary>
- private object m_removeClientLock = new object();
- /// <summary>
- /// Statistical information for this scene.
- /// </summary>
- public SimStatsReporter StatsReporter { get; private set; }
- /// <summary>
- /// Controls whether physics can be applied to prims. Even if false, prims still have entries in a
- /// PhysicsScene in order to perform collision detection
- /// </summary>
- public bool PhysicalPrims { get; private set; }
- /// <summary>
- /// Controls whether prims can be collided with.
- /// </summary>
- /// <remarks>
- /// If this is set to false then prims cannot be subject to physics either.
- /// </summary>
- public bool CollidablePrims { get; private set; }
- /// <summary>
- /// Minimum value of the size of a non-physical prim in each axis
- /// </summary>
- public float m_minNonphys = 0.001f;
- /// <summary>
- /// Maximum value of the size of a non-physical prim in each axis
- /// </summary>
- public float m_maxNonphys = 256;
- /// <summary>
- /// Minimum value of the size of a physical prim in each axis
- /// </summary>
- public float m_minPhys = 0.01f;
- /// <summary>
- /// Maximum value of the size of a physical prim in each axis
- /// </summary>
- public float m_maxPhys = 10;
- /// <summary>
- /// Max prims an object will hold
- /// </summary>
- public int m_linksetCapacity = 0;
- public bool m_clampPrimSize;
- public bool m_trustBinaries;
- public bool m_allowScriptCrossings = true;
- /// <summary>
- /// Can avatars cross from and to this region?
- /// </summary>
- public bool AllowAvatarCrossing { get; set; }
- /// Max prims an Physical object will hold
- /// </summary>
- ///
- public int m_linksetPhysCapacity = 0;
- public bool m_useFlySlow;
- public bool m_useTrashOnDelete = true;
- /// <summary>
- /// Temporarily setting to trigger appearance resends at 60 second intervals.
- /// </summary>
- public bool SendPeriodicAppearanceUpdates { get; set; }
- /// <summary>
- /// How much a root agent has to change position before updates are sent to viewers.
- /// </summary>
- public float RootPositionUpdateTolerance { get; set; }
- /// <summary>
- /// How much a root agent has to rotate before updates are sent to viewers.
- /// </summary>
- public float RootRotationUpdateTolerance { get; set; }
- /// <summary>
- /// How much a root agent has to change velocity before updates are sent to viewers.
- /// </summary>
- public float RootVelocityUpdateTolerance { get; set; }
- /// <summary>
- /// If greater than 1, we only send terse updates to other root agents on every n updates.
- /// </summary>
- public int RootTerseUpdatePeriod { get; set; }
- /// <summary>
- /// If greater than 1, we only send terse updates to child agents on every n updates.
- /// </summary>
- public int ChildTerseUpdatePeriod { get; set; }
- protected float m_defaultDrawDistance = 255f;
- public float DefaultDrawDistance
- {
- get { return m_defaultDrawDistance; }
- }
- protected float m_maxDrawDistance = 512.0f;
- // protected float m_maxDrawDistance = 256.0f;
- public float MaxDrawDistance
- {
- get { return m_maxDrawDistance; }
- }
- private List<string> m_AllowedViewers = new List<string>();
- private List<string> m_BannedViewers = new List<string>();
- // TODO: need to figure out how allow client agents but deny
- // root agents when ACL denies access to root agent
- public bool m_strictAccessControl = true;
- public bool m_seeIntoBannedRegion = false;
- public int MaxUndoCount = 5;
- public bool SeeIntoRegion { get; set; }
- // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
- public bool LoginLock = false;
- public bool StartDisabled = false;
- public bool LoadingPrims;
- public IXfer XferManager;
- // 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;
- protected int m_splitRegionID;
- protected Timer m_restartWaitTimer = new Timer();
- protected Timer m_timerWatchdog = new Timer();
- protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
- protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
- protected string m_simulatorVersion = "OpenSimulator Server";
- protected AgentCircuitManager m_authenticateHandler;
- protected SceneCommunicationService m_sceneGridService;
- protected ISnmpModule m_snmpService = null;
- protected ISimulationDataService m_SimulationDataService;
- protected IEstateDataService m_EstateDataService;
- protected IAssetService m_AssetService;
- protected IAuthorizationService m_AuthorizationService;
- protected IInventoryService m_InventoryService;
- protected IGridService m_GridService;
- protected ILibraryService m_LibraryService;
- protected ISimulationService m_simulationService;
- protected IAuthenticationService m_AuthenticationService;
- protected IPresenceService m_PresenceService;
- protected IUserAccountService m_UserAccountService;
- protected IAvatarService m_AvatarService;
- protected IGridUserService m_GridUserService;
- protected IAgentPreferencesService m_AgentPreferencesService;
- protected IXMLRPC m_xmlrpcModule;
- protected IWorldComm m_worldCommModule;
- protected IAvatarFactoryModule m_AvatarFactory;
- protected IConfigSource m_config;
- protected IRegionSerialiserModule m_serialiser;
- protected IDialogModule m_dialogModule;
- protected ICapabilitiesModule m_capsModule;
- protected IGroupsModule m_groupsModule;
- private Dictionary<string, string> m_extraSettings;
- /// <summary>
- /// Current scene frame number
- /// </summary>
- public uint Frame
- {
- get;
- protected set;
- }
- /// <summary>
- /// Current maintenance run number
- /// </summary>
- public uint MaintenanceRun { get; private set; }
- /// <summary>
- /// The minimum length of time in seconds that will be taken for a scene frame. If the frame takes less time then we
- /// will sleep for the remaining period.
- /// </summary>
- /// <remarks>
- /// One can tweak this number to experiment. One current effect of reducing it is to make avatar animations
- /// occur too quickly (viewer 1) or with even more slide (viewer 2).
- /// </remarks>
- public float MinFrameTime { get; private set; }
- /// <summary>
- /// The minimum length of time in seconds that will be taken for a scene frame.
- /// </summary>
- /// <remarks>
- /// Always derived from MinFrameTicks.
- /// </remarks>
- public float MinMaintenanceTime { get; private set; }
- private int m_update_physics = 1;
- private int m_update_entitymovement = 1;
- private int m_update_objects = 1;
- 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 = 1000;
- private int m_update_land = 10;
- private int m_update_coarse_locations = 50;
- private int m_update_temp_cleaning = 180;
- private float agentMS;
- private float frameMS;
- private float physicsMS2;
- private float physicsMS;
- private float otherMS;
- private float tempOnRezMS;
- private float eventMS;
- private float backupMS;
- private float terrainMS;
- private float landMS;
- // A temporary configuration flag to enable using FireAndForget to process
- // collisions from the physics engine. There is a problem with collisions
- // stopping sometimes and MB's suspicion is some race condition passing
- // collisions from the physics engine callback to the script engine.
- // This causes the collision events to be passed with a FireAndForget
- // call which should eliminate that linkage. Testers can turn this on
- // and see if collisions stop. If they don't, the problem is somewhere else.
- // This feature defaults to 'off' so, by default, the simulator operation
- // is not changed.
- public bool ShouldUseFireAndForgetForCollisions = false;
- /// <summary>
- /// Tick at which the last frame was processed.
- /// </summary>
- private int m_lastFrameTick;
- public bool CombineRegions = false;
- /// <summary>
- /// Tick at which the last maintenance run occurred.
- /// </summary>
- private int m_lastMaintenanceTick;
- /// <summary>
- /// Total script execution time (in Stopwatch Ticks) since the last frame
- /// </summary>
- private long m_scriptExecutionTime = 0;
- /// <summary>
- /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched
- /// asynchronously from the update loop.
- /// </summary>
- private bool m_cleaningTemps = false;
- /// <summary>
- /// Used to control main scene thread looping time when not updating via timer.
- /// </summary>
- private ManualResetEvent m_updateWaitEvent = new ManualResetEvent(false);
- /// <summary>
- /// Used to control maintenance thread runs.
- /// </summary>
- private ManualResetEvent m_maintenanceWaitEvent = new ManualResetEvent(false);
- // TODO: Possibly stop other classes being able to manipulate this directly.
- private SceneGraph m_sceneGraph;
- private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
- private volatile bool m_backingup;
- private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
- private Dictionary<UUID, int> m_groupsWithTargets = new Dictionary<UUID, int>();
- private string m_defaultScriptEngine;
- private int m_unixStartTime;
- public int UnixStartTime
- {
- get { return m_unixStartTime; }
- }
- /// <summary>
- /// Tick at which the last login occurred.
- /// </summary>
- private int m_LastLogin;
- private int m_lastIncoming;
- private int m_lastOutgoing;
- private int m_hbRestarts = 0;
- /// <summary>
- /// Thread that runs the scene loop.
- /// </summary>
- private Thread m_heartbeatThread;
- /// <summary>
- /// True if these scene is in the process of shutting down or is shutdown.
- /// </summary>
- public bool ShuttingDown
- {
- get { return m_shuttingDown; }
- }
- private volatile bool m_shuttingDown;
- /// <summary>
- /// Is the scene active?
- /// </summary>
- /// <remarks>
- /// If false, maintenance and update loops are not being run, though after setting to false update may still
- /// be active for a period (and IsRunning will still be true). Updates can still be triggered manually if
- /// the scene is not active.
- /// </remarks>
- public bool Active
- {
- get { return m_active; }
- set
- {
- if (value)
- {
- if (!m_active)
- Start(false);
- }
- else
- {
- // This appears assymetric with Start() above but is not - setting m_active = false stops the loops
- // XXX: Possibly this should be in an explicit Stop() method for symmetry.
- m_active = false;
- }
- }
- }
- private volatile bool m_active;
- /// <summary>
- /// If true then updates are running. This may be true for a short period after a scene is de-activated.
- /// </summary>
- public bool IsRunning { get { return m_isRunning; } }
- private volatile bool m_isRunning;
- // private int m_lastUpdate;
- private bool m_firstHeartbeat = true;
-
- private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
- private bool m_reprioritizationEnabled = true;
- private double m_reprioritizationInterval = 5000.0;
- private double m_rootReprioritizationDistance = 10.0;
- private double m_childReprioritizationDistance = 20.0;
- private Timer m_mapGenerationTimer = new Timer();
- private bool m_generateMaptiles;
- #endregion Fields
- #region Properties
- /* Used by the loadbalancer plugin on GForge */
- public int SplitRegionID
- {
- get { return m_splitRegionID; }
- set { m_splitRegionID = value; }
- }
- public new float TimeDilation
- {
- get { return m_sceneGraph.PhysicsScene.TimeDilation; }
- }
- public void setThreadCount(int inUseThreads)
- {
- // Just pass the thread count information on its way as the Scene
- // does not require the value for anything at this time
- StatsReporter.SetThreadCount(inUseThreads);
- }
- public SceneCommunicationService SceneGridService
- {
- get { return m_sceneGridService; }
- }
- public ISnmpModule SnmpService
- {
- get
- {
- if (m_snmpService == null)
- {
- m_snmpService = RequestModuleInterface<ISnmpModule>();
- }
- return m_snmpService;
- }
- }
- public ISimulationDataService SimulationDataService
- {
- get
- {
- if (m_SimulationDataService == null)
- {
- m_SimulationDataService = RequestModuleInterface<ISimulationDataService>();
- if (m_SimulationDataService == null)
- {
- throw new Exception("No ISimulationDataService available.");
- }
- }
- return m_SimulationDataService;
- }
- }
- public IEstateDataService EstateDataService
- {
- get
- {
- if (m_EstateDataService == null)
- {
- m_EstateDataService = RequestModuleInterface<IEstateDataService>();
- if (m_EstateDataService == null)
- {
- throw new Exception("No IEstateDataService available.");
- }
- }
- return m_EstateDataService;
- }
- }
- public IAssetService AssetService
- {
- get
- {
- if (m_AssetService == null)
- {
- m_AssetService = RequestModuleInterface<IAssetService>();
- if (m_AssetService == null)
- {
- throw new Exception("No IAssetService available.");
- }
- }
- return m_AssetService;
- }
- }
- public IAuthorizationService AuthorizationService
- {
- get
- {
- if (m_AuthorizationService == null)
- {
- m_AuthorizationService = RequestModuleInterface<IAuthorizationService>();
- //if (m_AuthorizationService == null)
- //{
- // // don't throw an exception if no authorization service is set for the time being
- // m_log.InfoFormat("[SCENE]: No Authorization service is configured");
- //}
- }
- return m_AuthorizationService;
- }
- }
- public IInventoryService InventoryService
- {
- get
- {
- if (m_InventoryService == null)
- {
- m_InventoryService = RequestModuleInterface<IInventoryService>();
- if (m_InventoryService == null)
- {
- throw new Exception("No IInventoryService available. This could happen if the config_include folder doesn't exist or if the OpenSim.ini [Architecture] section isn't set. Please also check that you have the correct version of your inventory service dll. Sometimes old versions of this dll will still exist. Do a clean checkout and re-create the opensim.ini from the opensim.ini.example.");
- }
- }
- return m_InventoryService;
- }
- }
- public IGridService GridService
- {
- get
- {
- if (m_GridService == null)
- {
- m_GridService = RequestModuleInterface<IGridService>();
- if (m_GridService == null)
- {
- throw new Exception("No IGridService available. This could happen if the config_include folder doesn't exist or if the OpenSim.ini [Architecture] section isn't set. Please also check that you have the correct version of your inventory service dll. Sometimes old versions of this dll will still exist. Do a clean checkout and re-create the opensim.ini from the opensim.ini.example.");
- }
- }
- return m_GridService;
- }
- }
- public ILibraryService LibraryService
- {
- get
- {
- if (m_LibraryService == null)
- m_LibraryService = RequestModuleInterface<ILibraryService>();
- return m_LibraryService;
- }
- }
- public ISimulationService SimulationService
- {
- get
- {
- if (m_simulationService == null)
- m_simulationService = RequestModuleInterface<ISimulationService>();
- return m_simulationService;
- }
- }
- public IAuthenticationService AuthenticationService
- {
- get
- {
- if (m_AuthenticationService == null)
- m_AuthenticationService = RequestModuleInterface<IAuthenticationService>();
- return m_AuthenticationService;
- }
- }
- public IPresenceService PresenceService
- {
- get
- {
- if (m_PresenceService == null)
- m_PresenceService = RequestModuleInterface<IPresenceService>();
- return m_PresenceService;
- }
- }
- public IUserAccountService UserAccountService
- {
- get
- {
- if (m_UserAccountService == null)
- m_UserAccountService = RequestModuleInterface<IUserAccountService>();
- return m_UserAccountService;
- }
- }
- public IAvatarService AvatarService
- {
- get
- {
- if (m_AvatarService == null)
- m_AvatarService = RequestModuleInterface<IAvatarService>();
- return m_AvatarService;
- }
- }
- public IGridUserService GridUserService
- {
- get
- {
- if (m_GridUserService == null)
- m_GridUserService = RequestModuleInterface<IGridUserService>();
- return m_GridUserService;
- }
- }
- public IAgentPreferencesService AgentPreferencesService
- {
- get
- {
- if (m_AgentPreferencesService == null)
- m_AgentPreferencesService = RequestModuleInterface<IAgentPreferencesService>();
- return m_AgentPreferencesService;
- }
- }
- public IAttachmentsModule AttachmentsModule { get; set; }
- public IEntityTransferModule EntityTransferModule { get; private set; }
- public IAgentAssetTransactions AgentTransactionsModule { get; private set; }
- public IUserManagement UserManagementModule { get; private set; }
- public IAvatarFactoryModule AvatarFactory
- {
- get { return m_AvatarFactory; }
- }
- public ICapabilitiesModule CapsModule
- {
- get { return m_capsModule; }
- }
- public int MonitorFrameTime { get { return (int)frameMS; } }
- public int MonitorPhysicsUpdateTime { get { return (int)physicsMS; } }
- public int MonitorPhysicsSyncTime { get { return (int)physicsMS2; } }
- public int MonitorOtherTime { get { return (int)otherMS; } }
- public int MonitorTempOnRezTime { get { return (int)tempOnRezMS; } }
- public int MonitorEventTime { get { return (int)eventMS; } } // This may need to be divided into each event?
- public int MonitorBackupTime { get { return (int)backupMS; } }
- public int MonitorTerrainTime { get { return (int)terrainMS; } }
- public int MonitorLandTime { get { return (int)landMS; } }
- public int MonitorLastFrameTick { get { return m_lastFrameTick; } }
- public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get; set; }
- public bool IsReprioritizationEnabled { get; set; }
- public double ReprioritizationInterval { get; set; }
- public double RootReprioritizationDistance { get; set; }
- public double ChildReprioritizationDistance { get; set; }
- 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;
- }
- }
- }
- public string DefaultScriptEngine
- {
- get { return m_defaultScriptEngine; }
- }
- public EntityManager Entities
- {
- get { return m_sceneGraph.Entities; }
- }
- // used in sequence see: SpawnPoint()
- private int m_SpawnPoint;
- // can be closest/random/sequence
- public string SpawnPointRouting
- {
- get;
- private set;
- }
- // allow landmarks to pass
- public bool TelehubAllowLandmarks
- {
- get;
- private set;
- }
- #endregion Properties
- #region Constructors
- public Scene(RegionInfo regInfo, AgentCircuitManager authen,
- ISimulationDataService simDataService, IEstateDataService estateDataService,
- IConfigSource config, string simulatorVersion)
- : this(regInfo)
- {
- m_config = config;
- MinFrameTime = 0.089f;
- MinMaintenanceTime = 1;
- SeeIntoRegion = true;
- Random random = new Random();
- m_lastAllocatedLocalId = (uint)(random.NextDouble() * (double)(uint.MaxValue / 2)) + (uint)(uint.MaxValue / 4);
- m_authenticateHandler = authen;
- m_sceneGridService = new SceneCommunicationService();
- m_SimulationDataService = simDataService;
- m_EstateDataService = estateDataService;
- m_lastIncoming = 0;
- m_lastOutgoing = 0;
- m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
- m_asyncSceneObjectDeleter.Enabled = true;
- m_asyncInventorySender = new AsyncInventorySender(this);
- #region Region Settings
- // Load region settings
- // LoadRegionSettings creates new region settings in persistence if they don't already exist for this region.
- // However, in this case, the default textures are not set in memory properly, so we need to do it here and
- // resave.
- // FIXME: It shouldn't be up to the database plugins to create this data - we should do it when a new
- // region is set up and avoid these gyrations.
- RegionSettings rs = simDataService.LoadRegionSettings(RegionInfo.RegionID);
- m_extraSettings = simDataService.GetExtra(RegionInfo.RegionID);
- bool updatedTerrainTextures = false;
- if (rs.TerrainTexture1 == UUID.Zero)
- {
- rs.TerrainTexture1 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_1;
- updatedTerrainTextures = true;
- }
- if (rs.TerrainTexture2 == UUID.Zero)
- {
- rs.TerrainTexture2 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_2;
- updatedTerrainTextures = true;
- }
- if (rs.TerrainTexture3 == UUID.Zero)
- {
- rs.TerrainTexture3 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_3;
- updatedTerrainTextures = true;
- }
- if (rs.TerrainTexture4 == UUID.Zero)
- {
- rs.TerrainTexture4 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_4;
- updatedTerrainTextures = true;
- }
- if (updatedTerrainTextures)
- rs.Save();
- RegionInfo.RegionSettings = rs;
- if (estateDataService != null)
- RegionInfo.EstateSettings = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false);
- #endregion Region Settings
- //Bind Storage Manager functions to some land manager functions for this scene
- EventManager.OnLandObjectAdded +=
- new EventManager.LandObjectAdded(simDataService.StoreLandObject);
- EventManager.OnLandObjectRemoved +=
- new EventManager.LandObjectRemoved(simDataService.RemoveLandObject);
- RegisterDefaultSceneEvents();
- // XXX: Don't set the public property since we don't want to activate here. This needs to be handled
- // better in the future.
- m_scripts_enabled = !RegionInfo.RegionSettings.DisableScripts;
- PhysicsEnabled = !RegionInfo.RegionSettings.DisablePhysics;
- m_simulatorVersion = simulatorVersion + " (" + Util.GetRuntimeInformation() + ")";
- #region Region Config
- // Region config overrides global config
- //
- if (m_config.Configs["Startup"] != null)
- {
- IConfig startupConfig = m_config.Configs["Startup"];
- StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
- m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance);
- m_maxDrawDistance = startupConfig.GetFloat("MaxDrawDistance", m_maxDrawDistance);
- if (m_defaultDrawDistance > m_maxDrawDistance)
- m_defaultDrawDistance = m_maxDrawDistance;
- UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup);
- if (!UseBackup)
- m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
- //Animation states
- m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
- SeeIntoRegion = startupConfig.GetBoolean("see_into_region", SeeIntoRegion);
- MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20);
- PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
- CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
- m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
- if (RegionInfo.NonphysPrimMin > 0)
- {
- m_minNonphys = RegionInfo.NonphysPrimMin;
- }
- m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
- if (RegionInfo.NonphysPrimMax > 0)
- {
- m_maxNonphys = RegionInfo.NonphysPrimMax;
- }
- m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys);
- if (RegionInfo.PhysPrimMin > 0)
- {
- m_minPhys = RegionInfo.PhysPrimMin;
- }
- m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
- if (RegionInfo.PhysPrimMax > 0)
- {
- m_maxPhys = RegionInfo.PhysPrimMax;
- }
- m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity);
- if (RegionInfo.LinksetCapacity > 0)
- {
- m_linksetCapacity = RegionInfo.LinksetCapacity;
- }
- m_linksetPhysCapacity = startupConfig.GetInt("LinksetPhysPrims", m_linksetPhysCapacity);
- SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
- TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
- // Here, if clamping is requested in either global or
- // local config, it will be used
- //
- m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
- if (RegionInfo.ClampPrimSize)
- {
- m_clampPrimSize = true;
- }
- m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
- m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
- m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
- 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", "XEngine");
- m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
- m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
- m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
- CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
- string[] possibleMapConfigSections = new string[] { "Map", "Startup" };
- m_generateMaptiles
- = Util.GetConfigVarFromSections<bool>(config, "GenerateMaptiles", possibleMapConfigSections, true);
- if (m_generateMaptiles)
- {
- int maptileRefresh = Util.GetConfigVarFromSections<int>(config, "MaptileRefresh", possibleMapConfigSections, 0);
- m_log.InfoFormat("[SCENE]: Region {0}, WORLD MAP refresh time set to {1} seconds", RegionInfo.RegionName, maptileRefresh);
- if (maptileRefresh != 0)
- {
- m_mapGenerationTimer.Interval = maptileRefresh * 1000;
- m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
- m_mapGenerationTimer.AutoReset = true;
- m_mapGenerationTimer.Start();
- }
- }
- else
- {
- string tile
- = Util.GetConfigVarFromSections<string>(
- config, "MaptileStaticUUID", possibleMapConfigSections, UUID.Zero.ToString());
- UUID tileID;
- if (tile != UUID.Zero.ToString() && UUID.TryParse(tile, out tileID))
- {
- RegionInfo.RegionSettings.TerrainImageID = tileID;
- }
- else
- {
- RegionInfo.RegionSettings.TerrainImageID = RegionInfo.MaptileStaticUUID;
- m_log.InfoFormat("[SCENE]: Region {0}, maptile set to {1}", RegionInfo.RegionName, RegionInfo.MaptileStaticUUID.ToString());
- }
- }
- string[] possibleAccessControlConfigSections = new string[] { "Startup", "AccessControl"};
- string grant
- = Util.GetConfigVarFromSections<string>(
- config, "AllowedClients", possibleAccessControlConfigSections, string.Empty);
- if (grant.Length > 0)
- {
- foreach (string viewer in grant.Split(','))
- {
- m_AllowedViewers.Add(viewer.Trim().ToLower());
- }
- }
- grant
- = Util.GetConfigVarFromSections<string>(
- config, "DeniedClients", possibleAccessControlConfigSections, String.Empty);
- // Deal with the mess of someone having used a different word at some point
- if (grant == String.Empty)
- grant = Util.GetConfigVarFromSections<string>(
- config, "BannedClients", possibleAccessControlConfigSections, String.Empty);
- if (grant.Length > 0)
- {
- foreach (string viewer in grant.Split(','))
- {
- m_BannedViewers.Add(viewer.Trim().ToLower());
- }
- }
- MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
- m_update_backup = startupConfig.GetInt("UpdateStorageEveryNFrames", m_update_backup);
- m_update_coarse_locations = startupConfig.GetInt("UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
- m_update_entitymovement = startupConfig.GetInt("UpdateEntityMovementEveryNFrames", m_update_entitymovement);
- m_update_events = startupConfig.GetInt("UpdateEventsEveryNFrames", m_update_events);
- m_update_objects = startupConfig.GetInt("UpdateObjectsEveryNFrames", m_update_objects);
- m_update_physics = startupConfig.GetInt("UpdatePhysicsEveryNFrames", m_update_physics);
- m_update_presences = startupConfig.GetInt("UpdateAgentsEveryNFrames", m_update_presences);
- m_update_terrain = startupConfig.GetInt("UpdateTerrainEveryNFrames", m_update_terrain);
- m_update_temp_cleaning = startupConfig.GetInt("UpdateTempCleaningEveryNSeconds", m_update_temp_cleaning);
- if (startupConfig.Contains("ShouldUseFireAndForgetForCollisions"))
- {
- ShouldUseFireAndForgetForCollisions = startupConfig.GetBoolean("ShouldUseFireAndForgetForCollisions", false);
- }
- }
- // FIXME: Ultimately this should be in a module.
- SendPeriodicAppearanceUpdates = false;
- IConfig appearanceConfig = m_config.Configs["Appearance"];
- if (appearanceConfig != null)
- {
- SendPeriodicAppearanceUpdates
- = appearanceConfig.GetBoolean("ResendAppearanceUpdates", SendPeriodicAppearanceUpdates);
- }
- #endregion Region Config
- IConfig entityTransferConfig = m_config.Configs["EntityTransfer"];
- if (entityTransferConfig != null)
- {
- AllowAvatarCrossing = entityTransferConfig.GetBoolean("AllowAvatarCrossing", AllowAvatarCrossing);
- }
- #region Interest Management
- IConfig interestConfig = m_config.Configs["InterestManagement"];
- if (interestConfig != null)
- {
- string update_prioritization_scheme = interestConfig.GetString("UpdatePrioritizationScheme", "Time").Trim().ToLower();
- try
- {
- UpdatePrioritizationScheme = (UpdatePrioritizationSchemes)Enum.Parse(typeof(UpdatePrioritizationSchemes), update_prioritization_scheme, true);
- }
- catch (Exception)
- {
- m_log.Warn("[PRIORITIZER]: UpdatePrioritizationScheme was not recognized, setting to default prioritizer Time");
- UpdatePrioritizationScheme = UpdatePrioritizationSchemes.Time;
- }
- IsReprioritizationEnabled
- = interestConfig.GetBoolean("ReprioritizationEnabled", IsReprioritizationEnabled);
- ReprioritizationInterval
- = interestConfig.GetDouble("ReprioritizationInterval", ReprioritizationInterval);
- RootReprioritizationDistance
- = interestConfig.GetDouble("RootReprioritizationDistance", RootReprioritizationDistance);
- ChildReprioritizationDistance
- = interestConfig.GetDouble("ChildReprioritizationDistance", ChildReprioritizationDistance);
- RootTerseUpdatePeriod = interestConfig.GetInt("RootTerseUpdatePeriod", RootTerseUpdatePeriod);
- ChildTerseUpdatePeriod = interestConfig.GetInt("ChildTerseUpdatePeriod", ChildTerseUpdatePeriod);
- RootPositionUpdateTolerance
- = interestConfig.GetFloat("RootPositionUpdateTolerance", RootPositionUpdateTolerance);
- RootRotationUpdateTolerance
- = interestConfig.GetFloat("RootRotationUpdateTolerance", RootRotationUpdateTolerance);
- RootVelocityUpdateTolerance
- = interestConfig.GetFloat("RootVelocityUpdateTolerance", RootVelocityUpdateTolerance);
- }
- m_log.DebugFormat("[SCENE]: Using the {0} prioritization scheme", UpdatePrioritizationScheme);
- #endregion Interest Management
- StatsReporter = new SimStatsReporter(this);
- StatsReporter.OnSendStatsResult += SendSimStatsPackets;
- StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
-
- }
- public Scene(RegionInfo regInfo)
- : base(regInfo)
- {
- m_sceneGraph = new SceneGraph(this);
- // 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
- += () =>
- {
- m_log.ErrorFormat("[SCENE]: Restarting region {0} due to unrecoverable physics crash", Name);
- RestartNow();
- };
- PhysicalPrims = true;
- CollidablePrims = true;
- PhysicsEnabled = true;
- AllowAvatarCrossing = true;
- PeriodicBackup = true;
- UseBackup = true;
- IsReprioritizationEnabled = true;
- UpdatePrioritizationScheme = UpdatePrioritizationSchemes.Time;
- ReprioritizationInterval = 5000;
- RootRotationUpdateTolerance = 0.1f;
- RootVelocityUpdateTolerance = 0.001f;
- RootPositionUpdateTolerance = 0.05f;
- RootReprioritizationDistance = 10.0;
- ChildReprioritizationDistance = 20.0;
- m_eventManager = new EventManager();
- m_permissions = new ScenePermissions(this);
- }
- #endregion
- #region Startup / Close Methods
- /// <value>
- /// The scene graph for this scene
- /// </value>
- /// TODO: Possibly stop other classes being able to manipulate this directly.
- public SceneGraph SceneGraph
- {
- get { return m_sceneGraph; }
- }
- protected virtual void RegisterDefaultSceneEvents()
- {
- IDialogModule dm = RequestModuleInterface<IDialogModule>();
- if (dm != null)
- m_eventManager.OnPermissionError += dm.SendAlertToUser;
- m_eventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement;
- }
- public override string GetSimulatorVersion()
- {
- return m_simulatorVersion;
- }
- /// <summary>
- /// Process the fact that a neighbouring region has come up.
- /// </summary>
- /// <remarks>
- /// 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.
- /// </remarks>
- /// <param name="otherRegion">RegionInfo handle for the new region.</param>
- /// <returns>True after all operations complete, throws exceptions otherwise.</returns>
- public override void OtherRegionUp(GridRegion otherRegion)
- {
- if (RegionInfo.RegionHandle != otherRegion.RegionHandle)
- {
- if (isNeighborRegion(otherRegion))
- {
- // Let the grid service module know, so this can be cached
- m_eventManager.TriggerOnRegionUp(otherRegion);
- try
- {
- ForEachRootScenePresence(delegate(ScenePresence agent)
- {
- //agent.ControllingClient.new
- //this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo());
- List<ulong> old = new List<ulong>();
- old.Add(otherRegion.RegionHandle);
- agent.DropOldNeighbours(old);
- if (EntityTransferModule != null && agent.PresenceType != PresenceType.Npc)
- EntityTransferModule.EnableChildAgent(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.InfoFormat(
- "[SCENE]: Got notice about far away Region: {0} at ({1}, {2})",
- otherRegion.RegionName, otherRegion.RegionLocX, otherRegion.RegionLocY);
- }
- }
- }
- public bool isNeighborRegion(GridRegion otherRegion)
- {
- int tmp = otherRegion.RegionLocX - (int)RegionInfo.WorldLocX; ;
- if (tmp < -otherRegion.RegionSizeX && tmp > RegionInfo.RegionSizeX)
- return false;
- tmp = otherRegion.RegionLocY - (int)RegionInfo.WorldLocY;
- if (tmp < -otherRegion.RegionSizeY && tmp > RegionInfo.RegionSizeY)
- return false;
- 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;
- }
- // Alias IncomingHelloNeighbour OtherRegionUp, for now
- public GridRegion IncomingHelloNeighbour(RegionInfo neighbour)
- {
- OtherRegionUp(new GridRegion(neighbour));
- return new GridRegion(RegionInfo);
- }
- // This causes the region to restart immediatley.
- public void RestartNow()
- {
- IConfig startupConfig = m_config.Configs["Startup"];
- if (startupConfig != null)
- {
- if (startupConfig.GetBoolean("InworldRestartShutsDown", false))
- {
- MainConsole.Instance.RunCommand("shutdown");
- return;
- }
- }
- m_log.InfoFormat("[REGION]: Restarting region {0}", Name);
- Close();
- base.Restart();
- }
- // 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)
- {
- GridRegion r = new GridRegion(region);
- try
- {
- ForEachRootScenePresence(delegate(ScenePresence agent)
- {
- if (EntityTransferModule != null && agent.PresenceType != PresenceType.Npc)
- EntityTransferModule.EnableChildAgent(agent, r);
- });
- }
- 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 int GetInaccurateNeighborCount()
- {
- return m_neighbours.Count;
- }
- // This is the method that shuts down the scene.
- public override void Close()
- {
- if (m_shuttingDown)
- {
- m_log.WarnFormat("[SCENE]: Ignoring close request because already closing {0}", Name);
- return;
- }
- m_log.InfoFormat("[SCENE]: Closing down the single simulator: {0}", RegionInfo.RegionName);
- StatsReporter.Close();
- m_restartTimer.Stop();
- m_restartTimer.Close();
- // Kick all ROOT agents with the message, 'The simulator is going down'
- ForEachScenePresence(delegate(ScenePresence avatar)
- {
- avatar.RemoveNeighbourRegion(RegionInfo.RegionHandle);
- if (!avatar.IsChildAgent)
- avatar.ControllingClient.Kick("The simulator is going down.");
- avatar.ControllingClient.SendShutdownConnectionNotice();
- });
- // Stop updating the scene objects and agents.
- m_shuttingDown = true;
- // Wait here, or the kick messages won't actually get to the agents before the scene terminates.
- // We also need to wait to avoid a race condition with the scene update loop which might not yet
- // have checked ShuttingDown.
- Thread.Sleep(500);
- // Stop all client threads.
- ForEachScenePresence(delegate(ScenePresence avatar) { CloseAgent(avatar.UUID, false); });
- m_log.Debug("[SCENE]: TriggerSceneShuttingDown");
- EventManager.TriggerSceneShuttingDown(this);
- m_log.Debug("[SCENE]: Persisting changed objects");
- Backup(false);
- m_sceneGraph.Close();
- if (!GridService.DeregisterRegion(RegionInfo.RegionID))
- m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", Name);
- base.Close();
- // XEngine currently listens to the EventManager.OnShutdown event to trigger script stop and persistence.
- // Therefore. we must dispose of the PhysicsScene after this to prevent a window where script code can
- // attempt to reference a null or disposed physics scene.
- if (PhysicsScene != null)
- {
- m_log.Debug("[SCENE]: Dispose Physics");
- PhysicsScene phys = PhysicsScene;
- // remove the physics engine from both Scene and SceneGraph
- PhysicsScene = null;
- phys.Dispose();
- phys = null;
- }
- }
- public override void Start()
- {
- Start(true);
- }
- /// <summary>
- /// Start the scene
- /// </summary>
- /// <param name='startScripts'>
- /// Start the scripts within the scene.
- /// </param>
- public void Start(bool startScripts)
- {
- if (IsRunning)
- return;
- m_isRunning = true;
- m_active = true;
- m_unixStartTime = Util.UnixTimeSinceEpoch();
- // m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName);
- if (m_heartbeatThread != null)
- {
- m_hbRestarts++;
- if(m_hbRestarts > 10)
- Environment.Exit(1);
- m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
- //int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
- //System.Diagnostics.Process proc = new System.Diagnostics.Process();
- //proc.EnableRaisingEvents=false;
- //proc.StartInfo.FileName = "/bin/kill";
- //proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
- //proc.Start();
- //proc.WaitForExit();
- //Thread.Sleep(1000);
- //Environment.Exit(1);
- m_heartbeatThread.Abort();
- Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
- m_heartbeatThread = null;
- }
- // m_sceneGraph.PreparePhysicsSimulation();
- m_heartbeatThread
- = WorkManager.StartThread(
- Heartbeat, string.Format("Heartbeat-({0})", RegionInfo.RegionName.Replace(" ", "_")), ThreadPriority.Normal, false, false);
- StartScripts();
- }
- /// <summary>
- /// Sets up references to modules required by the scene
- /// </summary>
- public void SetModuleInterfaces()
- {
- m_xmlrpcModule = RequestModuleInterface<IXMLRPC>();
- m_worldCommModule = RequestModuleInterface<IWorldComm>();
- XferManager = RequestModuleInterface<IXfer>();
- m_AvatarFactory = RequestModuleInterface<IAvatarFactoryModule>();
- AttachmentsModule = RequestModuleInterface<IAttachmentsModule>();
- m_serialiser = RequestModuleInterface<IRegionSerialiserModule>();
- m_dialogModule = RequestModuleInterface<IDialogModule>();
- m_capsModule = RequestModuleInterface<ICapabilitiesModule>();
- EntityTransferModule = RequestModuleInterface<IEntityTransferModule>();
- m_groupsModule = RequestModuleInterface<IGroupsModule>();
- AgentTransactionsModule = RequestModuleInterface<IAgentAssetTransactions>();
- UserManagementModule = RequestModuleInterface<IUserManagement>();
- }
- #endregion
- #region Update Methods
- /// <summary>
- /// Activate the various loops necessary to continually update the scene.
- /// </summary>
- private void Heartbeat()
- {
- m_eventManager.TriggerOnRegionStarted(this);
- // The first frame can take a very long time due to physics actors being added on startup. Therefore,
- // don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false
- // alarms for scenes with many objects.
- Update(1);
- WorkManager.StartThread(
- Maintenance, string.Format("Maintenance ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, true);
- Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true;
- m_lastFrameTick = Util.EnvironmentTickCount();
- Update(-1);
- }
- private void Maintenance()
- {
- DoMaintenance(-1);
- Watchdog.RemoveThread();
- }
- public void DoMaintenance(int runs)
- {
- long? endRun = null;
- int runtc, tmpMS;
- int previousMaintenanceTick;
- if (runs >= 0)
- endRun = MaintenanceRun + runs;
- List<Vector3> coarseLocations;
- List<UUID> avatarUUIDs;
- while (!m_shuttingDown && ((endRun == null && Active) || MaintenanceRun < endRun))
- {
- runtc = Util.EnvironmentTickCount();
- ++MaintenanceRun;
- // m_log.DebugFormat("[SCENE]: Maintenance run {0} in {1}", MaintenanceRun, Name);
- // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
- if (MaintenanceRun % (m_update_coarse_locations / 10) == 0)
- {
- SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
- // Send coarse locations to clients
- ForEachScenePresence(delegate(ScenePresence presence)
- {
- presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
- });
- }
- if (SendPeriodicAppearanceUpdates && MaintenanceRun % 60 == 0)
- {
- // m_log.DebugFormat("[SCENE]: Sending periodic appearance updates");
- if (AvatarFactory != null)
- {
- ForEachRootScenePresence(sp => AvatarFactory.SendAppearance(sp.UUID));
- }
- }
- // Delete temp-on-rez stuff
- if (MaintenanceRun % m_update_temp_cleaning == 0 && !m_cleaningTemps)
- {
- // m_log.DebugFormat("[SCENE]: Running temp-on-rez cleaning in {0}", Name);
- tmpMS = Util.EnvironmentTickCount();
- m_cleaningTemps = true;
- WorkManager.RunInThread(
- delegate { CleanTempObjects(); m_cleaningTemps = false; },
- null,
- string.Format("CleanTempObjects ({0})", Name));
- tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpMS);
- }
- Watchdog.UpdateThread();
- previousMaintenanceTick = m_lastMaintenanceTick;
- m_lastMaintenanceTick = Util.EnvironmentTickCount();
- runtc = Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, runtc);
- runtc = (int)(MinMaintenanceTime * 1000) - runtc;
- if (runtc > 0)
- m_maintenanceWaitEvent.WaitOne(runtc);
- // Optionally warn if a frame takes double the amount of time that it should.
- if (DebugUpdates
- && Util.EnvironmentTickCountSubtract(
- m_lastMaintenanceTick, previousMaintenanceTick) > (int)(MinMaintenanceTime * 1000 * 2))
- m_log.WarnFormat(
- "[SCENE]: Maintenance took {0} ms (desired max {1} ms) in {2}",
- Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, previousMaintenanceTick),
- MinMaintenanceTime * 1000,
- RegionInfo.RegionName);
- }
- }
- public override void Update(int frames)
- {
- long? endFrame = null;
- if (frames >= 0)
- endFrame = Frame + frames;
- float physicsFPS = 0f;
- int previousFrameTick;
- double tmpMS;
- double tmpMS2;
- double framestart;
- float sleepMS;
- while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame))
- {
- framestart = Util.GetTimeStampMS();
- ++Frame;
- // m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
- agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0f;
- try
- {
- EventManager.TriggerRegionHeartbeatStart(this);
- // Apply taints in terrain module to terrain in physics scene
- tmpMS = Util.GetTimeStampMS();
- if (Frame % 4 == 0)
- {
- CheckTerrainUpdates();
- }
- if (Frame % m_update_terrain == 0)
- {
- UpdateTerrain();
- }
- tmpMS2 = Util.GetTimeStampMS();
- terrainMS = (float)(tmpMS2 - tmpMS);
- tmpMS = tmpMS2;
- if (PhysicsEnabled && Frame % m_update_physics == 0)
- m_sceneGraph.UpdatePreparePhysics();
- tmpMS2 = Util.GetTimeStampMS();
- physicsMS2 = (float)(tmpMS2 - tmpMS);
- tmpMS = tmpMS2;
- // Apply any pending avatar force input to the avatar's velocity
- if (Frame % m_update_entitymovement == 0)
- m_sceneGraph.UpdateScenePresenceMovement();
- // Get the simulation frame time that the avatar force input
- // took
- tmpMS2 = Util.GetTimeStampMS();
- agentMS = (float)(tmpMS2 - tmpMS);
- tmpMS = tmpMS2;
- // Perform the main physics update. This will do the actual work of moving objects and avatars according to their
- // velocity
- if (Frame % m_update_physics == 0)
- {
- if (PhysicsEnabled)
- physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime);
- if (SynchronizeScene != null)
- SynchronizeScene(this);
- }
-
- tmpMS2 = Util.GetTimeStampMS();
- physicsMS = (float)(tmpMS2 - tmpMS);
- tmpMS = tmpMS2;
- // Check if any objects have reached their targets
- CheckAtTargets();
- // Update SceneObjectGroups that have scheduled themselves for updates
- // Objects queue their updates onto all scene presences
- if (Frame % m_update_objects == 0)
- m_sceneGraph.UpdateObjectGroups();
- // Run through all ScenePresences looking for updates
- // Presence updates and queued object updates for each presence are sent to clients
- if (Frame % m_update_presences == 0)
- m_sceneGraph.UpdatePresences();
- tmpMS2 = Util.GetTimeStampMS();
- agentMS += (float)(tmpMS2 - tmpMS);
- tmpMS = tmpMS2;
-
- // Delete temp-on-rez stuff
- if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
- {
-
- m_cleaningTemps = true;
- Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
- tmpMS2 = Util.GetTimeStampMS();
- tempOnRezMS = (float)(tmpMS2 - tmpMS); // bad.. counts the FireAndForget, not CleanTempObjects
- tmpMS = tmpMS2;
- }
-
- if (Frame % m_update_events == 0)
- {
- UpdateEvents();
- tmpMS2 = Util.GetTimeStampMS();
- eventMS = (float)(tmpMS2 - tmpMS);
- tmpMS = tmpMS2;
- }
- if (PeriodicBackup && Frame % m_update_backup == 0)
- {
- UpdateStorageBackup();
- tmpMS2 = Util.GetTimeStampMS();
- backupMS = (float)(tmpMS2 - tmpMS);
- tmpMS = tmpMS2;
- }
- //if (Frame % m_update_land == 0)
- //{
- // int ldMS = Util.EnvironmentTickCount();
- // UpdateLand();
- // landMS = Util.EnvironmentTickCountSubtract(ldMS);
- //}
- if (!LoginsEnabled && Frame == 20)
- {
- // m_log.DebugFormat("{0} {1} {2}", LoginsDisabled, m_sceneGraph.GetActiveScriptsCount(), LoginLock);
- // In 99.9% of cases it is a bad idea to manually force garbage collection. However,
- // this is a rare case where we know we have just went through a long cycle of heap
- // allocations, and there is no more work to be done until someone logs in
- GC.Collect();
- if (!LoginLock)
- {
- if (!StartDisabled)
- {
- m_log.InfoFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName);
- LoginsEnabled = true;
- }
- m_sceneGridService.InformNeighborsThatRegionisUp(
- RequestModuleInterface<INeighbourService>(), RegionInfo);
- // Region ready should always be set
- Ready = true;
- }
- else
- {
- // This handles a case of a region having no scripts for the RegionReady module
- if (m_sceneGraph.GetActiveScriptsCount() == 0)
- {
- // In this case, we leave it to the IRegionReadyModule to enable logins
- // LoginLock can currently only be set by a region module implementation.
- // If somehow this hasn't been done then the quickest way to bugfix is to see the
- // NullReferenceException
- IRegionReadyModule rrm = RequestModuleInterface<IRegionReadyModule>();
- rrm.TriggerRegionReady(this);
- }
- }
- }
- }
- catch (Exception e)
- {
- m_log.ErrorFormat(
- "[SCENE]: Failed on region {0} with exception {1}{2}",
- RegionInfo.RegionName, e.Message, e.StackTrace);
- }
- EventManager.TriggerRegionHeartbeatEnd(this);
- Watchdog.UpdateThread();
- otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
- StatsReporter.AddPhysicsFPS(physicsFPS);
- StatsReporter.AddTimeDilation(TimeDilation);
- StatsReporter.AddFPS(1);
- StatsReporter.addAgentMS(agentMS);
- StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
- StatsReporter.addOtherMS(otherMS);
- StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
-
- tmpMS = Util.GetTimeStampMS();
- previousFrameTick = m_lastFrameTick;
- m_lastFrameTick = (int)(tmpMS + 0.5);
- // estimate sleep time
- tmpMS2 = tmpMS - framestart;
- tmpMS2 = (double)MinFrameTime * 1000.0D - tmpMS2;
- m_firstHeartbeat = false;
- // sleep if we can
- if (tmpMS2 > 0)
- Thread.Sleep((int)(tmpMS2 +0.5));
- tmpMS2 = Util.GetTimeStampMS();
- sleepMS = (float)(tmpMS2 - tmpMS);
- frameMS = (float)(tmpMS2 - framestart);
- StatsReporter.addSleepMS(sleepMS);
- StatsReporter.addFrameMS(frameMS);
- // if (Frame%m_update_avatars == 0)
- // UpdateInWorldTime();
- // Optionally warn if a frame takes double the amount of time that it should.
- if (DebugUpdates
- && Util.EnvironmentTickCountSubtract(
- m_lastFrameTick, previousFrameTick) > (int)(MinFrameTime * 1000 * 2))
- m_log.WarnFormat(
- "[SCENE]: Frame took {0} ms (desired max {1} ms) in {2}",
- Util.EnvironmentTickCountSubtract(m_lastFrameTick, previousFrameTick),
- MinFrameTime * 1000,
- RegionInfo.RegionName);
- }
- }
- /// <summary>
- /// Adds the execution time of one script to the total scripts execution time for this region.
- /// </summary>
- /// <param name="ticks">Elapsed Stopwatch ticks</param>
- public void AddScriptExecutionTime(long ticks)
- {
- StatsReporter.addScriptEvents(1);
- Interlocked.Add(ref m_scriptExecutionTime, ticks);
- }
- /// <summary>
- /// Returns the total execution time of all the scripts in the region since the last frame
- /// (in milliseconds), and clears the value in preparation for the next frame.
- /// </summary>
- /// <returns>Time in milliseconds</returns>
- private long GetAndResetScriptExecutionTime()
- {
- long ticks = Interlocked.Exchange(ref m_scriptExecutionTime, 0);
- return (ticks * 1000) / Stopwatch.Frequency;
- }
- public void AddGroupTarget(SceneObjectGroup grp)
- {
- lock (m_groupsWithTargets)
- m_groupsWithTargets[grp.UUID] = 0;
- }
- public void RemoveGroupTarget(SceneObjectGroup grp)
- {
- lock (m_groupsWithTargets)
- m_groupsWithTargets.Remove(grp.UUID);
- }
- private void CheckAtTargets()
- {
- List<UUID> objs = null;
- lock (m_groupsWithTargets)
- {
- if (m_groupsWithTargets.Count != 0)
- objs = new List<UUID>(m_groupsWithTargets.Keys);
- }
- if (objs != null)
- {
- foreach (UUID entry in objs)
- {
- SceneObjectGroup grp = GetSceneObjectGroup(entry);
- if (grp == null)
- m_groupsWithTargets.Remove(entry);
- else
- grp.checkAtTargets();
- }
- }
- }
- /// <summary>
- /// Send out simstats data to all clients
- /// </summary>
- /// <param name="stats">Stats on the Simulator's performance</param>
- private void SendSimStatsPackets(SimStats stats)
- {
- ForEachRootClient(delegate(IClientAPI client)
- {
- client.SendSimStats(stats);
- });
- }
- /// <summary>
- /// Update the terrain if it needs to be updated.
- /// </summary>
- private void UpdateTerrain()
- {
- EventManager.TriggerTerrainTick();
- }
- private void CheckTerrainUpdates()
- {
- EventManager.TriggerTerrainCheckUpdates();
- }
- /// <summary>
- /// Back up queued up changes
- /// </summary>
- private void UpdateStorageBackup()
- {
- if (!m_backingup)
- {
- m_backingup = true;
- WorkManager.RunInThread(o => Backup(false), null, string.Format("BackupWaitCallback ({0})", Name));
- }
- }
- /// <summary>
- /// Sends out the OnFrame event to the modules
- /// </summary>
- private void UpdateEvents()
- {
- m_eventManager.TriggerOnFrame();
- }
- /// <summary>
- /// Backup the scene.
- /// </summary>
- /// <remarks>
- /// This acts as the main method of the backup thread. In a regression test whether the backup thread is not
- /// running independently this can be invoked directly.
- /// </remarks>
- /// <param name="forced">
- /// If true, then any changes that have not yet been persisted are persisted. If false,
- /// then the persistence decision is left to the backup code (in some situations, such as object persistence,
- /// it's much more efficient to backup multiple changes at once rather than every single one).
- /// <returns></returns>
- public void Backup(bool forced)
- {
- lock (m_returns)
- {
- EventManager.TriggerOnBackup(SimulationDataService, forced);
- 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;
- // We must fill in a null-terminated 'empty' string here since bytes[0] will crash viewer 3.
- msg.binaryBucket = Util.StringToBytes256("\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();
- }
- }
- /// <summary>
- /// Synchronous force backup. For deletes and links/unlinks
- /// </summary>
- /// <param name="group">Object to be backed up</param>
- public void ForceSceneObjectBackup(SceneObjectGroup group)
- {
- if (group != null)
- {
- group.HasGroupChanged = true;
- group.ProcessBackup(SimulationDataService, true);
- }
- }
- /// <summary>
- /// Tell an agent that their object has been returned.
- /// </summary>
- /// <remarks>
- /// The actual return is handled by the caller.
- /// </remarks>
- /// <param name="agentID">Avatar Unique Id</param>
- /// <param name="objectName">Name of object returned</param>
- /// <param name="location">Location of object returned</param>
- /// <param name="reason">Reasion for object return</param>
- 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
- /// <summary>
- /// Store the terrain in the persistant data store
- /// </summary>
- public void SaveTerrain()
- {
- SimulationDataService.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
- }
- public void StoreWindlightProfile(RegionLightShareData wl)
- {
- RegionInfo.WindlightSettings = wl;
- SimulationDataService.StoreRegionWindlightSettings(wl);
- m_eventManager.TriggerOnSaveNewWindlightProfile();
- }
- public void LoadWindlightProfile()
- {
- RegionInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(RegionInfo.RegionID);
- m_eventManager.TriggerOnSaveNewWindlightProfile();
- }
- /// <summary>
- /// Loads the World heightmap
- /// </summary>
- public override void LoadWorldMap()
- {
- try
- {
- TerrainData map = SimulationDataService.LoadTerrain(RegionInfo.RegionID, (int)RegionInfo.RegionSizeX, (int)RegionInfo.RegionSizeY, (int)RegionInfo.RegionSizeZ);
- if (map == null)
- {
- // This should be in the Terrain module, but it isn't because
- // the heightmap is needed _way_ before the modules are initialized...
- IConfig terrainConfig = m_config.Configs["Terrain"];
- String m_InitialTerrain = "pinhead-island";
- if (terrainConfig != null)
- m_InitialTerrain = terrainConfig.GetString("InitialTerrain", m_InitialTerrain);
- m_log.InfoFormat("[TERRAIN]: No default terrain. Generating a new terrain {0}.", m_InitialTerrain);
- Heightmap = new TerrainChannel(m_InitialTerrain, (int)RegionInfo.RegionSizeX, (int)RegionInfo.RegionSizeY, (int)RegionInfo.RegionSizeZ);
- SimulationDataService.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
- }
- else
- {
- Heightmap = new TerrainChannel(map);
- }
- }
- catch (IOException e)
- {
- m_log.WarnFormat(
- "[TERRAIN]: Scene.cs: LoadWorldMap() - Regenerating as failed with exception {0}{1}",
- e.Message, e.StackTrace);
- // Non standard region size. If there's an old terrain in the database, it might read past the buffer
- #pragma warning disable 0162
- if ((int)Constants.RegionSize != 256)
- {
- Heightmap = new TerrainChannel();
- SimulationDataService.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
- }
- }
- catch (Exception e)
- {
- m_log.WarnFormat(
- "[TERRAIN]: Scene.cs: LoadWorldMap() - Failed with exception {0}{1}", e.Message, e.StackTrace);
- }
- }
- /// <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()
- {
- m_sceneGridService.SetScene(this);
- //// Unfortunately this needs to be here and it can't be async.
- //// The map tile image is stored in RegionSettings, but it also needs to be
- //// stored in the GridService, because that's what the world map module uses
- //// to send the map image UUIDs (of other regions) to the viewer...
- if (m_generateMaptiles)
- RegenerateMaptile();
- GridRegion region = new GridRegion(RegionInfo);
- string error = GridService.RegisterRegion(RegionInfo.ScopeID, region);
- // m_log.DebugFormat("[SCENE]: RegisterRegionWithGrid. name={0},id={1},loc=<{2},{3}>,size=<{4},{5}>",
- // m_regionName,
- // RegionInfo.RegionID,
- // RegionInfo.RegionLocX, RegionInfo.RegionLocY,
- // RegionInfo.RegionSizeX, RegionInfo.RegionSizeY);
- if (error != String.Empty)
- throw new Exception(error);
- }
- #endregion
- #region Load Land
- /// <summary>
- /// Loads all Parcel data from the datastore for region identified by regionID
- /// </summary>
- /// <param name="regionID">Unique Identifier of the Region to load parcel data for</param>
- public void loadAllLandObjectsFromStorage(UUID regionID)
- {
- m_log.Info("[SCENE]: Loading land objects from storage");
- List<LandData> landData = SimulationDataService.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>
- /// <param name="regionID"></param>
- public virtual void LoadPrimsFromStorage(UUID regionID)
- {
- LoadingPrims = true;
- m_log.Info("[SCENE]: Loading objects from datastore");
- List<SceneObjectGroup> PrimsFromDB = SimulationDataService.LoadObjects(regionID);
- m_log.InfoFormat("[SCENE]: Loaded {0} objects from the datastore", PrimsFromDB.Count);
- foreach (SceneObjectGroup group in PrimsFromDB)
- {
- AddRestoredSceneObject(group, true, true);
- EventManager.TriggerOnSceneObjectLoaded(group);
- SceneObjectPart rootPart = group.GetPart(group.UUID);
- rootPart.Flags &= ~PrimFlags.Scripted;
- rootPart.TrimPermissions();
- // Don't do this here - it will get done later on when sculpt data is loaded.
- // group.CheckSculptAndLoad();
- }
- LoadingPrims = false;
- EventManager.TriggerPrimsLoaded(this);
- }
- public bool SupportsRayCastFiltered()
- {
- if (PhysicsScene == null)
- return false;
- return PhysicsScene.SupportsRaycastWorldFiltered();
- }
- public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
- {
- if (PhysicsScene == null)
- return null;
- return PhysicsScene.RaycastWorld(position, direction, length, Count, filter);
- }
- /// <summary>
- /// Gets a new rez location based on the raycast and the size of the object that is being rezzed.
- /// </summary>
- /// <param name="RayStart"></param>
- /// <param name="RayEnd"></param>
- /// <param name="RayTargetID"></param>
- /// <param name="rot"></param>
- /// <param name="bypassRayCast"></param>
- /// <param name="RayEndIsIntersection"></param>
- /// <param name="frontFacesOnly"></param>
- /// <param name="scale"></param>
- /// <param name="FaceCenter"></param>
- /// <returns></returns>
- public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
- {
- float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
- Vector3 wpos = Vector3.Zero;
- // Check for water surface intersection from above
- if ((RayStart.Z > wheight) && (RayEnd.Z < wheight))
- {
- float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
- wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
- wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
- wpos.Z = wheight;
- }
- Vector3 pos = Vector3.Zero;
- if (RayEndIsIntersection == (byte)1)
- {
- pos = RayEnd;
- }
- else
- {
- Vector3 rayEnd = RayEnd;
- Vector3 dir = rayEnd - RayStart;
- float dist = dir.Length();
- if (dist != 0)
- {
- Vector3 direction = dir * (1 / dist);
- dist += 2.0f;
- if (SupportsRayCastFiltered())
- {
- RayFilterFlags rayfilter = RayFilterFlags.BackFaceCull;
- rayfilter |= RayFilterFlags.land;
- rayfilter |= RayFilterFlags.physical;
- rayfilter |= RayFilterFlags.nonphysical;
- rayfilter |= RayFilterFlags.LSLPhantom; // ubODE will only see volume detectors
- // get some more contacts ???
- int physcount = 4;
- List<ContactResult> physresults =
- (List<ContactResult>)RayCastFiltered(RayStart, direction, dist, physcount, rayfilter);
- if (physresults != null && physresults.Count > 0)
- {
- if (physresults[0].ConsumerID == 0 || RayTargetID == UUID.Zero)
- {
- // found something
- pos = physresults[0].Normal * scale;
- pos *= 0.5f;
- pos = physresults[0].Pos + pos;
- if (wpos.Z > pos.Z) pos = wpos;
- return pos;
- }
- foreach (ContactResult r in physresults)
- {
- SceneObjectPart part = GetSceneObjectPart(r.ConsumerID);
- if (part == null)
- continue;
- if (part.UUID == RayTargetID)
- {
- pos = physresults[0].Normal * scale;
- pos *= 0.5f;
- pos = physresults[0].Pos + pos;
- if (wpos.Z > pos.Z) pos = wpos;
- return pos;
- }
- }
- }
- }
- if (RayTargetID != UUID.Zero)
- {
- SceneObjectPart target = GetSceneObjectPart(RayTargetID);
- Ray NewRay = new Ray(RayStart, direction);
- if (target != null)
- {
- pos = target.AbsolutePosition;
- // 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 = ei.AAfaceNormal;
- 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 = ei.ipoint;
- Vector3 normal = ei.normal;
- // Set the position to the intersection point
- Vector3 offset = (normal * (ScaleOffset / 2f));
- pos = (intersectionpoint + offset);
- //Seems to make no sense to do this as this call is used for rezzing from inventory as well, and with inventory items their size is not always 0.5f
- //And in cases when we weren't rezzing from inventory we were re-adding the 0.25 straight after calling this method
- // Un-offset the prim (it gets offset later by the consumer method)
- //pos.Z -= 0.25F;
- if (wpos.Z > pos.Z) pos = wpos;
- 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(NewRay, 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;
- }
- if (wpos.Z > pos.Z) pos = wpos;
- return pos;
- }
- }
- }
- }
- // fall back to our stupid functionality
- pos = RayEnd;
- //increase height so its above the ground.
- //should be getting the normal of the ground at the rez point and using that?
- pos.Z += scale.Z / 2f;
- // return pos;
- // check against posible water intercept
- if (wpos.Z > pos.Z) pos = wpos;
- return pos;
- }
- /// <summary>
- /// Create a New SceneObjectGroup/Part by raycasting
- /// </summary>
- /// <param name="ownerID"></param>
- /// <param name="groupID"></param>
- /// <param name="RayEnd"></param>
- /// <param name="rot"></param>
- /// <param name="shape"></param>
- /// <param name="bypassRaycast"></param>
- /// <param name="RayStart"></param>
- /// <param name="RayTargetID"></param>
- /// <param name="RayEndIsIntersection"></param>
- 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; The rez point should now be correct so that its not in the ground
- AddNewPrim(ownerID, groupID, pos, rot, shape);
- }
- else
- {
- IClientAPI client = null;
- if (TryGetClient(ownerID, out client))
- client.SendAlertMessage("You cannot create objects here.");
- }
- }
- 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);
- SceneObjectGroup sceneObject = null;
- // If an entity creator has been registered for this prim type then use that
- if (m_entityCreators.ContainsKey((PCode)shape.PCode))
- {
- sceneObject = m_entityCreators[(PCode)shape.PCode].CreateEntity(ownerID, groupID, pos, rot, shape);
- }
- else
- {
- // Otherwise, use this default creation code;
- sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape);
- AddNewSceneObject(sceneObject, true);
- sceneObject.SetGroup(groupID, null);
- }
- if (UserManagementModule != null)
- sceneObject.RootPart.CreatorIdentification = UserManagementModule.GetUserUUI(ownerID);
- sceneObject.ScheduleGroupForFullUpdate();
- 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>
- /// <param name="sendClientUpdates">
- /// If true, we send updates to the client to tell it about this object
- /// If false, we leave it up to the caller to do this
- /// </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, bool sendClientUpdates)
- {
- if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates))
- {
- sceneObject.IsDeleted = false;
- EventManager.TriggerObjectAddedToScene(sceneObject);
- return true;
- }
- return false;
- }
- /// <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 AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, true);
- }
- /// <summary>
- /// Add a newly created object to the scene. Updates are also sent to viewers.
- /// </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>
- /// <returns>true if the object was added. false if not</returns>
- public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
- {
- return AddNewSceneObject(sceneObject, attachToBackup, true);
- }
- /// <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>
- /// <param name="sendClientUpdates">
- /// If true, updates for the new scene object are sent to all viewers in range.
- /// If false, it is left to the caller to schedule the update
- /// </param>
- /// <returns>true if the object was added. false if not</returns>
- public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
- {
- if (m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates))
- {
- EventManager.TriggerObjectAddedToScene(sceneObject);
- return true;
- }
- return false;
- }
- /// <summary>
- /// Add a newly created object to the scene.
- /// </summary>
- /// <remarks>
- /// This method does not send updates to the client - callers need to handle this themselves.
- /// </remarks>
- /// <param name="sceneObject"></param>
- /// <param name="attachToBackup"></param>
- /// <param name="pos">Position of the object. If null then the position stored in the object is used.</param>
- /// <param name="rot">Rotation of the object. If null then the rotation stored in the object is used.</param>
- /// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param>
- /// <returns></returns>
- public bool AddNewSceneObject(
- SceneObjectGroup sceneObject, bool attachToBackup, Vector3? pos, Quaternion? rot, Vector3 vel)
- {
- if (m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, pos, rot, vel))
- {
- EventManager.TriggerObjectAddedToScene(sceneObject);
- return true;
- }
- return false;
- }
- /// <summary>
- /// Delete every object from the scene. This does not include attachments worn by avatars.
- /// </summary>
- public void DeleteAllSceneObjects()
- {
- DeleteAllSceneObjects(false);
- }
- /// <summary>
- /// Delete every object from the scene. This does not include attachments worn by avatars.
- /// </summary>
- public void DeleteAllSceneObjects(bool exceptNoCopy)
- {
- List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
- lock (Entities)
- {
- EntityBase[] entities = Entities.GetEntities();
- foreach (EntityBase e in entities)
- {
- if (e is SceneObjectGroup)
- {
- SceneObjectGroup sog = (SceneObjectGroup)e;
- if (sog != null && !sog.IsAttachment)
- {
- if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
- {
- DeleteSceneObject((SceneObjectGroup)e, false);
- }
- else
- {
- toReturn.Add((SceneObjectGroup)e);
- }
- }
- }
- }
- }
- if (toReturn.Count > 0)
- {
- returnObjects(toReturn.ToArray(), UUID.Zero);
- }
- }
- /// <summary>
- /// Synchronously delete the given object from the scene.
- /// </summary>
- /// <remarks>
- /// Scripts are also removed.
- /// </remarks>
- /// <param name="group">Object Id</param>
- /// <param name="silent">Suppress broadcasting changes to other clients.</param>
- public void DeleteSceneObject(SceneObjectGroup group, bool silent)
- {
- DeleteSceneObject(group, silent, true);
- }
- /// <summary>
- /// Synchronously delete the given object from the scene.
- /// </summary>
- /// <param name="group">Object Id</param>
- /// <param name="silent">Suppress broadcasting changes to other clients.</param>
- /// <param name="removeScripts">If true, then scripts are removed. If false, then they are only stopped.</para>
- public void DeleteSceneObject(SceneObjectGroup group, bool silent, bool removeScripts)
- {
- // m_log.DebugFormat("[SCENE]: Deleting scene object {0} {1}", group.Name, group.UUID);
- if (removeScripts)
- group.RemoveScriptInstances(true);
- else
- group.StopScriptInstances();
- List<ScenePresence> avatars = group.GetSittingAvatars();
- foreach (ScenePresence av in avatars)
- {
- if(av.ParentUUID == UUID.Zero)
- av.StandUp();
- }
- SceneObjectPart[] partList = group.Parts;
- foreach (SceneObjectPart part in partList)
- {
- if (part.KeyframeMotion != null)
- {
- part.KeyframeMotion.Delete();
- part.KeyframeMotion = null;
- }
- if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
- {
- PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
- }
- else if (part.PhysActor != null)
- {
- part.RemoveFromPhysics();
- }
- }
- if (UnlinkSceneObject(group, false))
- {
- EventManager.TriggerObjectBeingRemovedFromScene(group);
- EventManager.TriggerParcelPrimCountTainted();
- }
- group.DeleteGroupFromScene(silent);
- if (!silent)
- SendKillObject(new List<uint>() { group.LocalId });
- // m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
- }
- /// <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="so">The scene object.</param>
- /// <param name="softDelete">If true, only deletes from scene, but keeps the object in the database.</param>
- /// <returns>true if the object was in the scene, false if it was not</returns>
- public bool UnlinkSceneObject(SceneObjectGroup so, bool softDelete)
- {
- if (m_sceneGraph.DeleteSceneObject(so.UUID, softDelete))
- {
- if (!softDelete)
- {
- // If the group contains prims whose SceneGroupID is incorrect then force a
- // database update, because RemoveObject() works by searching on the SceneGroupID.
- // This is an expensive thing to do so only do it if absolutely necessary.
- if (so.GroupContainsForeignPrims)
- ForceSceneObjectBackup(so);
- so.DetachFromBackup();
- SimulationDataService.RemoveObject(so.UUID, RegionInfo.RegionID);
- }
- // We need to keep track of this state in case this group is still queued for further backup.
- so.IsDeleted = true;
- return true;
- }
- return false;
- }
- public void updateScenePartGroup(SceneObjectPart part, SceneObjectGroup grp)
- {
- m_sceneGraph.updateScenePartGroup(part, grp);
- }
- /* not in use, outdate by async method
- /// <summary>
- /// Move the given scene object into a new region depending on which region its absolute position has moved
- /// into.
- ///
- /// </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("[SCENE]: exception when trying to remove the prim that crossed the border.");
- }
- return;
- }
- if (grp.RootPart.RETURN_AT_EDGE)
- {
- // We remove the object here
- try
- {
- List<SceneObjectGroup> objects = new List<SceneObjectGroup>();
- objects.Add(grp);
- SceneObjectGroup[] objectsArray = objects.ToArray();
- returnObjects(objectsArray, UUID.Zero);
- }
- catch (Exception)
- {
- m_log.Warn("[SCENE]: exception when trying to return the prim that crossed the border.");
- }
- return;
- }
- if (EntityTransferModule != null)
- EntityTransferModule.Cross(grp, attemptedPosition, silent);
- }
- */
- // Simple test to see if a position is in the current region.
- // This test is mostly used to see if a region crossing is necessary.
- // Assuming the position is relative to the region so anything outside its bounds.
- // Return 'true' if position inside region.
- public bool PositionIsInCurrentRegion(Vector3 pos)
- {
- bool ret = false;
- int xx = (int)Math.Floor(pos.X);
- int yy = (int)Math.Floor(pos.Y);
- if (xx < 0 || yy < 0)
- return false;
- IRegionCombinerModule regionCombinerModule = RequestModuleInterface<IRegionCombinerModule>();
- if (regionCombinerModule == null)
- {
- // Regular region. Just check for region size
- if (xx < RegionInfo.RegionSizeX && yy < RegionInfo.RegionSizeY )
- ret = true;
- }
- return ret;
- }
- /// <summary>
- /// Called when objects or attachments cross the border, or teleport, between regions.
- /// </summary>
- /// <param name="sog"></param>
- /// <returns></returns>
- public bool IncomingCreateObject(Vector3 newPosition, ISceneObject sog)
- {
- //m_log.DebugFormat(" >>> IncomingCreateObject(sog) <<< {0} deleted? {1} isAttach? {2}", ((SceneObjectGroup)sog).AbsolutePosition,
- // ((SceneObjectGroup)sog).IsDeleted, ((SceneObjectGroup)sog).RootPart.IsAttachment);
- SceneObjectGroup newObject;
- try
- {
- newObject = (SceneObjectGroup)sog;
- }
- catch (Exception e)
- {
- m_log.WarnFormat("[INTERREGION]: Problem casting object, exception {0}{1}", e.Message, e.StackTrace);
- return false;
- }
- // If the user is banned, we won't let any of their objects
- // enter. Period.
- //
- if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID, 36))
- {
- m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID);
- return false;
- }
- if (newPosition != Vector3.Zero)
- newObject.RootPart.GroupPosition = newPosition;
- if (!AddSceneObject(newObject))
- {
- m_log.DebugFormat(
- "[INTERREGION]: Problem adding scene object {0} in {1} ", newObject.UUID, RegionInfo.RegionName);
- return false;
- }
- if (!newObject.IsAttachment)
- {
- // FIXME: It would be better to never add the scene object at all rather than add it and then delete
- // it
- if (!Permissions.CanObjectEntry(newObject.UUID, true, newObject.AbsolutePosition))
- {
- // Deny non attachments based on parcel settings
- //
- m_log.Info("[INTERREGION]: Denied prim crossing because of parcel settings");
- DeleteSceneObject(newObject, false);
- return false;
- }
- // For attachments, we need to wait until the agent is root
- // before we restart the scripts, or else some functions won't work.
- newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject));
- newObject.ResumeScripts();
- // AddSceneObject already does this and doing it again messes
- // up region crossings, so don't.
- //if (newObject.RootPart.KeyframeMotion != null)
- // newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
- }
-
- // Do this as late as possible so that listeners have full access to the incoming object
- EventManager.TriggerOnIncomingSceneObject(newObject);
- return true;
- }
- /// <summary>
- /// Adds a Scene Object group to the Scene.
- /// Verifies that the creator of the object is not banned from the simulator.
- /// Checks if the item is an Attachment
- /// </summary>
- /// <param name="sceneObject"></param>
- /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
- public bool AddSceneObject(SceneObjectGroup sceneObject)
- {
- if (sceneObject.OwnerID == UUID.Zero)
- {
- m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
- return false;
- }
- // If the user is banned, we won't let any of their objects
- // enter. Period.
- //
- int flags = GetUserFlags(sceneObject.OwnerID);
- if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
- {
- m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
- return false;
- }
- // Force allocation of new LocalId
- //
- SceneObjectPart[] parts = sceneObject.Parts;
- for (int i = 0; i < parts.Length; i++)
- parts[i].LocalId = 0;
- if (sceneObject.IsAttachmentCheckFull()) // Attachment
- {
- sceneObject.RootPart.AddFlag(PrimFlags.TemporaryOnRez);
- sceneObject.RootPart.AddFlag(PrimFlags.Phantom);
- // Don't sent a full update here because this will cause full updates to be sent twice for
- // attachments on region crossings, resulting in viewer glitches.
- AddRestoredSceneObject(sceneObject, false, false, false);
- // Handle attachment special case
- SceneObjectPart RootPrim = sceneObject.RootPart;
- // Fix up attachment Parent Local ID
- ScenePresence sp = GetScenePresence(sceneObject.OwnerID);
- if (sp != null)
- {
- SceneObjectGroup grp = sceneObject;
- // m_log.DebugFormat(
- // "[ATTACHMENT]: Received attachment {0}, inworld asset id {1}", grp.FromItemID, grp.UUID);
- // m_log.DebugFormat(
- // "[ATTACHMENT]: Attach to avatar {0} at position {1}", sp.UUID, grp.AbsolutePosition);
- RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
- // We must currently not resume scripts at this stage since AttachmentsModule does not have the
- // information that this is due to a teleport/border cross rather than an ordinary attachment.
- // We currently do this in Scene.MakeRootAgent() instead.
- if (AttachmentsModule != null)
- AttachmentsModule.AttachObject(sp, grp, 0, false, false, false, true);
- }
- else
- {
- m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
- RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
- RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
- }
- if (sceneObject.OwnerID == UUID.Zero)
- {
- m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
- return false;
- }
- }
- else
- {
- if (sceneObject.OwnerID == UUID.Zero)
- {
- m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
- return false;
- }
- AddRestoredSceneObject(sceneObject, true, false);
- }
- return true;
- }
- private int GetStateSource(SceneObjectGroup sog)
- {
- ScenePresence sp = GetScenePresence(sog.OwnerID);
- if (sp != null)
- return sp.GetStateSource();
- return 2; // StateSource.PrimCrossing
- }
- public int GetUserFlags(UUID user)
- {
- //Unfortunately the SP approach means that the value is cached until region is restarted
- /*
- ScenePresence sp;
- if (TryGetScenePresence(user, out sp))
- {
- return sp.UserFlags;
- }
- else
- {
- */
- UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
- if (uac == null)
- return 0;
- return uac.UserFlags;
- //}
- }
- #endregion
- #region Add/Remove Avatar Methods
- public override ISceneAgent AddNewAgent(IClientAPI client, PresenceType type)
- {
- ScenePresence sp;
- bool vialogin;
- bool reallyNew = true;
- // Update the number of users attempting to login
- StatsReporter.UpdateUsersLoggingIn(true);
- // Validation occurs in LLUDPServer
- //
- // XXX: A race condition exists here where two simultaneous calls to AddNewAgent can interfere with
- // each other. In practice, this does not currently occur in the code.
- AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode);
- // We lock here on AgentCircuitData to prevent a race condition between the thread adding a new connection
- // and a simultaneous one that removes it (as can happen if the client is closed at a particular point
- // whilst connecting).
- //
- // It would be easier to lock across all NewUserConnection(), AddNewAgent() and
- // RemoveClient() calls for all agents, but this would allow a slow call (e.g. because of slow service
- // response in some module listening to AddNewAgent()) from holding up unrelated agent calls.
- //
- // In practice, the lock (this) in LLUDPServer.AddNewClient() currently lock across all
- // AddNewClient() operations (though not other ops).
- // In the future this can be relieved once locking per agent (not necessarily on AgentCircuitData) is improved.
- lock (aCircuit)
- {
- vialogin
- = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
- || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
-
- CheckHeartbeat();
-
- sp = GetScenePresence(client.AgentId);
- // XXX: Not sure how good it is to add a new client if a scene presence already exists. Possibly this
- // could occur if a viewer crashes and relogs before the old client is kicked out. But this could cause
- // other problems, and possibly the code calling AddNewAgent() should ensure that no client is already
- // connected.
- if (sp == null)
- {
- m_log.DebugFormat(
- "[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}, tpflags: {4}",
- client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos,
- ((TPFlags)aCircuit.teleportFlags).ToString());
-
- m_clientManager.Add(client);
- SubscribeToClientEvents(client);
-
- sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type);
- sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags;
- /* done in completMovement
- InventoryFolderBase cof = InventoryService.GetFolderForType(client.AgentId, (AssetType)46);
- if (cof == null)
- sp.COF = UUID.Zero;
- else
- sp.COF = cof.ID;
- m_log.DebugFormat("[SCENE]: COF for {0} is {1}", client.AgentId, sp.COF);
- */
- m_eventManager.TriggerOnNewPresence(sp);
- }
- else
- {
- // We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the
- // client is for a root or child agent.
- // XXX: This may be better set for a new client before that client is added to the client manager.
- // But need to know what happens in the case where a ScenePresence is already present (and if this
- // actually occurs).
-
- m_log.WarnFormat(
- "[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence",
- sp.IsChildAgent ? "child" : "root", sp.Name, RegionInfo.RegionName);
- reallyNew = false;
- }
- client.SceneAgent = sp;
- // This is currently also being done earlier in NewUserConnection for real users to see if this
- // resolves problems where HG agents are occasionally seen by others as "Unknown user" in chat and other
- // places. However, we still need to do it here for NPCs.
- CacheUserName(sp, aCircuit);
- if (reallyNew)
- EventManager.TriggerOnNewClient(client);
- if (vialogin)
- EventManager.TriggerOnClientLogin(client);
- }
- // User has logged into the scene so update the list of users logging
- // in
- StatsReporter.UpdateUsersLoggingIn(false);
- m_LastLogin = Util.EnvironmentTickCount();
- return sp;
- }
- /// <summary>
- /// Returns the Home URI of the agent, or null if unknown.
- /// </summary>
- public string GetAgentHomeURI(UUID agentID)
- {
- AgentCircuitData circuit = AuthenticateHandler.GetAgentCircuitData(agentID);
- if (circuit != null && circuit.ServiceURLs != null && circuit.ServiceURLs.ContainsKey("HomeURI"))
- return circuit.ServiceURLs["HomeURI"].ToString();
- else
- return null;
- }
- /// <summary>
- /// Cache the user name for later use.
- /// </summary>
- /// <param name="sp"></param>
- /// <param name="aCircuit"></param>
- private void CacheUserName(ScenePresence sp, AgentCircuitData aCircuit)
- {
- if (UserManagementModule != null)
- {
- string first = aCircuit.firstname, last = aCircuit.lastname;
- if (sp != null && sp.PresenceType == PresenceType.Npc)
- {
- UserManagementModule.AddUser(aCircuit.AgentID, first, last);
- }
- else
- {
- string homeURL = string.Empty;
- if (aCircuit.ServiceURLs.ContainsKey("HomeURI"))
- homeURL = aCircuit.ServiceURLs["HomeURI"].ToString();
- if (aCircuit.lastname.StartsWith("@"))
- {
- string[] parts = aCircuit.firstname.Split('.');
- if (parts.Length >= 2)
- {
- first = parts[0];
- last = parts[1];
- }
- }
- UserManagementModule.AddUser(aCircuit.AgentID, first, last, homeURL);
- }
- }
- }
- private bool VerifyClient(AgentCircuitData aCircuit, System.Net.IPEndPoint ep, out bool vialogin)
- {
- vialogin = false;
- // Do the verification here
- if ((aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0)
- {
- m_log.DebugFormat("[SCENE]: Incoming client {0} {1} in region {2} via HG login", aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName);
- vialogin = true;
- IUserAgentVerificationModule userVerification = RequestModuleInterface<IUserAgentVerificationModule>();
- if (userVerification != null && ep != null)
- {
- if (!userVerification.VerifyClient(aCircuit, ep.Address.ToString()))
- {
- // uh-oh, this is fishy
- m_log.DebugFormat("[SCENE]: User Client Verification for {0} {1} in {2} returned false", aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName);
- return false;
- }
- else
- m_log.DebugFormat("[SCENE]: User Client Verification for {0} {1} in {2} returned true", aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName);
- }
- }
- else if ((aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0)
- {
- m_log.DebugFormat("[SCENE]: Incoming client {0} {1} in region {2} via regular login. Client IP verification not performed.",
- aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName);
- vialogin = true;
- }
- return true;
- }
- // Called by Caps, on the first HTTP contact from the client
- public override bool CheckClient(UUID agentID, System.Net.IPEndPoint ep)
- {
- AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(agentID);
- if (aCircuit != null)
- {
- bool vialogin = false;
- if (!VerifyClient(aCircuit, ep, out vialogin))
- {
- // if it doesn't pass, we remove the agentcircuitdata altogether
- // and the scene presence and the client, if they exist
- try
- {
- ScenePresence sp = WaitGetScenePresence(agentID);
- if (sp != null)
- {
- PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
- CloseAgent(sp.UUID, false);
- }
- // BANG! SLASH!
- m_authenticateHandler.RemoveCircuit(agentID);
- return false;
- }
- catch (Exception e)
- {
- m_log.DebugFormat("[SCENE]: Exception while closing aborted client: {0}", e.StackTrace);
- }
- }
- else
- return true;
- }
- return false;
- }
- /// <summary>
- /// Register for events from the client
- /// </summary>
- /// <param name="client">The IClientAPI of the connected client</param>
- public virtual void SubscribeToClientEvents(IClientAPI client)
- {
- SubscribeToClientTerrainEvents(client);
- SubscribeToClientPrimEvents(client);
- SubscribeToClientPrimRezEvents(client);
- SubscribeToClientInventoryEvents(client);
- SubscribeToClientTeleportEvents(client);
- SubscribeToClientScriptEvents(client);
- SubscribeToClientParcelEvents(client);
- SubscribeToClientGridEvents(client);
- SubscribeToClientNetworkEvents(client);
- }
- public virtual void SubscribeToClientTerrainEvents(IClientAPI client)
- {
- // client.OnRegionHandShakeReply += SendLayerData;
- }
- public virtual void SubscribeToClientPrimEvents(IClientAPI client)
- {
- client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
- client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
- client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
- client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
- client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
- client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
- client.OnUpdatePrimSingleRotationPosition += m_sceneGraph.UpdatePrimSingleRotationPosition;
- 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.OnObjectRequest += RequestPrim;
- client.OnObjectSelect += SelectPrim;
- client.OnObjectDeselect += DeselectPrim;
- client.OnGrabUpdate += m_sceneGraph.MoveObject;
- client.OnSpinStart += m_sceneGraph.SpinStart;
- client.OnSpinUpdate += m_sceneGraph.SpinObject;
- client.OnDeRezObject += DeRezObjects;
- client.OnObjectName += m_sceneGraph.PrimName;
- client.OnObjectClickAction += m_sceneGraph.PrimClickAction;
- client.OnObjectMaterial += m_sceneGraph.PrimMaterial;
- client.OnLinkObjects += LinkObjects;
- client.OnDelinkObjects += DelinkObjects;
- client.OnObjectDuplicate += DuplicateObject;
- client.OnObjectDuplicateOnRay += doObjectDuplicateOnRay;
- client.OnUpdatePrimFlags += m_sceneGraph.UpdatePrimFlags;
- client.OnRequestObjectPropertiesFamily += m_sceneGraph.RequestObjectPropertiesFamily;
- client.OnObjectPermissions += HandleObjectPermissionsUpdate;
- client.OnGrabObject += ProcessObjectGrab;
- client.OnGrabUpdate += ProcessObjectGrabUpdate;
- client.OnDeGrabObject += ProcessObjectDeGrab;
- client.OnUndo += m_sceneGraph.HandleUndo;
- client.OnRedo += m_sceneGraph.HandleRedo;
- client.OnObjectDescription += m_sceneGraph.PrimDescription;
- client.OnObjectIncludeInSearch += m_sceneGraph.MakeObjectSearchable;
- client.OnObjectOwner += ObjectOwner;
- client.OnObjectGroupRequest += HandleObjectGroupUpdate;
- }
- public virtual void SubscribeToClientPrimRezEvents(IClientAPI client)
- {
- client.OnAddPrim += AddNewPrim;
- client.OnRezObject += RezObject;
- }
- public virtual void SubscribeToClientInventoryEvents(IClientAPI client)
- {
- client.OnLinkInventoryItem += HandleLinkInventoryItem;
- client.OnCreateNewInventoryFolder += HandleCreateInventoryFolder;
- client.OnUpdateInventoryFolder += HandleUpdateInventoryFolder;
- client.OnMoveInventoryFolder += HandleMoveInventoryFolder; // 2; //!!
- client.OnFetchInventoryDescendents += HandleFetchInventoryDescendents;
- client.OnPurgeInventoryDescendents += HandlePurgeInventoryDescendents; // 2; //!!
- client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
- client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
- client.OnCopyInventoryItem += CopyInventoryItem;
- client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
- client.OnMoveInventoryItem += MoveInventoryItem;
- client.OnRemoveInventoryItem += RemoveInventoryItem;
- client.OnRemoveInventoryFolder += RemoveInventoryFolder;
- client.OnRezScript += RezScript;
- client.OnRequestTaskInventory += RequestTaskInventory;
- client.OnRemoveTaskItem += RemoveTaskInventory;
- client.OnUpdateTaskInventory += UpdateTaskInventory;
- client.OnMoveTaskItem += ClientMoveTaskInventoryItem;
- }
- public virtual void SubscribeToClientTeleportEvents(IClientAPI client)
- {
- client.OnTeleportLocationRequest += RequestTeleportLocation;
- }
- public virtual void SubscribeToClientScriptEvents(IClientAPI client)
- {
- client.OnScriptReset += ProcessScriptReset;
- client.OnGetScriptRunning += GetScriptRunning;
- client.OnSetScriptRunning += SetScriptRunning;
- }
- public virtual void SubscribeToClientParcelEvents(IClientAPI client)
- {
- client.OnParcelReturnObjectsRequest += LandChannel.ReturnObjectsInParcel;
- client.OnParcelSetOtherCleanTime += LandChannel.SetParcelOtherCleanTime;
- client.OnParcelBuy += ProcessParcelBuy;
- }
- public virtual void SubscribeToClientGridEvents(IClientAPI client)
- {
- //client.OnNameFromUUIDRequest += HandleUUIDNameRequest;
- client.OnMoneyTransferRequest += ProcessMoneyTransferRequest;
- }
- public virtual void SubscribeToClientNetworkEvents(IClientAPI client)
- {
- client.OnNetworkStatsUpdate += StatsReporter.AddPacketsStats;
- client.OnViewerEffect += ProcessViewerEffect;
- }
- /// <summary>
- /// Unsubscribe the client from events.
- /// </summary>
- /// FIXME: Not called anywhere!
- /// <param name="client">The IClientAPI of the client</param>
- public virtual void UnSubscribeToClientEvents(IClientAPI client)
- {
- UnSubscribeToClientTerrainEvents(client);
- UnSubscribeToClientPrimEvents(client);
- UnSubscribeToClientPrimRezEvents(client);
- UnSubscribeToClientInventoryEvents(client);
- UnSubscribeToClientTeleportEvents(client);
- UnSubscribeToClientScriptEvents(client);
- UnSubscribeToClientParcelEvents(client);
- UnSubscribeToClientGridEvents(client);
- UnSubscribeToClientNetworkEvents(client);
- }
- public virtual void UnSubscribeToClientTerrainEvents(IClientAPI client)
- {
- // client.OnRegionHandShakeReply -= SendLayerData;
- }
- public virtual void UnSubscribeToClientPrimEvents(IClientAPI client)
- {
- client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
- client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
- client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
- client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
- client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
- client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
- client.OnUpdatePrimSingleRotationPosition -= m_sceneGraph.UpdatePrimSingleRotationPosition;
- 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.OnObjectRequest -= RequestPrim;
- client.OnObjectSelect -= SelectPrim;
- client.OnObjectDeselect -= DeselectPrim;
- client.OnGrabUpdate -= m_sceneGraph.MoveObject;
- client.OnSpinStart -= m_sceneGraph.SpinStart;
- client.OnSpinUpdate -= m_sceneGraph.SpinObject;
- client.OnDeRezObject -= DeRezObjects;
- client.OnObjectName -= m_sceneGraph.PrimName;
- client.OnObjectClickAction -= m_sceneGraph.PrimClickAction;
- client.OnObjectMaterial -= m_sceneGraph.PrimMaterial;
- client.OnLinkObjects -= LinkObjects;
- client.OnDelinkObjects -= DelinkObjects;
- client.OnObjectDuplicate -= DuplicateObject;
- client.OnObjectDuplicateOnRay -= doObjectDuplicateOnRay;
- client.OnUpdatePrimFlags -= m_sceneGraph.UpdatePrimFlags;
- client.OnRequestObjectPropertiesFamily -= m_sceneGraph.RequestObjectPropertiesFamily;
- client.OnObjectPermissions -= HandleObjectPermissionsUpdate;
- client.OnGrabObject -= ProcessObjectGrab;
- client.OnDeGrabObject -= ProcessObjectDeGrab;
- client.OnUndo -= m_sceneGraph.HandleUndo;
- client.OnRedo -= m_sceneGraph.HandleRedo;
- client.OnObjectDescription -= m_sceneGraph.PrimDescription;
- client.OnObjectIncludeInSearch -= m_sceneGraph.MakeObjectSearchable;
- client.OnObjectOwner -= ObjectOwner;
- }
- public virtual void UnSubscribeToClientPrimRezEvents(IClientAPI client)
- {
- client.OnAddPrim -= AddNewPrim;
- client.OnRezObject -= RezObject;
- }
- public virtual void UnSubscribeToClientInventoryEvents(IClientAPI client)
- {
- client.OnCreateNewInventoryFolder -= HandleCreateInventoryFolder;
- client.OnUpdateInventoryFolder -= HandleUpdateInventoryFolder;
- client.OnMoveInventoryFolder -= HandleMoveInventoryFolder; // 2; //!!
- client.OnFetchInventoryDescendents -= HandleFetchInventoryDescendents;
- client.OnPurgeInventoryDescendents -= HandlePurgeInventoryDescendents; // 2; //!!
- client.OnFetchInventory -= m_asyncInventorySender.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;
- }
- public virtual void UnSubscribeToClientTeleportEvents(IClientAPI client)
- {
- client.OnTeleportLocationRequest -= RequestTeleportLocation;
- //client.OnTeleportLandmarkRequest -= RequestTeleportLandmark;
- //client.OnTeleportHomeRequest -= TeleportClientHome;
- }
- public virtual void UnSubscribeToClientScriptEvents(IClientAPI client)
- {
- client.OnScriptReset -= ProcessScriptReset;
- client.OnGetScriptRunning -= GetScriptRunning;
- client.OnSetScriptRunning -= SetScriptRunning;
- }
- public virtual void UnSubscribeToClientParcelEvents(IClientAPI client)
- {
- client.OnParcelReturnObjectsRequest -= LandChannel.ReturnObjectsInParcel;
- client.OnParcelSetOtherCleanTime -= LandChannel.SetParcelOtherCleanTime;
- client.OnParcelBuy -= ProcessParcelBuy;
- }
- public virtual void UnSubscribeToClientGridEvents(IClientAPI client)
- {
- //client.OnNameFromUUIDRequest -= HandleUUIDNameRequest;
- client.OnMoneyTransferRequest -= ProcessMoneyTransferRequest;
- }
- public virtual void UnSubscribeToClientNetworkEvents(IClientAPI client)
- {
- client.OnNetworkStatsUpdate -= StatsReporter.AddPacketsStats;
- client.OnViewerEffect -= ProcessViewerEffect;
- }
- /// <summary>
- /// Teleport an avatar to their home region
- /// </summary>
- /// <param name="agentId">The avatar's Unique ID</param>
- /// <param name="client">The IClientAPI for the client</param>
- public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
- {
- if (EntityTransferModule != null)
- {
- return EntityTransferModule.TeleportHome(agentId, client);
- }
- else
- {
- m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
- client.SendTeleportFailed("Unable to perform teleports on this simulator.");
- }
- return false;
- }
- /// <summary>
- /// Duplicates object specified by localID. This is the event handler for IClientAPI.
- /// </summary>
- /// <param name="originalPrim">ID of object to duplicate</param>
- /// <param name="offset"></param>
- /// <param name="flags"></param>
- /// <param name="AgentID">Agent doing the duplication</param>
- /// <param name="GroupID">Group of new object</param>
- public void DuplicateObject(uint originalPrim, Vector3 offset, uint flags, UUID AgentID, UUID GroupID)
- {
- SceneObjectGroup copy = SceneGraph.DuplicateObject(originalPrim, offset, flags, AgentID, GroupID, Quaternion.Identity);
- if (copy != null)
- EventManager.TriggerObjectAddedToScene(copy);
- }
- /// <summary>
- /// Duplicates object specified by localID at position raycasted against RayTargetObject using
- /// RayEnd and RayStart to determine what the angle of the ray is
- /// </summary>
- /// <param name="localID">ID of object to duplicate</param>
- /// <param name="dupeFlags"></param>
- /// <param name="AgentID">Agent doing the duplication</param>
- /// <param name="GroupID">Group of new object</param>
- /// <param name="RayTargetObj">The target of the Ray</param>
- /// <param name="RayEnd">The ending of the ray (farthest away point)</param>
- /// <param name="RayStart">The Beginning of the ray (closest point)</param>
- /// <param name="BypassRaycast">Bool to bypass raycasting</param>
- /// <param name="RayEndIsIntersection">The End specified is the place to add the object</param>
- /// <param name="CopyCenters">Position the object at the center of the face that it's colliding with</param>
- /// <param name="CopyRotates">Rotate the object the same as the localID object</param>
- 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);
-
- 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(RayStart,direction);
- // 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 = ei.AAfaceNormal;
- 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 = ei.ipoint;
- Vector3 normal = ei.normal;
- Vector3 offset = normal * (ScaleOffset / 2f);
- pos = intersectionpoint + offset;
- // stick in offset format from the original prim
- pos = pos - target.ParentGroup.AbsolutePosition;
- SceneObjectGroup copy;
- if (CopyRotates)
- {
- Quaternion worldRot = target2.GetWorldRotation();
- // SceneObjectGroup obj = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot);
- copy = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot);
- //obj.Rotation = worldRot;
- //obj.UpdateGroupRotationR(worldRot);
- }
- else
- {
- copy = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, Quaternion.Identity);
- }
- if (copy != null)
- EventManager.TriggerObjectAddedToScene(copy);
- }
- }
- }
- /// <summary>
- /// Get the avatar appearance for the given client.
- /// </summary>
- /// <param name="client"></param>
- /// <param name="appearance"></param>
- public void GetAvatarAppearance(IClientAPI client, out AvatarAppearance appearance)
- {
- AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode);
- if (aCircuit == null)
- {
- m_log.DebugFormat("[APPEARANCE] Client did not supply a circuit. Non-Linden? Creating default appearance.");
- appearance = new AvatarAppearance();
- return;
- }
- appearance = aCircuit.Appearance;
- if (appearance == null)
- {
- m_log.DebugFormat("[APPEARANCE]: Appearance not found in {0}, returning default", RegionInfo.RegionName);
- appearance = new AvatarAppearance();
- }
- }
- /// <summary>
- /// Remove the given client from the scene.
- /// </summary>
- /// <remarks>
- /// Only clientstack code should call this directly. All other code should call IncomingCloseAgent() instead
- /// to properly operate the state machine and avoid race conditions with other close requests (such as directly
- /// from viewers).
- /// </remarks>
- /// <param name='agentID'>ID of agent to close</param>
- /// <param name='closeChildAgents'>
- /// Close the neighbour child agents associated with this client.
- /// </param>
- ///
- private object m_removeClientPrivLock = new Object();
- public void RemoveClient(UUID agentID, bool closeChildAgents)
- {
- AgentCircuitData acd = m_authenticateHandler.GetAgentCircuitData(agentID);
- // Shouldn't be necessary since RemoveClient() is currently only called by IClientAPI.Close() which
- // in turn is only called by Scene.IncomingCloseAgent() which checks whether the presence exists or not
- // However, will keep for now just in case.
- if (acd == null)
- {
- m_log.ErrorFormat(
- "[SCENE]: No agent circuit found for {0} in {1}, aborting Scene.RemoveClient", agentID, Name);
- return;
- }
- // TODO: Can we now remove this lock?
- lock (m_removeClientPrivLock)
- {
- bool isChildAgent = false;
- ScenePresence avatar = GetScenePresence(agentID);
- // Shouldn't be necessary since RemoveClient() is currently only called by IClientAPI.Close() which
- // in turn is only called by Scene.IncomingCloseAgent() which checks whether the presence exists or not
- // However, will keep for now just in case.
- if (avatar == null)
- {
- m_log.ErrorFormat(
- "[SCENE]: Called RemoveClient() with agent ID {0} but no such presence is in the scene.", agentID);
- m_authenticateHandler.RemoveCircuit(agentID);
- return;
- }
- try
- {
- isChildAgent = avatar.IsChildAgent;
- m_log.DebugFormat(
- "[SCENE]: Removing {0} agent {1} {2} from {3}",
- isChildAgent ? "child" : "root", avatar.Name, agentID, Name);
- // Don't do this to root agents, it's not nice for the viewer
- if (closeChildAgents && isChildAgent)
- {
- // Tell a single agent to disconnect from the region.
- // Let's do this via UDP
- avatar.ControllingClient.SendShutdownConnectionNotice();
- }
- // Only applies to root agents.
- if (avatar.ParentID != 0)
- {
- avatar.StandUp();
- }
- m_sceneGraph.removeUserCount(!isChildAgent);
- // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop
- // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI
- if (closeChildAgents && CapsModule != null)
- CapsModule.RemoveCaps(agentID, avatar.ControllingClient.CircuitCode);
-
- if (closeChildAgents && !isChildAgent)
- {
- List<ulong> regions = avatar.KnownRegionHandles;
- regions.Remove(RegionInfo.RegionHandle);
- // This ends up being done asynchronously so that a logout isn't held up where there are many present but unresponsive neighbours.
- m_sceneGridService.SendCloseChildAgentConnections(agentID, acd.SessionID.ToString(), regions);
- }
- m_eventManager.TriggerClientClosed(agentID, this);
- // m_log.Debug("[Scene]TriggerClientClosed done");
- m_eventManager.TriggerOnRemovePresence(agentID);
- // m_log.Debug("[Scene]TriggerOnRemovePresence done");
-
- if (!isChildAgent)
- {
- if (AttachmentsModule != null)
- {
- // m_log.Debug("[Scene]DeRezAttachments");
- AttachmentsModule.DeRezAttachments(avatar);
- // m_log.Debug("[Scene]DeRezAttachments done");
- }
- ForEachClient(
- delegate(IClientAPI client)
- {
- //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway
- try { client.SendKillObject(new List<uint> { avatar.LocalId }); }
- catch (NullReferenceException) { }
- });
- }
- // It's possible for child agents to have transactions if changes are being made cross-border.
- if (AgentTransactionsModule != null)
- {
- // m_log.Debug("[Scene]RemoveAgentAssetTransactions");
- AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
- }
- m_log.Debug("[Scene] The avatar has left the building");
- }
- catch (Exception e)
- {
- m_log.Error(
- string.Format("[SCENE]: Exception removing {0} from {1}. Cleaning up. Exception ", avatar.Name, Name), e);
- }
- finally
- {
- try
- {
- // Always clean these structures up so that any failure above doesn't cause them to remain in the
- // scene with possibly bad effects (e.g. continually timing out on unacked packets and triggering
- // the same cleanup exception continually.
- m_authenticateHandler.RemoveCircuit(agentID);
- m_sceneGraph.RemoveScenePresence(agentID);
- m_clientManager.Remove(agentID);
- avatar.Close();
- }
- catch (Exception e)
- {
- m_log.Error(
- string.Format("[SCENE]: Exception in final clean up of {0} in {1}. Exception ", avatar.Name, Name), e);
- }
- }
- }
- //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
- //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
- }
- /// <summary>
- /// Removes region from an avatar's known region list. This coincides with child agents. For each child agent, there will be a known region entry.
- ///
- /// </summary>
- /// <param name="avatarID"></param>
- /// <param name="regionslst"></param>
- 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.RemoveNeighbourRegion(regionslst[i]);
- }
- }
- }
- }
- #endregion
- #region Entities
- public void SendKillObject(List<uint> localIDs)
- {
- List<uint> deleteIDs = new List<uint>();
- foreach (uint localID in localIDs)
- {
- 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
- continue;
- }
- }
- deleteIDs.Add(localID);
- }
- ForEachClient(c => c.SendKillObject(deleteIDs));
- }
- #endregion
- #region RegionComms
- /// <summary>
- /// Do the work necessary to initiate a new user connection for a particular scene.
- /// </summary>
- /// <param name="agent">CircuitData of the agent who is connecting</param>
- /// <param name="teleportFlags"></param>
- /// <param name="source">Source region (may be null)</param>
- /// <param name="reason">Outputs the reason for the false response on this string</param>
- /// <returns>True if the region accepts this agent. False if it does not. False will
- /// also return a reason.</returns>
- public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, GridRegion source, out string reason)
- {
- return NewUserConnection(agent, teleportFlags, source, out reason, true);
- }
- /// <summary>
- /// Do the work necessary to initiate a new user connection for a particular scene.
- /// </summary>
- /// <remarks>
- /// The return bool should allow for connections to be refused, but as not all calling paths
- /// take proper notice of it yet, we still allowed banned users in.
- ///
- /// At the moment this method consists of setting up the caps infrastructure
- /// The return bool should allow for connections to be refused, but as not all calling paths
- /// take proper notice of it let, we allowed banned users in still.
- ///
- /// This method is called by the login service (in the case of login) or another simulator (in the case of region
- /// cross or teleport) to initiate the connection. It is not triggered by the viewer itself - the connection
- /// is activated later when the viewer sends the initial UseCircuitCodePacket UDP packet (in the case of
- /// the LLUDP stack).
- /// </remarks>
- /// <param name="acd">CircuitData of the agent who is connecting</param>
- /// <param name="source">Source region (may be null)</param>
- /// <param name="reason">Outputs the reason for the false response on this string</param>
- /// <param name="requirePresenceLookup">True for normal presence. False for NPC
- /// or other applications where a full grid/Hypergrid presence may not be required.</param>
- /// <returns>True if the region accepts this agent. False if it does not. False will
- /// also return a reason.</returns>
- ///
- private object m_newUserConnLock = new object();
- public bool NewUserConnection(AgentCircuitData acd, uint teleportFlags, GridRegion source, out string reason, bool requirePresenceLookup)
- {
- bool vialogin = ((teleportFlags & (uint)TPFlags.ViaLogin) != 0 ||
- (teleportFlags & (uint)TPFlags.ViaHGLogin) != 0);
- bool viahome = ((teleportFlags & (uint)TPFlags.ViaHome) != 0);
- bool godlike = ((teleportFlags & (uint)TPFlags.Godlike) != 0);
- reason = String.Empty;
- //Teleport flags:
- //
- // TeleportFlags.ViaGodlikeLure - Border Crossing
- // TeleportFlags.ViaLogin - Login
- // TeleportFlags.TeleportFlags.ViaLure - Teleport request sent by another user
- // TeleportFlags.ViaLandmark | TeleportFlags.ViaLocation | TeleportFlags.ViaLandmark | TeleportFlags.Default - Regular Teleport
- // Don't disable this log message - it's too helpful
- string curViewer = Util.GetViewerName(acd);
- m_log.DebugFormat(
- "[SCENE]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, IP {6}, viewer {7}, teleportflags ({8}), position {9}. {10}",
- RegionInfo.RegionName,
- (acd.child ? "child" : "root"),
- acd.firstname,
- acd.lastname,
- acd.AgentID,
- acd.circuitcode,
- acd.IPAddress,
- curViewer,
- ((TPFlags)teleportFlags).ToString(),
- acd.startpos,
- (source == null) ? "" : string.Format("From region {0} ({1}){2}", source.RegionName, source.RegionID, (source.RawServerURI == null) ? "" : " @ " + source.ServerURI)
- );
- // m_log.DebugFormat("NewUserConnection stack {0}", Environment.StackTrace);
- if (!LoginsEnabled)
- {
- reason = "Logins Disabled";
- return false;
- }
- //Check if the viewer is banned or in the viewer access list
- //We check if the substring is listed for higher flexebility
- bool ViewerDenied = true;
- //Check if the specific viewer is listed in the allowed viewer list
- if (m_AllowedViewers.Count > 0)
- {
- foreach (string viewer in m_AllowedViewers)
- {
- if (viewer == curViewer.Substring(0, Math.Min(viewer.Length, curViewer.Length)).Trim().ToLower())
- {
- ViewerDenied = false;
- break;
- }
- }
- }
- else
- {
- ViewerDenied = false;
- }
- //Check if the viewer is in the banned list
- if (m_BannedViewers.Count > 0)
- {
- foreach (string viewer in m_BannedViewers)
- {
- if (viewer == curViewer.Substring(0, Math.Min(viewer.Length, curViewer.Length)).Trim().ToLower())
- {
- ViewerDenied = true;
- break;
- }
- }
- }
- if (ViewerDenied)
- {
- m_log.DebugFormat(
- "[SCENE]: Access denied for {0} {1} using {2}",
- acd.firstname, acd.lastname, curViewer);
- reason = "Access denied, your viewer is banned by the region owner";
- return false;
- }
- ILandObject land;
- ScenePresence sp;
- lock (m_removeClientLock)
- {
- sp = GetScenePresence(acd.AgentID);
- // We need to ensure that we are not already removing the scene presence before we ask it not to be
- // closed.
- if (sp != null && sp.IsChildAgent
- && (sp.LifecycleState == ScenePresenceState.Running
- || sp.LifecycleState == ScenePresenceState.PreRemove))
- {
- m_log.DebugFormat(
- "[SCENE]: Reusing existing child scene presence for {0}, state {1} in {2}",
- sp.Name, sp.LifecycleState, Name);
- // In the case where, for example, an A B C D region layout, an avatar may
- // teleport from A -> D, but then -> C before A has asked B to close its old child agent. When C
- // renews the lease on the child agent at B, we must make sure that the close from A does not succeed.
- //
- // XXX: In the end, this should not be necessary if child agents are closed without delay on
- // teleport, since realistically, the close request should always be processed before any other
- // region tried to re-establish a child agent. This is much simpler since the logic below is
- // vulnerable to an issue when a viewer quits a region without sending a proper logout but then
- // re-establishes the connection on a relogin. This could wrongly set the DoNotCloseAfterTeleport
- // flag when no teleport had taken place (and hence no close was going to come).
- // if (!acd.ChildrenCapSeeds.ContainsKey(RegionInfo.RegionHandle))
- // {
- // m_log.DebugFormat(
- // "[SCENE]: Setting DoNotCloseAfterTeleport for child scene presence {0} in {1} because source will attempt close.",
- // sp.Name, Name);
- //
- // sp.DoNotCloseAfterTeleport = true;
- // }
- // else if (EntityTransferModule.IsInTransit(sp.UUID))
- sp.LifecycleState = ScenePresenceState.Running;
- if (EntityTransferModule.IsInTransit(sp.UUID))
- {
- sp.DoNotCloseAfterTeleport = true;
- m_log.DebugFormat(
- "[SCENE]: Set DoNotCloseAfterTeleport for child scene presence {0} in {1} because this region will attempt end-of-teleport close from a previous close.",
- sp.Name, Name);
- }
- }
- }
- // Need to poll here in case we are currently deleting an sp. Letting threads run over each other will
- // allow unpredictable things to happen.
- if (sp != null)
- {
- const int polls = 10;
- const int pollInterval = 1000;
- int pollsLeft = polls;
- while (sp.LifecycleState == ScenePresenceState.Removing && pollsLeft-- > 0)
- Thread.Sleep(pollInterval);
- if (sp.LifecycleState == ScenePresenceState.Removing)
- {
- m_log.WarnFormat(
- "[SCENE]: Agent {0} in {1} was still being removed after {2}s. Aborting NewUserConnection.",
- sp.Name, Name, polls * pollInterval / 1000);
- return false;
- }
- else if (polls != pollsLeft)
- {
- m_log.DebugFormat(
- "[SCENE]: NewUserConnection for agent {0} in {1} had to wait {2}s for in-progress removal to complete on an old presence.",
- sp.Name, Name, polls * pollInterval / 1000);
- }
- }
- // TODO: can we remove this lock?
- lock (m_newUserConnLock)
- {
- if (sp != null && !sp.IsChildAgent)
- {
- // We have a root agent. Is it in transit?
- if (!EntityTransferModule.IsInTransit(sp.UUID))
- {
- // We have a zombie from a crashed session.
- // Or the same user is trying to be root twice here, won't work.
- // Kill it.
- m_log.WarnFormat(
- "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
- sp.Name, sp.UUID, RegionInfo.RegionName);
- if (sp.ControllingClient != null)
- CloseAgent(sp.UUID, true);
- sp = null;
- }
- //else
- // m_log.WarnFormat("[SCENE]: Existing root scene presence for {0} {1} in {2}, but agent is in trasit", sp.Name, sp.UUID, RegionInfo.RegionName);
- }
- // Optimistic: add or update the circuit data with the new agent circuit data and teleport flags.
- // We need the circuit data here for some of the subsequent checks. (groups, for example)
- // If the checks fail, we remove the circuit.
- acd.teleportFlags = teleportFlags;
- // Remove any preexisting circuit - we don't want duplicates
- // This is a stab at preventing avatar "ghosting"
- if (vialogin)
- m_authenticateHandler.RemoveCircuit(acd.AgentID);
- m_authenticateHandler.AddNewCircuit(acd.circuitcode, acd);
- land = LandChannel.GetLandObject(acd.startpos.X, acd.startpos.Y);
- // On login test land permisions
- if (vialogin)
- {
- IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
- if (cache != null)
- cache.Remove(acd.firstname + " " + acd.lastname);
- if (land != null && !TestLandRestrictions(acd.AgentID, out reason, ref acd.startpos.X, ref acd.startpos.Y))
- {
- m_authenticateHandler.RemoveCircuit(acd.circuitcode);
- return false;
- }
- }
- if (sp == null) // We don't have an [child] agent here already
- {
- if (requirePresenceLookup)
- {
- try
- {
- if (!VerifyUserPresence(acd, out reason))
- {
- m_authenticateHandler.RemoveCircuit(acd.circuitcode);
- return false;
- }
- }
- catch (Exception e)
- {
- m_log.ErrorFormat(
- "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace);
- m_authenticateHandler.RemoveCircuit(acd.circuitcode);
- return false;
- }
- }
- try
- {
- if (!AuthorizeUser(acd, (vialogin ? false : SeeIntoRegion), out reason))
- {
- m_authenticateHandler.RemoveCircuit(acd.circuitcode);
- return false;
- }
- }
- catch (Exception e)
- {
- m_log.ErrorFormat(
- "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace);
- m_authenticateHandler.RemoveCircuit(acd.circuitcode);
- return false;
- }
- m_log.InfoFormat(
- "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
- Name, (acd.child ? "child" : "root"), acd.firstname, acd.lastname,
- acd.AgentID, acd.circuitcode);
- if (CapsModule != null)
- {
- CapsModule.SetAgentCapsSeeds(acd);
- CapsModule.CreateCaps(acd.AgentID, acd.circuitcode);
- }
- }
- else
- {
- // Let the SP know how we got here. This has a lot of interesting
- // uses down the line.
- sp.TeleportFlags = (TPFlags)teleportFlags;
- if (sp.IsChildAgent)
- {
- m_log.DebugFormat(
- "[SCENE]: Adjusting known seeds for existing agent {0} in {1}",
- acd.AgentID, RegionInfo.RegionName);
- if (CapsModule != null)
- {
- CapsModule.SetAgentCapsSeeds(acd);
- CapsModule.CreateCaps(acd.AgentID, acd.circuitcode);
- }
- sp.AdjustKnownSeeds();
- }
- }
- // Try caching an incoming user name much earlier on to see if this helps with an issue
- // where HG users are occasionally seen by others as "Unknown User" because their UUIDName
- // request for the HG avatar appears to trigger before the user name is cached.
- CacheUserName(null, acd);
- }
- if (CapsModule != null)
- {
- CapsModule.ActivateCaps(acd.circuitcode);
- }
- if (vialogin)
- {
- // CleanDroppedAttachments();
- // Make sure avatar position is in the region (why it wouldn't be is a mystery but do sanity checking)
- if (acd.startpos.X < 0) acd.startpos.X = 1f;
- if (acd.startpos.X >= RegionInfo.RegionSizeX) acd.startpos.X = RegionInfo.RegionSizeX - 1f;
- if (acd.startpos.Y < 0) acd.startpos.Y = 1f;
- if (acd.startpos.Y >= RegionInfo.RegionSizeY) acd.startpos.Y = RegionInfo.RegionSizeY - 1f;
- // m_log.DebugFormat(
- // "[SCENE]: Found telehub object {0} for new user connection {1} to {2}",
- // RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
- // Honor Estate teleport routing via Telehubs excluding ViaHome and GodLike TeleportFlags
- if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero &&
- RegionInfo.EstateSettings.AllowDirectTeleport == false &&
- !viahome && !godlike)
- {
- SceneObjectGroup telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject);
- if (telehub != null)
- {
- // Can have multiple SpawnPoints
- List<SpawnPoint> spawnpoints = RegionInfo.RegionSettings.SpawnPoints();
- if (spawnpoints.Count > 1)
- {
- // We have multiple SpawnPoints, Route the agent to a random or sequential one
- if (SpawnPointRouting == "random")
- acd.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation(
- telehub.AbsolutePosition,
- telehub.GroupRotation
- );
- else
- acd.startpos = spawnpoints[SpawnPoint()].GetLocation(
- telehub.AbsolutePosition,
- telehub.GroupRotation
- );
- }
- else if (spawnpoints.Count == 1)
- {
- // We have a single SpawnPoint and will route the agent to it
- acd.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
- }
- else
- {
- m_log.DebugFormat(
- "[SCENE]: No spawnpoints defined for telehub {0} for {1} in {2}. Continuing.",
- RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
- }
- }
- else
- {
- m_log.DebugFormat(
- "[SCENE]: No telehub {0} found to direct {1} in {2}. Continuing.",
- RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
- }
- // Final permissions check; this time we don't allow changing the position
- if (!IsPositionAllowed(acd.AgentID, acd.startpos, ref reason))
- {
- m_authenticateHandler.RemoveCircuit(acd.circuitcode);
- return false;
- }
- return true;
- }
- // 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)
- {
- acd.startpos = land.LandData.UserLocation;
- // Final permissions check; this time we don't allow changing the position
- if (!IsPositionAllowed(acd.AgentID, acd.startpos, ref reason))
- {
- m_authenticateHandler.RemoveCircuit(acd.circuitcode);
- return false;
- }
- }
- }
- */// This is now handled properly in ScenePresence.MakeRootAgent
- }
- return true;
- }
- private bool IsPositionAllowed(UUID agentID, Vector3 pos, ref string reason)
- {
- ILandObject land = LandChannel.GetLandObject(pos);
- if (land == null)
- return true;
- if (land.IsBannedFromLand(agentID) || land.IsRestrictedFromLand(agentID))
- {
- reason = "You are banned from the region.";
- return false;
- }
- return true;
- }
- public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
- {
- if (posX < 0)
- posX = 0;
- else if (posX >= RegionInfo.RegionSizeX)
- posX = RegionInfo.RegionSizeX - 0.5f;
- if (posY < 0)
- posY = 0;
- else if (posY >= RegionInfo.RegionSizeY)
- posY = RegionInfo.RegionSizeY - 0.5f;
- reason = String.Empty;
- if (Permissions.IsGod(agentID))
- return true;
- ILandObject land = LandChannel.GetLandObject(posX, posY);
- if (land == null)
- return false;
- bool banned = land.IsBannedFromLand(agentID);
- bool restricted = land.IsRestrictedFromLand(agentID);
- if (banned || restricted)
- {
- ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
- if (nearestParcel != null)
- {
- //Move agent to nearest allowed
- Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
- posX = newPosition.X;
- posY = newPosition.Y;
- }
- else
- {
- if (banned)
- {
- reason = "Cannot regioncross into banned parcel.";
- }
- else
- {
- reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
- RegionInfo.RegionName);
- }
- return false;
- }
- }
- reason = "";
- return true;
- }
- /// <summary>
- /// Verifies that the user has a presence on the Grid
- /// </summary>
- /// <param name="agent">Circuit Data of the Agent we're verifying</param>
- /// <param name="reason">Outputs the reason for the false response on this string</param>
- /// <returns>True if the user has a session on the grid. False if it does not. False will
- /// also return a reason.</returns>
- public virtual bool VerifyUserPresence(AgentCircuitData agent, out string reason)
- {
- reason = String.Empty;
- IPresenceService presence = RequestModuleInterface<IPresenceService>();
- if (presence == null)
- {
- reason = String.Format("Failed to verify user presence in the grid for {0} {1} in region {2}. Presence service does not exist.", agent.firstname, agent.lastname, RegionInfo.RegionName);
- return false;
- }
- OpenSim.Services.Interfaces.PresenceInfo pinfo = presence.GetAgent(agent.SessionID);
- if (pinfo == null)
- {
- reason = String.Format("Failed to verify user presence in the grid for {0} {1}, access denied to region {2}.", agent.firstname, agent.lastname, RegionInfo.RegionName);
- return false;
- }
- return true;
- }
- /// <summary>
- /// Verify if the user can connect to this region. Checks the banlist and ensures that the region is set for public access
- /// </summary>
- /// <param name="agent">The circuit data for the agent</param>
- /// <param name="reason">outputs the reason to this string</param>
- /// <returns>True if the region accepts this agent. False if it does not. False will
- /// also return a reason.</returns>
- protected virtual bool AuthorizeUser(AgentCircuitData agent, bool bypassAccessControl, out string reason)
- {
- reason = String.Empty;
- if (!m_strictAccessControl) return true;
- if (Permissions.IsGod(agent.AgentID)) return true;
- if (AuthorizationService != null)
- {
- if (!AuthorizationService.IsAuthorizedForRegion(
- agent.AgentID.ToString(), agent.firstname, agent.lastname, RegionInfo.RegionID.ToString(), out reason))
- {
- m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because: {4}",
- agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName, reason);
- return false;
- }
- }
- // We only test the things below when we want to cut off
- // child agents from being present in the scene for which their root
- // agent isn't allowed. Otherwise, we allow child agents. The test for
- // the root is done elsewhere (QueryAccess)
- if (!bypassAccessControl)
- {
- if (RegionInfo.EstateSettings != null)
- {
- int flags = GetUserFlags(agent.AgentID);
- if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, flags))
- {
- m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
- agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
- reason = String.Format("Denied access to region {0}: You have been banned from that region.",
- RegionInfo.RegionName);
- return false;
- }
- }
- else
- {
- m_log.ErrorFormat("[CONNECTION BEGIN]: Estate Settings is null!");
- }
- List<UUID> agentGroups = new List<UUID>();
- if (m_groupsModule != null)
- {
- GroupMembershipData[] GroupMembership = m_groupsModule.GetMembershipData(agent.AgentID);
- if (GroupMembership != null)
- {
- for (int i = 0; i < GroupMembership.Length; i++)
- agentGroups.Add(GroupMembership[i].GroupID);
- }
- else
- {
- m_log.ErrorFormat("[CONNECTION BEGIN]: GroupMembership is null!");
- }
- }
- bool groupAccess = false;
- UUID[] estateGroups = RegionInfo.EstateSettings.EstateGroups;
- if (estateGroups != null)
- {
- foreach (UUID group in estateGroups)
- {
- if (agentGroups.Contains(group))
- {
- groupAccess = true;
- break;
- }
- }
- }
- else
- {
- m_log.ErrorFormat("[CONNECTION BEGIN]: EstateGroups is null!");
- }
- if (!RegionInfo.EstateSettings.PublicAccess &&
- !RegionInfo.EstateSettings.HasAccess(agent.AgentID) &&
- !groupAccess)
- {
- m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate",
- agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
- reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
- RegionInfo.RegionName);
- return false;
- }
- }
- // TODO: estate/region settings are not properly hooked up
- // to ILandObject.isRestrictedFromLand()
- // if (null != LandChannel)
- // {
- // // region seems to have local Id of 1
- // ILandObject land = LandChannel.GetLandObject(1);
- // if (null != land)
- // {
- // if (land.isBannedFromLand(agent.AgentID))
- // {
- // m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user has been banned from land",
- // agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
- // reason = String.Format("Denied access to private region {0}: You are banned from that region.",
- // RegionInfo.RegionName);
- // return false;
- // }
- // if (land.isRestrictedFromLand(agent.AgentID))
- // {
- // m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
- // agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
- // reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
- // RegionInfo.RegionName);
- // return false;
- // }
- // }
- // }
- return true;
- }
- /// <summary>
- /// Update an AgentCircuitData object with new information
- /// </summary>
- /// <param name="data">Information to update the AgentCircuitData with</param>
- public void UpdateCircuitData(AgentCircuitData data)
- {
- m_authenticateHandler.UpdateAgentData(data);
- }
- /// <summary>
- /// Change the Circuit Code for the user's Circuit Data
- /// </summary>
- /// <param name="oldcc">The old Circuit Code. Must match a previous circuit code</param>
- /// <param name="newcc">The new Circuit Code. Must not be an already existing circuit code</param>
- /// <returns>True if we successfully changed it. False if we did not</returns>
- public bool ChangeCircuitCode(uint oldcc, uint newcc)
- {
- return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc);
- }
- // /// <summary>
- // /// The Grid has requested that we log-off a user. Log them off.
- // /// </summary>
- // /// <param name="AvatarID">Unique ID of the avatar to log-off</param>
- // /// <param name="RegionSecret">SecureSessionID of the user, or the RegionSecret text when logging on to the grid</param>
- // /// <param name="message">message to display to the user. Reason for being logged off</param>
- // public void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message)
- // {
- // ScenePresence loggingOffUser = GetScenePresence(AvatarID);
- // if (loggingOffUser != null)
- // {
- // UUID localRegionSecret = UUID.Zero;
- // bool parsedsecret = UUID.TryParse(RegionInfo.regionSecret, out localRegionSecret);
- //
- // // Region Secret is used here in case a new sessionid overwrites an old one on the user server.
- // // Will update the user server in a few revisions to use it.
- //
- // if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId || (parsedsecret && RegionSecret == localRegionSecret))
- // {
- // m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, loggingOffUser.KnownRegionHandles);
- // loggingOffUser.ControllingClient.Kick(message);
- // // Give them a second to receive the message!
- // Thread.Sleep(1000);
- // loggingOffUser.ControllingClient.Close();
- // }
- // 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>
- // /// 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 = GetScenePresence(agentID);
- // if (presence != null)
- // {
- // try
- // {
- // presence.MakeRootAgent(position, isFlying);
- // }
- // catch (Exception e)
- // {
- // m_log.ErrorFormat("[SCENE]: Unable to do agent crossing, exception {0}{1}", e.Message, e.StackTrace);
- // }
- // }
- // else
- // {
- // m_log.ErrorFormat(
- // "[SCENE]: Could not find presence for agent {0} crossing into scene {1}",
- // agentID, RegionInfo.RegionName);
- // }
- // }
- /// <summary>
- /// We've got an update about an agent that sees into this region,
- /// send it to ScenePresence for processing It's the full data.
- /// </summary>
- /// <param name="cAgentData">Agent that contains all of the relevant things about an agent.
- /// Appearance, animations, position, etc.</param>
- /// <returns>true if we handled it.</returns>
- public virtual bool IncomingUpdateChildAgent(AgentData cAgentData)
- {
- m_log.DebugFormat(
- "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName);
- if (!LoginsEnabled)
- {
- // reason = "Logins Disabled";
- m_log.DebugFormat(
- "[SCENE]: update for {0} in {1} refused: Logins Disabled", cAgentData.AgentID, RegionInfo.RegionName);
- return false;
- }
- // We have to wait until the viewer contacts this region after receiving EAC.
- // That calls AddNewClient, which finally creates the ScenePresence
- int flags = GetUserFlags(cAgentData.AgentID);
- if (RegionInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
- {
- m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
- return false;
- }
- // TODO: This check should probably be in QueryAccess().
- ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, RegionInfo.RegionSizeX / 2, RegionInfo.RegionSizeY / 2);
- if (nearestParcel == null)
- {
- m_log.InfoFormat(
- "[SCENE]: Denying root agent entry to {0} in {1}: no allowed parcel",
- cAgentData.AgentID, RegionInfo.RegionName);
- return false;
- }
- // We have to wait until the viewer contacts this region
- // after receiving the EnableSimulator HTTP Event Queue message (for the v1 teleport protocol)
- // or TeleportFinish (for the v2 teleport protocol). This triggers the viewer to send
- // a UseCircuitCode packet which in turn calls AddNewAgent which finally creates the ScenePresence.
- ScenePresence sp = WaitGetScenePresence(cAgentData.AgentID);
- if (sp != null)
- {
- if (!sp.IsChildAgent)
- {
- m_log.WarnFormat("[SCENE]: Ignoring a child update on a root agent {0} {1} in {2}",
- sp.Name, sp.UUID, Name);
- return false;
- }
- if (cAgentData.SessionID != sp.ControllingClient.SessionId)
- {
- m_log.WarnFormat(
- "[SCENE]: Attempt to update agent {0} with invalid session id {1} (possibly from simulator in older version; tell them to update).",
- sp.UUID, cAgentData.SessionID);
- Console.WriteLine(String.Format("[SCENE]: Attempt to update agent {0} ({1}) with invalid session id {2}",
- sp.UUID, sp.ControllingClient.SessionId, cAgentData.SessionID));
- }
- sp.UpdateChildAgent(cAgentData);
- int ntimes = 20;
- if (cAgentData.SenderWantsToWaitForRoot)
- {
- while (sp.IsChildAgent && ntimes-- > 0)
- Thread.Sleep(1000);
- if (sp.IsChildAgent)
- m_log.WarnFormat(
- "[SCENE]: Found presence {0} {1} unexpectedly still child in {2}",
- sp.Name, sp.UUID, Name);
- else
- m_log.InfoFormat(
- "[SCENE]: Found presence {0} {1} as root in {2} after {3} waits",
- sp.Name, sp.UUID, Name, 20 - ntimes);
- if (sp.IsChildAgent)
- return false;
- }
- return true;
- }
- return false;
- }
- /// <summary>
- /// We've got an update about an agent that sees into this region,
- /// send it to ScenePresence for processing It's only positional data
- /// </summary>
- /// <param name="cAgentData">AgentPosition that contains agent positional data so we can know what to send</param>
- /// <returns>true if we handled it.</returns>
- public virtual bool IncomingUpdateChildAgent(AgentPosition cAgentData)
- {
- // m_log.DebugFormat(
- // "[SCENE PRESENCE]: IncomingChildAgentDataUpdate POSITION for {0} in {1}, position {2}",
- // cAgentData.AgentID, Name, cAgentData.Position);
- ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID);
- if (childAgentUpdate != null)
- {
- // if (childAgentUpdate.ControllingClient.SessionId != cAgentData.SessionID)
- // // Only warn for now
- // m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}. Neighbor running older version?",
- // childAgentUpdate.UUID, cAgentData.SessionID);
- // 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.UpdateChildAgent(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>
- /// Poll until the requested ScenePresence appears or we timeout.
- /// </summary>
- /// <returns>The scene presence is found, else null.</returns>
- /// <param name='agentID'></param>
- protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
- {
- int ntimes = 30;
- ScenePresence sp = null;
- while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0))
- Thread.Sleep(1000);
- if (sp == null)
- m_log.WarnFormat(
- "[SCENE PRESENCE]: Did not find presence with id {0} in {1} before timeout",
- agentID, RegionInfo.RegionName);
- return sp;
- }
- /// <summary>
- /// Authenticated close (via network)
- /// </summary>
- /// <param name="agentID"></param>
- /// <param name="force"></param>
- /// <param name="auth_token"></param>
- /// <returns></returns>
- public bool CloseAgent(UUID agentID, bool force, string auth_token)
- {
- //m_log.DebugFormat("[SCENE]: Processing incoming close agent {0} in region {1} with auth_token {2}", agentID, RegionInfo.RegionName, auth_token);
- // Check that the auth_token is valid
- AgentCircuitData acd = AuthenticateHandler.GetAgentCircuitData(agentID);
- if (acd == null)
- {
- m_log.DebugFormat(
- "[SCENE]: Request to close agent {0} but no such agent in scene {1}. May have been closed previously.",
- agentID, Name);
- return false;
- }
- if (acd.SessionID.ToString() == auth_token)
- {
- return CloseAgent(agentID, force);
- }
- else
- {
- m_log.WarnFormat(
- "[SCENE]: Request to close agent {0} with invalid authorization token {1} in {2}",
- agentID, auth_token, Name);
- }
- return false;
- }
- // public bool IncomingCloseAgent(UUID agentID)
- // {
- // return IncomingCloseAgent(agentID, false);
- // }
- // public bool IncomingCloseChildAgent(UUID agentID)
- // {
- // return IncomingCloseAgent(agentID, true);
- // }
- /// <summary>
- /// Tell a single client to prepare to close.
- /// </summary>
- /// <remarks>
- /// This should only be called if we may close the client but there will be some delay in so doing. Meant for
- /// internal use - other callers should almost certainly called CloseClient().
- /// </remarks>
- /// <param name="sp"></param>
- /// <returns>true if pre-close state notification was successful. false if the agent
- /// was not in a state where it could transition to pre-close.</returns>
- public bool IncomingPreCloseClient(ScenePresence sp)
- {
- lock (m_removeClientLock)
- {
- // We need to avoid a race condition where in, for example, an A B C D region layout, an avatar may
- // teleport from A -> D, but then -> C before A has asked B to close its old child agent. We do not
- // want to obey this close since C may have renewed the child agent lease on B.
- if (sp.DoNotCloseAfterTeleport)
- {
- m_log.DebugFormat(
- "[SCENE]: Not pre-closing {0} agent {1} in {2} since another simulator has re-established the child connection",
- sp.IsChildAgent ? "child" : "root", sp.Name, Name);
- // Need to reset the flag so that a subsequent close after another teleport can succeed.
- sp.DoNotCloseAfterTeleport = false;
- return false;
- }
- if (sp.LifecycleState != ScenePresenceState.Running)
- {
- m_log.DebugFormat(
- "[SCENE]: Called IncomingPreCloseAgent() for {0} in {1} but presence is already in state {2}",
- sp.Name, Name, sp.LifecycleState);
- return false;
- }
- sp.LifecycleState = ScenePresenceState.PreRemove;
- return true;
- }
- }
- /// <summary>
- /// Tell a single agent to disconnect from the region.
- /// </summary>
- /// <param name="agentID"></param>
- /// <param name="force">
- /// Force the agent to close even if it might be in the middle of some other operation. You do not want to
- /// force unless you are absolutely sure that the agent is dead and a normal close is not working.
- /// </param>
- public override bool CloseAgent(UUID agentID, bool force)
- {
- ScenePresence sp;
- lock (m_removeClientLock)
- {
- sp = GetScenePresence(agentID);
- if (sp == null)
- {
- // If there is no scene presence, we may be handling a dead
- // client. These can keep an avatar from reentering a region
- // and since they don't get cleaned up they will stick
- // around until region restart. So, if there is no SP,
- // remove the client as well.
- IClientAPI client = null;
- if (m_clientManager.TryGetValue(agentID, out client))
- {
- m_clientManager.Remove(agentID);
- if (CapsModule != null)
- CapsModule.RemoveCaps(agentID, 0);
- m_log.DebugFormat( "[SCENE]: Dead client for agent ID {0} was cleaned up in {1}", agentID, Name);
- return true;
- }
- m_log.DebugFormat(
- "[SCENE]: Called CloseClient() with agent ID {0} but no such presence is in {1}",
- agentID, Name);
- return false;
- }
- if (sp.LifecycleState != ScenePresenceState.Running && sp.LifecycleState != ScenePresenceState.PreRemove)
- {
- m_log.DebugFormat(
- "[SCENE]: Called CloseClient() for {0} in {1} but presence is already in state {2}",
- sp.Name, Name, sp.LifecycleState);
- return false;
- }
- // We need to avoid a race condition where in, for example, an A B C D region layout, an avatar may
- // teleport from A -> D, but then -> C before A has asked B to close its old child agent. We do not
- // want to obey this close since C may have renewed the child agent lease on B.
- if (sp.DoNotCloseAfterTeleport)
- {
- m_log.DebugFormat(
- "[SCENE]: Not closing {0} agent {1} in {2} since another simulator has re-established the child connection",
- sp.IsChildAgent ? "child" : "root", sp.Name, Name);
- // Need to reset the flag so that a subsequent close after another teleport can succeed.
- sp.DoNotCloseAfterTeleport = false;
- return false;
- }
- sp.LifecycleState = ScenePresenceState.Removing;
- }
- if (sp != null)
- {
- sp.ControllingClient.Close(force, force);
- return true;
- }
- return true;
- }
- /// <summary>
- /// Tries to teleport agent to another region.
- /// </summary>
- /// <remarks>
- /// The region name must exactly match that given.
- /// </remarks>
- /// <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)
- {
- GridRegion region = GridService.GetRegionByName(RegionInfo.ScopeID, regionName);
- if (region == null)
- {
- // can't find the region: Tell viewer and abort
- remoteClient.SendTeleportFailed("The region '" + regionName + "' could not be found.");
- return;
- }
- RequestTeleportLocation(remoteClient, region.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)
- {
- ScenePresence sp = GetScenePresence(remoteClient.AgentId);
- if (sp != null)
- {
- if (EntityTransferModule != null)
- {
- EntityTransferModule.Teleport(sp, regionHandle, position, lookAt, teleportFlags);
- }
- else
- {
- m_log.DebugFormat("[SCENE]: Unable to perform teleports: no AgentTransferModule is active");
- sp.ControllingClient.SendTeleportFailed("Unable to perform teleports on this simulator.");
- }
- }
- }
- public bool CrossAgentToNewRegion(ScenePresence agent, bool isFlying)
- {
- if (EntityTransferModule != null)
- {
- return EntityTransferModule.Cross(agent, isFlying);
- }
- else
- {
- m_log.DebugFormat("[SCENE]: Unable to cross agent to neighbouring region, because there is no AgentTransferModule");
- }
- return false;
- }
- public void SendOutChildAgentUpdates(AgentPosition cadu, ScenePresence presence)
- {
- m_sceneGridService.SendChildAgentDataUpdate(cadu, presence);
- }
- #endregion
- #region Other Methods
- protected override IConfigSource GetConfig()
- {
- return m_config;
- }
- #endregion
- 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>
- /// Causes all clients to get a full object update on all of the objects in the scene.
- /// </summary>
- public void ForceClientUpdate()
- {
- 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)
- {
- m_log.DebugFormat("Searching for Primitive: '{0}'", cmdparams[2]);
- EntityBase[] entityList = GetEntities();
- foreach (EntityBase ent in entityList)
- {
- if (ent is SceneObjectGroup)
- {
- SceneObjectPart part = ((SceneObjectGroup)ent).GetPart(((SceneObjectGroup)ent).UUID);
- if (part != null)
- {
- if (part.Name == cmdparams[2])
- {
- part.Resize(
- new Vector3(Convert.ToSingle(cmdparams[3]), Convert.ToSingle(cmdparams[4]),
- Convert.ToSingle(cmdparams[5])));
- m_log.DebugFormat("Edited scale of Primitive: {0}", part.Name);
- }
- }
- }
- }
- }
- #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 LandData GetLandData(float x, float y)
- {
- ILandObject parcel = LandChannel.GetLandObject(x, y);
- if (parcel == null)
- return null;
- return parcel.LandData;
- }
- /// <summary>
- /// Get LandData by position.
- /// </summary>
- /// <param name="pos"></param>
- /// <returns></returns>
- public LandData GetLandData(Vector3 pos)
- {
- return GetLandData(pos.X, pos.Y);
- }
- public LandData GetLandData(uint x, uint y)
- {
- m_log.DebugFormat("[SCENE]: returning land for {0},{1}", x, y);
- ILandObject parcel = LandChannel.GetLandObject((int)x, (int)y);
- if (parcel == null)
- return null;
- return parcel.LandData;
- }
- #endregion
- #region Script Engine
- 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)ParcelFlags.AllowOtherScripts) != 0)
- {
- return true;
- }
- else if ((part.OwnerID == parcel.LandData.OwnerID) || Permissions.IsGod(part.OwnerID))
- {
- return true;
- }
- else if (((parcel.LandData.Flags & (uint)ParcelFlags.AllowGroupScripts) != 0)
- && (parcel.LandData.GroupID != UUID.Zero) && (parcel.LandData.GroupID == part.GroupID))
- {
- return true;
- }
- else
- {
- return false;
- }
- }
- else
- {
- if (pos.X > 0f && pos.X < RegionInfo.RegionSizeX && pos.Y > 0f && pos.Y < RegionInfo.RegionSizeY)
- {
- // 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)
- {
- SceneObjectPart parent = part.ParentGroup.RootPart;
- return ScriptDanger(parent, parent.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);
- }
- public int GetRootAgentCount()
- {
- return m_sceneGraph.GetRootAgentCount();
- }
- public int GetChildAgentCount()
- {
- return m_sceneGraph.GetChildAgentCount();
- }
- /// <summary>
- /// Request a scene presence by UUID. Fast, indexed lookup.
- /// </summary>
- /// <param name="agentID"></param>
- /// <returns>null if the presence was not found</returns>
- public ScenePresence GetScenePresence(UUID agentID)
- {
- return m_sceneGraph.GetScenePresence(agentID);
- }
- /// <summary>
- /// Request the scene presence by name.
- /// </summary>
- /// <param name="firstName"></param>
- /// <param name="lastName"></param>
- /// <returns>null if the presence was not found</returns>
- public ScenePresence GetScenePresence(string firstName, string lastName)
- {
- return m_sceneGraph.GetScenePresence(firstName, lastName);
- }
- /// <summary>
- /// Request the scene presence by localID.
- /// </summary>
- /// <param name="localID"></param>
- /// <returns>null if the presence was not found</returns>
- public ScenePresence GetScenePresence(uint localID)
- {
- return m_sceneGraph.GetScenePresence(localID);
- }
- /// <summary>
- /// Gets all the scene presences in this scene.
- /// </summary>
- /// <remarks>
- /// This method will return both root and child scene presences.
- ///
- /// Consider using ForEachScenePresence() or ForEachRootScenePresence() if possible since these will not
- /// involving creating a new List object.
- /// </remarks>
- /// <returns>
- /// A list of the scene presences. Adding or removing from the list will not affect the presences in the scene.
- /// </returns>
- public List<ScenePresence> GetScenePresences()
- {
- return new List<ScenePresence>(m_sceneGraph.GetScenePresences());
- }
- /// <summary>
- /// Performs action on all avatars in the scene (root scene presences)
- /// Avatars may be an NPC or a 'real' client.
- /// </summary>
- /// <param name="action"></param>
- public void ForEachRootScenePresence(Action<ScenePresence> action)
- {
- m_sceneGraph.ForEachAvatar(action);
- }
- /// <summary>
- /// Performs action on all scene presences (root and child)
- /// </summary>
- /// <param name="action"></param>
- public void ForEachScenePresence(Action<ScenePresence> action)
- {
- m_sceneGraph.ForEachScenePresence(action);
- }
- /// <summary>
- /// Get all the scene object groups.
- /// </summary>
- /// <returns>
- /// The scene object groups. If the scene is empty then an empty list is returned.
- /// </returns>
- public List<SceneObjectGroup> GetSceneObjectGroups()
- {
- return m_sceneGraph.GetSceneObjectGroups();
- }
- /// <summary>
- /// Get a group via its UUID
- /// </summary>
- /// <param name="fullID"></param>
- /// <returns>null if no group with that id exists</returns>
- public SceneObjectGroup GetSceneObjectGroup(UUID fullID)
- {
- return m_sceneGraph.GetSceneObjectGroup(fullID);
- }
- /// <summary>
- /// Get a group via its local ID
- /// </summary>
- /// <remarks>This will only return a group if the local ID matches a root part</remarks>
- /// <param name="localID"></param>
- /// <returns>null if no group with that id exists</returns>
- public SceneObjectGroup GetSceneObjectGroup(uint localID)
- {
- return m_sceneGraph.GetSceneObjectGroup(localID);
- }
- /// <summary>
- /// Get a group by name from the scene (will return the first
- /// found, if there are more than one prim with the same name)
- /// </summary>
- /// <param name="name"></param>
- /// <returns>null if no group with that name exists</returns>
- public SceneObjectGroup GetSceneObjectGroup(string name)
- {
- return m_sceneGraph.GetSceneObjectGroup(name);
- }
- /// <summary>
- /// Attempt to get the SOG via its UUID
- /// </summary>
- /// <param name="fullID"></param>
- /// <param name="sog"></param>
- /// <returns></returns>
- public bool TryGetSceneObjectGroup(UUID fullID, out SceneObjectGroup sog)
- {
- sog = GetSceneObjectGroup(fullID);
- return sog != null;
- }
- /// <summary>
- /// Get a prim by name from the 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);
- }
- /// <summary>
- /// Attempt to get a prim via its UUID
- /// </summary>
- /// <param name="fullID"></param>
- /// <param name="sop"></param>
- /// <returns></returns>
- public bool TryGetSceneObjectPart(UUID fullID, out SceneObjectPart sop)
- {
- sop = GetSceneObjectPart(fullID);
- return sop != null;
- }
- /// <summary>
- /// Get a scene object group that contains the prim with the given local id
- /// </summary>
- /// <param name="localID"></param>
- /// <returns>null if no scene object group containing that prim is found</returns>
- public SceneObjectGroup GetGroupByPrim(uint localID)
- {
- return m_sceneGraph.GetGroupByPrim(localID);
- }
- /// <summary>
- /// Get a scene object group that contains the prim with the given uuid
- /// </summary>
- /// <param name="fullID"></param>
- /// <returns>null if no scene object group containing that prim is found</returns>
- public SceneObjectGroup GetGroupByPrim(UUID fullID)
- {
- return m_sceneGraph.GetGroupByPrim(fullID);
- }
- public override bool TryGetScenePresence(UUID agentID, out ScenePresence sp)
- {
- return m_sceneGraph.TryGetScenePresence(agentID, out sp);
- }
- public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
- {
- return m_sceneGraph.TryGetAvatarByName(avatarName, out avatar);
- }
- /// <summary>
- /// Perform an action on all clients with an avatar in this scene (root only)
- /// </summary>
- /// <param name="action"></param>
- public void ForEachRootClient(Action<IClientAPI> action)
- {
- ForEachRootScenePresence(delegate(ScenePresence presence)
- {
- action(presence.ControllingClient);
- });
- }
- /// <summary>
- /// Perform an action on all clients connected to the region (root and child)
- /// </summary>
- /// <param name="action"></param>
- public void ForEachClient(Action<IClientAPI> action)
- {
- m_clientManager.ForEachSync(action);
- }
- public bool TryGetClient(UUID avatarID, out IClientAPI client)
- {
- return m_clientManager.TryGetValue(avatarID, out client);
- }
- public bool TryGetClient(System.Net.IPEndPoint remoteEndPoint, out IClientAPI client)
- {
- return m_clientManager.TryGetValue(remoteEndPoint, out client);
- }
- public void ForEachSOG(Action<SceneObjectGroup> action)
- {
- m_sceneGraph.ForEachSOG(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 EntityBase[] GetEntities()
- {
- return m_sceneGraph.GetEntities();
- }
- #endregion
- // Commented pending deletion since this method no longer appears to do anything at all
- // public bool NeedSceneCacheClear(UUID agentID)
- // {
- // IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>();
- // if (inv == null)
- // return true;
- //
- // return inv.NeedSceneCacheClear(agentID, this);
- // }
- public void CleanTempObjects()
- {
- EntityBase[] entities = GetEntities();
- foreach (EntityBase obj in entities)
- {
- if (obj is SceneObjectGroup)
- {
- SceneObjectGroup grp = (SceneObjectGroup)obj;
- if (!grp.IsDeleted)
- {
- if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
- {
- if (grp.GetSittingAvatarsCount() == 0 && grp.RootPart.Expires <= DateTime.Now)
- DeleteSceneObject(grp, false);
- }
- }
- }
- }
- }
- public void DeleteFromStorage(UUID uuid)
- {
- SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID);
- }
- public int GetHealth(out int flags, out string message)
- {
- // Returns:
- // 1 = sim is up and accepting http requests. The heartbeat has
- // stopped and the sim is probably locked up, but a remote
- // admin restart may succeed
- //
- // 2 = Sim is up and the heartbeat is running. The sim is likely
- // usable for people within
- //
- // 3 = Sim is up and one packet thread is running. Sim is
- // unstable and will not accept new logins
- //
- // 4 = Sim is up and both packet threads are running. Sim is
- // likely usable
- //
- // 5 = We have seen a new user enter within the past 4 minutes
- // which can be seen as positive confirmation of sim health
- //
- int health = 1; // Start at 1, means we're up
- flags = 0;
- message = String.Empty;
- CheckHeartbeat();
- if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
- {
- // We're still starting
- // 0 means "in startup", it can't happen another way, since
- // to get here, we must be able to accept http connections
- return 0;
- }
- if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
- {
- health+=1;
- flags |= 1;
- }
- if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
- {
- health+=1;
- flags |= 2;
- }
- if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
- {
- health+=1;
- flags |= 4;
- }
- else
- {
- int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
- System.Diagnostics.Process proc = new System.Diagnostics.Process();
- proc.EnableRaisingEvents=false;
- proc.StartInfo.FileName = "/bin/kill";
- proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
- proc.Start();
- proc.WaitForExit();
- Thread.Sleep(1000);
- Environment.Exit(1);
- }
- if (flags != 7)
- return health;
- // A login in the last 4 mins? We can't be doing too badly
- //
- if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
- health++;
- else
- return health;
- return health;
- }
- // 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
- 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.AngularVelocity = trackedBody.AngularVelocity;
- switch (joint.Type)
- {
- case PhysicsJointType.Ball:
- {
- Vector3 jointAnchor = PhysicsScene.GetJointAnchor(joint);
- Vector3 proxyPos = jointAnchor;
- jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update
- }
- break;
- case PhysicsJointType.Hinge:
- {
- Vector3 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 = jointAnchor;
- Quaternion q = trackedBody.RotationOffset * joint.LocalRotation;
- jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update
- jointProxyObject.ParentGroup.UpdateGroupRotationR(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);
- 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.Flags & PrimFlags.Physics) != 0);
- if (wasUsingPhysics)
- {
- jointProxyObject.UpdatePrimFlags(false, false, true, false,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)
- {
- 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
- }
- }
- }
- public Scene ConsoleScene()
- {
- if (MainConsole.Instance == null)
- return null;
- if (MainConsole.Instance.ConsoleScene is Scene)
- return (Scene)MainConsole.Instance.ConsoleScene;
- return null;
- }
- // Get terrain height at the specified <x,y> location.
- // Presumes the underlying implementation is a heightmap which is a 1m grid.
- // Finds heightmap grid points before and after the point and
- // does a linear approximation of the height at this intermediate point.
- public float GetGroundHeight(float x, float y)
- {
- if (x < 0)
- x = 0;
- if (x >= Heightmap.Width)
- x = Heightmap.Width - 1;
- if (y < 0)
- y = 0;
- if (y >= Heightmap.Height)
- y = Heightmap.Height - 1;
- Vector3 p0 = new Vector3(x, y, (float)Heightmap[(int)x, (int)y]);
- Vector3 p1 = p0;
- Vector3 p2 = p0;
- p1.X += 1.0f;
- if (p1.X < Heightmap.Width)
- p1.Z = (float)Heightmap[(int)p1.X, (int)p1.Y];
- p2.Y += 1.0f;
- if (p2.Y < Heightmap.Height)
- p2.Z = (float)Heightmap[(int)p2.X, (int)p2.Y];
- Vector3 v0 = new Vector3(p1.X - p0.X, p1.Y - p0.Y, p1.Z - p0.Z);
- Vector3 v1 = new Vector3(p2.X - p0.X, p2.Y - p0.Y, p2.Z - p0.Z);
- v0.Normalize();
- v1.Normalize();
- Vector3 vsn = new Vector3();
- vsn.X = (v0.Y * v1.Z) - (v0.Z * v1.Y);
- vsn.Y = (v0.Z * v1.X) - (v0.X * v1.Z);
- vsn.Z = (v0.X * v1.Y) - (v0.Y * v1.X);
- vsn.Normalize();
- float xdiff = x - (float)((int)x);
- float ydiff = y - (float)((int)y);
- return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
- }
- private void CheckHeartbeat()
- {
- if (m_firstHeartbeat)
- return;
- if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
- Start();
- }
- public override ISceneObject DeserializeObject(string representation)
- {
- return SceneObjectSerializer.FromXml2Format(representation);
- }
- public override bool AllowScriptCrossings
- {
- get { return m_allowScriptCrossings; }
- }
- public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
- {
- return GetNearestAllowedPosition(avatar, null);
- }
- public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
- {
- ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
- if (nearestParcel != null)
- {
- Vector3 dir = Vector3.Normalize(Vector3.Multiply(avatar.Velocity, -1));
- //Try to get a location that feels like where they came from
- Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
- if (nearestPoint != null)
- {
- m_log.Debug("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
- return nearestPoint.Value;
- }
- //Sometimes velocity might be zero (local teleport), so try finding point along path from avatar to center of nearest parcel
- Vector3 directionToParcelCenter = Vector3.Subtract(GetParcelCenterAtGround(nearestParcel), avatar.AbsolutePosition);
- dir = Vector3.Normalize(directionToParcelCenter);
- nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
- if (nearestPoint != null)
- {
- m_log.Debug("They had a zero velocity, sending them to: " + nearestPoint.ToString());
- return nearestPoint.Value;
- }
- ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
- if (dest != excludeParcel)
- {
- // Ultimate backup if we have no idea where they are and
- // the last allowed position was in another parcel
- m_log.Debug("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
- return avatar.lastKnownAllowedPosition;
- }
- // else fall through to region edge
- }
- //Go to the edge, this happens in teleporting to a region with no available parcels
- Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar);
- //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString());
- return nearestRegionEdgePoint;
- }
- private Vector3 GetParcelCenterAtGround(ILandObject parcel)
- {
- Vector2 center = GetParcelCenter(parcel);
- return GetPositionAtGround(center.X, center.Y);
- }
- private Vector3? GetNearestPointInParcelAlongDirectionFromPoint(Vector3 pos, Vector3 direction, ILandObject parcel)
- {
- Vector3 unitDirection = Vector3.Normalize(direction);
- //Making distance to search go through some sane limit of distance
- for (float distance = 0; distance < Math.Max(RegionInfo.RegionSizeX, RegionInfo.RegionSizeY) * 2; distance += .5f)
- {
- Vector3 testPos = Vector3.Add(pos, Vector3.Multiply(unitDirection, distance));
- if (parcel.ContainsPoint((int)testPos.X, (int)testPos.Y))
- {
- return testPos;
- }
- }
- return null;
- }
- public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
- {
- return GetNearestAllowedParcel(avatarId, x, y, null);
- }
- public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
- {
- List<ILandObject> all = AllParcels();
- float minParcelDistance = float.MaxValue;
- ILandObject nearestParcel = null;
- foreach (var parcel in all)
- {
- if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
- {
- float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
- if (parcelDistance < minParcelDistance)
- {
- minParcelDistance = parcelDistance;
- nearestParcel = parcel;
- }
- }
- }
- return nearestParcel;
- }
- private List<ILandObject> AllParcels()
- {
- return LandChannel.AllParcels();
- }
- private float GetParcelDistancefromPoint(ILandObject parcel, float x, float y)
- {
- return Vector2.Distance(new Vector2(x, y), GetParcelCenter(parcel));
- }
- //calculate the average center point of a parcel
- private Vector2 GetParcelCenter(ILandObject parcel)
- {
- int count = 0;
- int avgx = 0;
- int avgy = 0;
- for (int x = 0; x < RegionInfo.RegionSizeX; x++)
- {
- for (int y = 0; y < RegionInfo.RegionSizeY; y++)
- {
- //Just keep a running average as we check if all the points are inside or not
- if (parcel.ContainsPoint(x, y))
- {
- if (count == 0)
- {
- avgx = x;
- avgy = y;
- }
- else
- {
- avgx = (avgx * count + x) / (count + 1);
- avgy = (avgy * count + y) / (count + 1);
- }
- count += 1;
- }
- }
- }
- return new Vector2(avgx, avgy);
- }
- private Vector3 GetNearestRegionEdgePosition(ScenePresence avatar)
- {
- float xdistance = avatar.AbsolutePosition.X < RegionInfo.RegionSizeX / 2
- ? avatar.AbsolutePosition.X : RegionInfo.RegionSizeX - avatar.AbsolutePosition.X;
- float ydistance = avatar.AbsolutePosition.Y < RegionInfo.RegionSizeY / 2
- ? avatar.AbsolutePosition.Y : RegionInfo.RegionSizeY - avatar.AbsolutePosition.Y;
- //find out what vertical edge to go to
- if (xdistance < ydistance)
- {
- if (avatar.AbsolutePosition.X < RegionInfo.RegionSizeX / 2)
- {
- return GetPositionAtAvatarHeightOrGroundHeight(avatar, 0.0f, avatar.AbsolutePosition.Y);
- }
- else
- {
- return GetPositionAtAvatarHeightOrGroundHeight(avatar, RegionInfo.RegionSizeY, avatar.AbsolutePosition.Y);
- }
- }
- //find out what horizontal edge to go to
- else
- {
- if (avatar.AbsolutePosition.Y < RegionInfo.RegionSizeY / 2)
- {
- return GetPositionAtAvatarHeightOrGroundHeight(avatar, avatar.AbsolutePosition.X, 0.0f);
- }
- else
- {
- return GetPositionAtAvatarHeightOrGroundHeight(avatar, avatar.AbsolutePosition.X, RegionInfo.RegionSizeY);
- }
- }
- }
- private Vector3 GetPositionAtAvatarHeightOrGroundHeight(ScenePresence avatar, float x, float y)
- {
- Vector3 ground = GetPositionAtGround(x, y);
- if (avatar.AbsolutePosition.Z > ground.Z)
- {
- ground.Z = avatar.AbsolutePosition.Z;
- }
- return ground;
- }
- private Vector3 GetPositionAtGround(float x, float y)
- {
- return new Vector3(x, y, GetGroundHeight(x, y));
- }
- public List<UUID> GetEstateRegions(int estateID)
- {
- IEstateDataService estateDataService = EstateDataService;
- if (estateDataService == null)
- return new List<UUID>(0);
- return estateDataService.GetRegions(estateID);
- }
- public void ReloadEstateData()
- {
- IEstateDataService estateDataService = EstateDataService;
- if (estateDataService != null)
- {
- RegionInfo.EstateSettings = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false);
- TriggerEstateSunUpdate();
- }
- }
- public void TriggerEstateSunUpdate()
- {
- EventManager.TriggerEstateToolsSunUpdate(RegionInfo.RegionHandle);
- }
- private void HandleReloadEstate(string module, string[] cmd)
- {
- if (MainConsole.Instance.ConsoleScene == null ||
- (MainConsole.Instance.ConsoleScene is Scene &&
- (Scene)MainConsole.Instance.ConsoleScene == this))
- {
- ReloadEstateData();
- }
- }
- /// <summary>
- /// Get the volume of space that will encompass all the given objects.
- /// </summary>
- /// <param name="objects"></param>
- /// <param name="minX"></param>
- /// <param name="maxX"></param>
- /// <param name="minY"></param>
- /// <param name="maxY"></param>
- /// <param name="minZ"></param>
- /// <param name="maxZ"></param>
- /// <returns></returns>
- public static Vector3[] GetCombinedBoundingBox(
- List<SceneObjectGroup> objects,
- out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
- {
- minX = float.MaxValue;
- maxX = float.MinValue;
- minY = float.MaxValue;
- maxY = float.MinValue;
- minZ = float.MaxValue;
- maxZ = float.MinValue;
- List<Vector3> offsets = new List<Vector3>();
- foreach (SceneObjectGroup g in objects)
- {
- float ominX, ominY, ominZ, omaxX, omaxY, omaxZ;
- Vector3 vec = g.AbsolutePosition;
- g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ);
- // m_log.DebugFormat(
- // "[SCENE]: For {0} found AxisAlignedBoundingBoxRaw {1}, {2}",
- // g.Name, new Vector3(ominX, ominY, ominZ), new Vector3(omaxX, omaxY, omaxZ));
- ominX += vec.X;
- omaxX += vec.X;
- ominY += vec.Y;
- omaxY += vec.Y;
- ominZ += vec.Z;
- omaxZ += vec.Z;
- if (minX > ominX)
- minX = ominX;
- if (minY > ominY)
- minY = ominY;
- if (minZ > ominZ)
- minZ = ominZ;
- if (maxX < omaxX)
- maxX = omaxX;
- if (maxY < omaxY)
- maxY = omaxY;
- if (maxZ < omaxZ)
- maxZ = omaxZ;
- }
- foreach (SceneObjectGroup g in objects)
- {
- Vector3 vec = g.AbsolutePosition;
- vec.X -= minX;
- vec.Y -= minY;
- vec.Z -= minZ;
- offsets.Add(vec);
- }
- return offsets.ToArray();
- }
- /// <summary>
- /// Regenerate the maptile for this scene.
- /// </summary>
- /// <param name="sender"></param>
- /// <param name="e"></param>
- private void RegenerateMaptile()
- {
- IWorldMapModule mapModule = RequestModuleInterface<IWorldMapModule>();
- if (mapModule != null)
- mapModule.GenerateMaptile();
- }
- // public void CleanDroppedAttachments()
- // {
- // List<SceneObjectGroup> objectsToDelete =
- // new List<SceneObjectGroup>();
- //
- // lock (m_cleaningAttachments)
- // {
- // ForEachSOG(delegate (SceneObjectGroup grp)
- // {
- // if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
- // {
- // UUID agentID = grp.OwnerID;
- // if (agentID == UUID.Zero)
- // {
- // objectsToDelete.Add(grp);
- // return;
- // }
- //
- // ScenePresence sp = GetScenePresence(agentID);
- // if (sp == null)
- // {
- // objectsToDelete.Add(grp);
- // return;
- // }
- // }
- // });
- // }
- //
- // foreach (SceneObjectGroup grp in objectsToDelete)
- // {
- // m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
- // DeleteSceneObject(grp, true);
- // }
- // }
- public void ThreadAlive(int threadCode)
- {
- switch(threadCode)
- {
- case 1: // Incoming
- m_lastIncoming = Util.EnvironmentTickCount();
- break;
- case 2: // Incoming
- m_lastOutgoing = Util.EnvironmentTickCount();
- break;
- }
- }
- public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
- {
- RegenerateMaptile();
- // We need to propagate the new image UUID to the grid service
- // so that all simulators can retrieve it
- string error = GridService.RegisterRegion(RegionInfo.ScopeID, new GridRegion(RegionInfo));
- if (error != string.Empty)
- throw new Exception(error);
- }
- /// <summary>
- /// This method is called across the simulation connector to
- /// determine if a given agent is allowed in this region
- /// AS A ROOT AGENT
- /// </summary>
- /// <remarks>
- /// Returning false here will prevent them
- /// from logging into the region, teleporting into the region
- /// or corssing the broder walking, but will NOT prevent
- /// child agent creation, thereby emulating the SL behavior.
- /// </remarks>
- /// <param name='agentID'>The visitor's User ID</param>
- /// <param name="agentHomeURI">The visitor's Home URI (may be null)</param>
- /// <param name='position'></param>
- /// <param name='reason'></param>
- /// <returns></returns>
- public bool QueryAccess(UUID agentID, string agentHomeURI, bool viaTeleport, Vector3 position, List<UUID> features, out string reason)
- {
- reason = string.Empty;
- if (Permissions.IsGod(agentID))
- {
- reason = String.Empty;
- return true;
- }
- if (!AllowAvatarCrossing && !viaTeleport)
- return false;
- // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
- // However, the long term fix is to make sure root agent count is always accurate.
- m_sceneGraph.RecalculateStats();
- int num = m_sceneGraph.GetRootAgentCount();
- if (num >= RegionInfo.RegionSettings.AgentLimit)
- {
- if (!Permissions.IsAdministrator(agentID))
- {
- reason = "The region is full";
- m_log.DebugFormat(
- "[SCENE]: Denying presence with id {0} entry into {1} since region is at agent limit of {2}",
- agentID, RegionInfo.RegionName, RegionInfo.RegionSettings.AgentLimit);
- return false;
- }
- }
- ScenePresence presence = GetScenePresence(agentID);
- IClientAPI client = null;
- AgentCircuitData aCircuit = null;
- if (presence != null)
- {
- client = presence.ControllingClient;
- if (client != null)
- aCircuit = client.RequestClientInfo();
- }
- // We may be called before there is a presence or a client.
- // Fake AgentCircuitData to keep IAuthorizationModule smiling
- if (client == null)
- {
- aCircuit = new AgentCircuitData();
- aCircuit.AgentID = agentID;
- aCircuit.firstname = String.Empty;
- aCircuit.lastname = String.Empty;
- }
- try
- {
- if (!AuthorizeUser(aCircuit, false, out reason))
- {
- //m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
- return false;
- }
- }
- catch (Exception e)
- {
- m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} " + e.StackTrace, e.Message);
- reason = "Error authorizing agent: " + e.Message;
- return false;
- }
- if (viaTeleport)
- {
- if (!RegionInfo.EstateSettings.AllowDirectTeleport)
- {
- SceneObjectGroup telehub;
- if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject)) != null)
- {
- List<SpawnPoint> spawnPoints = RegionInfo.RegionSettings.SpawnPoints();
- bool banned = true;
- foreach (SpawnPoint sp in spawnPoints)
- {
- Vector3 spawnPoint = sp.GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
- ILandObject land = LandChannel.GetLandObject(spawnPoint.X, spawnPoint.Y);
- if (land == null)
- continue;
- if (land.IsEitherBannedOrRestricted(agentID))
- continue;
- banned = false;
- break;
- }
- if (banned)
- {
- if (Permissions.IsAdministrator(agentID) == false || Permissions.IsGridGod(agentID) == false)
- {
- reason = "No suitable landing point found";
- return false;
- }
- reason = "Administrative access only";
- return true;
- }
- }
- }
- float posX = 128.0f;
- float posY = 128.0f;
- if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
- {
- // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
- reason = "You are banned from the region on all parcels";
- return false;
- }
- }
- else // Walking
- {
- ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
- if (land == null)
- {
- reason = "No parcel found";
- return false;
- }
- bool banned = land.IsBannedFromLand(agentID);
- bool restricted = land.IsRestrictedFromLand(agentID);
- if (banned || restricted)
- {
- if (banned)
- reason = "You are banned from the parcel";
- else
- reason = "The parcel is restricted";
- return false;
- }
- }
- reason = String.Empty;
- return true;
- }
- public void StartTimerWatchdog()
- {
- m_timerWatchdog.Interval = 1000;
- m_timerWatchdog.Elapsed += TimerWatchdog;
- m_timerWatchdog.AutoReset = true;
- m_timerWatchdog.Start();
- }
- public void TimerWatchdog(object sender, ElapsedEventArgs e)
- {
- CheckHeartbeat();
- }
- /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
- /// autopilot that moves an avatar to a sit target!.
- /// </summary>
- /// <remarks>
- /// This is not intended as a permament location for this method.
- /// </remarks>
- /// <param name="presence"></param>
- private void HandleOnSignificantClientMovement(ScenePresence presence)
- {
- if (presence.MovingToTarget)
- {
- double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget);
- // m_log.DebugFormat(
- // "[SCENE]: Abs pos of {0} is {1}, target {2}, distance {3}",
- // presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget);
- // Check the error term of the current position in relation to the target position
- if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT)
- {
- // We are close enough to the target
- // m_log.DebugFormat("[SCENEE]: Stopping autopilot of {0}", presence.Name);
- presence.Velocity = Vector3.Zero;
- presence.AbsolutePosition = presence.MoveToPositionTarget;
- presence.ResetMoveToTarget();
- if (presence.Flying)
- {
- // A horrible hack to stop the avatar dead in its tracks rather than having them overshoot
- // the target if flying.
- // We really need to be more subtle (slow the avatar as it approaches the target) or at
- // least be able to set collision status once, rather than 5 times to give it enough
- // weighting so that that PhysicsActor thinks it really is colliding.
- for (int i = 0; i < 5; i++)
- presence.IsColliding = true;
- if (presence.LandAtTarget)
- presence.Flying = false;
- // Vector3 targetPos = presence.MoveToPositionTarget;
- // float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
- // if (targetPos.Z - terrainHeight < 0.2)
- // {
- // presence.Flying = false;
- // }
- }
- // m_log.DebugFormat(
- // "[SCENE]: AgentControlFlags {0}, MovementFlag {1} for {2}",
- // presence.AgentControlFlags, presence.MovementFlag, presence.Name);
- }
- else
- {
- // m_log.DebugFormat(
- // "[SCENE]: Updating npc {0} at {1} for next movement to {2}",
- // presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
- Vector3 agent_control_v3 = new Vector3();
- presence.HandleMoveToTargetUpdate(1, ref agent_control_v3);
- presence.AddNewMovement(agent_control_v3);
- }
- }
- }
- // manage and select spawn points in sequence
- public int SpawnPoint()
- {
- int spawnpoints = RegionInfo.RegionSettings.SpawnPoints().Count;
- if (spawnpoints == 0)
- return 0;
- m_SpawnPoint++;
- if (m_SpawnPoint > spawnpoints)
- m_SpawnPoint = 1;
- return m_SpawnPoint - 1;
- }
- private void HandleGcCollect(string module, string[] args)
- {
- GC.Collect();
- }
- /// <summary>
- /// Wrappers to get physics modules retrieve assets.
- /// </summary>
- /// <remarks>
- /// Has to be done this way
- /// because we can't assign the asset service to physics directly - at the
- /// time physics are instantiated it's not registered but it will be by
- /// the time the first prim exists.
- /// </remarks>
- /// <param name="assetID"></param>
- /// <param name="callback"></param>
- public void PhysicsRequestAsset(UUID assetID, AssetReceivedDelegate callback)
- {
- AssetService.Get(assetID.ToString(), callback, PhysicsAssetReceived);
- }
- private void PhysicsAssetReceived(string id, Object sender, AssetBase asset)
- {
- AssetReceivedDelegate callback = (AssetReceivedDelegate)sender;
- callback(asset);
- }
- public string GetExtraSetting(string name)
- {
- if (m_extraSettings == null)
- return String.Empty;
- string val;
- if (!m_extraSettings.TryGetValue(name, out val))
- return String.Empty;
- return val;
- }
- public void StoreExtraSetting(string name, string val)
- {
- if (m_extraSettings == null)
- return;
- string oldVal;
- if (m_extraSettings.TryGetValue(name, out oldVal))
- {
- if (oldVal == val)
- return;
- }
- m_extraSettings[name] = val;
- m_SimulationDataService.SaveExtra(RegionInfo.RegionID, name, val);
- m_eventManager.TriggerExtraSettingChanged(this, name, val);
- }
- public void RemoveExtraSetting(string name)
- {
- if (m_extraSettings == null)
- return;
- if (!m_extraSettings.ContainsKey(name))
- return;
- m_extraSettings.Remove(name);
- m_SimulationDataService.RemoveExtra(RegionInfo.RegionID, name);
- m_eventManager.TriggerExtraSettingChanged(this, name, String.Empty);
- }
- }
- }
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