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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 OpenSim Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Collections.Generic;
- using System.Reflection;
- using OpenMetaverse;
- using OpenMetaverse.Packets;
- using log4net;
- using OpenSim.Framework;
- using OpenSim.Region.Environment.Types;
- using OpenSim.Region.Physics.Manager;
- namespace OpenSim.Region.Environment.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 internal Dictionary<UUID, ScenePresence> ScenePresences = new Dictionary<UUID, ScenePresence>();
- // 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 List<EntityBase> m_updateList = new List<EntityBase>();
- 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;
- #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 (ScenePresences)
- {
- ScenePresences.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 UpdateEntities()
- {
- List<EntityBase> updateEntities = GetEntities();
- foreach (EntityBase entity in updateEntities)
- {
- entity.Update();
- }
- }
- protected internal void UpdatePresences()
- {
- List<ScenePresence> updateScenePresences = GetScenePresences();
- foreach (ScenePresence pres in updateScenePresences)
- {
- pres.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 UpdateEntityMovement()
- {
- List<EntityBase> moveEntities = GetEntities();
- foreach (EntityBase entity in moveEntities)
- {
- //cfk. This throws occaisional exceptions on a heavily used region
- //and I added this null check to try to preclude the exception.
- if (entity != null)
- entity.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);
- 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>
- protected internal 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]);
- Entities.Remove(uuid);
- //SceneObjectGroup part;
- //((part.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics)
- return true;
- }
- return false;
- }
- /// <summary>
- /// Add an entity to the list of prims to process on the next update
- /// </summary>
- /// <param name="obj">
- /// A <see cref="EntityBase"/>
- /// </param>
- protected internal void AddToUpdateList(EntityBase obj)
- {
- lock (m_updateList)
- {
- if (!m_updateList.Contains(obj))
- {
- m_updateList.Add(obj);
- }
- }
- }
- /// <summary>
- /// Process all pending updates
- /// </summary>
- protected internal void ProcessUpdates()
- {
- lock (m_updateList)
- {
- for (int i = 0; i < m_updateList.Count; i++)
- {
- EntityBase entity = m_updateList[i];
- // Don't abort the whole update if one entity happens to give us an exception.
- try
- {
- m_updateList[i].Update();
- }
- catch (Exception e)
- {
- m_log.ErrorFormat(
- "[INNER SCENE]: Failed to update {0}, {1} - {2}", entity.Name, entity.UUID, e);
- }
- }
- m_updateList.Clear();
- }
- }
- 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;
- }
- protected internal void DropObject(uint objectLocalID, IClientAPI remoteClient)
- {
- List<EntityBase> EntityList = GetEntities();
- foreach (EntityBase obj in EntityList)
- {
- if (obj is SceneObjectGroup)
- {
- if (((SceneObjectGroup)obj).LocalId == objectLocalID)
- {
- SceneObjectGroup group = (SceneObjectGroup)obj;
- m_parentScene.DetachSingleAttachmentToGround(group.UUID,remoteClient);
- }
- }
- }
- }
- protected internal void DetachObject(uint objectLocalID, IClientAPI remoteClient)
- {
- List<EntityBase> EntityList = GetEntities();
- foreach (EntityBase obj in EntityList)
- {
- if (obj is SceneObjectGroup)
- {
- if (((SceneObjectGroup)obj).LocalId == objectLocalID)
- {
- SceneObjectGroup group = (SceneObjectGroup)obj;
- //group.DetachToGround();
- m_parentScene.DetachSingleAttachmentToInv(group.GetFromAssetID(),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)
- {
- List<EntityBase> EntityList = GetEntities();
- foreach (EntityBase obj in EntityList)
- {
- if (obj is SceneObjectGroup)
- {
- if (((SceneObjectGroup)obj).LocalId == objectLocalID)
- {
- SceneObjectGroup group = (SceneObjectGroup)obj;
- 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);
- }
- 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
- //
- objatt.CreateScriptInstances(0, true, m_parentScene.DefaultScriptEngine, 0);
- }
- 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;
- List<EntityBase> EntityList = GetEntities();
- foreach (EntityBase obj in EntityList)
- {
- if (obj is SceneObjectGroup)
- {
- if (((SceneObjectGroup)obj).GetFromAssetID() == itemID)
- {
- SceneObjectGroup group = (SceneObjectGroup)obj;
- group.DetachToInventoryPrep();
- m_log.Debug("[DETACH]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString());
- m_parentScene.updateKnownAsset(remoteClient, group, group.GetFromAssetID(), group.OwnerID);
- m_parentScene.DeleteSceneObject(group, false);
- }
- }
- }
- }
- protected internal void AttachObject(
- IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, Quaternion rot, Vector3 attachPos, bool silent)
- {
- List<EntityBase> EntityList = GetEntities();
- foreach (EntityBase obj in EntityList)
- {
- if (obj is SceneObjectGroup)
- {
- if (((SceneObjectGroup)obj).LocalId == objectLocalID)
- {
- SceneObjectGroup group = (SceneObjectGroup)obj;
- if (m_parentScene.Permissions.CanTakeObject(obj.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(Convert.ToByte(AttachmentPt));
- group.AbsolutePosition = attachPos;
- // Saves and gets assetID
- UUID itemId;
- if (group.GetFromAssetID() == UUID.Zero)
- {
- m_parentScene.attachObjectAssetStore(remoteClient, group, remoteClient.AgentId, out itemId);
- }
- else
- {
- itemId = group.GetFromAssetID();
- }
- 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);
- }
- }
- }
- }
- }
- 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();
- }
- Entities[presence.UUID] = presence;
- lock (ScenePresences)
- {
- ScenePresences[presence.UUID] = presence;
- }
- }
- /// <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 (ScenePresences)
- {
- if (!ScenePresences.Remove(agentID))
- {
- m_log.WarnFormat("[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
- }
- // else
- // {
- // m_log.InfoFormat("[SCENE] Removed scene presence {0} from scene presences 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++;
- }
- }
- protected internal void removeUserCount(bool TypeRCTF)
- {
- if (TypeRCTF)
- {
- m_numRootAgents--;
- }
- else
- {
- m_numChildAgents--;
- }
- }
- public void RecalculateStats()
- {
- List<ScenePresence> SPList = GetScenePresences();
- int rootcount = 0;
- int childcount = 0;
- foreach (ScenePresence user in SPList)
- {
- 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 List<ScenePresence> GetScenePresences()
- {
- lock (ScenePresences)
- {
- return new List<ScenePresence>(ScenePresences.Values);
- }
- }
- 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>
- protected internal 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>();
- List<ScenePresence> ScenePresencesList = GetScenePresences();
- foreach (ScenePresence avatar in ScenePresencesList)
- {
- 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 (ScenePresences)
- {
- 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>
- private SceneObjectGroup GetGroupByPrim(uint localID)
- {
- //m_log.DebugFormat("Entered GetGroupByPrim with localID {0}", localID);
- 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))
- return (SceneObjectGroup)ent;
- }
- }
- 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)
- {
- List<EntityBase> EntityList = GetEntities();
- foreach (EntityBase ent in EntityList)
- {
- if (ent is SceneObjectGroup)
- {
- if (((SceneObjectGroup)ent).HasChildPrim(fullID))
- return (SceneObjectGroup)ent;
- }
- }
- return null;
- }
- protected internal EntityIntersection GetClosestIntersectingPrim(Ray hray, bool frontFacesOnly, bool faceCenters)
- {
- // Primitive Ray Tracing
- float closestDistance = 280f;
- EntityIntersection returnResult = new EntityIntersection();
- List<EntityBase> EntityList = GetEntities();
- foreach (EntityBase ent in EntityList)
- {
- if (ent is SceneObjectGroup)
- {
- SceneObjectGroup reportingG = (SceneObjectGroup)ent;
- EntityIntersection result = reportingG.TestIntersection(hray, frontFacesOnly, faceCenters);
- if (result.HitTF)
- {
- if (result.distance < closestDistance)
- {
- closestDistance = result.distance;
- returnResult = result;
- }
- }
- }
- }
- return returnResult;
- }
- /// <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 group.GetChildPart(localID);
- else
- return null;
- }
-
- /// <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 group.GetChildPart(fullID);
- else
- return null;
- }
- protected internal bool TryGetAvatar(UUID avatarId, out ScenePresence avatar)
- {
- ScenePresence presence;
-
- lock (ScenePresences)
- {
- if (ScenePresences.TryGetValue(avatarId, out presence))
- {
- avatar = presence;
- return true;
- //if (!presence.IsChildAgent)
- //{
- // avatar = presence;
- // return true;
- //}
- //else
- //{
- // m_log.WarnFormat(
- // "[INNER SCENE]: Requested avatar {0} could not be found in scene {1} since it is only registered as a child agent!",
- // avatarId, m_parentScene.RegionInfo.RegionName);
- //}
- }
- }
- avatar = null;
- return false;
- }
- protected internal bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
- {
- lock (ScenePresences)
- {
- foreach (ScenePresence presence in ScenePresences.Values)
- {
- if (!presence.IsChildAgent)
- {
- string name = presence.ControllingClient.Name;
- if (String.Compare(avatarName, 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();
- }
- protected internal 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 ForEachClient(Action<IClientAPI> action)
- {
- List<ScenePresence> splist = GetScenePresences();
- foreach (ScenePresence presence in splist)
- {
- try
- {
- action(presence.ControllingClient);
- }
- catch (Exception e)
- {
- // Catch it and move on. This includes situations where splist has inconsistent info
- m_log.WarnFormat("[SCENE]: Problem processing action in ForEachClient: ", 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 UpdatePrimRotation(uint localID, Quaternion rot, IClientAPI remoteClient)
- {
- SceneObjectGroup group = GetGroupByPrim(localID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))
- {
- group.UpdateGroupRotation(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.UpdateGroupRotation(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))
- {
- group.UpdateGroupPosition(pos);
- }
- 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>
- ///
- /// </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 parentPrim, List<uint> childPrims)
- {
- List<EntityBase> EntityList = GetEntities();
- SceneObjectGroup parenPrim = null;
- foreach (EntityBase ent in EntityList)
- {
- if (ent is SceneObjectGroup)
- {
- if (((SceneObjectGroup)ent).LocalId == parentPrim)
- {
- parenPrim = (SceneObjectGroup)ent;
- break;
- }
- }
- }
- List<SceneObjectGroup> children = new List<SceneObjectGroup>();
- if (parenPrim != null)
- {
- // We do this in reverse to get the link order of the prims correct
- for (int i = childPrims.Count - 1; i >= 0; i--)
- {
- foreach (EntityBase ent in EntityList)
- {
- if (ent is SceneObjectGroup)
- {
- if (((SceneObjectGroup)ent).LocalId == childPrims[i])
- {
- // Make sure no child prim is set for sale
- // So that, on delink, no prims are unwittingly
- // left for sale and sold off
- ((SceneObjectGroup)ent).RootPart.ObjectSaleType = 0;
- ((SceneObjectGroup)ent).RootPart.SalePrice = 10;
- children.Add((SceneObjectGroup)ent);
- }
- }
- }
- }
- }
- else
- {
- return; // parent is null so not in this region
- }
- foreach (SceneObjectGroup sceneObj in children)
- {
- parenPrim.LinkToGroup(sceneObj);
- // this is here so physics gets updated!
- // Don't remove! Bad juju! Stay away! or fix physics!
- sceneObj.AbsolutePosition = sceneObj.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)
- parenPrim.RootPart.AddFlag(PrimFlags.CreateSelected);
- parenPrim.TriggerScriptChangedEvent(Changed.LINK);
- if (client != null)
- parenPrim.GetProperties(client);
- else
- {
- foreach (ScenePresence p in GetScenePresences())
- {
- parenPrim.GetProperties(p.ControllingClient);
- }
- }
- }
- /// <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)
- {
- SceneObjectGroup parenPrim = null;
- // Need a list of the SceneObjectGroup local ids
- // XXX I'm anticipating that building this dictionary once is more efficient than
- // repeated scanning of the Entity.Values for a large number of primIds. However, it might
- // be more efficient yet to keep this dictionary permanently on hand.
- Dictionary<uint, SceneObjectGroup> sceneObjects = new Dictionary<uint, SceneObjectGroup>();
- List<EntityBase> EntityList = GetEntities();
- foreach (EntityBase ent in EntityList)
- {
- if (ent is SceneObjectGroup)
- {
- SceneObjectGroup obj = (SceneObjectGroup)ent;
- // Nasty one. Can't unlink anything in the sim
- // If a duplicate local ID sneaks in
- // So, check it here!
- //
- if (!sceneObjects.ContainsKey(obj.LocalId))
- sceneObjects.Add(obj.LocalId, obj);
- }
- }
- // Find the root prim among the prim ids we've been given
- for (int i = 0; i < primIds.Count; i++)
- {
- if (sceneObjects.ContainsKey(primIds[i]))
- {
- parenPrim = sceneObjects[primIds[i]];
- primIds.RemoveAt(i);
- break;
- }
- }
- if (parenPrim != null)
- {
- foreach (uint childPrimId in primIds)
- {
- parenPrim.DelinkFromGroup(childPrimId, sendEvents);
- }
- if (parenPrim.Children.Count == 1)
- {
- // The link set has been completely torn down
- // This is the case if you select a link set and delink
- //
- parenPrim.RootPart.LinkNum = 0;
- if (sendEvents)
- parenPrim.TriggerScriptChangedEvent(Changed.LINK);
- }
- else
- {
- // The link set has prims remaining. This path is taken
- // when a subset of a link set's prims are selected
- // and the root prim is part of that selection
- //
- List<SceneObjectPart> parts = new List<SceneObjectPart>(parenPrim.Children.Values);
- List<uint> unlink_ids = new List<uint>();
- foreach (SceneObjectPart unlink_part in parts)
- unlink_ids.Add(unlink_part.LocalId);
- // Tear down the remaining link set
- //
- if (unlink_ids.Count == 2)
- {
- DelinkObjects(unlink_ids, true);
- return;
- }
- DelinkObjects(unlink_ids, false);
- // Send event to root prim, then we're done with it
- parenPrim.TriggerScriptChangedEvent(Changed.LINK);
- unlink_ids.Remove(parenPrim.RootPart.LocalId);
- foreach (uint localId in unlink_ids)
- {
- SceneObjectPart nr = GetSceneObjectPart(localId);
- nr.UpdateFlag = 0;
- }
- uint newRoot = unlink_ids[0];
- unlink_ids.Remove(newRoot);
- LinkObjects(null, newRoot, unlink_ids);
- }
- }
- else
- {
- // The selected prims were all child prims. Edit linked parts
- // without the root prim selected will get us here
- //
- List<SceneObjectGroup> parents = new List<SceneObjectGroup>();
- // If the first scan failed, we need to do a /deep/ scan of the linkages. This is /really/ slow
- // We know that this is not the root prim now essentially, so we don't have to worry about remapping
- // which one is the root prim
- bool delinkedSomething = false;
- for (int i = 0; i < primIds.Count; i++)
- {
- foreach (SceneObjectGroup grp in sceneObjects.Values)
- {
- SceneObjectPart gPart = grp.GetChildPart(primIds[i]);
- if (gPart != null)
- {
- grp.DelinkFromGroup(primIds[i]);
- delinkedSomething = true;
- if (!parents.Contains(grp))
- parents.Add(grp);
- }
- }
- }
- if (!delinkedSomething)
- {
- m_log.InfoFormat("[SCENE]: " +
- "DelinkObjects(): Could not find a root prim out of {0} as given to a delink request!",
- primIds);
- }
- else
- {
- foreach (SceneObjectGroup g in parents)
- {
- g.TriggerScriptChangedEvent(Changed.LINK);
- }
- }
- }
- }
- 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 originalPrim, 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);
-
- List<EntityBase> EntityList = GetEntities();
- SceneObjectGroup originPrim = null;
- foreach (EntityBase ent in EntityList)
- {
- if (ent is SceneObjectGroup)
- {
- if (((SceneObjectGroup)ent).LocalId == originalPrim)
- {
- originPrim = (SceneObjectGroup)ent;
- break;
- }
- }
- }
- if (originPrim != null)
- {
- if (m_parentScene.Permissions.CanDuplicateObject(originPrim.Children.Count, originPrim.UUID, AgentID, originPrim.AbsolutePosition))
- {
- SceneObjectGroup copy = originPrim.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.UpdateGroupRotation(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(originPrim, 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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