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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.Threading;
- using System.Collections.Generic;
- using System.Reflection;
- using OpenMetaverse;
- using OpenMetaverse.Packets;
- using log4net;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Scenes.Types;
- using OpenSim.Region.Physics.Manager;
- namespace OpenSim.Region.Framework.Scenes
- {
- public delegate void PhysicsCrash();
- public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone);
- public delegate void ObjectCreateDelegate(EntityBase obj);
- public delegate void ObjectDeleteDelegate(EntityBase obj);
- /// <summary>
- /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
- /// should be migrated out over time.
- /// </summary>
- public class SceneGraph
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- #region Events
- protected internal event PhysicsCrash UnRecoverableError;
- private PhysicsCrash handlerPhysicsCrash = null;
- public event ObjectDuplicateDelegate OnObjectDuplicate;
- public event ObjectCreateDelegate OnObjectCreate;
- public event ObjectDeleteDelegate OnObjectRemove;
- #endregion
- #region Fields
- protected Dictionary<UUID, ScenePresence> m_scenePresences = new Dictionary<UUID, ScenePresence>();
- protected ScenePresence[] m_scenePresenceArray = new ScenePresence[0];
- // SceneObjects is not currently populated or used.
- //public Dictionary<UUID, SceneObjectGroup> SceneObjects;
- protected internal EntityManager Entities = new EntityManager();
- // protected internal Dictionary<UUID, EntityBase> Entities = new Dictionary<UUID, EntityBase>();
- protected internal Dictionary<UUID, ScenePresence> RestorePresences = new Dictionary<UUID, ScenePresence>();
- protected internal BasicQuadTreeNode QuadTree;
- protected RegionInfo m_regInfo;
- protected Scene m_parentScene;
- protected Dictionary<UUID, SceneObjectGroup> m_updateList = new Dictionary<UUID, SceneObjectGroup>();
- protected int m_numRootAgents = 0;
- protected int m_numPrim = 0;
- protected int m_numChildAgents = 0;
- protected int m_physicalPrim = 0;
- protected int m_activeScripts = 0;
- protected int m_scriptLPS = 0;
- protected internal object m_syncRoot = new object();
- protected internal PhysicsScene _PhyScene;
- protected internal Dictionary<uint, SceneObjectGroup> SceneObjectGroupsByLocalID = new Dictionary<uint, SceneObjectGroup>();
- protected internal Dictionary<UUID, SceneObjectGroup> SceneObjectGroupsByFullID = new Dictionary<UUID, SceneObjectGroup>();
- private readonly Object m_dictionary_lock = new Object();
- private Object m_updateLock = new Object();
- #endregion
- protected internal SceneGraph(Scene parent, RegionInfo regInfo)
- {
- m_parentScene = parent;
- m_regInfo = regInfo;
- QuadTree = new BasicQuadTreeNode(null, "/0/", 0, 0, (short)Constants.RegionSize, (short)Constants.RegionSize);
- QuadTree.Subdivide();
- QuadTree.Subdivide();
- }
- public PhysicsScene PhysicsScene
- {
- get { return _PhyScene; }
- set
- {
- // If we're not doing the initial set
- // Then we've got to remove the previous
- // event handler
- if (_PhyScene != null)
- _PhyScene.OnPhysicsCrash -= physicsBasedCrash;
- _PhyScene = value;
- if (_PhyScene != null)
- _PhyScene.OnPhysicsCrash += physicsBasedCrash;
- }
- }
- protected internal void Close()
- {
- lock (m_scenePresences)
- {
- m_scenePresences.Clear();
- m_scenePresenceArray = new ScenePresence[0];
- }
- lock (m_dictionary_lock)
- {
- SceneObjectGroupsByFullID.Clear();
- SceneObjectGroupsByLocalID.Clear();
- }
- Entities.Clear();
- }
- #region Update Methods
- protected internal void UpdatePreparePhysics()
- {
- // If we are using a threaded physics engine
- // grab the latest scene from the engine before
- // trying to process it.
- // PhysX does this (runs in the background).
- if (_PhyScene.IsThreaded)
- {
- _PhyScene.GetResults();
- }
- }
- protected internal void UpdatePresences()
- {
- ScenePresence[] updateScenePresences = GetScenePresences();
- for (int i = 0; i < updateScenePresences.Length; i++)
- updateScenePresences[i].Update();
- }
- protected internal float UpdatePhysics(double elapsed)
- {
- lock (m_syncRoot)
- {
- // Here is where the Scene calls the PhysicsScene. This is a one-way
- // interaction; the PhysicsScene cannot access the calling Scene directly.
- // But with joints, we want a PhysicsActor to be able to influence a
- // non-physics SceneObjectPart. In particular, a PhysicsActor that is connected
- // with a joint should be able to move the SceneObjectPart which is the visual
- // representation of that joint (for editing and serialization purposes).
- // However the PhysicsActor normally cannot directly influence anything outside
- // of the PhysicsScene, and the non-physical SceneObjectPart which represents
- // the joint in the Scene does not exist in the PhysicsScene.
- //
- // To solve this, we have an event in the PhysicsScene that is fired when a joint
- // has changed position (because one of its associated PhysicsActors has changed
- // position).
- //
- // Therefore, JointMoved and JointDeactivated events will be fired as a result of the following Simulate().
- return _PhyScene.Simulate((float)elapsed);
- }
- }
- protected internal void UpdateScenePresenceMovement()
- {
- ScenePresence[] moveEntities = GetScenePresences();
- for (int i = 0; i < moveEntities.Length; i++)
- moveEntities[i].UpdateMovement();
- }
- #endregion
- #region Entity Methods
- /// <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>
- protected internal bool AddRestoredSceneObject(
- SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
- {
- if (!alreadyPersisted)
- {
- sceneObject.ForceInventoryPersistence();
- sceneObject.HasGroupChanged = true;
- }
- return AddSceneObject(sceneObject, attachToBackup);
- }
- /// <summary>
- /// Add a newly created object to the scene. This will both update the scene, and send information about the
- /// new object to all clients interested in the scene.
- /// </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 an object with the same uuid was already in the scene
- /// </returns>
- protected internal bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
- {
- // Ensure that we persist this new scene object
- sceneObject.HasGroupChanged = true;
- return AddSceneObject(sceneObject, attachToBackup);
- }
- /// <summary>
- /// Add an object to the scene. This will both update the scene, and send information about the
- /// new object to all clients interested in the scene.
- /// </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 an object with the same uuid was already in the scene
- /// </returns>
- protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
- {
- if (sceneObject == null || sceneObject.RootPart == null || sceneObject.RootPart.UUID == UUID.Zero)
- return false;
-
- if (m_parentScene.m_clampPrimSize)
- {
- foreach (SceneObjectPart part in sceneObject.Children.Values)
- {
- Vector3 scale = part.Shape.Scale;
- if (scale.X > m_parentScene.m_maxNonphys)
- scale.X = m_parentScene.m_maxNonphys;
- if (scale.Y > m_parentScene.m_maxNonphys)
- scale.Y = m_parentScene.m_maxNonphys;
- if (scale.Z > m_parentScene.m_maxNonphys)
- scale.Z = m_parentScene.m_maxNonphys;
- part.Shape.Scale = scale;
- }
- }
- sceneObject.AttachToScene(m_parentScene);
- lock (sceneObject)
- {
- if (!Entities.ContainsKey(sceneObject.UUID))
- {
- Entities.Add(sceneObject);
- m_numPrim += sceneObject.Children.Count;
- if (attachToBackup)
- sceneObject.AttachToBackup();
- if (OnObjectCreate != null)
- OnObjectCreate(sceneObject);
-
- lock (m_dictionary_lock)
- {
- SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;
- SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject;
- foreach (SceneObjectPart part in sceneObject.Children.Values)
- {
- SceneObjectGroupsByFullID[part.UUID] = sceneObject;
- SceneObjectGroupsByLocalID[part.LocalId] = sceneObject;
- }
- }
- return true;
- }
- }
- return false;
- }
- /// <summary>
- /// Delete an object from the scene
- /// </summary>
- /// <returns>true if the object was deleted, false if there was no object to delete</returns>
- public bool DeleteSceneObject(UUID uuid, bool resultOfObjectLinked)
- {
- if (Entities.ContainsKey(uuid))
- {
- if (!resultOfObjectLinked)
- {
- m_numPrim -= ((SceneObjectGroup) Entities[uuid]).Children.Count;
- if ((((SceneObjectGroup)Entities[uuid]).RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics)
- {
- RemovePhysicalPrim(((SceneObjectGroup)Entities[uuid]).Children.Count);
- }
- }
- if (OnObjectRemove != null)
- OnObjectRemove(Entities[uuid]);
- lock (m_dictionary_lock)
- {
- SceneObjectGroupsByFullID.Remove(uuid);
- SceneObjectGroupsByLocalID.Remove(((SceneObjectGroup)Entities[uuid]).LocalId);
- }
- Entities.Remove(uuid);
- //SceneObjectGroup part;
- //((part.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics)
- return true;
- }
- return false;
- }
- /// <summary>
- /// Add an object to the list of prims to process on the next update
- /// </summary>
- /// <param name="obj">
- /// A <see cref="SceneObjectGroup"/>
- /// </param>
- protected internal void AddToUpdateList(SceneObjectGroup obj)
- {
- lock (m_updateList)
- {
- m_updateList[obj.UUID] = obj;
- }
- }
- /// <summary>
- /// Process all pending updates
- /// </summary>
- protected internal void UpdateObjectGroups()
- {
- if (!Monitor.TryEnter(m_updateLock))
- return;
- List<SceneObjectGroup> updates;
- // Some updates add more updates to the updateList.
- // Get the current list of updates and clear the list before iterating
- lock (m_updateList)
- {
- updates = new List<SceneObjectGroup>(m_updateList.Values);
- m_updateList.Clear();
- }
- // Go through all updates
- for (int i = 0; i < updates.Count; i++)
- {
- SceneObjectGroup sog = updates[i];
- // Don't abort the whole update if one entity happens to give us an exception.
- try
- {
- sog.Update();
- }
- catch (Exception e)
- {
- m_log.ErrorFormat(
- "[INNER SCENE]: Failed to update {0}, {1} - {2}", sog.Name, sog.UUID, e);
- }
- }
- Monitor.Exit(m_updateLock);
- }
- protected internal void AddPhysicalPrim(int number)
- {
- m_physicalPrim++;
- }
- protected internal void RemovePhysicalPrim(int number)
- {
- m_physicalPrim--;
- }
- protected internal void AddToScriptLPS(int number)
- {
- m_scriptLPS += number;
- }
- protected internal void AddActiveScripts(int number)
- {
- m_activeScripts += number;
- }
- public void DropObject(uint objectLocalID, IClientAPI remoteClient)
- {
- SceneObjectGroup group = GetGroupByPrim(objectLocalID);
- if (group != null)
- {
- m_parentScene.DetachSingleAttachmentToGround(group.UUID, remoteClient);
- }
- }
- protected internal void DetachObject(uint objectLocalID, IClientAPI remoteClient)
- {
- SceneObjectGroup group = GetGroupByPrim(objectLocalID);
- if (group != null)
- {
- //group.DetachToGround();
- m_parentScene.DetachSingleAttachmentToInv(group.GetFromItemID(), remoteClient);
- }
- }
- protected internal void HandleUndo(IClientAPI remoteClient, UUID primId)
- {
- if (primId != UUID.Zero)
- {
- SceneObjectPart part = m_parentScene.GetSceneObjectPart(primId);
- if (part != null)
- part.Undo();
- }
- }
- protected internal void HandleObjectGroupUpdate(
- IClientAPI remoteClient, UUID GroupID, uint objectLocalID, UUID Garbage)
- {
- SceneObjectGroup group = GetGroupByPrim(objectLocalID);
- if (group != null)
- {
- if (group.OwnerID == remoteClient.AgentId)
- group.SetGroup(GroupID, remoteClient);
- }
- }
- /// <summary>
- /// Event Handling routine for Attach Object
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="objectLocalID"></param>
- /// <param name="AttachmentPt"></param>
- /// <param name="rot"></param>
- protected internal void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, Quaternion rot, bool silent)
- {
- // If we can't take it, we can't attach it!
- SceneObjectPart part = m_parentScene.GetSceneObjectPart(objectLocalID);
- if (part == null)
- return;
- if (!m_parentScene.Permissions.CanTakeObject(
- part.UUID, remoteClient.AgentId))
- return;
- // Calls attach with a Zero position
- AttachObject(remoteClient, objectLocalID, AttachmentPt, rot, Vector3.Zero, false);
- m_parentScene.SendAttachEvent(objectLocalID, part.ParentGroup.GetFromItemID(), remoteClient.AgentId);
- // Save avatar attachment information
- ScenePresence presence;
- if (m_parentScene.AvatarFactory != null && m_parentScene.TryGetAvatar(remoteClient.AgentId, out presence))
- {
- m_log.Info("[SCENE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId + ", AttachmentPoint: " + AttachmentPt);
- m_parentScene.AvatarFactory.UpdateDatabase(remoteClient.AgentId, presence.Appearance);
- }
- }
- public SceneObjectGroup RezSingleAttachment(
- IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
- {
- SceneObjectGroup objatt = m_parentScene.RezObject(remoteClient,
- itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
- false, false, remoteClient.AgentId, true);
- if (objatt != null)
- {
- bool tainted = false;
- if (AttachmentPt != 0 && AttachmentPt != objatt.GetAttachmentPoint())
- tainted = true;
- AttachObject(remoteClient, objatt.LocalId, AttachmentPt, Quaternion.Identity, objatt.AbsolutePosition, false);
- objatt.ScheduleGroupForFullUpdate();
- if (tainted)
- objatt.HasGroupChanged = true;
- // Fire after attach, so we don't get messy perms dialogs
- // 3 == AttachedRez
- objatt.CreateScriptInstances(0, true, m_parentScene.DefaultScriptEngine, 3);
- }
- return objatt;
- }
- // What makes this method odd and unique is it tries to detach using an UUID.... Yay for standards.
- // To LocalId or UUID, *THAT* is the question. How now Brown UUID??
- public void DetachSingleAttachmentToInv(UUID itemID, IClientAPI remoteClient)
- {
- if (itemID == UUID.Zero) // If this happened, someone made a mistake....
- return;
- // We can NOT use the dictionries here, as we are looking
- // for an entity by the fromAssetID, which is NOT the prim UUID
- //
- List<EntityBase> detachEntities = GetEntities();
- SceneObjectGroup group;
- foreach (EntityBase entity in detachEntities)
- {
- if (entity is SceneObjectGroup)
- {
- group = (SceneObjectGroup)entity;
- if (group.GetFromItemID() == itemID)
- {
- m_parentScene.SendAttachEvent(group.LocalId, itemID, UUID.Zero);
- group.DetachToInventoryPrep();
- m_log.Debug("[DETACH]: Saving attachpoint: " +
- ((uint)group.GetAttachmentPoint()).ToString());
- m_parentScene.UpdateKnownItem(remoteClient, group,
- group.GetFromItemID(), group.OwnerID);
- m_parentScene.DeleteSceneObject(group, false);
- return;
- }
- }
- }
- }
- protected internal void AttachObject(
- IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, Quaternion rot, Vector3 attachPos, bool silent)
- {
- SceneObjectGroup group = GetGroupByPrim(objectLocalID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanTakeObject(group.UUID, remoteClient.AgentId))
- {
- // If the attachment point isn't the same as the one previously used
- // set it's offset position = 0 so that it appears on the attachment point
- // and not in a weird location somewhere unknown.
- if (AttachmentPt != 0 && AttachmentPt != (uint)group.GetAttachmentPoint())
- {
- attachPos = Vector3.Zero;
- }
- // AttachmentPt 0 means the client chose to 'wear' the attachment.
- if (AttachmentPt == 0)
- {
- // Check object for stored attachment point
- AttachmentPt = (uint)group.GetAttachmentPoint();
- }
- // if we still didn't find a suitable attachment point.......
- if (AttachmentPt == 0)
- {
- // Stick it on left hand with Zero Offset from the attachment point.
- AttachmentPt = (uint)AttachmentPoint.LeftHand;
- attachPos = Vector3.Zero;
- }
- group.SetAttachmentPoint((byte)AttachmentPt);
- group.AbsolutePosition = attachPos;
- // Saves and gets itemID
- UUID itemId;
- if (group.GetFromItemID() == UUID.Zero)
- {
- m_parentScene.attachObjectAssetStore(remoteClient, group, remoteClient.AgentId, out itemId);
- }
- else
- {
- itemId = group.GetFromItemID();
- }
- m_parentScene.AttachObject(remoteClient, AttachmentPt, itemId, group);
- group.AttachToAgent(remoteClient.AgentId, AttachmentPt, attachPos, silent);
- // In case it is later dropped again, don't let
- // it get cleaned up
- //
- group.RootPart.RemFlag(PrimFlags.TemporaryOnRez);
- group.HasGroupChanged = false;
- }
- else
- {
- remoteClient.SendAgentAlertMessage("You don't have sufficient permissions to attach this object", false);
- }
- }
- else
- m_log.DebugFormat("[SCENE GRAPH]: AttachObject found no such scene object {0}", objectLocalID);
- }
- protected internal ScenePresence CreateAndAddChildScenePresence(IClientAPI client, AvatarAppearance appearance)
- {
- ScenePresence newAvatar = null;
- newAvatar = new ScenePresence(client, m_parentScene, m_regInfo, appearance);
- newAvatar.IsChildAgent = true;
- AddScenePresence(newAvatar);
- return newAvatar;
- }
- /// <summary>
- /// Add a presence to the scene
- /// </summary>
- /// <param name="presence"></param>
- protected internal void AddScenePresence(ScenePresence presence)
- {
- bool child = presence.IsChildAgent;
- if (child)
- {
- m_numChildAgents++;
- }
- else
- {
- m_numRootAgents++;
- presence.AddToPhysicalScene(false);
- }
- Entities[presence.UUID] = presence;
- lock (m_scenePresences)
- {
- if (!m_scenePresences.ContainsKey(presence.UUID))
- {
- m_scenePresences.Add(presence.UUID, presence);
- // Create a new array of ScenePresence references
- int oldLength = m_scenePresenceArray.Length;
- ScenePresence[] newArray = new ScenePresence[oldLength + 1];
- Array.Copy(m_scenePresenceArray, newArray, oldLength);
- newArray[oldLength] = presence;
- m_scenePresenceArray = newArray;
- }
- else
- {
- m_scenePresences[presence.UUID] = presence;
-
- // Do a linear search through the array of ScenePresence references
- // and update the modified entry
- for (int i = 0; i < m_scenePresenceArray.Length; i++)
- {
- if (m_scenePresenceArray[i].UUID == presence.UUID)
- {
- m_scenePresenceArray[i] = presence;
- break;
- }
- }
- }
- }
- }
- /// <summary>
- /// Remove a presence from the scene
- /// </summary>
- protected internal void RemoveScenePresence(UUID agentID)
- {
- if (!Entities.Remove(agentID))
- {
- m_log.WarnFormat(
- "[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene Entities list",
- agentID);
- }
- lock (m_scenePresences)
- {
- if (m_scenePresences.Remove(agentID))
- {
- // Copy all of the elements from the previous array
- // into the new array except the removed element
- int oldLength = m_scenePresenceArray.Length;
- ScenePresence[] newArray = new ScenePresence[oldLength - 1];
- int j = 0;
- for (int i = 0; i < m_scenePresenceArray.Length; i++)
- {
- ScenePresence presence = m_scenePresenceArray[i];
- if (presence.UUID != agentID)
- {
- newArray[j] = presence;
- ++j;
- }
- }
- m_scenePresenceArray = newArray;
- }
- else
- {
- m_log.WarnFormat("[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
- }
- }
- }
- protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
- {
- if (direction_RC_CR_T_F)
- {
- m_numRootAgents--;
- m_numChildAgents++;
- }
- else
- {
- m_numChildAgents--;
- m_numRootAgents++;
- }
- }
- public void removeUserCount(bool TypeRCTF)
- {
- if (TypeRCTF)
- {
- m_numRootAgents--;
- }
- else
- {
- m_numChildAgents--;
- }
- }
- public void RecalculateStats()
- {
- ScenePresence[] presences = GetScenePresences();
- int rootcount = 0;
- int childcount = 0;
- for (int i = 0; i < presences.Length; i++)
- {
- ScenePresence user = presences[i];
- if (user.IsChildAgent)
- ++childcount;
- else
- ++rootcount;
- }
- m_numRootAgents = rootcount;
- m_numChildAgents = childcount;
- }
- public int GetChildAgentCount()
- {
- // some network situations come in where child agents get closed twice.
- if (m_numChildAgents < 0)
- {
- m_numChildAgents = 0;
- }
- return m_numChildAgents;
- }
- public int GetRootAgentCount()
- {
- return m_numRootAgents;
- }
- public int GetTotalObjectsCount()
- {
- return m_numPrim;
- }
- public int GetActiveObjectsCount()
- {
- return m_physicalPrim;
- }
- public int GetActiveScriptsCount()
- {
- return m_activeScripts;
- }
- public int GetScriptLPS()
- {
- int returnval = m_scriptLPS;
- m_scriptLPS = 0;
- return returnval;
- }
- #endregion
- #region Get Methods
- /// <summary>
- /// Request a List of all scene presences in this scene. This is a new list, so no
- /// locking is required to iterate over it.
- /// </summary>
- /// <returns></returns>
- protected internal ScenePresence[] GetScenePresences()
- {
- return m_scenePresenceArray;
- }
- protected internal List<ScenePresence> GetAvatars()
- {
- List<ScenePresence> result =
- GetScenePresences(delegate(ScenePresence scenePresence) { return !scenePresence.IsChildAgent; });
- return result;
- }
- /// <summary>
- /// Get the controlling client for the given avatar, if there is one.
- ///
- /// FIXME: The only user of the method right now is Caps.cs, in order to resolve a client API since it can't
- /// use the ScenePresence. This could be better solved in a number of ways - we could establish an
- /// OpenSim.Framework.IScenePresence, or move the caps code into a region package (which might be the more
- /// suitable solution).
- /// </summary>
- /// <param name="agentId"></param>
- /// <returns>null if either the avatar wasn't in the scene, or
- /// they do not have a controlling client</returns>
- /// <remarks>this used to be protected internal, but that
- /// prevents CapabilitiesModule from accessing it</remarks>
- public IClientAPI GetControllingClient(UUID agentId)
- {
- ScenePresence presence = GetScenePresence(agentId);
- if (presence != null)
- {
- return presence.ControllingClient;
- }
- return null;
- }
- /// <summary>
- /// Request a filtered list of m_scenePresences in this World
- /// </summary>
- /// <returns></returns>
- protected internal List<ScenePresence> GetScenePresences(FilterAvatarList filter)
- {
- // No locking of scene presences here since we're passing back a list...
- List<ScenePresence> result = new List<ScenePresence>();
- ScenePresence[] scenePresences = GetScenePresences();
- for (int i = 0; i < scenePresences.Length; i++)
- {
- ScenePresence avatar = scenePresences[i];
- if (filter(avatar))
- result.Add(avatar);
- }
- return result;
- }
- /// <summary>
- /// Request a scene presence by UUID
- /// </summary>
- /// <param name="avatarID"></param>
- /// <returns>null if the agent was not found</returns>
- protected internal ScenePresence GetScenePresence(UUID agentID)
- {
- ScenePresence sp;
-
- lock (m_scenePresences)
- {
- m_scenePresences.TryGetValue(agentID, out sp);
- }
- return sp;
- }
- /// <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)
- {
- if (Entities.ContainsKey(localID))
- return Entities[localID] as SceneObjectGroup;
- //m_log.DebugFormat("Entered GetGroupByPrim with localID {0}", localID);
- SceneObjectGroup sog;
- lock (SceneObjectGroupsByLocalID)
- {
- if (SceneObjectGroupsByLocalID.TryGetValue(localID, out sog))
- {
- return sog;
- }
- }
- List<EntityBase> EntityList = GetEntities();
- foreach (EntityBase ent in EntityList)
- {
- //m_log.DebugFormat("Looking at entity {0}", ent.UUID);
- if (ent is SceneObjectGroup)
- {
- if (((SceneObjectGroup)ent).HasChildPrim(localID))
- {
- sog = (SceneObjectGroup)ent;
- lock (SceneObjectGroupsByLocalID)
- {
- SceneObjectGroupsByLocalID[localID] = sog;
- }
- return sog;
- }
- }
- }
- return null;
- }
- /// <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>
- private SceneObjectGroup GetGroupByPrim(UUID fullID)
- {
- SceneObjectGroup sog;
- lock (SceneObjectGroupsByFullID)
- {
- if (SceneObjectGroupsByFullID.TryGetValue(fullID, out sog))
- {
- return sog;
- }
- }
- List<EntityBase> EntityList = GetEntities();
- foreach (EntityBase ent in EntityList)
- {
- if (ent is SceneObjectGroup)
- {
- if (((SceneObjectGroup)ent).HasChildPrim(fullID))
- {
- sog = (SceneObjectGroup)ent;
- lock (SceneObjectGroupsByFullID)
- {
- SceneObjectGroupsByFullID[fullID] = sog;
- }
- return sog;
- }
- }
- }
- return null;
- }
- protected internal EntityIntersection GetClosestIntersectingPrim(Ray hray, bool frontFacesOnly, bool faceCenters)
- {
- // Primitive Ray Tracing
- float closestDistance = 280f;
- EntityIntersection result = new EntityIntersection();
- List<EntityBase> EntityList = GetEntities();
- foreach (EntityBase ent in EntityList)
- {
- if (ent is SceneObjectGroup)
- {
- SceneObjectGroup reportingG = (SceneObjectGroup)ent;
- EntityIntersection inter = reportingG.TestIntersection(hray, frontFacesOnly, faceCenters);
- if (inter.HitTF && inter.distance < closestDistance)
- {
- closestDistance = inter.distance;
- result = inter;
- }
- }
- }
- return result;
- }
- /// <summary>
- /// Get a part contained in this scene.
- /// </summary>
- /// <param name="localID"></param>
- /// <returns>null if the part was not found</returns>
- protected internal SceneObjectPart GetSceneObjectPart(uint localID)
- {
- SceneObjectGroup group = GetGroupByPrim(localID);
- if (group == null)
- return null;
- return group.GetChildPart(localID);
- }
-
- /// <summary>
- /// Get a named prim contained in this scene (will return the first
- /// found, if there are more than one prim with the same name)
- /// </summary>
- /// <param name="name"></param>
- /// <returns>null if the part was not found</returns>
- protected internal SceneObjectPart GetSceneObjectPart(string name)
- {
- List<EntityBase> EntityList = GetEntities();
- // FIXME: use a dictionary here
- foreach (EntityBase ent in EntityList)
- {
- if (ent is SceneObjectGroup)
- {
- foreach (SceneObjectPart p in ((SceneObjectGroup) ent).GetParts())
- {
- if (p.Name == name)
- {
- return p;
- }
- }
- }
- }
- return null;
- }
- /// <summary>
- /// Get a part contained in this scene.
- /// </summary>
- /// <param name="fullID"></param>
- /// <returns>null if the part was not found</returns>
- protected internal SceneObjectPart GetSceneObjectPart(UUID fullID)
- {
- SceneObjectGroup group = GetGroupByPrim(fullID);
- if (group == null)
- return null;
- return group.GetChildPart(fullID);
- }
- protected internal bool TryGetAvatar(UUID avatarId, out ScenePresence avatar)
- {
- lock (m_scenePresences)
- return m_scenePresences.TryGetValue(avatarId, out avatar);
- }
- protected internal bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
- {
- ScenePresence[] presences = GetScenePresences();
- for (int i = 0; i < presences.Length; i++)
- {
- ScenePresence presence = presences[i];
- if (!presence.IsChildAgent)
- {
- if (String.Compare(avatarName, presence.ControllingClient.Name, true) == 0)
- {
- avatar = presence;
- return true;
- }
- }
- }
- avatar = null;
- return false;
- }
- /// <summary>
- /// Returns a list of the entities in the scene. This is a new list so no locking is required to iterate over
- /// it
- /// </summary>
- /// <returns></returns>
- protected internal List<EntityBase> GetEntities()
- {
- return Entities.GetEntities();
- }
- public Dictionary<uint, float> GetTopScripts()
- {
- Dictionary<uint, float> topScripts = new Dictionary<uint, float>();
- List<EntityBase> EntityList = GetEntities();
- int limit = 0;
- foreach (EntityBase ent in EntityList)
- {
- if (ent is SceneObjectGroup)
- {
- SceneObjectGroup grp = (SceneObjectGroup)ent;
- if ((grp.RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
- {
- if (grp.scriptScore >= 0.01)
- {
- topScripts.Add(grp.LocalId, grp.scriptScore);
- limit++;
- if (limit >= 100)
- {
- break;
- }
- }
- grp.scriptScore = 0;
- }
- }
- }
- return topScripts;
- }
- #endregion
- #region Other Methods
- protected internal void physicsBasedCrash()
- {
- handlerPhysicsCrash = UnRecoverableError;
- if (handlerPhysicsCrash != null)
- {
- handlerPhysicsCrash();
- }
- }
- protected internal UUID ConvertLocalIDToFullID(uint localID)
- {
- SceneObjectGroup group = GetGroupByPrim(localID);
- if (group != null)
- return group.GetPartsFullID(localID);
- else
- return UUID.Zero;
- }
- protected internal void ForEachSOG(Action<SceneObjectGroup> action)
- {
- List<SceneObjectGroup> objlist = new List<SceneObjectGroup>(SceneObjectGroupsByFullID.Values);
- foreach (SceneObjectGroup obj in objlist)
- {
- try
- {
- action(obj);
- }
- catch (Exception e)
- {
- // Catch it and move on. This includes situations where splist has inconsistent info
- m_log.WarnFormat("[SCENE]: Problem processing action in ForEachSOG: ", e.Message);
- }
- }
- }
-
- #endregion
- #region Client Event handlers
- /// <summary>
- ///
- /// </summary>
- /// <param name="localID"></param>
- /// <param name="scale"></param>
- /// <param name="remoteClient"></param>
- protected internal void UpdatePrimScale(uint localID, Vector3 scale, IClientAPI remoteClient)
- {
- SceneObjectGroup group = GetGroupByPrim(localID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
- {
- group.Resize(scale, localID);
- }
- }
- }
- protected internal void UpdatePrimGroupScale(uint localID, Vector3 scale, IClientAPI remoteClient)
- {
- SceneObjectGroup group = GetGroupByPrim(localID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
- {
- group.GroupResize(scale, localID);
- }
- }
- }
- /// <summary>
- /// This handles the nifty little tool tip that you get when you drag your mouse over an object
- /// Send to the Object Group to process. We don't know enough to service the request
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="AgentID"></param>
- /// <param name="RequestFlags"></param>
- /// <param name="ObjectID"></param>
- protected internal void RequestObjectPropertiesFamily(
- IClientAPI remoteClient, UUID AgentID, uint RequestFlags, UUID ObjectID)
- {
- SceneObjectGroup group = GetGroupByPrim(ObjectID);
- if (group != null)
- {
- group.ServiceObjectPropertiesFamilyRequest(remoteClient, AgentID, RequestFlags);
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="localID"></param>
- /// <param name="rot"></param>
- /// <param name="remoteClient"></param>
- protected internal void UpdatePrimSingleRotation(uint localID, Quaternion rot, IClientAPI remoteClient)
- {
- SceneObjectGroup group = GetGroupByPrim(localID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))
- {
- group.UpdateSingleRotation(rot, localID);
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="localID"></param>
- /// <param name="rot"></param>
- /// <param name="remoteClient"></param>
- protected internal void UpdatePrimSingleRotationPosition(uint localID, Quaternion rot, Vector3 pos, IClientAPI remoteClient)
- {
- SceneObjectGroup group = GetGroupByPrim(localID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))
- {
- group.UpdateSingleRotation(rot,pos, localID);
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="localID"></param>
- /// <param name="rot"></param>
- /// <param name="remoteClient"></param>
- protected internal void UpdatePrimRotation(uint localID, Quaternion rot, IClientAPI remoteClient)
- {
- SceneObjectGroup group = GetGroupByPrim(localID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))
- {
- group.UpdateGroupRotationR(rot);
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="localID"></param>
- /// <param name="pos"></param>
- /// <param name="rot"></param>
- /// <param name="remoteClient"></param>
- protected internal void UpdatePrimRotation(uint localID, Vector3 pos, Quaternion rot, IClientAPI remoteClient)
- {
- SceneObjectGroup group = GetGroupByPrim(localID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))
- {
- group.UpdateGroupRotationPR(pos, rot);
- }
- }
- }
- /// <summary>
- /// Update the position of the given part
- /// </summary>
- /// <param name="localID"></param>
- /// <param name="pos"></param>
- /// <param name="remoteClient"></param>
- protected internal void UpdatePrimSinglePosition(uint localID, Vector3 pos, IClientAPI remoteClient)
- {
- SceneObjectGroup group = GetGroupByPrim(localID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId) || group.IsAttachment)
- {
- group.UpdateSinglePosition(pos, localID);
- }
- }
- }
- /// <summary>
- /// Update the position of the given part
- /// </summary>
- /// <param name="localID"></param>
- /// <param name="pos"></param>
- /// <param name="remoteClient"></param>
- protected internal void UpdatePrimPosition(uint localID, Vector3 pos, IClientAPI remoteClient)
- {
- SceneObjectGroup group = GetGroupByPrim(localID);
- if (group != null)
- {
- // Vector3 oldPos = group.AbsolutePosition;
- if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
- {
-
- // If this is an attachment, then we need to save the modified
- // object back into the avatar's inventory. First we save the
- // attachment point information, then we update the relative
- // positioning (which caused this method to get driven in the
- // first place. Then we have to mark the object as NOT an
- // attachment. This is necessary in order to correctly save
- // and retrieve GroupPosition information for the attachment.
- // Then we save the asset back into the appropriate inventory
- // entry. Finally, we restore the object's attachment status.
- byte attachmentPoint = group.GetAttachmentPoint();
- group.UpdateGroupPosition(pos);
- group.RootPart.IsAttachment = false;
- group.AbsolutePosition = group.RootPart.AttachedPos;
- m_parentScene.UpdateKnownItem(remoteClient, group, group.GetFromItemID(), group.OwnerID);
- group.SetAttachmentPoint(attachmentPoint);
- }
- else
- {
- if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId) && m_parentScene.Permissions.CanObjectEntry(group.UUID, false, pos))
- {
- group.UpdateGroupPosition(pos);
- }
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="localID"></param>
- /// <param name="texture"></param>
- /// <param name="remoteClient"></param>
- protected internal void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient)
- {
- SceneObjectGroup group = GetGroupByPrim(localID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanEditObject(group.UUID,remoteClient.AgentId))
- {
- group.UpdateTextureEntry(localID, texture);
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="localID"></param>
- /// <param name="packet"></param>
- /// <param name="remoteClient"></param>
- /// This routine seems to get called when a user changes object settings in the viewer.
- /// If some one can confirm that, please change the comment according.
- protected internal void UpdatePrimFlags(uint localID, bool UsePhysics, bool IsTemporary, bool IsPhantom, IClientAPI remoteClient)
- {
- SceneObjectGroup group = GetGroupByPrim(localID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
- {
- group.UpdatePrimFlags(localID, UsePhysics, IsTemporary, IsPhantom, false); // VolumeDetect can't be set via UI and will always be off when a change is made there
- }
- }
- }
- /// <summary>
- /// Move the given object
- /// </summary>
- /// <param name="objectID"></param>
- /// <param name="offset"></param>
- /// <param name="pos"></param>
- /// <param name="remoteClient"></param>
- protected internal void MoveObject(UUID objectID, Vector3 offset, Vector3 pos, IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs)
- {
- SceneObjectGroup group = GetGroupByPrim(objectID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))// && PermissionsMngr.)
- {
- group.GrabMovement(offset, pos, remoteClient);
- }
- // This is outside the above permissions condition
- // so that if the object is locked the client moving the object
- // get's it's position on the simulator even if it was the same as before
- // This keeps the moving user's client in sync with the rest of the world.
- group.SendGroupTerseUpdate();
- }
- }
- /// <summary>
- /// Start spinning the given object
- /// </summary>
- /// <param name="objectID"></param>
- /// <param name="rotation"></param>
- /// <param name="remoteClient"></param>
- protected internal void SpinStart(UUID objectID, IClientAPI remoteClient)
- {
- SceneObjectGroup group = GetGroupByPrim(objectID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))// && PermissionsMngr.)
- {
- group.SpinStart(remoteClient);
- }
- }
- }
- /// <summary>
- /// Spin the given object
- /// </summary>
- /// <param name="objectID"></param>
- /// <param name="rotation"></param>
- /// <param name="remoteClient"></param>
- protected internal void SpinObject(UUID objectID, Quaternion rotation, IClientAPI remoteClient)
- {
- SceneObjectGroup group = GetGroupByPrim(objectID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))// && PermissionsMngr.)
- {
- group.SpinMovement(rotation, remoteClient);
- }
- // This is outside the above permissions condition
- // so that if the object is locked the client moving the object
- // get's it's position on the simulator even if it was the same as before
- // This keeps the moving user's client in sync with the rest of the world.
- group.SendGroupTerseUpdate();
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="primLocalID"></param>
- /// <param name="description"></param>
- protected internal void PrimName(IClientAPI remoteClient, uint primLocalID, string name)
- {
- SceneObjectGroup group = GetGroupByPrim(primLocalID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
- {
- group.SetPartName(Util.CleanString(name), primLocalID);
- group.HasGroupChanged = true;
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="primLocalID"></param>
- /// <param name="description"></param>
- protected internal void PrimDescription(IClientAPI remoteClient, uint primLocalID, string description)
- {
- SceneObjectGroup group = GetGroupByPrim(primLocalID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
- {
- group.SetPartDescription(Util.CleanString(description), primLocalID);
- group.HasGroupChanged = true;
- }
- }
- }
- protected internal void PrimClickAction(IClientAPI remoteClient, uint primLocalID, string clickAction)
- {
- SceneObjectGroup group = GetGroupByPrim(primLocalID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
- {
- SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID);
- part.ClickAction = Convert.ToByte(clickAction);
- group.HasGroupChanged = true;
- }
- }
- }
- protected internal void PrimMaterial(IClientAPI remoteClient, uint primLocalID, string material)
- {
- SceneObjectGroup group = GetGroupByPrim(primLocalID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
- {
- SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID);
- part.Material = Convert.ToByte(material);
- group.HasGroupChanged = true;
- }
- }
- }
- protected internal void UpdateExtraParam(UUID agentID, uint primLocalID, ushort type, bool inUse, byte[] data)
- {
- SceneObjectGroup group = GetGroupByPrim(primLocalID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanEditObject(group.UUID,agentID))
- {
- group.UpdateExtraParam(primLocalID, type, inUse, data);
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="primLocalID"></param>
- /// <param name="shapeBlock"></param>
- protected internal void UpdatePrimShape(UUID agentID, uint primLocalID, UpdateShapeArgs shapeBlock)
- {
- SceneObjectGroup group = GetGroupByPrim(primLocalID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanEditObject(group.GetPartsFullID(primLocalID), agentID))
- {
- ObjectShapePacket.ObjectDataBlock shapeData = new ObjectShapePacket.ObjectDataBlock();
- shapeData.ObjectLocalID = shapeBlock.ObjectLocalID;
- shapeData.PathBegin = shapeBlock.PathBegin;
- shapeData.PathCurve = shapeBlock.PathCurve;
- shapeData.PathEnd = shapeBlock.PathEnd;
- shapeData.PathRadiusOffset = shapeBlock.PathRadiusOffset;
- shapeData.PathRevolutions = shapeBlock.PathRevolutions;
- shapeData.PathScaleX = shapeBlock.PathScaleX;
- shapeData.PathScaleY = shapeBlock.PathScaleY;
- shapeData.PathShearX = shapeBlock.PathShearX;
- shapeData.PathShearY = shapeBlock.PathShearY;
- shapeData.PathSkew = shapeBlock.PathSkew;
- shapeData.PathTaperX = shapeBlock.PathTaperX;
- shapeData.PathTaperY = shapeBlock.PathTaperY;
- shapeData.PathTwist = shapeBlock.PathTwist;
- shapeData.PathTwistBegin = shapeBlock.PathTwistBegin;
- shapeData.ProfileBegin = shapeBlock.ProfileBegin;
- shapeData.ProfileCurve = shapeBlock.ProfileCurve;
- shapeData.ProfileEnd = shapeBlock.ProfileEnd;
- shapeData.ProfileHollow = shapeBlock.ProfileHollow;
- group.UpdateShape(shapeData, primLocalID);
- }
- }
- }
- /// <summary>
- /// Initial method invoked when we receive a link objects request from the client.
- /// </summary>
- /// <param name="client"></param>
- /// <param name="parentPrim"></param>
- /// <param name="childPrims"></param>
- protected internal void LinkObjects(IClientAPI client, uint parentPrimId, List<uint> childPrimIds)
- {
- Monitor.Enter(m_updateLock);
- try
- {
- SceneObjectGroup parentGroup = GetGroupByPrim(parentPrimId);
- List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
- if (parentGroup != null)
- {
- // We do this in reverse to get the link order of the prims correct
- for (int i = childPrimIds.Count - 1; i >= 0; i--)
- {
- SceneObjectGroup child = GetGroupByPrim(childPrimIds[i]);
- if (child != null)
- {
- // Make sure no child prim is set for sale
- // So that, on delink, no prims are unwittingly
- // left for sale and sold off
- child.RootPart.ObjectSaleType = 0;
- child.RootPart.SalePrice = 10;
- childGroups.Add(child);
- }
- }
- }
- else
- {
- return; // parent is null so not in this region
- }
- foreach (SceneObjectGroup child in childGroups)
- {
- parentGroup.LinkToGroup(child);
- // this is here so physics gets updated!
- // Don't remove! Bad juju! Stay away! or fix physics!
- child.AbsolutePosition = child.AbsolutePosition;
- }
- // We need to explicitly resend the newly link prim's object properties since no other actions
- // occur on link to invoke this elsewhere (such as object selection)
- parentGroup.RootPart.AddFlag(PrimFlags.CreateSelected);
- parentGroup.TriggerScriptChangedEvent(Changed.LINK);
- parentGroup.HasGroupChanged = true;
- parentGroup.ScheduleGroupForFullUpdate();
-
- // if (client != null)
- // {
- // parentGroup.GetProperties(client);
- // }
- // else
- // {
- // foreach (ScenePresence p in GetScenePresences())
- // {
- // parentGroup.GetProperties(p.ControllingClient);
- // }
- // }
- }
- finally
- {
- Monitor.Exit(m_updateLock);
- }
- }
- /// <summary>
- /// Delink a linkset
- /// </summary>
- /// <param name="prims"></param>
- protected internal void DelinkObjects(List<uint> primIds)
- {
- DelinkObjects(primIds, true);
- }
- protected internal void DelinkObjects(List<uint> primIds, bool sendEvents)
- {
- Monitor.Enter(m_updateLock);
- try
- {
- List<SceneObjectPart> childParts = new List<SceneObjectPart>();
- List<SceneObjectPart> rootParts = new List<SceneObjectPart>();
- List<SceneObjectGroup> affectedGroups = new List<SceneObjectGroup>();
- // Look them all up in one go, since that is comparatively expensive
- //
- foreach (uint primID in primIds)
- {
- SceneObjectPart part = m_parentScene.GetSceneObjectPart(primID);
- if (part != null)
- {
- if (part.ParentGroup.Children.Count != 1) // Skip single
- {
- if (part.LinkNum < 2) // Root
- rootParts.Add(part);
- else
- childParts.Add(part);
- SceneObjectGroup group = part.ParentGroup;
- if (!affectedGroups.Contains(group))
- affectedGroups.Add(group);
- }
- }
- else
- {
- m_log.ErrorFormat("Viewer requested unlink of nonexistent part {0}", primID);
- }
- }
- foreach (SceneObjectPart child in childParts)
- {
- // Unlink all child parts from their groups
- //
- child.ParentGroup.DelinkFromGroup(child, sendEvents);
- }
- foreach (SceneObjectPart root in rootParts)
- {
- // In most cases, this will run only one time, and the prim
- // will be a solo prim
- // However, editing linked parts and unlinking may be different
- //
- SceneObjectGroup group = root.ParentGroup;
- List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Children.Values);
- int numChildren = group.Children.Count;
- // If there are prims left in a link set, but the root is
- // slated for unlink, we need to do this
- //
- if (numChildren != 1)
- {
- // Unlink the remaining set
- //
- bool sendEventsToRemainder = true;
- if (numChildren > 1)
- sendEventsToRemainder = false;
- foreach (SceneObjectPart p in newSet)
- {
- if (p != group.RootPart)
- group.DelinkFromGroup(p, sendEventsToRemainder);
- }
- // If there is more than one prim remaining, we
- // need to re-link
- //
- if (numChildren > 2)
- {
- // Remove old root
- //
- if (newSet.Contains(root))
- newSet.Remove(root);
- // Preserve link ordering
- //
- newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
- {
- return a.LinkNum.CompareTo(b.LinkNum);
- });
- // Determine new root
- //
- SceneObjectPart newRoot = newSet[0];
- newSet.RemoveAt(0);
- List<uint> linkIDs = new List<uint>();
- foreach (SceneObjectPart newChild in newSet)
- {
- newChild.UpdateFlag = 0;
- linkIDs.Add(newChild.LocalId);
- }
- LinkObjects(null, newRoot.LocalId, linkIDs);
- if (!affectedGroups.Contains(newRoot.ParentGroup))
- affectedGroups.Add(newRoot.ParentGroup);
- }
- }
- }
- // Finally, trigger events in the roots
- //
- foreach (SceneObjectGroup g in affectedGroups)
- {
- g.TriggerScriptChangedEvent(Changed.LINK);
- g.HasGroupChanged = true; // Persist
- g.ScheduleGroupForFullUpdate();
- }
- }
- finally
- {
- Monitor.Exit(m_updateLock);
- }
- }
- protected internal void MakeObjectSearchable(IClientAPI remoteClient, bool IncludeInSearch, uint localID)
- {
- UUID user = remoteClient.AgentId;
- UUID objid = UUID.Zero;
- SceneObjectPart obj = null;
- List<EntityBase> EntityList = GetEntities();
- foreach (EntityBase ent in EntityList)
- {
- if (ent is SceneObjectGroup)
- {
- foreach (KeyValuePair<UUID, SceneObjectPart> subent in ((SceneObjectGroup)ent).Children)
- {
- if (subent.Value.LocalId == localID)
- {
- objid = subent.Key;
- obj = subent.Value;
- }
- }
- }
- }
- //Protip: In my day, we didn't call them searchable objects, we called them limited point-to-point joints
- //aka ObjectFlags.JointWheel = IncludeInSearch
- //Permissions model: Object can be REMOVED from search IFF:
- // * User owns object
- //use CanEditObject
- //Object can be ADDED to search IFF:
- // * User owns object
- // * Asset/DRM permission bit "modify" is enabled
- //use CanEditObjectPosition
- // libomv will complain about PrimFlags.JointWheel being
- // deprecated, so we
- #pragma warning disable 0612
- if (IncludeInSearch && m_parentScene.Permissions.CanEditObject(objid, user))
- {
- obj.ParentGroup.RootPart.AddFlag(PrimFlags.JointWheel);
- obj.ParentGroup.HasGroupChanged = true;
- }
- else if (!IncludeInSearch && m_parentScene.Permissions.CanMoveObject(objid,user))
- {
- obj.ParentGroup.RootPart.RemFlag(PrimFlags.JointWheel);
- obj.ParentGroup.HasGroupChanged = true;
- }
- #pragma warning restore 0612
- }
- /// <summary>
- /// Duplicate the given object, Fire and Forget, No rotation, no return wrapper
- /// </summary>
- /// <param name="originalPrim"></param>
- /// <param name="offset"></param>
- /// <param name="flags"></param>
- protected internal void DuplicateObject(uint originalPrim, Vector3 offset, uint flags, UUID AgentID, UUID GroupID)
- {
- //m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID);
- // SceneObjectGroup dupe = DuplicateObject(originalPrim, offset, flags, AgentID, GroupID, Quaternion.Zero);
- DuplicateObject(originalPrim, offset, flags, AgentID, GroupID, Quaternion.Identity);
- }
-
- /// <summary>
- /// Duplicate the given object.
- /// </summary>
- /// <param name="originalPrim"></param>
- /// <param name="offset"></param>
- /// <param name="flags"></param>
- protected internal SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
- {
- //m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID);
- SceneObjectGroup original = GetGroupByPrim(originalPrimID);
- if (original != null)
- {
- if (m_parentScene.Permissions.CanDuplicateObject(original.Children.Count, original.UUID, AgentID, original.AbsolutePosition))
- {
- SceneObjectGroup copy = original.Copy(AgentID, GroupID, true);
- copy.AbsolutePosition = copy.AbsolutePosition + offset;
- Entities.Add(copy);
- // Since we copy from a source group that is in selected
- // state, but the copy is shown deselected in the viewer,
- // We need to clear the selection flag here, else that
- // prim never gets persisted at all. The client doesn't
- // think it's selected, so it will never send a deselect...
- copy.IsSelected = false;
- m_numPrim += copy.Children.Count;
- if (rot != Quaternion.Identity)
- {
- copy.UpdateGroupRotationR(rot);
- }
- copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 0);
- copy.HasGroupChanged = true;
- copy.ScheduleGroupForFullUpdate();
- // required for physics to update it's position
- copy.AbsolutePosition = copy.AbsolutePosition;
- if (OnObjectDuplicate != null)
- OnObjectDuplicate(original, copy);
- return copy;
- }
- }
- else
- {
- m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
- }
-
- return null;
- }
-
- /// <summary>
- /// Calculates the distance between two Vector3s
- /// </summary>
- /// <param name="v1"></param>
- /// <param name="v2"></param>
- /// <returns></returns>
- protected internal float Vector3Distance(Vector3 v1, Vector3 v2)
- {
- // We don't really need the double floating point precision...
- // so casting it to a single
- return
- (float)
- Math.Sqrt((v1.X - v2.X) * (v1.X - v2.X) + (v1.Y - v2.Y) * (v1.Y - v2.Y) + (v1.Z - v2.Z) * (v1.Z - v2.Z));
- }
- #endregion
-
- }
- }
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