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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;
- using System.Collections.Generic;
- using System.Diagnostics;
- using System.Reflection;
- using log4net;
- using Nini.Config;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Framework.Capabilities;
- using OpenSim.Framework.Servers;
- using OpenSim.Framework.Servers.HttpServer;
- using OpenSim.Services.Interfaces;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Region.Physics.Manager;
- using Caps=OpenSim.Framework.Capabilities.Caps;
- using GridRegion = OpenSim.Services.Interfaces.GridRegion;
- namespace OpenSim.Region.CoreModules.World.Land
- {
- // used for caching
- internal class ExtendedLandData {
- public LandData LandData;
- public ulong RegionHandle;
- public uint X, Y;
- }
- public class LandManagementModule : INonSharedRegionModule
- {
- private static readonly ILog m_log =
- LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- private static readonly string remoteParcelRequestPath = "0009/";
- private LandChannel landChannel;
- private Scene m_scene;
- // Minimum for parcels to work is 64m even if we don't actually use them.
- #pragma warning disable 0429
- private const int landArrayMax = ((int)((int)Constants.RegionSize / 4) >= 64) ? (int)((int)Constants.RegionSize / 4) : 64;
- #pragma warning restore 0429
- /// <value>
- /// Local land ids at specified region co-ordinates (region size / 4)
- /// </value>
- private readonly int[,] m_landIDList = new int[landArrayMax, landArrayMax];
- /// <value>
- /// Land objects keyed by local id
- /// </value>
- private readonly Dictionary<int, ILandObject> m_landList = new Dictionary<int, ILandObject>();
- private bool m_landPrimCountTainted;
- private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
- private bool m_allowedForcefulBans = true;
- // caches ExtendedLandData
- private Cache parcelInfoCache;
- private Vector3? forcedPosition = null;
- #region INonSharedRegionModule Members
- public Type ReplaceableInterface
- {
- get { return null; }
- }
- public void Initialise(IConfigSource source)
- {
- }
- public void AddRegion(Scene scene)
- {
- m_scene = scene;
- m_landIDList.Initialize();
- landChannel = new LandChannel(scene, this);
- parcelInfoCache = new Cache();
- parcelInfoCache.Size = 30; // the number of different parcel requests in this region to cache
- parcelInfoCache.DefaultTTL = new TimeSpan(0, 5, 0);
- m_scene.EventManager.OnParcelPrimCountAdd += EventManagerOnParcelPrimCountAdd;
- m_scene.EventManager.OnParcelPrimCountUpdate += EventManagerOnParcelPrimCountUpdate;
- m_scene.EventManager.OnAvatarEnteringNewParcel += EventManagerOnAvatarEnteringNewParcel;
- m_scene.EventManager.OnClientMovement += EventManagerOnClientMovement;
- m_scene.EventManager.OnValidateLandBuy += EventManagerOnValidateLandBuy;
- m_scene.EventManager.OnLandBuy += EventManagerOnLandBuy;
- m_scene.EventManager.OnNewClient += EventManagerOnNewClient;
- m_scene.EventManager.OnSignificantClientMovement += EventManagerOnSignificantClientMovement;
- m_scene.EventManager.OnObjectBeingRemovedFromScene += EventManagerOnObjectBeingRemovedFromScene;
- m_scene.EventManager.OnNoticeNoLandDataFromStorage += EventManagerOnNoLandDataFromStorage;
- m_scene.EventManager.OnIncomingLandDataFromStorage += EventManagerOnIncomingLandDataFromStorage;
- m_scene.EventManager.OnSetAllowForcefulBan += EventManagerOnSetAllowedForcefulBan;
- m_scene.EventManager.OnRequestParcelPrimCountUpdate += EventManagerOnRequestParcelPrimCountUpdate;
- m_scene.EventManager.OnParcelPrimCountTainted += EventManagerOnParcelPrimCountTainted;
- m_scene.EventManager.OnRegisterCaps += EventManagerOnRegisterCaps;
- lock (m_scene)
- {
- m_scene.LandChannel = (ILandChannel)landChannel;
- }
- }
- public void RegionLoaded(Scene scene)
- {
- }
- public void RemoveRegion(Scene scene)
- {
- }
- private bool OnVerifyUserConnection(ScenePresence scenePresence, out string reason)
- {
- ILandObject nearestParcel = m_scene.GetNearestAllowedParcel(scenePresence.UUID, scenePresence.AbsolutePosition.X, scenePresence.AbsolutePosition.Y);
- reason = "You are not allowed to enter this sim.";
- return nearestParcel != null;
- }
- void EventManagerOnNewClient(IClientAPI client)
- {
- //Register some client events
- client.OnParcelPropertiesRequest += ClientOnParcelPropertiesRequest;
- client.OnParcelDivideRequest += ClientOnParcelDivideRequest;
- client.OnParcelJoinRequest += ClientOnParcelJoinRequest;
- client.OnParcelPropertiesUpdateRequest += ClientOnParcelPropertiesUpdateRequest;
- client.OnParcelSelectObjects += ClientOnParcelSelectObjects;
- client.OnParcelObjectOwnerRequest += ClientOnParcelObjectOwnerRequest;
- client.OnParcelAccessListRequest += ClientOnParcelAccessListRequest;
- client.OnParcelAccessListUpdateRequest += ClientOnParcelAccessUpdateListRequest;
- client.OnParcelAbandonRequest += ClientOnParcelAbandonRequest;
- client.OnParcelGodForceOwner += ClientOnParcelGodForceOwner;
- client.OnParcelReclaim += ClientOnParcelReclaim;
- client.OnParcelInfoRequest += ClientOnParcelInfoRequest;
- client.OnParcelDwellRequest += ClientOnParcelDwellRequest;
- client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup;
- client.OnPreAgentUpdate += ClientOnPreAgentUpdate;
- EntityBase presenceEntity;
- if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence)
- {
- SendLandUpdate((ScenePresence)presenceEntity, true);
- SendParcelOverlay(client);
- }
- }
- void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
- {
- //If we are forcing a position for them to go
- if (forcedPosition != null)
- {
- ScenePresence clientAvatar = m_scene.GetScenePresence(remoteClient.AgentId);
- //Putting the user into flying, both keeps the avatar in fligth when it bumps into something and stopped from going another direction AND
- //When the avatar walks into a ban line on the ground, it prevents getting stuck
- agentData.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
- //Make sure we stop if they get about to the right place to prevent yoyo and prevents getting stuck on banlines
- if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition.Value) < .2)
- {
- Debug.WriteLine(string.Format("Stopping force position because {0} is close enough to position {1}", forcedPosition.Value, clientAvatar.AbsolutePosition));
- forcedPosition = null;
- }
- //if we are far away, teleport
- else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition.Value) > 3)
- {
- Debug.WriteLine(string.Format("Teleporting out because {0} is too far from avatar position {1}", forcedPosition.Value, clientAvatar.AbsolutePosition));
- clientAvatar.Teleport(forcedPosition.Value);
- forcedPosition = null;
- }
- else
- {
- //Forces them toward the forced position we want if they aren't there yet
- agentData.UseClientAgentPosition = true;
- agentData.ClientAgentPosition = forcedPosition.Value;
- }
- }
- }
- public void PostInitialise()
- {
- }
- public void Close()
- {
- }
- public string Name
- {
- get { return "LandManagementModule"; }
- }
- public bool IsSharedModule
- {
- get { return false; }
- }
- #endregion
- #region Parcel Add/Remove/Get/Create
- public void EventManagerOnSetAllowedForcefulBan(bool forceful)
- {
- AllowedForcefulBans = forceful;
- }
- public void UpdateLandObject(int local_id, LandData data)
- {
- LandData newData = data.Copy();
- newData.LocalID = local_id;
- lock (m_landList)
- {
- if (m_landList.ContainsKey(local_id))
- {
- m_landList[local_id].LandData = newData;
- m_scene.EventManager.TriggerLandObjectUpdated((uint)local_id, m_landList[local_id]);
- }
- }
- }
- public bool AllowedForcefulBans
- {
- get { return m_allowedForcefulBans; }
- set { m_allowedForcefulBans = value; }
- }
- /// <summary>
- /// Resets the sim to the default land object (full sim piece of land owned by the default user)
- /// </summary>
- public void ResetSimLandObjects()
- {
- //Remove all the land objects in the sim and add a blank, full sim land object set to public
- lock (m_landList)
- {
- m_landList.Clear();
- m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
- m_landIDList.Initialize();
- }
- ILandObject fullSimParcel = new LandObject(UUID.Zero, false, m_scene);
- fullSimParcel.SetLandBitmap(fullSimParcel.GetSquareLandBitmap(0, 0, (int)Constants.RegionSize, (int)Constants.RegionSize));
- fullSimParcel.LandData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
- fullSimParcel.LandData.ClaimDate = Util.UnixTimeSinceEpoch();
- AddLandObject(fullSimParcel);
- }
- public List<ILandObject> AllParcels()
- {
- lock (m_landList)
- {
- return new List<ILandObject>(m_landList.Values);
- }
- }
- public List<ILandObject> ParcelsNearPoint(Vector3 position)
- {
- List<ILandObject> parcelsNear = new List<ILandObject>();
- for (int x = -4; x <= 4; x += 4)
- {
- for (int y = -4; y <= 4; y += 4)
- {
- ILandObject check = GetLandObject(position.X + x, position.Y + y);
- if (check != null)
- {
- if (!parcelsNear.Contains(check))
- {
- parcelsNear.Add(check);
- }
- }
- }
- }
- return parcelsNear;
- }
- public void SendYouAreBannedNotice(ScenePresence avatar)
- {
- if (AllowedForcefulBans)
- {
- avatar.ControllingClient.SendAlertMessage(
- "You are not allowed on this parcel because you are banned. Please go away.");
- }
- else
- {
- avatar.ControllingClient.SendAlertMessage(
- "You are not allowed on this parcel because you are banned; however, the grid administrator has disabled ban lines globally. Please obey the land owner's requests or you can be banned from the entire sim!");
- }
- }
-
- private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position)
- {
- if (m_scene.Permissions.IsGod(avatar.UUID)) return;
- if (position.HasValue)
- {
- forcedPosition = position;
- }
- }
- public void SendYouAreRestrictedNotice(ScenePresence avatar)
- {
- avatar.ControllingClient.SendAlertMessage(
- "You are not allowed on this parcel because the land owner has restricted access.");
-
- }
- public void EventManagerOnAvatarEnteringNewParcel(ScenePresence avatar, int localLandID, UUID regionID)
- {
- if (m_scene.RegionInfo.RegionID == regionID)
- {
- ILandObject parcelAvatarIsEntering;
- lock (m_landList)
- {
- parcelAvatarIsEntering = m_landList[localLandID];
- }
- if (parcelAvatarIsEntering != null)
- {
- if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
- {
- if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID))
- {
- SendYouAreBannedNotice(avatar);
- ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
- }
- else if (parcelAvatarIsEntering.IsRestrictedFromLand(avatar.UUID))
- {
- SendYouAreRestrictedNotice(avatar);
- ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
- }
- else
- {
- avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
- }
- }
- else
- {
- avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
- }
- }
- }
- }
- public void SendOutNearestBanLine(IClientAPI client)
- {
- ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
- if (sp == null || sp.IsChildAgent)
- return;
- List<ILandObject> checkLandParcels = ParcelsNearPoint(sp.AbsolutePosition);
- foreach (ILandObject checkBan in checkLandParcels)
- {
- if (checkBan.IsBannedFromLand(client.AgentId))
- {
- checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionBanned, false, (int)ParcelResult.Single, client);
- return; //Only send one
- }
- if (checkBan.IsRestrictedFromLand(client.AgentId))
- {
- checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionNotOnAccessList, false, (int)ParcelResult.Single, client);
- return; //Only send one
- }
- }
- return;
- }
- public void SendLandUpdate(ScenePresence avatar, bool force)
- {
- ILandObject over = GetLandObject((int)Math.Min(((int)Constants.RegionSize - 1), Math.Max(0, Math.Round(avatar.AbsolutePosition.X))),
- (int)Math.Min(((int)Constants.RegionSize - 1), Math.Max(0, Math.Round(avatar.AbsolutePosition.Y))));
- if (over != null)
- {
- if (force)
- {
- if (!avatar.IsChildAgent)
- {
- over.SendLandUpdateToClient(avatar.ControllingClient);
- m_scene.EventManager.TriggerAvatarEnteringNewParcel(avatar, over.LandData.LocalID,
- m_scene.RegionInfo.RegionID);
- }
- }
- if (avatar.currentParcelUUID != over.LandData.GlobalID)
- {
- if (!avatar.IsChildAgent)
- {
- over.SendLandUpdateToClient(avatar.ControllingClient);
- avatar.currentParcelUUID = over.LandData.GlobalID;
- m_scene.EventManager.TriggerAvatarEnteringNewParcel(avatar, over.LandData.LocalID,
- m_scene.RegionInfo.RegionID);
- }
- }
- }
- }
- public void SendLandUpdate(ScenePresence avatar)
- {
- SendLandUpdate(avatar, false);
- }
- public void EventManagerOnSignificantClientMovement(IClientAPI remote_client)
- {
- ScenePresence clientAvatar = m_scene.GetScenePresence(remote_client.AgentId);
- if (clientAvatar != null)
- {
- SendLandUpdate(clientAvatar);
- SendOutNearestBanLine(remote_client);
- ILandObject parcel = GetLandObject(clientAvatar.AbsolutePosition.X, clientAvatar.AbsolutePosition.Y);
- if (parcel != null)
- {
- if (clientAvatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT &&
- clientAvatar.sentMessageAboutRestrictedParcelFlyingDown)
- {
- EventManagerOnAvatarEnteringNewParcel(clientAvatar, parcel.LandData.LocalID,
- m_scene.RegionInfo.RegionID);
- //They are going under the safety line!
- if (!parcel.IsBannedFromLand(clientAvatar.UUID))
- {
- clientAvatar.sentMessageAboutRestrictedParcelFlyingDown = false;
- }
- }
- else if (clientAvatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT &&
- parcel.IsBannedFromLand(clientAvatar.UUID))
- {
- //once we've sent the message once, keep going toward the target until we are done
- if (forcedPosition == null)
- {
- SendYouAreBannedNotice(clientAvatar);
- ForceAvatarToPosition(clientAvatar, m_scene.GetNearestAllowedPosition(clientAvatar));
- }
- }
- else if (parcel.IsRestrictedFromLand(clientAvatar.UUID))
- {
- //once we've sent the message once, keep going toward the target until we are done
- if (forcedPosition == null)
- {
- SendYouAreRestrictedNotice(clientAvatar);
- ForceAvatarToPosition(clientAvatar, m_scene.GetNearestAllowedPosition(clientAvatar));
- }
- }
- else
- {
- //when we are finally in a safe place, lets release the forced position lock
- forcedPosition = null;
- }
- }
- }
- }
- public void EventManagerOnClientMovement(ScenePresence avatar)
- //Like handleEventManagerOnSignificantClientMovement, but called with an AgentUpdate regardless of distance.
- {
- ILandObject over = GetLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
- if (over != null)
- {
- if (!over.IsRestrictedFromLand(avatar.UUID) && (!over.IsBannedFromLand(avatar.UUID) || avatar.AbsolutePosition.Z >= LandChannel.BAN_LINE_SAFETY_HIEGHT))
- {
- avatar.lastKnownAllowedPosition =
- new Vector3(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, avatar.AbsolutePosition.Z);
- }
- }
- }
- public void ClientOnParcelAccessListRequest(UUID agentID, UUID sessionID, uint flags, int sequenceID,
- int landLocalID, IClientAPI remote_client)
- {
- ILandObject land;
- lock (m_landList)
- {
- m_landList.TryGetValue(landLocalID, out land);
- }
- if (land != null)
- {
- m_landList[landLocalID].SendAccessList(agentID, sessionID, flags, sequenceID, remote_client);
- }
- }
- public void ClientOnParcelAccessUpdateListRequest(UUID agentID, UUID sessionID, uint flags, int landLocalID,
- List<ParcelManager.ParcelAccessEntry> entries,
- IClientAPI remote_client)
- {
- ILandObject land;
- lock (m_landList)
- {
- m_landList.TryGetValue(landLocalID, out land);
- }
- if (land != null)
- {
- if (agentID == land.LandData.OwnerID)
- {
- land.UpdateAccessList(flags, entries, remote_client);
- }
- }
- else
- {
- m_log.WarnFormat("[LAND]: Invalid local land ID {0}", landLocalID);
- }
- }
- /// <summary>
- /// Creates a basic Parcel object without an owner (a zeroed key)
- /// </summary>
- /// <returns></returns>
- public ILandObject CreateBaseLand()
- {
- return new LandObject(UUID.Zero, false, m_scene);
- }
- /// <summary>
- /// Adds a land object to the stored list and adds them to the landIDList to what they own
- /// </summary>
- /// <param name="new_land">The land object being added</param>
- public ILandObject AddLandObject(ILandObject land)
- {
- ILandObject new_land = land.Copy();
- lock (m_landList)
- {
- int newLandLocalID = ++m_lastLandLocalID;
- new_land.LandData.LocalID = newLandLocalID;
- bool[,] landBitmap = new_land.GetLandBitmap();
- for (int x = 0; x < landArrayMax; x++)
- {
- for (int y = 0; y < landArrayMax; y++)
- {
- if (landBitmap[x, y])
- {
- m_landIDList[x, y] = newLandLocalID;
- }
- }
- }
- m_landList.Add(newLandLocalID, new_land);
- }
- new_land.ForceUpdateLandInfo();
- m_scene.EventManager.TriggerLandObjectAdded(new_land);
- return new_land;
- }
- /// <summary>
- /// Removes a land object from the list. Will not remove if local_id is still owning an area in landIDList
- /// </summary>
- /// <param name="local_id">Land.localID of the peice of land to remove.</param>
- public void removeLandObject(int local_id)
- {
- lock (m_landList)
- {
- for (int x = 0; x < 64; x++)
- {
- for (int y = 0; y < 64; y++)
- {
- if (m_landIDList[x, y] == local_id)
- {
- m_log.WarnFormat("[LAND]: Not removing land object {0}; still being used at {1}, {2}",
- local_id, x, y);
- return;
- //throw new Exception("Could not remove land object. Still being used at " + x + ", " + y);
- }
- }
- }
- m_scene.EventManager.TriggerLandObjectRemoved(m_landList[local_id].LandData.GlobalID);
- m_landList.Remove(local_id);
- }
- }
- private void performFinalLandJoin(ILandObject master, ILandObject slave)
- {
- bool[,] landBitmapSlave = slave.GetLandBitmap();
- lock (m_landList)
- {
- for (int x = 0; x < 64; x++)
- {
- for (int y = 0; y < 64; y++)
- {
- if (landBitmapSlave[x, y])
- {
- m_landIDList[x, y] = master.LandData.LocalID;
- }
- }
- }
- }
- removeLandObject(slave.LandData.LocalID);
- UpdateLandObject(master.LandData.LocalID, master.LandData);
- }
- public ILandObject GetLandObject(int parcelLocalID)
- {
- lock (m_landList)
- {
- if (m_landList.ContainsKey(parcelLocalID))
- {
- return m_landList[parcelLocalID];
- }
- }
- return null;
- }
- /// <summary>
- /// Get the land object at the specified point
- /// </summary>
- /// <param name="x_float">Value between 0 - 256 on the x axis of the point</param>
- /// <param name="y_float">Value between 0 - 256 on the y axis of the point</param>
- /// <returns>Land object at the point supplied</returns>
- public ILandObject GetLandObject(float x_float, float y_float)
- {
- int x;
- int y;
- if (x_float > Constants.RegionSize || x_float <= 0 || y_float > Constants.RegionSize || y_float <= 0)
- return null;
-
- try
- {
- x = Convert.ToInt32(Math.Floor(Convert.ToDouble(x_float) / 4.0));
- y = Convert.ToInt32(Math.Floor(Convert.ToDouble(y_float) / 4.0));
- }
- catch (OverflowException)
- {
- return null;
- }
- if (x >= 64 || y >= 64 || x < 0 || y < 0)
- {
- return null;
- }
-
- lock (m_landList)
- {
- // Corner case. If an autoreturn happens during sim startup
- // we will come here with the list uninitialized
- //
- if (m_landList.ContainsKey(m_landIDList[x, y]))
- return m_landList[m_landIDList[x, y]];
- return null;
- }
- }
- public ILandObject GetLandObject(int x, int y)
- {
- if (x >= Convert.ToInt32(Constants.RegionSize) || y >= Convert.ToInt32(Constants.RegionSize) || x < 0 || y < 0)
- {
- // These exceptions here will cause a lot of complaints from the users specifically because
- // they happen every time at border crossings
- throw new Exception("Error: Parcel not found at point " + x + ", " + y);
- }
-
- lock (m_landIDList)
- {
- try
- {
- if (m_landList.ContainsKey(m_landIDList[x / 4, y / 4]))
- return m_landList[m_landIDList[x / 4, y / 4]];
- else
- return null;
- }
- catch (IndexOutOfRangeException)
- {
- return null;
- }
- }
- }
- #endregion
- #region Parcel Modification
- public void ResetAllLandPrimCounts()
- {
- lock (m_landList)
- {
- foreach (LandObject p in m_landList.Values)
- {
- p.ResetLandPrimCounts();
- }
- }
- }
- public void EventManagerOnParcelPrimCountTainted()
- {
- m_landPrimCountTainted = true;
- }
- public bool IsLandPrimCountTainted()
- {
- return m_landPrimCountTainted;
- }
- public void EventManagerOnParcelPrimCountAdd(SceneObjectGroup obj)
- {
- Vector3 position = obj.AbsolutePosition;
- ILandObject landUnderPrim = GetLandObject(position.X, position.Y);
- if (landUnderPrim != null)
- {
- landUnderPrim.AddPrimToCount(obj);
- }
- }
- public void EventManagerOnObjectBeingRemovedFromScene(SceneObjectGroup obj)
- {
-
- lock (m_landList)
- {
- foreach (LandObject p in m_landList.Values)
- {
- p.RemovePrimFromCount(obj);
- }
- }
- }
- public void FinalizeLandPrimCountUpdate()
- {
- //Get Simwide prim count for owner
- Dictionary<UUID, List<LandObject>> landOwnersAndParcels = new Dictionary<UUID, List<LandObject>>();
- lock (m_landList)
- {
- foreach (LandObject p in m_landList.Values)
- {
- if (!landOwnersAndParcels.ContainsKey(p.LandData.OwnerID))
- {
- List<LandObject> tempList = new List<LandObject>();
- tempList.Add(p);
- landOwnersAndParcels.Add(p.LandData.OwnerID, tempList);
- }
- else
- {
- landOwnersAndParcels[p.LandData.OwnerID].Add(p);
- }
- }
- }
- foreach (UUID owner in landOwnersAndParcels.Keys)
- {
- int simArea = 0;
- int simPrims = 0;
- foreach (LandObject p in landOwnersAndParcels[owner])
- {
- simArea += p.LandData.Area;
- simPrims += p.LandData.OwnerPrims + p.LandData.OtherPrims + p.LandData.GroupPrims +
- p.LandData.SelectedPrims;
- }
- foreach (LandObject p in landOwnersAndParcels[owner])
- {
- p.LandData.SimwideArea = simArea;
- p.LandData.SimwidePrims = simPrims;
- }
- }
- }
- public void EventManagerOnParcelPrimCountUpdate()
- {
- ResetAllLandPrimCounts();
- foreach (EntityBase obj in m_scene.Entities)
- {
- if (obj != null)
- {
- if ((obj is SceneObjectGroup) && !obj.IsDeleted && !((SceneObjectGroup) obj).IsAttachment)
- {
- m_scene.EventManager.TriggerParcelPrimCountAdd((SceneObjectGroup) obj);
- }
- }
- }
- FinalizeLandPrimCountUpdate();
- m_landPrimCountTainted = false;
- }
- public void EventManagerOnRequestParcelPrimCountUpdate()
- {
- ResetAllLandPrimCounts();
- m_scene.EventManager.TriggerParcelPrimCountUpdate();
- FinalizeLandPrimCountUpdate();
- m_landPrimCountTainted = false;
- }
- /// <summary>
- /// Subdivides a piece of land
- /// </summary>
- /// <param name="start_x">West Point</param>
- /// <param name="start_y">South Point</param>
- /// <param name="end_x">East Point</param>
- /// <param name="end_y">North Point</param>
- /// <param name="attempting_user_id">UUID of user who is trying to subdivide</param>
- /// <returns>Returns true if successful</returns>
- private void subdivide(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id)
- {
- //First, lets loop through the points and make sure they are all in the same peice of land
- //Get the land object at start
- ILandObject startLandObject = GetLandObject(start_x, start_y);
- if (startLandObject == null) return;
- //Loop through the points
- try
- {
- int totalX = end_x - start_x;
- int totalY = end_y - start_y;
- for (int y = 0; y < totalY; y++)
- {
- for (int x = 0; x < totalX; x++)
- {
- ILandObject tempLandObject = GetLandObject(start_x + x, start_y + y);
- if (tempLandObject == null) return;
- if (tempLandObject != startLandObject) return;
- }
- }
- }
- catch (Exception)
- {
- return;
- }
- //If we are still here, then they are subdividing within one piece of land
- //Check owner
- if (!m_scene.Permissions.CanEditParcel(attempting_user_id, startLandObject))
- {
- return;
- }
- //Lets create a new land object with bitmap activated at that point (keeping the old land objects info)
- ILandObject newLand = startLandObject.Copy();
- newLand.LandData.Name = newLand.LandData.Name;
- newLand.LandData.GlobalID = UUID.Random();
- newLand.SetLandBitmap(newLand.GetSquareLandBitmap(start_x, start_y, end_x, end_y));
- //Now, lets set the subdivision area of the original to false
- int startLandObjectIndex = startLandObject.LandData.LocalID;
- lock (m_landList)
- {
- m_landList[startLandObjectIndex].SetLandBitmap(
- newLand.ModifyLandBitmapSquare(startLandObject.GetLandBitmap(), start_x, start_y, end_x, end_y, false));
- m_landList[startLandObjectIndex].ForceUpdateLandInfo();
- }
- EventManagerOnParcelPrimCountTainted();
- //Now add the new land object
- ILandObject result = AddLandObject(newLand);
- UpdateLandObject(startLandObject.LandData.LocalID, startLandObject.LandData);
- result.SendLandUpdateToAvatarsOverMe();
- }
- /// <summary>
- /// Join 2 land objects together
- /// </summary>
- /// <param name="start_x">x value in first piece of land</param>
- /// <param name="start_y">y value in first piece of land</param>
- /// <param name="end_x">x value in second peice of land</param>
- /// <param name="end_y">y value in second peice of land</param>
- /// <param name="attempting_user_id">UUID of the avatar trying to join the land objects</param>
- /// <returns>Returns true if successful</returns>
- private void join(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id)
- {
- end_x -= 4;
- end_y -= 4;
- List<ILandObject> selectedLandObjects = new List<ILandObject>();
- int stepYSelected;
- for (stepYSelected = start_y; stepYSelected <= end_y; stepYSelected += 4)
- {
- int stepXSelected;
- for (stepXSelected = start_x; stepXSelected <= end_x; stepXSelected += 4)
- {
- ILandObject p = GetLandObject(stepXSelected, stepYSelected);
- if (p != null)
- {
- if (!selectedLandObjects.Contains(p))
- {
- selectedLandObjects.Add(p);
- }
- }
- }
- }
- ILandObject masterLandObject = selectedLandObjects[0];
- selectedLandObjects.RemoveAt(0);
- if (selectedLandObjects.Count < 1)
- {
- return;
- }
- if (!m_scene.Permissions.CanEditParcel(attempting_user_id, masterLandObject))
- {
- return;
- }
- foreach (ILandObject p in selectedLandObjects)
- {
- if (p.LandData.OwnerID != masterLandObject.LandData.OwnerID)
- {
- return;
- }
- }
-
- lock (m_landList)
- {
- foreach (ILandObject slaveLandObject in selectedLandObjects)
- {
- m_landList[masterLandObject.LandData.LocalID].SetLandBitmap(
- slaveLandObject.MergeLandBitmaps(masterLandObject.GetLandBitmap(), slaveLandObject.GetLandBitmap()));
- performFinalLandJoin(masterLandObject, slaveLandObject);
- }
- }
- EventManagerOnParcelPrimCountTainted();
- masterLandObject.SendLandUpdateToAvatarsOverMe();
- }
- public void Join(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id)
- {
- join(start_x, start_y, end_x, end_y, attempting_user_id);
- }
- public void Subdivide(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id)
- {
- subdivide(start_x, start_y, end_x, end_y, attempting_user_id);
- }
- #endregion
- #region Parcel Updating
- /// <summary>
- /// Where we send the ParcelOverlay packet to the client
- /// </summary>
- /// <param name="remote_client">The object representing the client</param>
- public void SendParcelOverlay(IClientAPI remote_client)
- {
- const int LAND_BLOCKS_PER_PACKET = 1024;
- byte[] byteArray = new byte[LAND_BLOCKS_PER_PACKET];
- int byteArrayCount = 0;
- int sequenceID = 0;
- int blockmeters = 4 * (int) Constants.RegionSize/(int)Constants.TerrainPatchSize;
- for (int y = 0; y < blockmeters; y++)
- {
- for (int x = 0; x < blockmeters; x++)
- {
- byte tempByte = 0; //This represents the byte for the current 4x4
- ILandObject currentParcelBlock = GetLandObject(x * 4, y * 4);
- if (currentParcelBlock != null)
- {
- if (currentParcelBlock.LandData.OwnerID == remote_client.AgentId)
- {
- //Owner Flag
- tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
- }
- else if (currentParcelBlock.LandData.SalePrice > 0 &&
- (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
- currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
- {
- //Sale Flag
- tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_IS_FOR_SALE);
- }
- else if (currentParcelBlock.LandData.OwnerID == UUID.Zero)
- {
- //Public Flag
- tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_PUBLIC);
- }
- else
- {
- //Other Flag
- tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_OTHER);
- }
- //Now for border control
- ILandObject westParcel = null;
- ILandObject southParcel = null;
- if (x > 0)
- {
- westParcel = GetLandObject((x - 1) * 4, y * 4);
- }
- if (y > 0)
- {
- southParcel = GetLandObject(x * 4, (y - 1) * 4);
- }
- if (x == 0)
- {
- tempByte = Convert.ToByte(tempByte | LandChannel.LAND_FLAG_PROPERTY_BORDER_WEST);
- }
- else if (westParcel != null && westParcel != currentParcelBlock)
- {
- tempByte = Convert.ToByte(tempByte | LandChannel.LAND_FLAG_PROPERTY_BORDER_WEST);
- }
- if (y == 0)
- {
- tempByte = Convert.ToByte(tempByte | LandChannel.LAND_FLAG_PROPERTY_BORDER_SOUTH);
- }
- else if (southParcel != null && southParcel != currentParcelBlock)
- {
- tempByte = Convert.ToByte(tempByte | LandChannel.LAND_FLAG_PROPERTY_BORDER_SOUTH);
- }
- byteArray[byteArrayCount] = tempByte;
- byteArrayCount++;
- if (byteArrayCount >= LAND_BLOCKS_PER_PACKET)
- {
- remote_client.SendLandParcelOverlay(byteArray, sequenceID);
- byteArrayCount = 0;
- sequenceID++;
- byteArray = new byte[LAND_BLOCKS_PER_PACKET];
- }
- }
- }
- }
- }
- public void ClientOnParcelPropertiesRequest(int start_x, int start_y, int end_x, int end_y, int sequence_id,
- bool snap_selection, IClientAPI remote_client)
- {
- //Get the land objects within the bounds
- List<ILandObject> temp = new List<ILandObject>();
- int inc_x = end_x - start_x;
- int inc_y = end_y - start_y;
- for (int x = 0; x < inc_x; x++)
- {
- for (int y = 0; y < inc_y; y++)
- {
-
- ILandObject currentParcel = GetLandObject(start_x + x, start_y + y);
- if (currentParcel != null)
- {
- if (!temp.Contains(currentParcel))
- {
- currentParcel.ForceUpdateLandInfo();
- temp.Add(currentParcel);
- }
- }
-
- }
- }
- int requestResult = LandChannel.LAND_RESULT_SINGLE;
- if (temp.Count > 1)
- {
- requestResult = LandChannel.LAND_RESULT_MULTIPLE;
- }
- for (int i = 0; i < temp.Count; i++)
- {
- temp[i].SendLandProperties(sequence_id, snap_selection, requestResult, remote_client);
- }
- SendParcelOverlay(remote_client);
- }
- public void ClientOnParcelPropertiesUpdateRequest(LandUpdateArgs args, int localID, IClientAPI remote_client)
- {
- ILandObject land;
- lock (m_landList)
- {
- m_landList.TryGetValue(localID, out land);
- }
- if (land != null) land.UpdateLandProperties(args, remote_client);
- }
- public void ClientOnParcelDivideRequest(int west, int south, int east, int north, IClientAPI remote_client)
- {
- subdivide(west, south, east, north, remote_client.AgentId);
- }
- public void ClientOnParcelJoinRequest(int west, int south, int east, int north, IClientAPI remote_client)
- {
- join(west, south, east, north, remote_client.AgentId);
- }
- public void ClientOnParcelSelectObjects(int local_id, int request_type,
- List<UUID> returnIDs, IClientAPI remote_client)
- {
- m_landList[local_id].SendForceObjectSelect(local_id, request_type, returnIDs, remote_client);
- }
- public void ClientOnParcelObjectOwnerRequest(int local_id, IClientAPI remote_client)
- {
- ILandObject land;
- lock (m_landList)
- {
- m_landList.TryGetValue(local_id, out land);
- }
- if (land != null)
- {
- m_landList[local_id].SendLandObjectOwners(remote_client);
- }
- else
- {
- m_log.WarnFormat("[PARCEL]: Invalid land object {0} passed for parcel object owner request", local_id);
- }
- }
- public void ClientOnParcelGodForceOwner(int local_id, UUID ownerID, IClientAPI remote_client)
- {
- ILandObject land;
- lock (m_landList)
- {
- m_landList.TryGetValue(local_id, out land);
- }
- if (land != null)
- {
- if (m_scene.Permissions.IsGod(remote_client.AgentId))
- {
- land.LandData.OwnerID = ownerID;
- land.LandData.GroupID = UUID.Zero;
- land.LandData.IsGroupOwned = false;
- land.LandData.Flags &= ~(uint) (ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects | ParcelFlags.ShowDirectory);
- m_scene.ForEachClient(SendParcelOverlay);
- land.SendLandUpdateToClient(true, remote_client);
- }
- }
- }
- public void ClientOnParcelAbandonRequest(int local_id, IClientAPI remote_client)
- {
- ILandObject land;
- lock (m_landList)
- {
- m_landList.TryGetValue(local_id, out land);
- }
- if (land != null)
- {
- if (m_scene.Permissions.CanAbandonParcel(remote_client.AgentId, land))
- {
- land.LandData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
- land.LandData.GroupID = UUID.Zero;
- land.LandData.IsGroupOwned = false;
- land.LandData.Flags &= ~(uint) (ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects | ParcelFlags.ShowDirectory);
- m_scene.ForEachClient(SendParcelOverlay);
- land.SendLandUpdateToClient(true, remote_client);
- }
- }
- }
- public void ClientOnParcelReclaim(int local_id, IClientAPI remote_client)
- {
- ILandObject land;
- lock (m_landList)
- {
- m_landList.TryGetValue(local_id, out land);
- }
- if (land != null)
- {
- if (m_scene.Permissions.CanReclaimParcel(remote_client.AgentId, land))
- {
- land.LandData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
- land.LandData.ClaimDate = Util.UnixTimeSinceEpoch();
- land.LandData.GroupID = UUID.Zero;
- land.LandData.IsGroupOwned = false;
- land.LandData.SalePrice = 0;
- land.LandData.AuthBuyerID = UUID.Zero;
- land.LandData.Flags &= ~(uint) (ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects | ParcelFlags.ShowDirectory);
- m_scene.ForEachClient(SendParcelOverlay);
- land.SendLandUpdateToClient(true, remote_client);
- }
- }
- }
- #endregion
- // If the economy has been validated by the economy module,
- // and land has been validated as well, this method transfers
- // the land ownership
- public void EventManagerOnLandBuy(Object o, EventManager.LandBuyArgs e)
- {
- if (e.economyValidated && e.landValidated)
- {
- ILandObject land;
- lock (m_landList)
- {
- m_landList.TryGetValue(e.parcelLocalID, out land);
- }
- if (land != null)
- {
- land.UpdateLandSold(e.agentId, e.groupId, e.groupOwned, (uint)e.transactionID, e.parcelPrice, e.parcelArea);
- }
- }
- }
- // After receiving a land buy packet, first the data needs to
- // be validated. This method validates the right to buy the
- // parcel
- public void EventManagerOnValidateLandBuy(Object o, EventManager.LandBuyArgs e)
- {
- if (e.landValidated == false)
- {
- ILandObject lob = null;
- lock (m_landList)
- {
- m_landList.TryGetValue(e.parcelLocalID, out lob);
- }
- if (lob != null)
- {
- UUID AuthorizedID = lob.LandData.AuthBuyerID;
- int saleprice = lob.LandData.SalePrice;
- UUID pOwnerID = lob.LandData.OwnerID;
- bool landforsale = ((lob.LandData.Flags &
- (uint)(ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects)) != 0);
- if ((AuthorizedID == UUID.Zero || AuthorizedID == e.agentId) && e.parcelPrice >= saleprice && landforsale)
- {
- // TODO I don't think we have to lock it here, no?
- //lock (e)
- //{
- e.parcelOwnerID = pOwnerID;
- e.landValidated = true;
- //}
- }
- }
- }
- }
- void ClientOnParcelDeedToGroup(int parcelLocalID, UUID groupID, IClientAPI remote_client)
- {
- ILandObject land;
- lock (m_landList)
- {
- m_landList.TryGetValue(parcelLocalID, out land);
- }
- if (!m_scene.Permissions.CanDeedParcel(remote_client.AgentId, land))
- return;
- if (land != null)
- {
- land.DeedToGroup(groupID);
- }
- }
- #region Land Object From Storage Functions
- public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
- {
- for (int i = 0; i < data.Count; i++)
- {
- IncomingLandObjectFromStorage(data[i]);
- }
- }
- public void IncomingLandObjectFromStorage(LandData data)
- {
- ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
- new_land.LandData = data.Copy();
- new_land.SetLandBitmapFromByteArray();
- AddLandObject(new_land);
- }
- public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
- {
- ILandObject selectedParcel = null;
- lock (m_landList)
- {
- m_landList.TryGetValue(localID, out selectedParcel);
- }
- if (selectedParcel == null) return;
- selectedParcel.ReturnLandObjects(returnType, agentIDs, taskIDs, remoteClient);
- }
- public void EventManagerOnNoLandDataFromStorage()
- {
- ResetSimLandObjects();
- }
- #endregion
- public void setParcelObjectMaxOverride(overrideParcelMaxPrimCountDelegate overrideDel)
- {
- lock (m_landList)
- {
- foreach (LandObject obj in m_landList.Values)
- {
- obj.SetParcelObjectMaxOverride(overrideDel);
- }
- }
- }
- public void setSimulatorObjectMaxOverride(overrideSimulatorMaxPrimCountDelegate overrideDel)
- {
- }
- #region CAPS handler
- private void EventManagerOnRegisterCaps(UUID agentID, Caps caps)
- {
- string capsBase = "/CAPS/" + caps.CapsObjectPath;
- caps.RegisterHandler("RemoteParcelRequest",
- new RestStreamHandler("POST", capsBase + remoteParcelRequestPath,
- delegate(string request, string path, string param,
- OSHttpRequest httpRequest, OSHttpResponse httpResponse)
- {
- return RemoteParcelRequest(request, path, param, agentID, caps);
- }));
- }
- // we cheat here: As we don't have (and want) a grid-global parcel-store, we can't return the
- // "real" parcelID, because we wouldn't be able to map that to the region the parcel belongs to.
- // So, we create a "fake" parcelID by using the regionHandle (64 bit), and the local (integer) x
- // and y coordinate (each 8 bit), encoded in a UUID (128 bit).
- //
- // Request format:
- // <llsd>
- // <map>
- // <key>location</key>
- // <array>
- // <real>1.23</real>
- // <real>45..6</real>
- // <real>78.9</real>
- // </array>
- // <key>region_id</key>
- // <uuid>xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx</uuid>
- // </map>
- // </llsd>
- private string RemoteParcelRequest(string request, string path, string param, UUID agentID, Caps caps)
- {
- UUID parcelID = UUID.Zero;
- try
- {
- Hashtable hash = new Hashtable();
- hash = (Hashtable)LLSD.LLSDDeserialize(Utils.StringToBytes(request));
- if (hash.ContainsKey("region_id") && hash.ContainsKey("location"))
- {
- UUID regionID = (UUID)hash["region_id"];
- ArrayList list = (ArrayList)hash["location"];
- uint x = (uint)(double)list[0];
- uint y = (uint)(double)list[1];
- if (hash.ContainsKey("region_handle"))
- {
- // if you do a "About Landmark" on a landmark a second time, the viewer sends the
- // region_handle it got earlier via RegionHandleRequest
- ulong regionHandle = Util.BytesToUInt64Big((byte[])hash["region_handle"]);
- parcelID = Util.BuildFakeParcelID(regionHandle, x, y);
- }
- else if (regionID == m_scene.RegionInfo.RegionID)
- {
- // a parcel request for a local parcel => no need to query the grid
- parcelID = Util.BuildFakeParcelID(m_scene.RegionInfo.RegionHandle, x, y);
- }
- else
- {
- // a parcel request for a parcel in another region. Ask the grid about the region
- GridRegion info = m_scene.GridService.GetRegionByUUID(UUID.Zero, regionID);
- if (info != null)
- parcelID = Util.BuildFakeParcelID(info.RegionHandle, x, y);
- }
- }
- }
- catch (LLSD.LLSDParseException e)
- {
- m_log.ErrorFormat("[LAND] Fetch error: {0}", e.Message);
- m_log.ErrorFormat("[LAND] ... in request {0}", request);
- }
- catch(InvalidCastException)
- {
- m_log.ErrorFormat("[LAND] Wrong type in request {0}", request);
- }
- LLSDRemoteParcelResponse response = new LLSDRemoteParcelResponse();
- response.parcel_id = parcelID;
- m_log.DebugFormat("[LAND] got parcelID {0}", parcelID);
- return LLSDHelpers.SerialiseLLSDReply(response);
- }
- #endregion
- private void ClientOnParcelDwellRequest(int localID, IClientAPI remoteClient)
- {
- ILandObject selectedParcel = null;
- lock (m_landList)
- {
- if (!m_landList.TryGetValue(localID, out selectedParcel))
- return;
- }
-
- remoteClient.SendParcelDwellReply(localID, selectedParcel.LandData.GlobalID, selectedParcel.LandData.Dwell);
- }
- private void ClientOnParcelInfoRequest(IClientAPI remoteClient, UUID parcelID)
- {
- if (parcelID == UUID.Zero)
- return;
- ExtendedLandData data =
- (ExtendedLandData)parcelInfoCache.Get(parcelID.ToString(),
- delegate(string id)
- {
- UUID parcel = UUID.Zero;
- UUID.TryParse(id, out parcel);
- // assume we've got the parcelID we just computed in RemoteParcelRequest
- ExtendedLandData extLandData = new ExtendedLandData();
- Util.ParseFakeParcelID(parcel, out extLandData.RegionHandle,
- out extLandData.X, out extLandData.Y);
- m_log.DebugFormat("[LAND] got parcelinfo request for regionHandle {0}, x/y {1}/{2}",
- extLandData.RegionHandle, extLandData.X, extLandData.Y);
-
- // for this region or for somewhere else?
- if (extLandData.RegionHandle == m_scene.RegionInfo.RegionHandle)
- {
- extLandData.LandData = this.GetLandObject(extLandData.X, extLandData.Y).LandData;
- }
- else
- {
- ILandService landService = m_scene.RequestModuleInterface<ILandService>();
- extLandData.LandData = landService.GetLandData(extLandData.RegionHandle,
- extLandData.X,
- extLandData.Y);
- if (extLandData.LandData == null)
- {
- // we didn't find the region/land => don't cache
- return null;
- }
- }
- return extLandData;
- });
- if (data != null) // if we found some data, send it
- {
- GridRegion info;
- if (data.RegionHandle == m_scene.RegionInfo.RegionHandle)
- {
- info = new GridRegion(m_scene.RegionInfo);
- }
- else
- {
- // most likely still cached from building the extLandData entry
- uint x = 0, y = 0;
- Utils.LongToUInts(data.RegionHandle, out x, out y);
- info = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
- }
- // we need to transfer the fake parcelID, not the one in landData, so the viewer can match it to the landmark.
- m_log.DebugFormat("[LAND] got parcelinfo for parcel {0} in region {1}; sending...",
- data.LandData.Name, data.RegionHandle);
- // HACK for now
- RegionInfo r = new RegionInfo();
- r.RegionName = info.RegionName;
- r.RegionLocX = (uint)info.RegionLocX;
- r.RegionLocY = (uint)info.RegionLocY;
- remoteClient.SendParcelInfo(r, data.LandData, parcelID, data.X, data.Y);
- }
- else
- m_log.Debug("[LAND] got no parcelinfo; not sending");
- }
- public void setParcelOtherCleanTime(IClientAPI remoteClient, int localID, int otherCleanTime)
- {
- ILandObject land;
- lock (m_landList)
- {
- m_landList.TryGetValue(localID, out land);
- }
- if (land == null) return;
- if (!m_scene.Permissions.CanEditParcel(remoteClient.AgentId, land))
- return;
- land.LandData.OtherCleanTime = otherCleanTime;
- UpdateLandObject(localID, land.LandData);
- }
- }
- }
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