/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Diagnostics; using System.IO; using System.Runtime; using System.Runtime.CompilerServices; using System.Text; using System.Threading; using System.Timers; using Nini.Config; using OpenMetaverse; using OpenMetaverse.StructuredData; using OpenSim.Framework; using OpenSim.Framework.Monitoring; using OpenSim.Services.Interfaces; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes.Serialization; using OpenSim.Region.PhysicsModules.SharedBase; using Timer = System.Timers.Timer; using TPFlags = OpenSim.Framework.Constants.TeleportFlags; using GridRegion = OpenSim.Services.Interfaces.GridRegion; using PermissionMask = OpenSim.Framework.PermissionMask; namespace OpenSim.Region.Framework.Scenes { public delegate bool FilterAvatarList(ScenePresence avatar); public partial class Scene : SceneBase { private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L; private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L; public delegate void SynchronizeSceneHandler(Scene scene); #region Fields /// /// Show debug information about animations. /// public bool DebugAnimations { get; set; } /// /// Show debug information about teleports. /// public bool DebugTeleporting { get; set; } /// /// Show debug information about the scene loop. /// public bool DebugUpdates { get; set; } /// /// If true then the scene is saved to persistent storage periodically, every m_update_backup frames and /// if objects meet required conditions (m_dontPersistBefore and m_dontPersistAfter). /// /// /// Even if false, the scene will still be saved on clean shutdown. /// FIXME: Currently, setting this to false will mean that objects are not periodically returned from parcels. /// This needs to be fixed. /// public bool PeriodicBackup { get; set; } /// /// If false then the scene is never saved to persistence storage even if PeriodicBackup == true and even /// if the scene is being shut down for the final time. /// public bool UseBackup { get; set; } /// /// If false then physical objects are disabled, though collisions will continue as normal. /// public bool PhysicsEnabled { get { return m_physicsEnabled; } set { m_physicsEnabled = value; if (PhysicsScene is IPhysicsParameters parameters) { parameters.SetPhysicsParameter( "Active", m_physicsEnabled.ToString(), PhysParameterEntry.APPLY_TO_NONE); } } } private bool m_physicsEnabled; /// /// If false then scripts are not enabled on the simulator /// public bool ScriptsEnabled { get { return m_scripts_enabled; } set { if (m_scripts_enabled != value) { if (!value) { m_log.Info("Stopping all Scripts in Scene"); EntityBase[] entities = Entities.GetEntities(); foreach (EntityBase ent in entities) { if (ent is SceneObjectGroup group) group.RemoveScriptInstances(false); } } else { m_log.Info("Starting all Scripts in Scene"); EntityBase[] entities = Entities.GetEntities(); foreach (EntityBase ent in entities) { if (ent is SceneObjectGroup sog) { sog.CreateScriptInstances(0, false, DefaultScriptEngine, 0); sog.ResumeScripts(); } } } m_scripts_enabled = value; } } } private bool m_scripts_enabled; public bool ClampNegativeZ { get { return m_clampNegativeZ; } } private readonly bool m_clampNegativeZ = false; /// /// Used to prevent simultaneous calls to code that adds and removes agents. /// private readonly object m_removeClientLock = new(); /// /// Statistical information for this scene. /// public SimStatsReporter StatsReporter { get; private set; } /// /// Controls whether physics can be applied to prims. Even if false, prims still have entries in a /// PhysicsScene in order to perform collision detection /// public bool PhysicalPrims { get; private set; } /// /// Controls whether prims can be collided with. /// /// /// If this is set to false then prims cannot be subject to physics either. /// public bool CollidablePrims { get; private set; } /// /// Minimum value of the size of a non-physical prim in each axis /// public float m_minNonphys = 0.001f; /// /// Maximum value of the size of a non-physical prim in each axis /// public float m_maxNonphys = 256; /// /// Minimum value of the size of a physical prim in each axis /// public float m_minPhys = 0.01f; /// /// Maximum value of the size of a physical prim in each axis /// public float m_maxPhys = 10; /// /// Max prims an object will hold /// public int m_linksetCapacity = 0; public bool m_clampPrimSize; public bool m_trustBinaries; public bool m_allowScriptCrossings = true; /// /// use legacy sittarget offsets to avoid contents breaks /// to compensate for SL bug /// public bool LegacySitOffsets = true; /// /// Can avatars cross from and to this region? /// public bool AllowAvatarCrossing { get; set; } /// Max prims an Physical object will hold /// /// public int m_linksetPhysCapacity = 0; public int m_LinkSetDataLimit = 32 * 1024; /// /// When placed outside the region's border, do we transfer the objects or /// do we keep simulating them here? /// public bool DisableObjectTransfer { get; set; } public bool m_useFlySlow; public bool m_useTrashOnDelete = true; protected float m_defaultDrawDistance = 255f; protected float m_defaultCullingDrawDistance = 16f; public float DefaultDrawDistance { get { return ObjectsCullingByDistance?m_defaultCullingDrawDistance:m_defaultDrawDistance; } } protected float m_maxDrawDistance = 512.0f; // protected float m_maxDrawDistance = 256.0f; public float MaxDrawDistance { get { return m_maxDrawDistance; } } protected float m_maxRegionViewDistance = 255f; public float MaxRegionViewDistance { get { return m_maxRegionViewDistance; } } protected float m_minRegionViewDistance = 96f; public float MinRegionViewDistance { get { return m_minRegionViewDistance; } } private readonly List m_AllowedViewers = new(); private readonly List m_BannedViewers = new(); // TODO: need to figure out how allow client agents but deny // root agents when ACL denies access to root agent public bool m_strictAccessControl = true; public bool m_seeIntoBannedRegion = false; public int MaxUndoCount = 5; public bool SeeIntoRegion { get; set; } // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; public bool LoginLock = false; public bool StartDisabled = false; public bool LoadingPrims; public IXfer XferManager; // the minimum time that must elapse before a changed object will be considered for persisted public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L; // the maximum time that must elapse before a changed object will be considered for persisted public long m_persistAfter = DEFAULT_MAX_TIME_FOR_PERSISTENCE * 10000000L; protected int m_splitRegionID; protected Timer m_restartWaitTimer = new(); protected Timer m_timerWatchdog = new(); protected List m_regionRestartNotifyList = new(); protected List m_neighbours = new(); protected string m_simulatorVersion = "OpenSimulator Server"; protected AgentCircuitManager m_authenticateHandler; protected SceneCommunicationService m_sceneGridService; protected ISnmpModule m_snmpService = null; protected ISimulationDataService m_SimulationDataService; protected IEstateDataService m_EstateDataService; protected IAssetService m_AssetService; protected IAuthorizationService m_AuthorizationService; protected IInventoryService m_InventoryService; protected IGridService m_GridService; protected ILibraryService m_LibraryService; protected ISimulationService m_simulationService; protected IAuthenticationService m_AuthenticationService; protected IPresenceService m_PresenceService; protected IUserAccountService m_UserAccountService; protected IAvatarService m_AvatarService; protected IGridUserService m_GridUserService; protected IAgentPreferencesService m_AgentPreferencesService; protected IXMLRPC m_xmlrpcModule; protected IWorldComm m_worldCommModule; protected IAvatarFactoryModule m_AvatarFactory; protected IConfigSource m_config; protected IRegionSerialiserModule m_serialiser; protected IDialogModule m_dialogModule; protected ICapabilitiesModule m_capsModule; protected IGroupsModule m_groupsModule; private readonly Dictionary m_extraSettings; /// /// Current scene frame number /// public uint Frame { get; protected set; } /// /// Frame time /// public float FrameTime { get; private set; } public int FrameTimeWarnPercent { get; private set; } public int FrameTimeCritPercent { get; private set; } // Normalize the frame related stats to nominal 55fps for viewer and scripts option // see SimStatsReporter.cs public bool Normalized55FPS { get; private set; } private readonly int m_update_physics = 1; private readonly int m_update_entitymovement = 1; private readonly int m_update_objects = 1; private readonly int m_update_presences = 1; // Update scene presence movements private readonly int m_update_events = 1; private readonly int m_update_backup = 200; private readonly int m_update_terrain = 1000; private readonly int m_update_coarse_locations = 5; private readonly int m_update_temp_cleaning = 180; private float agentMS; private float frameMS; private float physicsMS2; private float physicsMS; private float otherMS; private float tempOnRezMS; private float eventMS; private float backupMS; private float terrainMS; private float landMS; /// /// Tick at which the last frame was processed. /// private int m_lastFrameTick; /// /// Total script execution time (in Stopwatch Ticks) since the last frame /// private long m_scriptExecutionTime = 0; /// /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched /// asynchronously from the update loop. /// private bool m_cleaningTemps = false; private bool m_sendingCoarseLocations = false; // same for async course locations sending // TODO: Possibly stop other classes being able to manipulate this directly. private readonly SceneGraph m_sceneGraph; private readonly Timer m_restartTimer = new(15000); // Wait before firing private volatile bool m_backingup; private readonly Dictionary m_returns = new(); private readonly HashSet m_groupsWithTargets = new(); private readonly string m_defaultScriptEngine; private int m_unixStartTime; public int UnixStartTime { get { return m_unixStartTime; } } /// /// Tick at which the last login occurred. /// private int m_LastLogin; private int m_lastIncoming; private int m_lastOutgoing; private int m_hbRestarts = 0; /// /// Thread that runs the scene loop. /// private Thread m_heartbeatThread; /// /// True if these scene is in the process of shutting down or is shutdown. /// public bool ShuttingDown { get { return m_shuttingDown; } } private volatile bool m_shuttingDown; /// /// Is the scene active? /// /// /// If false, update loop is not being run, though after setting to false update may still /// be active for a period (and IsRunning will still be true). Updates can still be triggered manually if /// the scene is not active. /// public bool Active { get { return m_active; } set { if (value) { if (!m_active) Start(false); } else { // This appears assymetric with Start() above but is not - setting m_active = false stops the loops // XXX: Possibly this should be in an explicit Stop() method for symmetry. m_active = false; } } } private volatile bool m_active; /// /// If true then updates are running. This may be true for a short period after a scene is de-activated. /// public bool IsRunning { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return m_isRunning; } } private volatile bool m_isRunning; private bool m_firstHeartbeat = true; // private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; // private bool m_reprioritizationEnabled = true; // private double m_reprioritizationInterval = 5000.0; // private double m_rootReprioritizationDistance = 10.0; // private double m_childReprioritizationDistance = 20.0; private readonly Timer m_mapGenerationTimer = new(); private readonly bool m_generateMaptiles; protected int m_lastHealth = -1; protected int m_lastUsers = -1; #endregion Fields #region Properties /* Used by the loadbalancer plugin on GForge */ public int SplitRegionID { get { return m_splitRegionID; } set { m_splitRegionID = value; } } public new float TimeDilation { get { return m_sceneGraph.PhysicsScene.TimeDilation; } } public void setThreadCount(int inUseThreads) { // Just pass the thread count information on its way as the Scene // does not require the value for anything at this time StatsReporter.SetThreadCount(inUseThreads); } public SceneCommunicationService SceneGridService { get { return m_sceneGridService; } } public ISnmpModule SnmpService { get { m_snmpService ??= RequestModuleInterface(); return m_snmpService; } } public ISimulationDataService SimulationDataService { get { if (m_SimulationDataService is null) { m_SimulationDataService = RequestModuleInterface(); if (m_SimulationDataService is null) { throw new Exception("No ISimulationDataService available."); } } return m_SimulationDataService; } } public IEstateDataService EstateDataService { get { if (m_EstateDataService is null) { m_EstateDataService = EstateDataServiceSafe; if (m_EstateDataService is null) { throw new Exception("No IEstateDataService available."); } } return m_EstateDataService; } } /// /// Similar to 'EstateDataService', but if the service isn't found returns null instead of throwing an exception. /// public IEstateDataService EstateDataServiceSafe { get { m_EstateDataService ??= RequestModuleInterface(); return m_EstateDataService; } } public IAssetService AssetService { get { if (m_AssetService is null) { m_AssetService = RequestModuleInterface(); if (m_AssetService is null) { throw new Exception("No IAssetService available."); } } return m_AssetService; } } public IAuthorizationService AuthorizationService { get { m_AuthorizationService ??= RequestModuleInterface(); return m_AuthorizationService; } } public IInventoryService InventoryService { get { if (m_InventoryService is null) { m_InventoryService = RequestModuleInterface(); if (m_InventoryService is null) { throw new Exception("No IInventoryService available. This could happen if the config_include folder doesn't exist or if the OpenSim.ini [Architecture] section isn't set. Please also check that you have the correct version of your inventory service dll. Sometimes old versions of this dll will still exist. Do a clean checkout and re-create the opensim.ini from the opensim.ini.example."); } } return m_InventoryService; } } public IGridService GridService { get { if (m_GridService is null) { m_GridService = RequestModuleInterface(); if (m_GridService is null) { throw new Exception("No IGridService available. This could happen if the config_include folder doesn't exist or if the OpenSim.ini [Architecture] section isn't set. Please also check that you have the correct version of your inventory service dll. Sometimes old versions of this dll will still exist. Do a clean checkout and re-create the opensim.ini from the opensim.ini.example."); } } return m_GridService; } } public ILibraryService LibraryService { get { m_LibraryService ??= RequestModuleInterface(); return m_LibraryService; } } public ISimulationService SimulationService { get { m_simulationService ??= RequestModuleInterface(); return m_simulationService; } } public IAuthenticationService AuthenticationService { get { m_AuthenticationService ??= RequestModuleInterface(); return m_AuthenticationService; } } public IPresenceService PresenceService { get { m_PresenceService ??= RequestModuleInterface(); return m_PresenceService; } } public IUserAccountService UserAccountService { get { m_UserAccountService ??= RequestModuleInterface(); return m_UserAccountService; } } public IAvatarService AvatarService { get { m_AvatarService ??= RequestModuleInterface(); return m_AvatarService; } } public IGridUserService GridUserService { get { m_GridUserService ??= RequestModuleInterface(); return m_GridUserService; } } public IAgentPreferencesService AgentPreferencesService { get { m_AgentPreferencesService ??= RequestModuleInterface(); return m_AgentPreferencesService; } } public IAttachmentsModule AttachmentsModule { get; set; } public IEntityTransferModule EntityTransferModule { get; private set; } public IAgentAssetTransactions AgentTransactionsModule { get; private set; } public IUserManagement UserManagementModule { get; private set; } public IAvatarFactoryModule AvatarFactory { get { return m_AvatarFactory; } } public ICapabilitiesModule CapsModule { get { return m_capsModule; } } public int MonitorFrameTime { get { return (int)frameMS; } } public int MonitorPhysicsUpdateTime { get { return (int)physicsMS; } } public int MonitorPhysicsSyncTime { get { return (int)physicsMS2; } } public int MonitorOtherTime { get { return (int)otherMS; } } public int MonitorTempOnRezTime { get { return (int)tempOnRezMS; } } public int MonitorEventTime { get { return (int)eventMS; } } // This may need to be divided into each event? public int MonitorBackupTime { get { return (int)backupMS; } } public int MonitorTerrainTime { get { return (int)terrainMS; } } public int MonitorLandTime { get { return (int)landMS; } } public int MonitorLastFrameTick { get { return m_lastFrameTick; } } public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get; set; } public bool IsReprioritizationEnabled { get; set; } public float ReprioritizationInterval { get; set; } public float ReprioritizationDistance { get; set; } private readonly float m_minReprioritizationDistance = 32f; public bool ObjectsCullingByDistance = false; private readonly ExpiringCacheOS TeleportTargetsCoolDown = new(); public AgentCircuitManager AuthenticateHandler { get { return m_authenticateHandler; } } // an instance to the physics plugin's Scene object. public PhysicsScene PhysicsScene { get { return m_sceneGraph.PhysicsScene; } set { m_sceneGraph.PhysicsScene = value; } } public string DefaultScriptEngine { get { return m_defaultScriptEngine; } } public EntityManager Entities { get { return m_sceneGraph.Entities; } } // used in sequence see: SpawnPoint() private int m_SpawnPoint; // can be closest/random/sequence public string SpawnPointRouting { get; private set; } // allow landmarks to pass public bool TelehubAllowLandmarks { get; private set; } public GridInfo SceneGridInfo; #endregion Properties #region Constructors public Scene(RegionInfo regInfo, AgentCircuitManager authen, ISimulationDataService simDataService, IEstateDataService estateDataService, IConfigSource config, string simulatorVersion) : this(regInfo) { m_config = config; FrameTime = 0.0908f; FrameTimeWarnPercent = 60; FrameTimeCritPercent = 40; Normalized55FPS = true; SeeIntoRegion = true; m_lastAllocatedLocalId = (int)(Random.Shared.NextDouble() * (uint.MaxValue / 4)); m_lastAllocatedIntId = (int)(Random.Shared.NextDouble() * (int.MaxValue / 4)); m_authenticateHandler = authen; m_sceneGridService = new SceneCommunicationService(); m_SimulationDataService = simDataService; m_EstateDataService = estateDataService; m_lastIncoming = 0; m_lastOutgoing = 0; m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this) { Enabled = true }; m_asyncInventorySender = new AsyncInventorySender(this); #region Region Settings // Load region settings // LoadRegionSettings creates new region settings in persistence if they don't already exist for this region. // However, in this case, the default textures are not set in memory properly, so we need to do it here and // resave. // FIXME: It shouldn't be up to the database plugins to create this data - we should do it when a new // region is set up and avoid these gyrations. RegionSettings rs = simDataService.LoadRegionSettings(RegionInfo.RegionID); m_extraSettings = simDataService.GetExtra(RegionInfo.RegionID); bool updatedTerrainTextures = false; if (rs.TerrainTexture1.IsZero()) { rs.TerrainTexture1 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_1; updatedTerrainTextures = true; } if (rs.TerrainTexture2.IsZero()) { rs.TerrainTexture2 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_2; updatedTerrainTextures = true; } if (rs.TerrainTexture3.IsZero()) { rs.TerrainTexture3 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_3; updatedTerrainTextures = true; } if (rs.TerrainTexture4.IsZero()) { rs.TerrainTexture4 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_4; updatedTerrainTextures = true; } if (rs.TerrainPBR1.IsZero() && rs.TerrainPBR2.IsZero() && rs.TerrainPBR3.IsZero() && rs.TerrainPBR4.IsZero()) { rs.TerrainPBR1 = rs.TerrainTexture1; rs.TerrainPBR2 = rs.TerrainTexture2; rs.TerrainPBR3 = rs.TerrainTexture3; rs.TerrainPBR4 = rs.TerrainTexture4; updatedTerrainTextures = true; } if (updatedTerrainTextures) rs.Save(); RegionInfo.RegionSettings = rs; if (estateDataService is not null) { EstateSettings es = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false); if (es == null) m_log.Error($"[SCENE]: Region {Name} failed to load estate settings. Using defaults"); RegionInfo.EstateSettings = es; } SceneGridInfo = new GridInfo(config, RegionInfo.ServerURI); #endregion Region Settings //Bind Storage Manager functions to some land manager functions for this scene EventManager.OnLandObjectAdded += new EventManager.LandObjectAdded(simDataService.StoreLandObject); EventManager.OnLandObjectRemoved += new EventManager.LandObjectRemoved(simDataService.RemoveLandObject); RegisterDefaultSceneEvents(); // XXX: Don't set the public property since we don't want to activate here. This needs to be handled // better in the future. m_scripts_enabled = !RegionInfo.RegionSettings.DisableScripts; PhysicsEnabled = !RegionInfo.RegionSettings.DisablePhysics; m_simulatorVersion = simulatorVersion + " (" + Util.RuntimeInformationStr + ")"; #region Region Config // Region config overrides global config // if (m_config.Configs["Startup"] is not null) { IConfig startupConfig = m_config.Configs["Startup"]; StartDisabled = startupConfig.GetBoolean("StartDisabled", false); m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance); m_maxDrawDistance = startupConfig.GetFloat("MaxDrawDistance", m_maxDrawDistance); m_maxRegionViewDistance = startupConfig.GetFloat("MaxRegionsViewDistance", m_maxRegionViewDistance); m_minRegionViewDistance = startupConfig.GetFloat("MinRegionsViewDistance", m_minRegionViewDistance); // old versions compatibility LegacySitOffsets = startupConfig.GetBoolean("LegacySitOffsets", LegacySitOffsets); if (m_defaultDrawDistance > m_maxDrawDistance) m_defaultDrawDistance = m_maxDrawDistance; if (m_maxRegionViewDistance > m_maxDrawDistance) m_maxRegionViewDistance = m_maxDrawDistance; if(m_minRegionViewDistance < 96f) m_minRegionViewDistance = 96f; if(m_minRegionViewDistance > m_maxRegionViewDistance) m_minRegionViewDistance = m_maxRegionViewDistance; UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup); if (!UseBackup) m_log.Info($"[SCENE]: Backup has been disabled for {RegionInfo.RegionName}"); //Animation states m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); SeeIntoRegion = startupConfig.GetBoolean("see_into_region", SeeIntoRegion); MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20); PhysicalPrims = startupConfig.GetBoolean("physical_prim", true); CollidablePrims = startupConfig.GetBoolean("collidable_prim", true); m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys); if (RegionInfo.NonphysPrimMin > 0) { m_minNonphys = RegionInfo.NonphysPrimMin; } // don't allow nonsense values if(m_minNonphys < 0.001f) m_minNonphys = 0.001f; m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); if (RegionInfo.NonphysPrimMax > 0) { m_maxNonphys = RegionInfo.NonphysPrimMax; } if (m_maxNonphys > 65536) m_maxNonphys = 65536; m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys); if (RegionInfo.PhysPrimMin > 0) { m_minPhys = RegionInfo.PhysPrimMin; } if(m_minPhys < 0.01f) m_minPhys = 0.01f; m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); if (RegionInfo.PhysPrimMax > 0) { m_maxPhys = RegionInfo.PhysPrimMax; } if (m_maxPhys > 2048) m_maxPhys = 2048; m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity); if (RegionInfo.LinksetCapacity > 0) { m_linksetCapacity = RegionInfo.LinksetCapacity; } m_linksetPhysCapacity = startupConfig.GetInt("LinksetPhysPrims", m_linksetPhysCapacity); SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest"); TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false); // Here, if clamping is requested in either global or // local config, it will be used // m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize); if (RegionInfo.ClampPrimSize) { m_clampPrimSize = true; } m_clampNegativeZ = startupConfig.GetBoolean("ClampNegativeZ", m_clampNegativeZ); m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete); m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); m_dontPersistBefore = startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE); m_dontPersistBefore *= 10000000; m_persistAfter = startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE); m_persistAfter *= 10000000; m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "YEngine"); m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine); m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion); string[] possibleMapConfigSections = new string[] { "Map", "Startup" }; m_generateMaptiles = Util.GetConfigVarFromSections(config, "GenerateMaptiles", possibleMapConfigSections, true); if (m_generateMaptiles) { int maptileRefresh = Util.GetConfigVarFromSections(config, "MaptileRefresh", possibleMapConfigSections, 0); m_log.InfoFormat("[SCENE]: Region {0}, WORLD MAP refresh time set to {1} seconds", RegionInfo.RegionName, maptileRefresh); if (maptileRefresh != 0) { m_mapGenerationTimer.Interval = maptileRefresh * 1000; m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister; m_mapGenerationTimer.AutoReset = false; m_mapGenerationTimer.Start(); } } else { string tile = Util.GetConfigVarFromSections( config, "MaptileStaticUUID", possibleMapConfigSections, Util.UUIDZeroString); if (tile != Util.UUIDZeroString && UUID.TryParse(tile, out UUID tileID)) { RegionInfo.RegionSettings.TerrainImageID = tileID; } else { RegionInfo.RegionSettings.TerrainImageID = RegionInfo.MaptileStaticUUID; m_log.InfoFormat("[SCENE]: Region {0}, maptile set to {1}", RegionInfo.RegionName, RegionInfo.MaptileStaticUUID.ToString()); } } string[] possibleAccessControlConfigSections = new string[] { "Startup", "AccessControl"}; string grant = Util.GetConfigVarFromSections( config, "AllowedClients", possibleAccessControlConfigSections, string.Empty); if (grant.Length > 0) { foreach (string viewer in grant.Split(',')) { m_AllowedViewers.Add(viewer.Trim().ToLower()); } } grant = Util.GetConfigVarFromSections(config, "DeniedClients", possibleAccessControlConfigSections, string.Empty); // Deal with the mess of someone having used a different word at some point if (string.IsNullOrWhiteSpace(grant)) grant = Util.GetConfigVarFromSections(config, "BannedClients", possibleAccessControlConfigSections, string.Empty); if (grant.Length > 0) { foreach (string viewer in grant.Split(',')) { m_BannedViewers.Add(viewer.Trim().ToLower()); } } FrameTime = startupConfig.GetFloat( "FrameTime", FrameTime); FrameTimeWarnPercent = startupConfig.GetInt( "FrameTimeWarnPercent", FrameTimeWarnPercent); FrameTimeCritPercent = startupConfig.GetInt( "FrameTimeCritPercent", FrameTimeCritPercent); Normalized55FPS = startupConfig.GetBoolean( "Normalized55FPS", Normalized55FPS); m_update_backup = startupConfig.GetInt("UpdateStorageEveryNFrames", m_update_backup); m_update_coarse_locations = startupConfig.GetInt("UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); m_update_entitymovement = startupConfig.GetInt("UpdateEntityMovementEveryNFrames", m_update_entitymovement); m_update_events = startupConfig.GetInt("UpdateEventsEveryNFrames", m_update_events); m_update_objects = startupConfig.GetInt("UpdateObjectsEveryNFrames", m_update_objects); m_update_physics = startupConfig.GetInt("UpdatePhysicsEveryNFrames", m_update_physics); m_update_presences = startupConfig.GetInt("UpdateAgentsEveryNFrames", m_update_presences); m_update_terrain = startupConfig.GetInt("UpdateTerrainEveryNFrames", m_update_terrain); m_update_temp_cleaning = startupConfig.GetInt("UpdateTempCleaningEveryNSeconds", m_update_temp_cleaning); string[] possibleScriptConfigSections = new string[] { "YEngine", "Xengine", "Scripts" }; m_LinkSetDataLimit = Util.GetConfigVarFromSections(config, "LinksetDataLimit", possibleScriptConfigSections, m_LinkSetDataLimit); } #endregion Region Config IConfig entityTransferConfig = m_config.Configs["EntityTransfer"]; if (entityTransferConfig is not null) { AllowAvatarCrossing = entityTransferConfig.GetBoolean("AllowAvatarCrossing", AllowAvatarCrossing); DisableObjectTransfer = entityTransferConfig.GetBoolean("DisableObjectTransfer", false); } #region Interest Management IConfig interestConfig = m_config.Configs["InterestManagement"]; if (interestConfig is not null) { string update_prioritization_scheme = interestConfig.GetString("UpdatePrioritizationScheme", "Time").Trim().ToLower(); try { UpdatePrioritizationScheme = (UpdatePrioritizationSchemes)Enum.Parse(typeof(UpdatePrioritizationSchemes), update_prioritization_scheme, true); } catch (Exception) { m_log.Warn("[PRIORITIZER]: UpdatePrioritizationScheme was not recognized, setting to default BestAvatarResponsiveness"); UpdatePrioritizationScheme = UpdatePrioritizationSchemes.BestAvatarResponsiveness; } IsReprioritizationEnabled = interestConfig.GetBoolean("ReprioritizationEnabled", IsReprioritizationEnabled); ReprioritizationInterval = interestConfig.GetFloat("ReprioritizationInterval", ReprioritizationInterval); ReprioritizationDistance = interestConfig.GetFloat("RootReprioritizationDistance", ReprioritizationDistance); if(ReprioritizationDistance < m_minReprioritizationDistance) ReprioritizationDistance = m_minReprioritizationDistance; ObjectsCullingByDistance = interestConfig.GetBoolean("ObjectsCullingByDistance", ObjectsCullingByDistance); } m_log.DebugFormat("[SCENE]: Using the {0} prioritization scheme", UpdatePrioritizationScheme); #endregion Interest Management StatsReporter = new SimStatsReporter(this); StatsReporter.OnSendStatsResult += SendSimStatsPackets; StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; IConfig restartConfig = config.Configs["RestartModule"]; if (restartConfig is not null) { string markerPath = restartConfig.GetString("MarkerPath", String.Empty); if (!string.IsNullOrEmpty(markerPath)) { string path = Path.Combine(markerPath, RegionInfo.RegionID.ToString() + ".started"); try { string pidstring = Environment.ProcessId.ToString(); FileStream fs = File.Create(path); System.Text.ASCIIEncoding enc = new(); Byte[] buf = enc.GetBytes(pidstring); fs.Write(buf, 0, buf.Length); fs.Close(); } catch (Exception) { } } } StartTimerWatchdog(); } public Scene(RegionInfo regInfo) : base(regInfo) { m_sceneGraph = new SceneGraph(this); // If the scene graph has an Unrecoverable error, restart this sim. // Currently the only thing that causes it to happen is two kinds of specific // Physics based crashes. // // Out of memory // Operating system has killed the plugin m_sceneGraph.UnRecoverableError += () => { m_log.Error($"[SCENE]: Restarting region {Name} due to unrecoverable physics crash"); RestartNow(); }; PhysicalPrims = true; CollidablePrims = true; PhysicsEnabled = true; AllowAvatarCrossing = true; PeriodicBackup = true; UseBackup = true; IsReprioritizationEnabled = true; UpdatePrioritizationScheme = UpdatePrioritizationSchemes.BestAvatarResponsiveness; ReprioritizationInterval = 5000; ReprioritizationDistance = m_minReprioritizationDistance; m_eventManager = new EventManager(); m_permissions = new ScenePermissions(this); } #endregion #region Startup / Close Methods /// /// The scene graph for this scene /// /// TODO: Possibly stop other classes being able to manipulate this directly. public SceneGraph SceneGraph { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return m_sceneGraph; } } /// /// Called by the module loader when all modules are loaded, after each module's /// RegionLoaded hook is called. This is the earliest time where RequestModuleInterface /// may be used. /// public void AllModulesLoaded() { IDialogModule dm = RequestModuleInterface(); if (dm is not null) m_eventManager.OnPermissionError += dm.SendAlertToUser; ISimulatorFeaturesModule fm = RequestModuleInterface(); if (fm is not null) { float statisticsFPSfactor = 1.0f; if(Normalized55FPS) statisticsFPSfactor = 55.0f * FrameTime; fm.AddOpenSimExtraFeature("SimulatorFPS", OSD.FromReal(1.0f / FrameTime)); fm.AddOpenSimExtraFeature("SimulatorFPSFactor", OSD.FromReal(statisticsFPSfactor)); fm.AddOpenSimExtraFeature("SimulatorFPSWarnPercent", OSD.FromInteger(FrameTimeWarnPercent)); fm.AddOpenSimExtraFeature("SimulatorFPSCritPercent", OSD.FromInteger(FrameTimeCritPercent)); fm.AddOpenSimExtraFeature("MinPrimScale", OSD.FromReal(m_minNonphys)); fm.AddOpenSimExtraFeature("MaxPrimScale", OSD.FromReal(m_maxNonphys)); fm.AddOpenSimExtraFeature("MinPhysPrimScale", OSD.FromReal(m_minPhys)); fm.AddOpenSimExtraFeature("MaxPhysPrimScale", OSD.FromReal(m_maxPhys)); if(SceneGridInfo is not null) { if (!fm.OpenSimExtraFeatureContains("GridName")) { if (!string.IsNullOrEmpty(SceneGridInfo.GridName)) fm.AddOpenSimExtraFeature("GridName", SceneGridInfo.GridName); } if (!fm.OpenSimExtraFeatureContains("GridNick")) { if (!string.IsNullOrEmpty(SceneGridInfo.GridNick)) fm.AddOpenSimExtraFeature("GridNick", SceneGridInfo.GridNick); } if (!fm.OpenSimExtraFeatureContains("GridURL")) { fm.AddOpenSimExtraFeature("GridURL", SceneGridInfo.GridUrl); } if (!fm.OpenSimExtraFeatureContains("GridURLAlias")) { string[] alias = SceneGridInfo.GridUrlAlias; if(alias is not null && alias.Length > 0) { StringBuilder sb = osStringBuilderCache.Acquire(); int i = 0; while(i < alias.Length - 1) { sb.Append(alias[i++]); sb.Append(','); } sb.Append(alias[i]); fm.AddOpenSimExtraFeature("GridURLAlias", osStringBuilderCache.GetStringAndRelease(sb)); } else fm.AddOpenSimExtraFeature("GridURLAlias", string.Empty); } if (!fm.OpenSimExtraFeatureContains("search-server-url")) { if (!string.IsNullOrEmpty(SceneGridInfo.SearchURL)) fm.AddOpenSimExtraFeature("search-server-url", SceneGridInfo.SearchURL); } if (!fm.OpenSimExtraFeatureContains("destination-guide-url")) { if (!string.IsNullOrEmpty(SceneGridInfo.DestinationGuideURL)) fm.AddOpenSimExtraFeature("destination-guide-url", SceneGridInfo.DestinationGuideURL); } if (!fm.OpenSimExtraFeatureContains("currency-base-uri")) { if (!string.IsNullOrEmpty(SceneGridInfo.EconomyURL)) fm.AddOpenSimExtraFeature("currency-base-uri", SceneGridInfo.EconomyURL); } } } } protected virtual void RegisterDefaultSceneEvents() { //m_eventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement; } public override string GetSimulatorVersion() { return m_simulatorVersion; } /// /// Process the fact that a neighbouring region has come up. /// /// /// We only add it to the neighbor list if it's within 1 region from here. /// Agents may have draw distance values that cross two regions though, so /// we add it to the notify list regardless of distance. We'll check /// the agent's draw distance before notifying them though. /// /// RegionInfo handle for the new region. /// True after all operations complete, throws exceptions otherwise. public override void OtherRegionUp(GridRegion otherRegion) { if (RegionInfo.RegionHandle != otherRegion.RegionHandle) { if (isNeighborRegion(otherRegion)) { // Let the grid service module know, so this can be cached m_eventManager.TriggerOnRegionUp(otherRegion); if (EntityTransferModule is not null) { try { List old = new() { otherRegion.RegionHandle }; ForEachRootScenePresence(delegate(ScenePresence agent) { if(agent.IsNPC) return; agent.DropOldNeighbours(old); EntityTransferModule.EnableChildAgent(agent, otherRegion); }); } catch { m_log.Error("[SCENE]: Couldn't inform clients of regionup"); } } } else { m_log.Info( $"[SCENE]: Got notice about far away Region: {otherRegion.RegionName} at ({otherRegion.RegionLocX}, {otherRegion.RegionLocY})"); } } } public bool isNeighborRegion(GridRegion otherRegion) { int tmp = otherRegion.RegionLocX - (int)RegionInfo.WorldLocX; if (tmp < -otherRegion.RegionSizeX || tmp > RegionInfo.RegionSizeX) return false; tmp = otherRegion.RegionLocY - (int)RegionInfo.WorldLocY; if (tmp < -otherRegion.RegionSizeY || tmp > RegionInfo.RegionSizeY) return false; return true; } public void AddNeighborRegion(RegionInfo region) { lock (m_neighbours) { if (!CheckNeighborRegion(region)) { m_neighbours.Add(region); } } } public bool CheckNeighborRegion(RegionInfo region) { bool found = false; lock (m_neighbours) { foreach (RegionInfo reg in m_neighbours) { if (reg.RegionHandle == region.RegionHandle) { found = true; break; } } } return found; } // Alias IncomingHelloNeighbour OtherRegionUp, for now public GridRegion IncomingHelloNeighbour(RegionInfo neighbour) { OtherRegionUp(new GridRegion(neighbour)); return new GridRegion(RegionInfo); } // This causes the region to restart immediatley. public void RestartNow() { IConfig startupConfig = m_config.Configs["Startup"]; if (startupConfig is not null) { if (startupConfig.GetBoolean("InworldRestartShutsDown", false)) { MainConsole.Instance.RunCommand("shutdown"); return; } } m_log.Info($"[REGION]: Restarting region {Name}"); Close(); base.Restart(); } // This is a helper function that notifies root agents in this region that a new sim near them has come up // This is in the form of a timer because when an instance of OpenSim.exe is started, // Even though the sims initialize, they don't listen until 'all of the sims are initialized' // If we tell an agent about a sim that's not listening yet, the agent will not be able to connect to it. // subsequently the agent will never see the region come back online. public void RestartNotifyWaitElapsed(object sender, ElapsedEventArgs e) { m_restartWaitTimer.Stop(); lock (m_regionRestartNotifyList) { if(EntityTransferModule is not null) { foreach (RegionInfo region in m_regionRestartNotifyList) { GridRegion r = new(region); try { ForEachRootScenePresence(delegate(ScenePresence agent) { if (!agent.IsNPC) EntityTransferModule.EnableChildAgent(agent, r); }); } catch (NullReferenceException) { // This means that we're not booted up completely yet. // This shouldn't happen too often anymore. } } } // Reset list to nothing. m_regionRestartNotifyList.Clear(); } } public int GetInaccurateNeighborCount() { return m_neighbours.Count; } // This is the method that shuts down the scene. public override void Close() { if (m_shuttingDown) { m_log.Warn($"[SCENE]: Ignoring close request because already closing {Name}"); return; } IEtcdModule etcd = RequestModuleInterface(); if (etcd is not null) { etcd.Delete("Health"); etcd.Delete("HealthFlags"); etcd.Delete("RootAgents"); } m_log.Info($"[SCENE]: Closing down the single simulator: {Name}"); StatsReporter.Close(); m_restartTimer.Stop(); m_restartTimer.Close(); if (!GridService.DeregisterRegion(RegionInfo.RegionID)) m_log.Warn($"[SCENE]: Deregister from grid failed for region {Name}"); // Kick all ROOT agents with the message, 'The simulator is going down' ForEachScenePresence(delegate(ScenePresence avatar) { avatar.RemoveNeighbourRegion(RegionInfo.RegionHandle); if (!avatar.IsChildAgent) avatar.ControllingClient.Kick("The simulator is going down."); avatar.ControllingClient.SendShutdownConnectionNotice(); }); // Stop updating the scene objects and agents. m_shuttingDown = true; // Wait here, or the kick messages won't actually get to the agents before the scene terminates. // We also need to wait to avoid a race condition with the scene update loop which might not yet // have checked ShuttingDown. Thread.Sleep(500); // Stop all client threads. ForEachScenePresence(delegate(ScenePresence avatar) { CloseAgent(avatar.UUID, false); }); m_log.Debug("[SCENE]: TriggerSceneShuttingDown"); EventManager.TriggerSceneShuttingDown(this); m_log.Debug("[SCENE]: Persisting changed objects"); Backup(true); m_log.Debug("[SCENE]: Closing scene"); m_sceneGraph.Close(); base.Close(); // XEngine currently listens to the EventManager.OnShutdown event to trigger script stop and persistence. // Therefore. we must dispose of the PhysicsScene after this to prevent a window where script code can // attempt to reference a null or disposed physics scene. if (PhysicsScene is not null) { m_log.Debug("[SCENE]: Dispose Physics"); PhysicsScene phys = PhysicsScene; // remove the physics engine from both Scene and SceneGraph PhysicsScene = null; phys.Dispose(); phys = null; } } public override void Start() { Start(true); } /// /// Start the scene /// /// /// Start the scripts within the scene. /// public void Start(bool startScripts) { if (IsRunning) return; m_isRunning = true; m_active = true; m_unixStartTime = Util.UnixTimeSinceEpoch(); // m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName); if (m_heartbeatThread is not null) { m_hbRestarts++; if(m_hbRestarts > 10) Environment.Exit(1); m_log.Error($"[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {Name}"); //int pid = System.Diagnostics.Process.GetCurrentProcess().Id; //System.Diagnostics.Process proc = new System.Diagnostics.Process(); //proc.EnableRaisingEvents=false; //proc.StartInfo.FileName = "/bin/kill"; //proc.StartInfo.Arguments = "-QUIT " + pid.ToString(); //proc.Start(); //proc.WaitForExit(); //Thread.Sleep(1000); //Environment.Exit(1); //m_heartbeatThread.Abort(); Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId); m_heartbeatThread = null; } GC.Collect(); GC.WaitForPendingFinalizers(); GC.Collect(); // tell physics to finish building actor m_sceneGraph.ProcessPhysicsPreSimulation(); m_heartbeatThread = WorkManager.StartThread( Heartbeat, $"Heartbeat-({Name.Replace(" ", "_")})", ThreadPriority.Normal, false, false, null, 20000, false); StartScripts(); } /// /// Sets up references to modules required by the scene /// public void SetModuleInterfaces() { m_xmlrpcModule = RequestModuleInterface(); m_worldCommModule = RequestModuleInterface(); XferManager = RequestModuleInterface(); m_AvatarFactory = RequestModuleInterface(); AttachmentsModule = RequestModuleInterface(); m_serialiser = RequestModuleInterface(); m_dialogModule = RequestModuleInterface(); m_capsModule = RequestModuleInterface(); EntityTransferModule = RequestModuleInterface(); m_groupsModule = RequestModuleInterface(); AgentTransactionsModule = RequestModuleInterface(); UserManagementModule = RequestModuleInterface(); } #endregion #region Update Methods /// /// Activate the various loops necessary to continually update the scene. /// private void Heartbeat() { m_eventManager.TriggerOnRegionStarted(this); // The first frame can take a very long time due to physics actors being added on startup. Therefore, // don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false // alarms for scenes with many objects. Update(1); Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true; m_lastFrameTick = Util.EnvironmentTickCount(); Update(-1); Watchdog.RemoveThread(); } public override void Update(int frames) { long endFrame; if (frames >= 0) endFrame = Frame + frames; else endFrame = long.MaxValue; float physicsFPS = 0f; float frameTimeMS = FrameTime * 1000.0f; int previousFrameTick; double lastMS; double nowMS; double framestart; float sleepMS; float sleepError = 0; while (!m_shuttingDown && ((endFrame == long.MaxValue && Active) || Frame < endFrame)) { framestart = Util.GetTimeStampMS(); ++Frame; // m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); otherMS = agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0f; try { EventManager.TriggerRegionHeartbeatStart(this); // Apply taints in terrain module to terrain in physics scene lastMS = Util.GetTimeStampMS(); if (Frame % 4 == 0) { CheckTerrainUpdates(); } if (Frame % m_update_terrain == 0) { UpdateTerrain(); } nowMS = Util.GetTimeStampMS(); terrainMS = (float)(nowMS - lastMS); lastMS = nowMS; if (PhysicsEnabled && Frame % m_update_physics == 0) m_sceneGraph.UpdatePreparePhysics(); nowMS = Util.GetTimeStampMS(); physicsMS2 = (float)(nowMS - lastMS); lastMS = nowMS; /* // Apply any pending avatar force input to the avatar's velocity if (Frame % m_update_entitymovement == 0) m_sceneGraph.UpdateScenePresenceMovement(); */ if (!m_sendingCoarseLocations && GetNumberOfClients() > 0 && Frame % m_update_coarse_locations == 0) { m_sendingCoarseLocations = true; WorkManager.RunInThreadPool( delegate { SceneGraph.GetCoarseLocations(out List coarseLocations, out List avatarUUIDs, 60); // Send coarse locations to clients ForEachScenePresence(delegate(ScenePresence presence) { if(!presence.IsNPC) presence.SendCoarseLocations(coarseLocations, avatarUUIDs); }); m_sendingCoarseLocations = false; }, null, string.Format("SendCoarseLocations ({0})", Name)); } // Get the simulation frame time that the avatar force input // took nowMS = Util.GetTimeStampMS(); agentMS = (float)(nowMS - lastMS); lastMS = nowMS; // Perform the main physics update. This will do the actual work of moving objects and avatars according to their // velocity if (Frame % m_update_physics == 0) { if (PhysicsEnabled) physicsFPS = m_sceneGraph.UpdatePhysics(FrameTime); } nowMS = Util.GetTimeStampMS(); physicsMS = (float)(nowMS - lastMS); lastMS = nowMS; //CheckKFM(FrameTime); // Check if any objects have reached their targets CheckAtTargets(); // Update SceneObjectGroups that have scheduled themselves for updates // Objects queue their updates onto all scene presences if (Frame % m_update_objects == 0) m_sceneGraph.UpdateObjectGroups(); nowMS = Util.GetTimeStampMS(); otherMS = (float)(nowMS - lastMS); lastMS = nowMS; // Run through all ScenePresences looking for updates // Presence updates and queued object updates for each presence are sent to clients if (Frame % m_update_presences == 0) m_sceneGraph.UpdatePresences(); nowMS = Util.GetTimeStampMS(); agentMS += (float)(nowMS - lastMS); lastMS = nowMS; // Delete temp-on-rez stuff if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) { m_cleaningTemps = true; WorkManager.RunInThreadPool( delegate { CleanTempObjects(); m_cleaningTemps = false; }, null, $"CleanTempObjects ({Name})"); nowMS = Util.GetTimeStampMS(); tempOnRezMS = (float)(nowMS - lastMS); // bad.. counts the FireAndForget, not CleanTempObjects lastMS = nowMS; } if (Frame % m_update_events == 0) { UpdateEvents(); nowMS = Util.GetTimeStampMS(); eventMS = (float)(nowMS - lastMS); lastMS = nowMS; } if (PeriodicBackup && Frame % m_update_backup == 0) { UpdateStorageBackup(); nowMS = Util.GetTimeStampMS(); backupMS = (float)(nowMS - lastMS); lastMS = nowMS; } //if (Frame % m_update_land == 0) //{ // int ldMS = Util.EnvironmentTickCount(); // UpdateLand(); // landMS = Util.EnvironmentTickCountSubtract(ldMS); //} if (!LoginsEnabled && Frame == 20) { GCSettings.LargeObjectHeapCompactionMode = GCLargeObjectHeapCompactionMode.CompactOnce; GC.Collect(); GC.WaitForPendingFinalizers(); GC.Collect(); GCSettings.LargeObjectHeapCompactionMode = GCLargeObjectHeapCompactionMode.Default; if (!LoginLock) { if (!StartDisabled) { m_log.Info($"[REGION]: Enabling logins for {Name}"); LoginsEnabled = true; } m_sceneGridService.InformNeighborsThatRegionisUp( RequestModuleInterface(), RegionInfo); // Region ready should always be set Ready = true; IConfig restartConfig = m_config.Configs["RestartModule"]; if (restartConfig is not null) { string markerPath = restartConfig.GetString("MarkerPath", String.Empty); if (!string.IsNullOrEmpty(markerPath)) { string path = Path.Combine(markerPath, RegionInfo.RegionID.ToString() + ".ready"); try { string pidstring = Environment.ProcessId.ToString(); FileStream fs = File.Create(path); System.Text.ASCIIEncoding enc = new(); Byte[] buf = enc.GetBytes(pidstring); fs.Write(buf, 0, buf.Length); fs.Close(); } catch (Exception) { } } } } else { // This handles a case of a region having no scripts for the RegionReady module if (m_sceneGraph.GetActiveScriptsCount() == 0) { // In this case, we leave it to the IRegionReadyModule to enable logins // LoginLock can currently only be set by a region module implementation. // If somehow this hasn't been done then the quickest way to bugfix is to see the // NullReferenceException IRegionReadyModule rrm = RequestModuleInterface(); rrm.TriggerRegionReady(this); } } } } catch (Exception e) { m_log.Error($"[SCENE]: Failed on region {Name}: {e.Message}:{e.StackTrace}"); } EventManager.TriggerRegionHeartbeatEnd(this); m_firstHeartbeat = false; Watchdog.UpdateThread(); otherMS += tempOnRezMS + eventMS + backupMS + terrainMS + landMS; lastMS = Util.GetTimeStampMS(); previousFrameTick = m_lastFrameTick; m_lastFrameTick = (int)(lastMS + 0.5); // estimate sleep time nowMS = lastMS - framestart; nowMS = (double)frameTimeMS - nowMS - sleepError; // reuse frameMS as temporary frameMS = (float)nowMS; // sleep if we can if (nowMS > 0) { Thread.Sleep((int)(nowMS + 0.5)); nowMS = Util.GetTimeStampMS(); sleepMS = (float)(nowMS - lastMS); sleepError = sleepMS - frameMS; sleepError = Math.Clamp(sleepError, 0.0f, 20f); frameMS = (float)(nowMS - framestart); } else { nowMS = Util.GetTimeStampMS(); frameMS = (float)(nowMS - framestart); sleepMS = 0.0f; sleepError = 0.0f; } // script time is not scene frame time, but is displayed per frame float scriptTimeMS = GetAndResetScriptExecutionTime(); StatsReporter.AddFrameStats(TimeDilation, physicsFPS, agentMS, physicsMS + physicsMS2, otherMS , sleepMS, frameMS, scriptTimeMS); // Optionally warn if a frame takes double the amount of time that it should. if (DebugUpdates && Util.EnvironmentTickCountSubtract( m_lastFrameTick, previousFrameTick) > (int)(FrameTime * 1000 * 2)) m_log.WarnFormat( "[SCENE]: Frame took {0} ms (desired max {1} ms) in {2}", Util.EnvironmentTickCountSubtract(m_lastFrameTick, previousFrameTick), FrameTime * 1000, RegionInfo.RegionName); } } /// /// Adds the execution time of one script to the total scripts execution time for this region. /// /// Elapsed Stopwatch ticks public void AddScriptExecutionTime(long ticks) { StatsReporter.addScriptEvents(1); Interlocked.Add(ref m_scriptExecutionTime, ticks); } public void AddScriptEvents(int cntr) { StatsReporter.addScriptEvents(cntr); } /// /// Returns the total execution time of all the scripts in the region since the last call /// (in milliseconds), and clears the value in preparation for the next call. /// /// Time in milliseconds // Warning: this is now called from StatsReporter, and can't be shared public long GetAndResetScriptExecutionTime() { long ticks = Interlocked.Exchange(ref m_scriptExecutionTime, 0); return (ticks * 1000L) / Stopwatch.Frequency; } public void AddGroupTarget(SceneObjectGroup grp) { lock (m_groupsWithTargets) m_groupsWithTargets.Add(grp.UUID); } public void RemoveGroupTarget(SceneObjectGroup grp) { lock (m_groupsWithTargets) m_groupsWithTargets.Remove(grp.UUID); } private void CheckAtTargets() { List objs = null; lock (m_groupsWithTargets) { if (m_groupsWithTargets.Count != 0) objs = new List(m_groupsWithTargets); } if (objs is not null) { for(int i = 0; i< objs.Count; ++i) { UUID entry = objs[i]; SceneObjectGroup grp = GetSceneObjectGroup(entry); if (grp is null) m_groupsWithTargets.Remove(entry); else grp.CheckAtTargets(); } } } /// /// Send out simstats data to all clients /// /// Stats on the Simulator's performance private void SendSimStatsPackets(SimStats stats) { ForEachRootClient(delegate(IClientAPI client) { client.SendSimStats(stats); }); } /// /// Update the terrain if it needs to be updated. /// private void UpdateTerrain() { EventManager.TriggerTerrainTick(); } private void CheckTerrainUpdates() { EventManager.TriggerTerrainCheckUpdates(); } /// /// Back up queued up changes /// private void UpdateStorageBackup() { if (!m_backingup) { WorkManager.RunInThreadPool(o => Backup(false), null, string.Format("BackupWorker ({0})", Name), false); } } /// /// Sends out the OnFrame event to the modules /// private void UpdateEvents() { m_eventManager.TriggerOnFrame(); } /// /// Backup the scene. /// /// /// This acts as the main method of the backup thread. In a regression test whether the backup thread is not /// running independently this can be invoked directly. /// /// /// If true, then any changes that have not yet been persisted are persisted. If false, /// then the persistence decision is left to the backup code (in some situations, such as object persistence, /// it's much more efficient to backup multiple changes at once rather than every single one). /// public void Backup(bool forced) { lock (m_returns) { if(m_backingup) { m_log.Warn($"[Scene] Backup of {Name} already running. New call skipped"); return; } m_backingup = true; try { EventManager.TriggerOnBackup(SimulationDataService, forced); if(m_returns.Count == 0) return; IMessageTransferModule tr = RequestModuleInterface(); if (tr is null) return; uint unixtime = (uint)Util.UnixTimeSinceEpoch(); uint estateid = RegionInfo.EstateSettings.ParentEstateID; Guid regionguid = RegionInfo.RegionID.Guid; foreach (KeyValuePair ret in m_returns) { GridInstantMessage msg = new() { fromAgentID = Guid.Empty, // From server toAgentID = ret.Key.Guid, imSessionID = Guid.NewGuid(), timestamp = unixtime, fromAgentName = "Server", dialog = 19, // Object msg fromGroup = false, offline = 1, ParentEstateID = estateid, Position = Vector3.Zero, RegionID = regionguid, // We must fill in a null-terminated 'empty' string here since bytes[0] will crash viewer 3. binaryBucket = new Byte[1] {0} }; if (ret.Value.count > 1) msg.message = $"Your {ret.Value.count} objects were returned from {ret.Value.location} in region {Name} due to {ret.Value.reason}"; else msg.message = $"Your object {ret.Value.objectName} was returned from {ret.Value.location} in region {Name} due to {ret.Value.reason}"; tr.SendInstantMessage(msg, delegate(bool success) { }); } m_returns.Clear(); } finally { m_backingup = false; } } } /// /// Synchronous force backup. For deletes and links/unlinks /// /// Object to be backed up public void ForceSceneObjectBackup(SceneObjectGroup group) { if (group is not null) { group.HasGroupChanged = true; group.ProcessBackup(SimulationDataService, true); } } /// /// Tell an agent that their object has been returned. /// /// /// The actual return is handled by the caller. /// /// Avatar Unique Id /// Name of object returned /// Location of object returned /// Reasion for object return public void AddReturn(UUID agentID, string objectName, Vector3 location, string reason) { lock (m_returns) { if (m_returns.TryGetValue(agentID, out ReturnInfo info)) { info.count++; } else { info = new ReturnInfo() { count = 1, objectName = objectName, location = location, reason = reason }; } m_returns[agentID] = info; } } #endregion #region Load Terrain /// /// Store the terrain in the persistant data store /// public void SaveTerrain() { SimulationDataService.StoreTerrain(Heightmap.GetTerrainData(), RegionInfo.RegionID); } /// /// Store the terrain in the persistant data store /// public void SaveBakedTerrain() { if(Bakedmap is not null) SimulationDataService.StoreBakedTerrain(Bakedmap.GetTerrainData(), RegionInfo.RegionID); } private ViewerEnvironment m_regionEnvironment; public ViewerEnvironment RegionEnvironment { get { return m_regionEnvironment; } set { m_regionEnvironment = value; } } /// /// Loads the World heightmap /// public override void LoadWorldMap() { try { Bakedmap = null; TerrainData map = SimulationDataService.LoadBakedTerrain(RegionInfo.RegionID, (int)RegionInfo.RegionSizeX, (int)RegionInfo.RegionSizeY, (int)RegionInfo.RegionSizeZ); if (map is not null) { Bakedmap = new TerrainChannel(map); } } catch (Exception e) { m_log.WarnFormat( "[TERRAIN]: Scene.cs: LoadWorldMap() baked terrain - Failed with exception {0}{1}", e.Message, e.StackTrace); } try { TerrainData map = SimulationDataService.LoadTerrain(RegionInfo.RegionID, (int)RegionInfo.RegionSizeX, (int)RegionInfo.RegionSizeY, (int)RegionInfo.RegionSizeZ); if (map is null) { if(Bakedmap is not null) { m_log.Warn("[TERRAIN]: terrain not found. Used stored baked terrain."); Heightmap = Bakedmap.MakeCopy(); SimulationDataService.StoreTerrain(Heightmap.GetTerrainData(), RegionInfo.RegionID); } else { // This should be in the Terrain module, but it isn't because // the heightmap is needed _way_ before the modules are initialized... IConfig terrainConfig = m_config.Configs["Terrain"]; String m_InitialTerrain = "pinhead-island"; if (terrainConfig is not null) m_InitialTerrain = terrainConfig.GetString("InitialTerrain", m_InitialTerrain); m_log.InfoFormat("[TERRAIN]: No default terrain. Generating a new terrain {0}.", m_InitialTerrain); Heightmap = new TerrainChannel(m_InitialTerrain, (int)RegionInfo.RegionSizeX, (int)RegionInfo.RegionSizeY, (int)RegionInfo.RegionSizeZ); SimulationDataService.StoreTerrain(Heightmap.GetTerrainData(), RegionInfo.RegionID); } } else { Heightmap = new TerrainChannel(map); } } catch (IOException e) { m_log.WarnFormat( "[TERRAIN]: Scene.cs: LoadWorldMap() - Regenerating as failed with exception {0}{1}", e.Message, e.StackTrace); #pragma warning disable 0162 if ((int)Constants.RegionSize != 256) { Heightmap = new TerrainChannel(); SimulationDataService.StoreTerrain(Heightmap.GetTerrainData(), RegionInfo.RegionID); } } catch (Exception e) { m_log.WarnFormat( "[TERRAIN]: Scene.cs: LoadWorldMap() - Failed with exception {0}{1}", e.Message, e.StackTrace); } if(Bakedmap is null && Heightmap is not null) { Bakedmap = Heightmap.MakeCopy(); SimulationDataService.StoreBakedTerrain(Bakedmap.GetTerrainData(), RegionInfo.RegionID); } } /// /// Register this region with a grid service /// /// Thrown if registration of the region itself fails. public void RegisterRegionWithGrid() { m_sceneGridService.SetScene(this); //// Unfortunately this needs to be here and it can't be async. //// The map tile image is stored in RegionSettings, but it also needs to be //// stored in the GridService, because that's what the world map module uses //// to send the map image UUIDs (of other regions) to the viewer... if (m_generateMaptiles) RegenerateMaptile(); GridRegion region = new(RegionInfo); string error = GridService.RegisterRegion(RegionInfo.ScopeID, region); // m_log.DebugFormat("[SCENE]: RegisterRegionWithGrid. name={0},id={1},loc=<{2},{3}>,size=<{4},{5}>", // m_regionName, // RegionInfo.RegionID, // RegionInfo.RegionLocX, RegionInfo.RegionLocY, // RegionInfo.RegionSizeX, RegionInfo.RegionSizeY); if (error != String.Empty) throw new Exception(error); } #endregion #region Load Land /// /// Loads all Parcel data from the datastore for region identified by regionID /// /// Unique Identifier of the Region to load parcel data for public void loadAllLandObjectsFromStorage(UUID regionID) { m_log.Info("[SCENE]: Loading land objects from storage"); List landData = SimulationDataService.LoadLandObjects(regionID); if (LandChannel is not null) { if (landData.Count == 0) { EventManager.TriggerNoticeNoLandDataFromStorage(); } else { EventManager.TriggerIncomingLandDataFromStorage(landData); } } else { m_log.Error("[SCENE]: Land Channel is not defined. Cannot load from storage!"); } } #endregion #region Primitives Methods /// /// Loads the World's objects /// /// public virtual void LoadPrimsFromStorage(UUID regionID) { LoadingPrims = true; m_log.Info("[SCENE]: Loading objects from datastore"); List PrimsFromDB = SimulationDataService.LoadObjects(regionID); m_log.InfoFormat("[SCENE]: Loaded {0} objects from the datastore", PrimsFromDB.Count); foreach (SceneObjectGroup group in PrimsFromDB) { AddRestoredSceneObject(group, true, true); SceneObjectPart rootPart = group.GetPart(group.UUID); rootPart.Flags &= ~(PrimFlags.Scripted | PrimFlags.CreateSelected); rootPart.TrimPermissions(); group.InvalidateDeepEffectivePerms(); EventManager.TriggerOnSceneObjectLoaded(group); } LoadingPrims = false; EventManager.TriggerPrimsLoaded(this); } public bool SupportsRayCastFiltered() { if (PhysicsScene is null) return false; return PhysicsScene.SupportsRaycastWorldFiltered(); } public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter) { if (PhysicsScene is null) return null; return PhysicsScene.RaycastWorld(position, direction, length, Count, filter); } /// /// Gets a new rez location based on the raycast and the size of the object that is being rezzed. /// /// /// /// /// /// /// /// /// /// /// public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) { Vector3 dir = RayEnd - RayStart; float wheight = (float)RegionInfo.RegionSettings.WaterHeight; Vector3 wpos = Vector3.Zero; // Check for water surface intersection from above if ((RayStart.Z > wheight) && (RayEnd.Z < wheight)) { float ratio = (wheight - RayStart.Z) / dir.Z; wpos.X = RayStart.X + (ratio * dir.X); wpos.Y = RayStart.Y + (ratio * dir.Y); wpos.Z = wheight; } Vector3 pos; if (RayEndIsIntersection != (byte)1) { float dist = dir.Length(); if (dist != 0) { Vector3 direction = dir * (1 / dist); dist += 1.0f; if (SupportsRayCastFiltered()) { RayFilterFlags rayfilter = RayFilterFlags.BackFaceCull; rayfilter |= RayFilterFlags.land; rayfilter |= RayFilterFlags.physical; rayfilter |= RayFilterFlags.nonphysical; rayfilter |= RayFilterFlags.LSLPhantom; // ubODE will only see volume detectors // get some more contacts ??? int physcount = 4; List physresults = (List)RayCastFiltered(RayStart, direction, dist, physcount, rayfilter); if (physresults is not null && physresults.Count > 0) { // look for terrain ? if(RayTargetID.IsZero()) { foreach (ContactResult r in physresults) { if (r.ConsumerID == 0) { pos = r.Normal * scale; pos *= 0.5f; pos = r.Pos + pos; if (wpos.Z > pos.Z) pos = wpos; return pos; } } } else { foreach (ContactResult r in physresults) { SceneObjectPart part = GetSceneObjectPart(r.ConsumerID); if (part is null) continue; if (part.UUID == RayTargetID) { pos = r.Normal * scale; pos *= 0.5f; pos = r.Pos + pos; if (wpos.Z > pos.Z) pos = wpos; return pos; } } } // else the first we got pos = physresults[0].Normal * scale; pos *= 0.5f; pos = physresults[0].Pos + pos; if (wpos.Z > pos.Z) pos = wpos; return pos; } } if (!RayTargetID.IsZero()) { SceneObjectPart target = GetSceneObjectPart(RayTargetID); Ray NewRay = new(RayStart, direction); if (target is not null) { // Ray Trace against target here EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); // Un-comment out the following line to Get Raytrace results printed to the console. // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); float ScaleOffset = 0.5f; // If we hit something if (ei.HitTF) { Vector3 scaleComponent = ei.AAfaceNormal; if (scaleComponent.X != 0) ScaleOffset = scale.X; if (scaleComponent.Y != 0) ScaleOffset = scale.Y; if (scaleComponent.Z != 0) ScaleOffset = scale.Z; ScaleOffset = Math.Abs(ScaleOffset); Vector3 intersectionpoint = ei.ipoint; Vector3 normal = ei.normal; // Set the position to the intersection point Vector3 offset = (normal * (ScaleOffset / 2f)); pos = (intersectionpoint + offset); //Seems to make no sense to do this as this call is used for rezzing from inventory as well, and with inventory items their size is not always 0.5f //And in cases when we weren't rezzing from inventory we were re-adding the 0.25 straight after calling this method // Un-offset the prim (it gets offset later by the consumer method) //pos.Z -= 0.25F; if (wpos.Z > pos.Z) pos = wpos; return pos; } } else { // We don't have a target here, so we're going to raytrace all the objects in the scene. EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(NewRay, true, false); // Un-comment the following line to print the raytrace results to the console. //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); if (ei.HitTF) { pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); } else { // fall back to our stupid functionality pos = RayEnd; } if (wpos.Z > pos.Z) pos = wpos; return pos; } } } } pos = RayEnd; //increase height so its above the ground. //should be getting the normal of the ground at the rez point and using that? pos.Z += scale.Z / 2f; // return pos; // check against posible water intercept if (wpos.Z > pos.Z) pos = wpos; return pos; } /// /// Create a New SceneObjectGroup/Part by raycasting /// /// /// /// /// /// /// /// /// /// public virtual void AddNewPrim(UUID ownerID, UUID groupID, Vector3 RayEnd, Quaternion rot, PrimitiveBaseShape shape, byte bypassRaycast, Vector3 RayStart, UUID RayTargetID, byte RayEndIsIntersection, uint addFlags) { Vector3 pos = GetNewRezLocation(RayStart, RayEnd, RayTargetID, rot, bypassRaycast, RayEndIsIntersection, true, new Vector3(0.5f, 0.5f, 0.5f), false); if (Permissions.CanRezObject(1, ownerID, pos)) { // rez ON the ground, not IN the ground // pos.Z += 0.25F; The rez point should now be correct so that its not in the ground AddNewPrim(ownerID, groupID, pos, rot, shape, addFlags); } else { if (TryGetClient(ownerID, out IClientAPI client)) client.SendAlertMessage("You cannot create objects here."); } } public virtual SceneObjectGroup AddNewPrim(UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape, uint addFlags = 0) { //m_log.DebugFormat( // "[SCENE]: Scene.AddNewPrim() pcode {0} called for {1} in {2}", shape.PCode, ownerID, RegionInfo.RegionName); SceneObjectGroup sceneObject; // If an entity creator has been registered for this prim type then use that if (m_entityCreators.ContainsKey((PCode)shape.PCode)) { sceneObject = m_entityCreators[(PCode)shape.PCode].CreateEntity(ownerID, groupID, pos, rot, shape); } else { // Otherwise, use this default creation code; sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape); sceneObject.SetGroup(groupID, null); if ((addFlags & (uint)PrimFlags.CreateSelected) != 0) { sceneObject.IsSelected = true; sceneObject.RootPart.CreateSelected = true; } if (AgentPreferencesService is not null) // This will override the brave new full perm world! { AgentPrefs prefs = AgentPreferencesService.GetAgentPreferences(ownerID); // Only apply user selected prefs if the user set them if (prefs is not null && prefs.PermNextOwner != 0) { sceneObject.RootPart.GroupMask = (uint)prefs.PermGroup; sceneObject.RootPart.EveryoneMask = (uint)prefs.PermEveryone; sceneObject.RootPart.NextOwnerMask = (uint)prefs.PermNextOwner; } } AddNewSceneObject(sceneObject, true, false); } if (UserManagementModule is not null) sceneObject.RootPart.CreatorIdentification = UserManagementModule.GetUserUUI(ownerID); sceneObject.InvalidateDeepEffectivePerms(); sceneObject.ScheduleGroupForUpdate(PrimUpdateFlags.FullUpdatewithAnimMatOvr); return sceneObject; } /// /// Add an object into the scene that has come from storage /// /// /// /// /// 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 /// /// /// If true, we won't persist this object until it changes /// If false, we'll persist this object immediately /// /// /// If true, we send updates to the client to tell it about this object /// If false, we leave it up to the caller to do this /// /// /// true if the object was added, false if an object with the same uuid was already in the scene /// public bool AddRestoredSceneObject( SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) { if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates)) { sceneObject.IsDeleted = false; EventManager.TriggerObjectAddedToScene(sceneObject); return true; } return false; } /// /// Add an object into the scene that has come from storage /// /// /// /// /// 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 /// /// /// If true, we won't persist this object until it changes /// If false, we'll persist this object immediately /// /// /// true if the object was added, false if an object with the same uuid was already in the scene /// public bool AddRestoredSceneObject( SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted) { return AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, true); } /// /// Add a newly created object to the scene. Updates are also sent to viewers. /// /// /// /// If true, the object is made persistent into the scene. /// If false, the object will not persist over server restarts /// /// true if the object was added. false if not public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup) { return AddNewSceneObject(sceneObject, attachToBackup, true); } /// /// Add a newly created object to the scene /// /// /// /// If true, the object is made persistent into the scene. /// If false, the object will not persist over server restarts /// /// /// If true, updates for the new scene object are sent to all viewers in range. /// If false, it is left to the caller to schedule the update /// /// true if the object was added. false if not public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) { if (m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates)) { EventManager.TriggerObjectAddedToScene(sceneObject); return true; } return false; } /// /// Add a newly created object to the scene. /// /// /// This method does not send updates to the client - callers need to handle this themselves. /// /// /// /// Position of the object. If null then the position stored in the object is used. /// Rotation of the object. If null then the rotation stored in the object is used. /// Velocity of the object. This parameter only has an effect if the object is physical /// public bool AddNewSceneObject( SceneObjectGroup sceneObject, bool attachToBackup, Vector3? pos, Quaternion? rot, Vector3 vel) { if (m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, pos, rot, vel)) { EventManager.TriggerObjectAddedToScene(sceneObject); return true; } return false; } /// /// Delete every object from the scene. This does not include attachments worn by avatars. /// public void DeleteAllSceneObjects() { DeleteAllSceneObjects(false); } /// /// Delete every object from the scene. This does not include attachments worn by avatars. /// public void DeleteAllSceneObjects(bool exceptNoCopy) { List toReturn = new(); lock (Entities) { EntityBase[] entities = Entities.GetEntities(); foreach (EntityBase e in entities) { if (e is SceneObjectGroup sog) { if (!sog.IsAttachment) { if (!exceptNoCopy || ((sog.EffectiveOwnerPerms & (uint)PermissionMask.Copy) != 0)) { DeleteSceneObject(sog, false); } else { toReturn.Add(sog); } } } } } if (toReturn.Count > 0) { returnObjects(toReturn.ToArray(), null); } } /// /// Synchronously delete the given object from the scene. /// /// /// Scripts are also removed. /// /// Object Id /// Suppress broadcasting changes to other clients. public void DeleteSceneObject(SceneObjectGroup group, bool silent) { DeleteSceneObject(group, silent, true); } /// /// Synchronously delete the given object from the scene. /// /// Object Id /// Suppress broadcasting changes to other clients. /// If true, then scripts are removed. If false, then they are only stopped. public void DeleteSceneObject(SceneObjectGroup group, bool silent, bool removeScripts) { // m_log.DebugFormat("[SCENE]: Deleting scene object {0} {1}", group.Name, group.UUID); if (removeScripts) group.RemoveScriptInstances(true); else group.StopScriptInstances(); SceneObjectPart[] partList = group.Parts; for(int i = 0; i < partList.Length; ++i) { SceneObjectPart part = partList[i]; if (part is null) continue; if (removeScripts) part.Inventory?.SendReleaseScriptsControl(); if (part.KeyframeMotion is not null) { part.KeyframeMotion.Delete(); part.KeyframeMotion = null; } if ((part.AggregatedScriptEvents & scriptEvents.email) != 0) { IEmailModule imm = RequestModuleInterface(); imm?.RemovePartMailBox(part.UUID); } if (part.PhysActor is not null) { part.RemoveFromPhysics(); } } if (UnlinkSceneObject(group, false)) { EventManager.TriggerObjectBeingRemovedFromScene(group); EventManager.TriggerParcelPrimCountTainted(); } group.DeleteGroupFromScene(silent); // use this to mean also full delete if (removeScripts) group.Dispose(); // m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); } /// /// Unlink the given object from the scene. Unlike delete, this just removes the record of the object - the /// object itself is not destroyed. /// /// The scene object. /// If true, only deletes from scene, but keeps the object in the database. /// true if the object was in the scene, false if it was not public bool UnlinkSceneObject(SceneObjectGroup so, bool softDelete) { if (m_sceneGraph.DeleteSceneObject(so.UUID, softDelete)) { if (!softDelete) { // If the group contains prims whose SceneGroupID is incorrect then force a // database update, because RemoveObject() works by searching on the SceneGroupID. // This is an expensive thing to do so only do it if absolutely necessary. if (so.GroupContainsForeignPrims) ForceSceneObjectBackup(so); so.DetachFromBackup(); SimulationDataService.RemoveObject(so.UUID, RegionInfo.RegionID); } // We need to keep track of this state in case this group is still queued for further backup. so.IsDeleted = true; return true; } return false; } /* not in use, outdate by async method /// /// Move the given scene object into a new region depending on which region its absolute position has moved /// into. /// /// /// the attempted out of region position of the scene object /// the scene object that we're crossing public void CrossPrimGroupIntoNewRegion(Vector3 attemptedPosition, SceneObjectGroup grp, bool silent) { if (grp is null) return; if (grp.IsDeleted) return; if (grp.RootPart.DIE_AT_EDGE) { // We remove the object here try { DeleteSceneObject(grp, false); } catch (Exception) { m_log.Warn("[SCENE]: exception when trying to remove the prim that crossed the border."); } return; } if (grp.RootPart.RETURN_AT_EDGE) { // We remove the object here try { List objects = new List(); objects.Add(grp); SceneObjectGroup[] objectsArray = objects.ToArray(); returnObjects(objectsArray, UUID.Zero); } catch (Exception) { m_log.Warn("[SCENE]: exception when trying to return the prim that crossed the border."); } return; } if (EntityTransferModule is not null) EntityTransferModule.Cross(grp, attemptedPosition, silent); } */ // Simple test to see if a position is in the current region. // This test is mostly used to see if a region crossing is necessary. // Assuming the position is relative to the region so anything outside its bounds. // Return 'true' if position inside region. public bool PositionIsInCurrentRegion(Vector3 pos) { float t = pos.X; if (t < 0 || t >= RegionInfo.RegionSizeX) return false; t = pos.Y; if (t < 0 || t >= RegionInfo.RegionSizeY) return false; return true; } /// /// Called when objects or attachments cross the border, or teleport, between regions. /// /// /// public bool IncomingCreateObject(Vector3 newPosition, ISceneObject sog) { //m_log.DebugFormat(" >>> IncomingCreateObject(sog) <<< {0} deleted? {1} isAttach? {2}", ((SceneObjectGroup)sog).AbsolutePosition, // ((SceneObjectGroup)sog).IsDeleted, ((SceneObjectGroup)sog).RootPart.IsAttachment); SceneObjectGroup newObject; try { newObject = (SceneObjectGroup)sog; } catch (Exception e) { m_log.WarnFormat("[INTERREGION]: Problem casting object, exception {0}{1}", e.Message, e.StackTrace); return false; } if (!EntityTransferModule.HandleIncomingSceneObject(newObject, newPosition)) return false; // Do this as late as possible so that listeners have full access to the incoming object EventManager.TriggerOnIncomingSceneObject(newObject); return true; } public bool IncomingAttechments(ScenePresence sp, List attachments) { //m_log.DebugFormat(" >>> IncomingCreateObject(sog) <<< {0} deleted? {1} isAttach? {2}", ((SceneObjectGroup)sog).AbsolutePosition, // ((SceneObjectGroup)sog).IsDeleted, ((SceneObjectGroup)sog).RootPart.IsAttachment); if (!EntityTransferModule.HandleIncomingAttachments(sp, attachments) || sp.IsDeleted) return false; // Do this as late as possible so that listeners have full access to the incoming object foreach(SceneObjectGroup newObject in attachments) EventManager.TriggerOnIncomingSceneObject(newObject); return true; } /// /// Adds a Scene Object group to the Scene. /// Verifies that the creator of the object is not banned from the simulator. /// Checks if the item is an Attachment /// /// /// True if the SceneObjectGroup was added, False if it was not public bool AddSceneObject(SceneObjectGroup sceneObject) { if (sceneObject.OwnerID.IsZero()) { m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID); return false; } // If the user is banned, we won't let any of their objects // enter. Period. // int flags = GetUserFlags(sceneObject.OwnerID); if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags)) { m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID); return false; } // Force allocation of new LocalId // SceneObjectPart[] parts = sceneObject.Parts; for (int i = 0; i < parts.Length; i++) parts[i].LocalId = 0; if (sceneObject.IsAttachmentCheckFull()) // Attachment { sceneObject.RootPart.AddFlag(PrimFlags.TemporaryOnRez); // Don't sent a full update here because this will cause full updates to be sent twice for // attachments on region crossings, resulting in viewer glitches. AddRestoredSceneObject(sceneObject, false, false, false); // Handle attachment special case SceneObjectPart RootPrim = sceneObject.RootPart; // Fix up attachment Parent Local ID ScenePresence sp = GetScenePresence(sceneObject.OwnerID); if (sp is not null) { SceneObjectGroup grp = sceneObject; // m_log.DebugFormat( // "[ATTACHMENT]: Received attachment {0}, inworld asset id {1}", grp.FromItemID, grp.UUID); // m_log.DebugFormat( // "[ATTACHMENT]: Attach to avatar {0} at position {1}", sp.UUID, grp.AbsolutePosition); // We must currently not resume scripts at this stage since AttachmentsModule does not have the // information that this is due to a teleport/border cross rather than an ordinary attachment. // We currently do this in Scene.MakeRootAgent() instead. bool attached = false; if (AttachmentsModule is not null) attached = AttachmentsModule.AttachObject(sp, grp, 0, false, false, true); if (attached) RootPrim.RemFlag(PrimFlags.TemporaryOnRez); else m_log.DebugFormat("[SCENE]: Attachment {0} arrived but failed to attach, setting to temp", sceneObject.UUID); } else { m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID); // RootPrim.RemFlag(PrimFlags.TemporaryOnRez); // RootPrim.AddFlag(PrimFlags.TemporaryOnRez); } if (sceneObject.OwnerID.IsZero()) { m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID); return false; } } else { if (sceneObject.OwnerID.IsZero()) { m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID); return false; } AddRestoredSceneObject(sceneObject, true, false); } return true; } private int GetStateSource(SceneObjectGroup sog) { if(!sog.IsAttachmentCheckFull()) return 2; // StateSource.PrimCrossing ScenePresence sp = GetScenePresence(sog.OwnerID); if (sp is not null) return sp.GetStateSource(); return 2; // StateSource.PrimCrossing } public int GetUserFlags(UUID user) { //Unfortunately the SP approach means that the value is cached until region is restarted /* ScenePresence sp; if (TryGetScenePresence(user, out sp)) { return sp.UserFlags; } else { */ UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user); if (uac is null) return 0; return uac.UserFlags; //} } #endregion #region Add/Remove Avatar Methods public override ISceneAgent AddNewAgent(IClientAPI client, PresenceType type) { ScenePresence sp; bool vialogin; bool reallyNew = true; // Update the number of users attempting to login StatsReporter.UpdateUsersLoggingIn(true); // Validation occurs in LLUDPServer // // XXX: A race condition exists here where two simultaneous calls to AddNewAgent can interfere with // each other. In practice, this does not currently occur in the code. AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode); // We lock here on AgentCircuitData to prevent a race condition between the thread adding a new connection // and a simultaneous one that removes it (as can happen if the client is closed at a particular point // whilst connecting). // // It would be easier to lock across all NewUserConnection(), AddNewAgent() and // RemoveClient() calls for all agents, but this would allow a slow call (e.g. because of slow service // response in some module listening to AddNewAgent()) from holding up unrelated agent calls. // // In practice, the lock (this) in LLUDPServer.AddNewClient() currently lock across all // AddNewClient() operations (though not other ops). // In the future this can be relieved once locking per agent (not necessarily on AgentCircuitData) is improved. lock (aCircuit) { vialogin = (aCircuit.teleportFlags & (uint)(Constants.TeleportFlags.ViaHGLogin | Constants.TeleportFlags.ViaLogin)) != 0; CheckHeartbeat(); sp = GetScenePresence(client.AgentId); if (sp is null) { m_log.DebugFormat( "[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}, tpflags: {4}", client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos, ((TPFlags)aCircuit.teleportFlags).ToString()); m_clientManager.Add(client); SubscribeToClientEvents(client); sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type); aCircuit.Appearance = null; sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags; m_eventManager.TriggerOnNewPresence(sp); } else { // We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the // client is for a root or child agent. // XXX: This may be better set for a new client before that client is added to the client manager. // But need to know what happens in the case where a ScenePresence is already present (and if this // actually occurs). m_log.WarnFormat( "[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence", sp.IsChildAgent ? "child" : "root", sp.Name, RegionInfo.RegionName); reallyNew = false; } client.SceneAgent = sp; // This is currently also being done earlier in NewUserConnection for real users to see if this // resolves problems where HG agents are occasionally seen by others as "Unknown user" in chat and other // places. However, we still need to do it here for NPCs. CacheUserName(sp, aCircuit); if (reallyNew) EventManager.TriggerOnNewClient(client); if (vialogin) EventManager.TriggerOnClientLogin(client); } // User has logged into the scene so update the list of users logging // in StatsReporter.UpdateUsersLoggingIn(false); m_LastLogin = Util.EnvironmentTickCount(); return sp; } /// /// Returns the Home URI of the agent, or null if unknown. /// public string GetAgentHomeURI(UUID agentID) { AgentCircuitData circuit = AuthenticateHandler.GetAgentCircuitData(agentID); if (circuit is not null && circuit.ServiceURLs is not null && circuit.ServiceURLs.ContainsKey("HomeURI")) return circuit.ServiceURLs["HomeURI"].ToString(); else return null; } /// /// Cache the user name for later use. /// /// /// private void CacheUserName(ScenePresence sp, AgentCircuitData aCircuit) { if (UserManagementModule is not null) { string first = aCircuit.firstname; string last = aCircuit.lastname; if (sp is not null && sp.PresenceType == PresenceType.Npc) { UserManagementModule.AddNPCUser(aCircuit.AgentID, first, last); } else { string homeURL = string.Empty; if (aCircuit.ServiceURLs.ContainsKey("HomeURI")) homeURL = aCircuit.ServiceURLs["HomeURI"].ToString(); if (aCircuit.lastname.StartsWith("@")) { string[] parts = aCircuit.firstname.Split('.'); if (parts.Length >= 2) { first = parts[0]; last = parts[1]; } } UserManagementModule.AddUser(aCircuit.AgentID, first, last, homeURL); } } } private bool VerifyClient(AgentCircuitData aCircuit, System.Net.IPEndPoint ep, out bool vialogin) { vialogin = false; // Do the verification here if ((aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0) { m_log.DebugFormat("[SCENE]: Incoming client {0} {1} in region {2} via HG login", aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName); vialogin = true; IUserAgentVerificationModule userVerification = RequestModuleInterface(); if (userVerification is not null && ep is not null) { if (!userVerification.VerifyClient(aCircuit, ep.Address.ToString())) { // uh-oh, this is fishy m_log.DebugFormat("[SCENE]: User Client Verification for {0} {1} in {2} returned false", aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName); return false; } else m_log.DebugFormat("[SCENE]: User Client Verification for {0} {1} in {2} returned true", aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName); } } else if ((aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0) { m_log.DebugFormat("[SCENE]: Incoming client {0} {1} in region {2} via regular login. Client IP verification not performed.", aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName); vialogin = true; } return true; } // Called by Caps, on the first HTTP contact from the client public override bool CheckClient(UUID agentID, System.Net.IPEndPoint ep) { AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(agentID); if (aCircuit is null) return false; if (VerifyClient(aCircuit, ep, out bool _)) return true; // if it doesn't pass, we remove the agentcircuitdata altogether // and the scene presence and the client, if they exist try { ScenePresence sp = WaitGetScenePresence(agentID); if (sp is not null) { PresenceService.LogoutAgent(sp.ControllingClient.SessionId); CloseAgent(sp.UUID, false); } // BANG! SLASH! m_authenticateHandler.RemoveCircuit(agentID); } catch (Exception e) { m_log.DebugFormat("[SCENE]: Exception while closing aborted client: {0}", e.StackTrace); } return false; } /// /// Register for events from the client /// /// The IClientAPI of the connected client public virtual void SubscribeToClientEvents(IClientAPI client) { SubscribeToClientTerrainEvents(client); SubscribeToClientPrimEvents(client); SubscribeToClientPrimRezEvents(client); SubscribeToClientInventoryEvents(client); SubscribeToClientTeleportEvents(client); SubscribeToClientScriptEvents(client); SubscribeToClientParcelEvents(client); SubscribeToClientGridEvents(client); SubscribeToClientNetworkEvents(client); } public virtual void SubscribeToClientTerrainEvents(IClientAPI client) { // client.OnRegionHandShakeReply += SendLayerData; } public virtual void SubscribeToClientPrimEvents(IClientAPI client) { client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; client.onClientChangeObject += m_sceneGraph.ClientChangeObject; client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; client.OnUpdatePrimSingleRotationPosition += m_sceneGraph.UpdatePrimSingleRotationPosition; client.OnUpdatePrimScale += m_sceneGraph.UpdatePrimScale; client.OnUpdatePrimGroupScale += m_sceneGraph.UpdatePrimGroupScale; client.OnUpdateExtraParams += m_sceneGraph.UpdateExtraParam; client.OnUpdatePrimShape += m_sceneGraph.UpdatePrimShape; client.OnUpdatePrimTexture += m_sceneGraph.UpdatePrimTexture; client.OnObjectRequest += RequestPrim; client.OnObjectSelect += SelectPrim; client.OnObjectDeselect += DeselectPrim; client.OnDeRezObject += DeRezObjects; client.OnObjectName += m_sceneGraph.PrimName; client.OnObjectClickAction += m_sceneGraph.PrimClickAction; client.OnObjectMaterial += m_sceneGraph.PrimMaterial; client.OnLinkObjects += LinkObjects; client.OnDelinkObjects += DelinkObjects; client.OnObjectDuplicate += DuplicateObject; client.OnObjectDuplicateOnRay += doObjectDuplicateOnRay; client.OnUpdatePrimFlags += m_sceneGraph.UpdatePrimFlags; client.OnRequestObjectPropertiesFamily += m_sceneGraph.RequestObjectPropertiesFamily; client.OnObjectPermissions += HandleObjectPermissionsUpdate; client.OnGrabObject += ProcessObjectGrab; client.OnGrabUpdate += ProcessObjectGrabUpdate; client.OnDeGrabObject += ProcessObjectDeGrab; client.OnSpinStart += ProcessSpinStart; client.OnSpinUpdate += ProcessSpinObject; client.OnSpinStop += ProcessSpinObjectStop; client.OnUndo += m_sceneGraph.HandleUndo; client.OnRedo += m_sceneGraph.HandleRedo; client.OnObjectDescription += m_sceneGraph.PrimDescription; client.OnObjectIncludeInSearch += m_sceneGraph.MakeObjectSearchable; client.OnObjectOwner += ObjectOwner; client.OnObjectGroupRequest += HandleObjectGroupUpdate; } public virtual void SubscribeToClientPrimRezEvents(IClientAPI client) { client.OnAddPrim += AddNewPrim; client.OnRezObject += RezObject; } public virtual void SubscribeToClientInventoryEvents(IClientAPI client) { client.OnLinkInventoryItem += HandleLinkInventoryItem; client.OnCreateNewInventoryFolder += HandleCreateInventoryFolder; client.OnUpdateInventoryFolder += HandleUpdateInventoryFolder; client.OnMoveInventoryFolder += HandleMoveInventoryFolder; // 2; //!! client.OnFetchInventoryDescendents += HandleFetchInventoryDescendents; client.OnPurgeInventoryDescendents += HandlePurgeInventoryDescendents; // 2; //!! client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; client.OnUpdateInventoryItem += UpdateInventoryItem; client.OnCopyInventoryItem += CopyInventoryItem; client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy; client.OnMoveInventoryItem += MoveInventoryItem; client.OnRemoveInventoryItem += RemoveInventoryItem; client.OnRemoveInventoryFolder += RemoveInventoryFolder; client.OnRezScript += RezScript; client.OnRequestTaskInventory += RequestTaskInventory; client.OnRemoveTaskItem += RemoveTaskInventory; client.OnUpdateTaskInventory += UpdateTaskInventory; client.OnMoveTaskItem += ClientMoveTaskInventoryItem; } public virtual void SubscribeToClientTeleportEvents(IClientAPI client) { client.OnTeleportLocationRequest += RequestTeleportLocation; } public virtual void SubscribeToClientScriptEvents(IClientAPI client) { client.OnScriptReset += ProcessScriptReset; client.OnGetScriptRunning += GetScriptRunning; client.OnSetScriptRunning += SetScriptRunning; } public virtual void SubscribeToClientParcelEvents(IClientAPI client) { client.OnParcelReturnObjectsRequest += LandChannel.ReturnObjectsInParcel; client.OnParcelSetOtherCleanTime += LandChannel.SetParcelOtherCleanTime; client.OnParcelBuy += ProcessParcelBuy; } public virtual void SubscribeToClientGridEvents(IClientAPI client) { //client.OnNameFromUUIDRequest += HandleUUIDNameRequest; client.OnMoneyTransferRequest += ProcessMoneyTransferRequest; } public virtual void SubscribeToClientNetworkEvents(IClientAPI client) { client.OnNetworkStatsUpdate += StatsReporter.AddPacketsStats; client.OnViewerEffect += ProcessViewerEffect; } /// /// Unsubscribe the client from events. /// /// FIXME: Not called anywhere! /// The IClientAPI of the client public virtual void UnSubscribeToClientEvents(IClientAPI client) { UnSubscribeToClientTerrainEvents(client); UnSubscribeToClientPrimEvents(client); UnSubscribeToClientPrimRezEvents(client); UnSubscribeToClientInventoryEvents(client); UnSubscribeToClientTeleportEvents(client); UnSubscribeToClientScriptEvents(client); UnSubscribeToClientParcelEvents(client); UnSubscribeToClientGridEvents(client); UnSubscribeToClientNetworkEvents(client); } public virtual void UnSubscribeToClientTerrainEvents(IClientAPI client) { // client.OnRegionHandShakeReply -= SendLayerData; } public virtual void UnSubscribeToClientPrimEvents(IClientAPI client) { client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; client.onClientChangeObject -= m_sceneGraph.ClientChangeObject; client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; client.OnUpdatePrimSingleRotationPosition -= m_sceneGraph.UpdatePrimSingleRotationPosition; client.OnUpdatePrimScale -= m_sceneGraph.UpdatePrimScale; client.OnUpdatePrimGroupScale -= m_sceneGraph.UpdatePrimGroupScale; client.OnUpdateExtraParams -= m_sceneGraph.UpdateExtraParam; client.OnUpdatePrimShape -= m_sceneGraph.UpdatePrimShape; client.OnUpdatePrimTexture -= m_sceneGraph.UpdatePrimTexture; client.OnObjectRequest -= RequestPrim; client.OnObjectSelect -= SelectPrim; client.OnObjectDeselect -= DeselectPrim; client.OnDeRezObject -= DeRezObjects; client.OnObjectName -= m_sceneGraph.PrimName; client.OnObjectClickAction -= m_sceneGraph.PrimClickAction; client.OnObjectMaterial -= m_sceneGraph.PrimMaterial; client.OnLinkObjects -= LinkObjects; client.OnDelinkObjects -= DelinkObjects; client.OnObjectDuplicate -= DuplicateObject; client.OnObjectDuplicateOnRay -= doObjectDuplicateOnRay; client.OnUpdatePrimFlags -= m_sceneGraph.UpdatePrimFlags; client.OnRequestObjectPropertiesFamily -= m_sceneGraph.RequestObjectPropertiesFamily; client.OnObjectPermissions -= HandleObjectPermissionsUpdate; client.OnGrabObject -= ProcessObjectGrab; client.OnGrabUpdate -= ProcessObjectGrabUpdate; client.OnDeGrabObject -= ProcessObjectDeGrab; client.OnSpinStart -= ProcessSpinStart; client.OnSpinUpdate -= ProcessSpinObject; client.OnSpinStop -= ProcessSpinObjectStop; client.OnUndo -= m_sceneGraph.HandleUndo; client.OnRedo -= m_sceneGraph.HandleRedo; client.OnObjectDescription -= m_sceneGraph.PrimDescription; client.OnObjectIncludeInSearch -= m_sceneGraph.MakeObjectSearchable; client.OnObjectOwner -= ObjectOwner; } public virtual void UnSubscribeToClientPrimRezEvents(IClientAPI client) { client.OnAddPrim -= AddNewPrim; client.OnRezObject -= RezObject; } public virtual void UnSubscribeToClientInventoryEvents(IClientAPI client) { client.OnCreateNewInventoryFolder -= HandleCreateInventoryFolder; client.OnUpdateInventoryFolder -= HandleUpdateInventoryFolder; client.OnMoveInventoryFolder -= HandleMoveInventoryFolder; // 2; //!! client.OnFetchInventoryDescendents -= HandleFetchInventoryDescendents; client.OnPurgeInventoryDescendents -= HandlePurgeInventoryDescendents; // 2; //!! client.OnFetchInventory -= m_asyncInventorySender.HandleFetchInventory; client.OnUpdateInventoryItem -= UpdateInventoryItem; client.OnCopyInventoryItem -= CopyInventoryItem; client.OnMoveInventoryItem -= MoveInventoryItem; client.OnRemoveInventoryItem -= RemoveInventoryItem; client.OnRemoveInventoryFolder -= RemoveInventoryFolder; client.OnRezScript -= RezScript; client.OnRequestTaskInventory -= RequestTaskInventory; client.OnRemoveTaskItem -= RemoveTaskInventory; client.OnUpdateTaskInventory -= UpdateTaskInventory; client.OnMoveTaskItem -= ClientMoveTaskInventoryItem; } public virtual void UnSubscribeToClientTeleportEvents(IClientAPI client) { client.OnTeleportLocationRequest -= RequestTeleportLocation; //client.OnTeleportLandmarkRequest -= RequestTeleportLandmark; //client.OnTeleportHomeRequest -= TeleportClientHome; } public virtual void UnSubscribeToClientScriptEvents(IClientAPI client) { client.OnScriptReset -= ProcessScriptReset; client.OnGetScriptRunning -= GetScriptRunning; client.OnSetScriptRunning -= SetScriptRunning; } public virtual void UnSubscribeToClientParcelEvents(IClientAPI client) { client.OnParcelReturnObjectsRequest -= LandChannel.ReturnObjectsInParcel; client.OnParcelSetOtherCleanTime -= LandChannel.SetParcelOtherCleanTime; client.OnParcelBuy -= ProcessParcelBuy; } public virtual void UnSubscribeToClientGridEvents(IClientAPI client) { //client.OnNameFromUUIDRequest -= HandleUUIDNameRequest; client.OnMoneyTransferRequest -= ProcessMoneyTransferRequest; } public virtual void UnSubscribeToClientNetworkEvents(IClientAPI client) { client.OnNetworkStatsUpdate -= StatsReporter.AddPacketsStats; client.OnViewerEffect -= ProcessViewerEffect; } /// /// Teleport an avatar to their home region /// /// The avatar's Unique ID /// The IClientAPI for the client public virtual bool TeleportClientHome(UUID agentId, IClientAPI client) { if (EntityTransferModule is not null) { return EntityTransferModule.TeleportHome(agentId, client); } else { m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); client.SendTeleportFailed("Unable to perform teleports on this simulator."); } return false; } /// /// Duplicates object specified by localID. This is the event handler for IClientAPI. /// /// ID of object to duplicate /// /// /// Agent doing the duplication /// Group of new object public void DuplicateObject(uint originalPrim, Vector3 offset, uint flags, UUID AgentID, UUID GroupID) { bool createSelected = (flags & (uint)PrimFlags.CreateSelected) != 0; SceneObjectGroup copy = SceneGraph.DuplicateObject(originalPrim, offset, AgentID, GroupID, Quaternion.Identity, createSelected); if (copy is not null) EventManager.TriggerObjectAddedToScene(copy); } /// /// Duplicates object specified by localID at position raycasted against RayTargetObject using /// RayEnd and RayStart to determine what the angle of the ray is /// /// ID of object to duplicate /// /// Agent doing the duplication /// Group of new object /// The target of the Ray /// The ending of the ray (farthest away point) /// The Beginning of the ray (closest point) /// Bool to bypass raycasting /// The End specified is the place to add the object /// Position the object at the center of the face that it's colliding with /// Rotate the object the same as the localID object public void doObjectDuplicateOnRay(uint localID, uint dupeFlags, UUID AgentID, UUID GroupID, UUID RayTargetObj, Vector3 RayEnd, Vector3 RayStart, bool BypassRaycast, bool RayEndIsIntersection, bool CopyCenters, bool CopyRotates) { Vector3 pos; const bool frontFacesOnly = true; //m_log.Info("HITTARGET: " + RayTargetObj.ToString() + ", COPYTARGET: " + localID.ToString()); SceneObjectPart target = GetSceneObjectPart(localID); SceneObjectPart target2 = GetSceneObjectPart(RayTargetObj); bool createSelected = (dupeFlags & (uint)PrimFlags.CreateSelected) != 0; if (target is not null && target2 is not null) { Vector3 direction = Vector3.Normalize(RayEnd - RayStart); //pos = target2.AbsolutePosition; //m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString()); // TODO: Raytrace better here //EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection)); Ray NewRay = new(RayStart,direction); // Ray Trace against target here EntityIntersection ei = target2.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, CopyCenters); // Un-comment out the following line to Get Raytrace results printed to the console. //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); float ScaleOffset = 0.5f; // If we hit something if (ei.HitTF) { Vector3 scale = target.Scale; Vector3 scaleComponent = ei.AAfaceNormal; if (scaleComponent.X != 0) ScaleOffset = scale.X; if (scaleComponent.Y != 0) ScaleOffset = scale.Y; if (scaleComponent.Z != 0) ScaleOffset = scale.Z; ScaleOffset = Math.Abs(ScaleOffset); Vector3 intersectionpoint = ei.ipoint; Vector3 normal = ei.normal; Vector3 offset = normal * (ScaleOffset / 2f); pos = intersectionpoint + offset; // stick in offset format from the original prim pos -= target.ParentGroup.AbsolutePosition; SceneObjectGroup copy; if (CopyRotates) { Quaternion worldRot = target2.GetWorldRotation(); // SceneObjectGroup obj = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot); copy = m_sceneGraph.DuplicateObject(localID, pos, AgentID, GroupID, worldRot, createSelected); //obj.Rotation = worldRot; //obj.UpdateGroupRotationR(worldRot); } else { copy = m_sceneGraph.DuplicateObject(localID, pos, AgentID, GroupID, Quaternion.Identity, createSelected); } if (copy is not null) EventManager.TriggerObjectAddedToScene(copy); } } } /// /// Get the avatar appearance for the given client. /// /// /// public void GetAvatarAppearance(IClientAPI client, out AvatarAppearance appearance) { AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode); if (aCircuit is null) { m_log.DebugFormat("[APPEARANCE] Client did not supply a circuit. Non-Linden? Creating default appearance."); appearance = new AvatarAppearance(); return; } appearance = aCircuit.Appearance; if (appearance is null) { m_log.DebugFormat("[APPEARANCE]: Appearance not found in {0}, returning default", RegionInfo.RegionName); appearance = new AvatarAppearance(); } } /// /// Remove the given client from the scene. /// /// /// Only clientstack code should call this directly. All other code should call IncomingCloseAgent() instead /// to properly operate the state machine and avoid race conditions with other close requests (such as directly /// from viewers). /// /// ID of agent to close /// /// Close the neighbour child agents associated with this client. /// /// private readonly object m_removeClientPrivLock = new(); public void RemoveClient(UUID agentID, bool closeChildAgents) { AgentCircuitData acd = m_authenticateHandler.GetAgentCircuitData(agentID); // Shouldn't be necessary since RemoveClient() is currently only called by IClientAPI.Close() which // in turn is only called by Scene.IncomingCloseAgent() which checks whether the presence exists or not // However, will keep for now just in case. if (acd is null) { m_log.ErrorFormat( "[SCENE]: No agent circuit found for {0} in {1}, aborting Scene.RemoveClient", agentID, Name); return; } // TODO: Can we now remove this lock? lock (m_removeClientPrivLock) { bool isChildAgent = false; ScenePresence avatar = GetScenePresence(agentID); // Shouldn't be necessary since RemoveClient() is currently only called by IClientAPI.Close() which // in turn is only called by Scene.IncomingCloseAgent() which checks whether the presence exists or not // However, will keep for now just in case. if (avatar is null) { m_log.ErrorFormat( "[SCENE]: Called RemoveClient() with agent ID {0} but no such presence is in the scene.", agentID); m_authenticateHandler.RemoveCircuit(agentID); return; } try { isChildAgent = avatar.IsChildAgent; m_log.DebugFormat( "[SCENE]: Removing {0} agent {1} {2} from {3}", isChildAgent ? "child" : "root", avatar.Name, agentID, Name); // Don't do this to root agents, it's not nice for the viewer if (closeChildAgents && isChildAgent) { // Tell a single agent to disconnect from the region. // Let's do this via UDP avatar.ControllingClient.SendShutdownConnectionNotice(); } // Only applies to root agents. if (avatar.ParentID != 0) { avatar.StandUp(); } m_sceneGraph.removeUserCount(!isChildAgent); if (closeChildAgents && !isChildAgent) { List regions = avatar.KnownRegionHandles; regions.Remove(RegionInfo.RegionHandle); // This ends up being done asynchronously so that a logout isn't held up where there are many present but unresponsive neighbours. m_sceneGridService.SendCloseChildAgentConnections(agentID, acd.SessionID.ToString(), regions); } m_eventManager.TriggerClientClosed(agentID, this); // m_log.Debug("[Scene]TriggerClientClosed done"); m_eventManager.TriggerOnRemovePresence(agentID); // m_log.Debug("[Scene]TriggerOnRemovePresence done"); if (!isChildAgent) { AttachmentsModule?.DeRezAttachments(avatar); ForEachClient( delegate(IClientAPI client) { //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway try { client.SendKillObject(new List { avatar.LocalId }); } catch (NullReferenceException) { } }); } // It's possible for child agents to have transactions if changes are being made cross-border. // m_log.Debug("[Scene]RemoveAgentAssetTransactions"); AgentTransactionsModule?.RemoveAgentAssetTransactions(agentID); m_log.Debug("[Scene] The avatar has left the building"); } catch (Exception e) { m_log.Error( string.Format("[SCENE]: Exception removing {0} from {1}. Cleaning up. Exception ", avatar.Name, Name), e); } finally { try { // Always clean these structures up so that any failure above doesn't cause them to remain in the // scene with possibly bad effects (e.g. continually timing out on unacked packets and triggering // the same cleanup exception continually. m_authenticateHandler.RemoveCircuit(acd); m_sceneGraph.RemoveScenePresence(agentID); m_clientManager.Remove(agentID); if (m_capsModule is not null) { if(avatar is null || !avatar.IsNPC) m_capsModule.RemoveCaps(agentID, acd.circuitcode); } avatar.Dispose(); } catch (Exception e) { m_log.Error( string.Format("[SCENE]: Exception in final clean up of {0} in {1}. Exception ", avatar.Name, Name), e); } } } //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); } /// /// Removes region from an avatar's known region list. This coincides with child agents. For each child agent, there will be a known region entry. /// /// /// /// public void HandleRemoveKnownRegionsFromAvatar(UUID avatarID, List regionslst) { ScenePresence av = GetScenePresence(avatarID); if (av is not null) { lock (av) { for (int i = 0; i < regionslst.Count; i++) { av.RemoveNeighbourRegion(regionslst[i]); } } } } #endregion #region Entities public void SendKillObject(List localIDs) { List deleteIDs = new(); foreach (uint localID in localIDs) { SceneObjectPart part = GetSceneObjectPart(localID); if (part is not null && part.ParentGroup is not null && part.ParentGroup.RootPart == part) deleteIDs.Add(localID); } ForEachClient(c => c.SendKillObject(deleteIDs)); } #endregion #region RegionComms /// /// Do the work necessary to initiate a new user connection for a particular scene. /// /// CircuitData of the agent who is connecting /// /// Source region (may be null) /// Outputs the reason for the false response on this string /// True if the region accepts this agent. False if it does not. False will /// also return a reason. public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, GridRegion source, out string reason) { return NewUserConnection(agent, teleportFlags, source, out reason, true); } /// /// Do the work necessary to initiate a new user connection for a particular scene. /// /// /// The return bool should allow for connections to be refused, but as not all calling paths /// take proper notice of it yet, we still allowed banned users in. /// /// At the moment this method consists of setting up the caps infrastructure /// The return bool should allow for connections to be refused, but as not all calling paths /// take proper notice of it let, we allowed banned users in still. /// /// This method is called by the login service (in the case of login) or another simulator (in the case of region /// cross or teleport) to initiate the connection. It is not triggered by the viewer itself - the connection /// is activated later when the viewer sends the initial UseCircuitCodePacket UDP packet (in the case of /// the LLUDP stack). /// /// CircuitData of the agent who is connecting /// Source region (may be null) /// Outputs the reason for the false response on this string /// True for normal presence. False for NPC /// or other applications where a full grid/Hypergrid presence may not be required. /// True if the region accepts this agent. False if it does not. False will /// also return a reason. /// private readonly object m_newUserConnLock = new(); public bool NewUserConnection(AgentCircuitData acd, uint teleportFlags, GridRegion source, out string reason, bool requirePresenceLookup) { bool vialogin = (teleportFlags & (uint)(TPFlags.ViaLogin | TPFlags.ViaHGLogin)) != 0; bool viahome = (teleportFlags & (uint)TPFlags.ViaHome) != 0; //bool godlike = ((teleportFlags & (uint)TPFlags.Godlike) != 0); reason = String.Empty; //Teleport flags: // // TeleportFlags.ViaGodlikeLure - Border Crossing // TeleportFlags.ViaLogin - Login // TeleportFlags.ViaLure - Teleport request sent by another user // TeleportFlags.ViaLandmark | TeleportFlags.ViaLocation | TeleportFlags.ViaLandmark | TeleportFlags.Default - Regular Teleport // Don't disable this log message - it's too helpful string curViewer = Util.GetViewerName(acd); m_log.DebugFormat( "[SCENE]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, IP {6}, viewer {7}, teleportflags ({8}), position {9}. {10}", RegionInfo.RegionName, (acd.child ? "child" : "root"), acd.firstname, acd.lastname, acd.AgentID, acd.circuitcode, acd.IPAddress, curViewer, ((TPFlags)teleportFlags).ToString(), acd.startpos, (source is null) ? "" : string.Format("From region {0} ({1}){2}", source.RegionName, source.RegionID, (source.RawServerURI is null) ? "" : " @ " + source.ServerURI) ); //m_log.DebugFormat("NewUserConnection stack {0}", Environment.StackTrace); if (!LoginsEnabled) { reason = "Logins to this region are disabled"; return false; } //Check if the viewer is banned or in the viewer access list //We check if the substring is listed for higher flexebility bool ViewerDenied = true; string cV = null; //Check if the specific viewer is listed in the allowed viewer list if (m_AllowedViewers.Count > 0) { cV = curViewer.Trim().ToLower(); foreach (string viewer in m_AllowedViewers) { if (viewer == cV[..Math.Min(viewer.Length, curViewer.Length)]) { ViewerDenied = false; break; } } } else { ViewerDenied = false; } //Check if the viewer is in the banned list if (m_BannedViewers.Count > 0) { cV ??= curViewer.Trim().ToLower(); foreach (string viewer in m_BannedViewers) { if (viewer == cV[..Math.Min(viewer.Length, curViewer.Length)]) { ViewerDenied = true; break; } } } if (ViewerDenied) { m_log.DebugFormat( "[SCENE]: Access denied for {0} {1} using {2}", acd.firstname, acd.lastname, curViewer); reason = "Access denied, your viewer is banned"; return false; } ScenePresence sp; lock (m_removeClientLock) { sp = GetScenePresence(acd.AgentID); // We need to ensure that we are not already removing the scene presence before we ask it not to be // closed. if (sp is not null && !sp.IsDeleted && sp.IsChildAgent && (sp.LifecycleState == ScenePresenceState.Running || sp.LifecycleState == ScenePresenceState.PreRemove)) { m_log.Debug($"[SCENE]: Reusing existing child scene presence for {sp.Name}, state {sp.LifecycleState} in {Name}"); // In the case where, for example, an A B C D region layout, an avatar may // teleport from A -> D, but then -> C before A has asked B to close its old child agent. When C // renews the lease on the child agent at B, we must make sure that the close from A does not succeed. // // XXX: In the end, this should not be necessary if child agents are closed without delay on // teleport, since realistically, the close request should always be processed before any other // region tried to re-establish a child agent. This is much simpler since the logic below is // vulnerable to an issue when a viewer quits a region without sending a proper logout but then // re-establishes the connection on a relogin. This could wrongly set the DoNotCloseAfterTeleport // flag when no teleport had taken place (and hence no close was going to come). //if (!acd.ChildrenCapSeeds.ContainsKey(RegionInfo.RegionHandle)) //{ // m_log.DebugFormat( // "[SCENE]: Setting DoNotCloseAfterTeleport for child scene presence {0} in {1} because source will attempt close.", // sp.Name, Name); // sp.DoNotCloseAfterTeleport = true; //} //else if (EntityTransferModule.IsInTransit(sp.UUID)) sp.LifecycleState = ScenePresenceState.Running; if (EntityTransferModule.IsInTransit(sp.UUID)) { sp.DoNotCloseAfterTeleport = true; m_log.Debug($"[SCENE]: Set DoNotCloseAfterTeleport for child scene presence {sp.Name} in {Name} because this region will attempt end-of-teleport close from a previous close."); } } } // Need to poll here in case we are currently deleting an sp. Letting threads run over each other will // allow unpredictable things to happen. if (sp is not null && sp.LifecycleState == ScenePresenceState.Removing) { const int polls = 10; const int pollInterval = 1000; int pollsLeft = polls; try { while (!sp.IsDeleted && sp.LifecycleState == ScenePresenceState.Removing && pollsLeft-- > 0) Thread.Sleep(pollInterval); if (!sp.IsDeleted && sp.LifecycleState == ScenePresenceState.Removing) { m_log.WarnFormat( "[SCENE]: Agent {0} in {1} was still being removed after {2}s. Aborting NewUserConnection.", sp.Name, Name, polls * pollInterval / 1000); return false; } else if (polls != pollsLeft) { m_log.DebugFormat( "[SCENE]: NewUserConnection for agent {0} in {1} had to wait {2}s for in-progress removal to complete on an old presence.", sp.Name, Name, polls * pollInterval / 1000); } } catch { sp = null; } } if (teleportFlags != (uint)TPFlags.Default) { // Make sure root avatar position is in the region if (acd.startpos.X < 0) acd.startpos.X = 1f; else if (acd.startpos.X >= RegionInfo.RegionSizeX) acd.startpos.X = RegionInfo.RegionSizeX - 1f; if (acd.startpos.Y < 0) acd.startpos.Y = 1f; else if (acd.startpos.Y >= RegionInfo.RegionSizeY) acd.startpos.Y = RegionInfo.RegionSizeY - 1f; } // only check access, actual relocations will happen later on ScenePresence MakeRoot // allow child agents creation //if(!godlike && teleportFlags != (uint) TPFlags.Default) if (teleportFlags != (uint)TPFlags.Default) { bool checkTeleHub; // don't check hubs if via home or via lure if ((teleportFlags & (uint)(TPFlags.ViaHome | TPFlags.ViaLure)) != 0) checkTeleHub = false; else checkTeleHub = vialogin || (TelehubAllowLandmarks != true && ((teleportFlags & (uint)(TPFlags.ViaLandmark | TPFlags.ViaLocation)) != 0)); if (!CheckLandPositionAccess(acd.AgentID, true, checkTeleHub, false, acd.startpos, out reason)) { m_authenticateHandler.RemoveCircuit(acd); return false; } } // TODO: can we remove this lock? lock (m_newUserConnLock) { if(sp is not null && sp.IsDeleted) sp = null; if (sp is not null && !sp.IsChildAgent) { // We have a root agent. Is it in transit? if (!EntityTransferModule.IsInTransit(sp.UUID)) { // We have a zombie from a crashed session. // Or the same user is trying to be root twice here, won't work. // Kill it. m_log.WarnFormat( "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.", sp.Name, sp.UUID, RegionInfo.RegionName); if (sp.ControllingClient is not null) CloseAgent(sp.UUID, true); sp = null; } //else // m_log.WarnFormat("[SCENE]: Existing root scene presence for {0} {1} in {2}, but agent is in trasit", sp.Name, sp.UUID, RegionInfo.RegionName); } // Optimistic: add or update the circuit data with the new agent circuit data and teleport flags. // We need the circuit data here for some of the subsequent checks. (groups, for example) // If the checks fail, we remove the circuit. acd.teleportFlags = teleportFlags; if (vialogin) { IUserAccountCacheModule cache = RequestModuleInterface(); cache?.Remove(acd.AgentID); } m_authenticateHandler.AddNewCircuit(acd); if (sp is null) // We don't have an [child] agent here already { if (requirePresenceLookup) { try { if (!VerifyUserPresence(acd, out reason)) { m_authenticateHandler.RemoveCircuit(acd); return false; } } catch (Exception e) { m_log.ErrorFormat( "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace); m_authenticateHandler.RemoveCircuit(acd); return false; } } try { if (!AuthorizeUser(acd, (!vialogin && SeeIntoRegion), out reason)) { m_authenticateHandler.RemoveCircuit(acd); return false; } } catch (Exception e) { m_log.ErrorFormat( "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace); m_authenticateHandler.RemoveCircuit(acd); return false; } m_log.InfoFormat( "[SCENE {0}]: authorized {1} agent {2} {3} {4} (circuit code {5})", Name, (acd.child ? "child" : "root"), acd.firstname, acd.lastname, acd.AgentID, acd.circuitcode); if (m_capsModule is not null) { m_capsModule.SetAgentCapsSeeds(acd); m_capsModule.CreateCaps(acd.AgentID, acd.circuitcode); } } else { sp.TeleportFlags = (TPFlags)teleportFlags; if (sp.IsChildAgent) { m_log.DebugFormat( "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", acd.AgentID, RegionInfo.RegionName); if (m_capsModule is not null) { m_capsModule.SetAgentCapsSeeds(acd); m_capsModule.CreateCaps(acd.AgentID, acd.circuitcode); } sp.AdjustKnownSeeds(); } } // Try caching an incoming user name much earlier on to see if this helps with an issue // where HG users are occasionally seen by others as "Unknown User" because their UUIDName // request for the HG avatar appears to trigger before the user name is cached. CacheUserName(null, acd); } m_capsModule?.ActivateCaps(acd.circuitcode); return true; } private bool IsPositionAllowed(UUID agentID, Vector3 pos, ref string reason) { ILandObject land = LandChannel.GetLandObject(pos); if (land is null) return true; if (land.IsBannedFromLand(agentID) || land.IsRestrictedFromLand(agentID)) { reason = "You are banned from the region."; return false; } return true; } public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY) { if (posX < 0) posX = 0; else if (posX >= RegionInfo.RegionSizeX) posX = RegionInfo.RegionSizeX - 0.5f; if (posY < 0) posY = 0; else if (posY >= RegionInfo.RegionSizeY) posY = RegionInfo.RegionSizeY - 0.5f; reason = String.Empty; if (Permissions.IsGod(agentID)) return true; ILandObject land = LandChannel.GetLandObject(posX, posY); if (land is null) return false; bool banned = land.IsBannedFromLand(agentID); bool restricted = land.IsRestrictedFromLand(agentID); if (banned || restricted) { ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY); Vector2? newPosition = null; if (nearestParcel is not null) { //Move agent to nearest allowed // Vector2 newPosition = GetParcelSafeCorner(nearestParcel); newPosition = nearestParcel.GetNearestPoint(new Vector3(posX, posY,0)); } if(newPosition is null) { if (banned) { reason = "Cannot regioncross into banned parcel."; } else { reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.", RegionInfo.RegionName); } return false; } else { posX = newPosition.Value.X; posY = newPosition.Value.Y; } } reason = ""; return true; } /// /// Verifies that the user has a presence on the Grid /// /// Circuit Data of the Agent we're verifying /// Outputs the reason for the false response on this string /// True if the user has a session on the grid. False if it does not. False will /// also return a reason. public virtual bool VerifyUserPresence(AgentCircuitData agent, out string reason) { IPresenceService presencesvc = RequestModuleInterface(); if (presencesvc is null) { reason = String.Format("Failed to verify user presence in the grid for {0} {1} in region {2}. Presence service does not exist.", agent.firstname, agent.lastname, RegionInfo.RegionName); return false; } OpenSim.Services.Interfaces.PresenceInfo pinfo = presencesvc.GetAgent(agent.SessionID); if (pinfo is null) { reason = String.Format("Failed to verify user presence in the grid for {0} {1}, access denied to region {2}.", agent.firstname, agent.lastname, RegionInfo.RegionName); return false; } if(pinfo.UserID != agent.AgentID.ToString()) { reason = String.Format("Failed to verify user presence in the grid for {0} {1}, access denied to region {2}.", agent.firstname, agent.lastname, RegionInfo.RegionName); return false; } reason = string.Empty; return true; } /// /// Verify if the user can connect to this region. Checks the banlist and ensures that the region is set for public access /// /// The circuit data for the agent /// outputs the reason to this string /// True if the region accepts this agent. False if it does not. False will /// also return a reason. protected virtual bool AuthorizeUser(AgentCircuitData agent, bool bypassAccessControl, out string reason) { reason = string.Empty; if(agent.AgentID.Equals(Constants.servicesGodAgentID)) return false; if (!m_strictAccessControl) return true; if (Permissions.IsGod(agent.AgentID)) return true; if (AuthorizationService is not null) { if (!AuthorizationService.IsAuthorizedForRegion( agent.AgentID.ToString(), agent.firstname, agent.lastname, RegionInfo.RegionID.ToString(), out reason)) { m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because: {4}", agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName, reason); return false; } } // We only test the things below when we want to cut off // child agents from being present in the scene for which their root // agent isn't allowed. Otherwise, we allow child agents. The test for // the root is done elsewhere (QueryAccess) if (!bypassAccessControl) { if(RegionInfo.EstateSettings is null) { // something is broken? let it get in m_log.ErrorFormat("[CONNECTION BEGIN]: Estate Settings is null!"); return true; } // check estate ban int flags = GetUserFlags(agent.AgentID); if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, flags)) { m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); reason = string.Format("Denied access to region {0}: You have been banned from that region.", RegionInfo.RegionName); return false; } // public access if (RegionInfo.EstateSettings.PublicAccess) return true; // in access list / owner / manager if (RegionInfo.EstateSettings.HasAccess(agent.AgentID)) return true; // finally test groups bool groupAccess = false; // some say GOTO is ugly if(m_groupsModule is null) // if no groups refuse goto Label_GroupsDone; UUID[] estateGroups = RegionInfo.EstateSettings.EstateGroups; if(estateGroups is null) { m_log.ErrorFormat("[CONNECTION BEGIN]: Estate GroupMembership is null!"); goto Label_GroupsDone; } if(estateGroups.Length == 0) goto Label_GroupsDone; List agentGroups = new(); GroupMembershipData[] GroupMembership = m_groupsModule.GetMembershipData(agent.AgentID); if(GroupMembership is null) { m_log.ErrorFormat("[CONNECTION BEGIN]: GroupMembership is null!"); goto Label_GroupsDone; } if(GroupMembership.Length == 0) goto Label_GroupsDone; for(int i = 0;i < GroupMembership.Length;i++) agentGroups.Add(GroupMembership[i].GroupID); foreach(UUID group in estateGroups) { if(agentGroups.Contains(group)) { groupAccess = true; break; } } Label_GroupsDone: if (!groupAccess) { m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate", agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); reason = String.Format("Denied access to private region {0}: You do not have access to that region.", RegionInfo.RegionName); return false; } } return true; } /// /// Update an AgentCircuitData object with new information /// /// Information to update the AgentCircuitData with public void UpdateCircuitData(AgentCircuitData data) { m_authenticateHandler.UpdateAgentData(data); } /// /// Change the Circuit Code for the user's Circuit Data /// /// The old Circuit Code. Must match a previous circuit code /// The new Circuit Code. Must not be an already existing circuit code /// True if we successfully changed it. False if we did not public bool ChangeCircuitCode(uint oldcc, uint newcc) { return m_authenticateHandler.TryChangeCircuitCode(oldcc, newcc); } // /// // /// The Grid has requested that we log-off a user. Log them off. // /// // /// Unique ID of the avatar to log-off // /// SecureSessionID of the user, or the RegionSecret text when logging on to the grid // /// message to display to the user. Reason for being logged off // public void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message) // { // ScenePresence loggingOffUser = GetScenePresence(AvatarID); // if (loggingOffUser is not null) // { // UUID localRegionSecret = UUID.Zero; // bool parsedsecret = UUID.TryParse(RegionInfo.regionSecret, out localRegionSecret); // // // Region Secret is used here in case a new sessionid overwrites an old one on the user server. // // Will update the user server in a few revisions to use it. // // if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId || (parsedsecret && RegionSecret == localRegionSecret)) // { // m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, loggingOffUser.KnownRegionHandles); // loggingOffUser.ControllingClient.Kick(message); // // Give them a second to receive the message! // Thread.Sleep(1000); // loggingOffUser.ControllingClient.Close(); // } // else // { // m_log.Info("[USERLOGOFF]: System sending the LogOff user message failed to sucessfully authenticate"); // } // } // else // { // m_log.InfoFormat("[USERLOGOFF]: Got a logoff request for {0} but the user isn't here. The user might already have been logged out", AvatarID.ToString()); // } // } // /// // /// Triggered when an agent crosses into this sim. Also happens on initial login. // /// // /// // /// // /// // public virtual void AgentCrossing(UUID agentID, Vector3 position, bool isFlying) // { // ScenePresence presence = GetScenePresence(agentID); // if (presence is not null) // { // try // { // presence.MakeRootAgent(position, isFlying); // } // catch (Exception e) // { // m_log.ErrorFormat("[SCENE]: Unable to do agent crossing, exception {0}{1}", e.Message, e.StackTrace); // } // } // else // { // m_log.ErrorFormat( // "[SCENE]: Could not find presence for agent {0} crossing into scene {1}", // agentID, RegionInfo.RegionName); // } // } /// /// We've got an update about an agent that sees into this region, /// send it to ScenePresence for processing It's the full data. /// /// Agent that contains all of the relevant things about an agent. /// Appearance, animations, position, etc. /// true if we handled it. public virtual bool IncomingUpdateChildAgent(AgentData cAgentData) { m_log.DebugFormat( "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName); if (!LoginsEnabled) { // reason = "Logins Disabled"; m_log.DebugFormat( "[SCENE]: update for {0} in {1} refused: Logins Disabled", cAgentData.AgentID, RegionInfo.RegionName); return false; } int flags = GetUserFlags(cAgentData.AgentID); if (RegionInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags)) { m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID); return false; } // TODO: This check should probably be in QueryAccess(). ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, (float)RegionInfo.RegionSizeX * 0.5f, (float)RegionInfo.RegionSizeY * 0.5f); if (nearestParcel is null) { m_log.InfoFormat( "[SCENE]: Denying root agent entry to {0} in {1}: no allowed parcel", cAgentData.AgentID, RegionInfo.RegionName); return false; } // We have to wait until the viewer contacts this region // after receiving the EnableSimulator HTTP Event Queue message (for the v1 teleport protocol) // or TeleportFinish (for the v2 teleport protocol). This triggers the viewer to send // a UseCircuitCode packet which in turn calls AddNewAgent which finally creates the ScenePresence. ScenePresence sp = WaitGetScenePresence(cAgentData.AgentID); if (sp is not null) { if (!sp.IsChildAgent) { m_log.WarnFormat("[SCENE]: Ignoring a child update on a root agent {0} {1} in {2}", sp.Name, sp.UUID, Name); return false; } if (cAgentData.SessionID.NotEqual(sp.ControllingClient.SessionId)) { m_log.WarnFormat( "[SCENE]: Attempt to update agent {0} with diferent session id {1} != {2}", sp.UUID, sp.ControllingClient.SessionId, cAgentData.SessionID); return false; } sp.UpdateChildAgent(cAgentData); int ntimes = 100; if (cAgentData.SenderWantsToWaitForRoot) { while (sp.IsChildAgent && ntimes-- > 0) Thread.Sleep(250); if (sp.IsChildAgent) { m_log.WarnFormat( "[SCENE]: Found presence {0} {1} unexpectedly still child in {2}", sp.Name, sp.UUID, Name); return false; } } return true; } return false; } /// /// We've got an update about an agent that sees into this region, /// send it to ScenePresence for processing It's only positional data /// /// AgentPosition that contains agent positional data so we can know what to send /// true if we handled it. public virtual bool IncomingUpdateChildAgent(AgentPosition cAgentData) { // m_log.DebugFormat( // "[SCENE PRESENCE]: IncomingChildAgentDataUpdate POSITION for {0} in {1}, position {2}", // cAgentData.AgentID, Name, cAgentData.Position); ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID); if (childAgentUpdate is not null) { // if (childAgentUpdate.ControllingClient.SessionId != cAgentData.SessionID) // // Only warn for now // m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}. Neighbor running older version?", // childAgentUpdate.UUID, cAgentData.SessionID); // I can't imagine *yet* why we would get an update if the agent is a root agent.. // however to avoid a race condition crossing borders.. if (childAgentUpdate.IsChildAgent) { //Send Data to ScenePresence childAgentUpdate.UpdateChildAgent(cAgentData); // Not Implemented: //TODO: Do we need to pass the message on to one of our neighbors? } return true; } return false; } /// /// Poll until the requested ScenePresence appears or we timeout. /// /// The scene presence is found, else null. /// protected virtual ScenePresence WaitGetScenePresence(UUID agentID) { int ntimes = 120; // 30s ScenePresence sp; while ((sp = GetScenePresence(agentID)) is null && (ntimes-- > 0)) Thread.Sleep(250); if (sp is null) m_log.WarnFormat( "[SCENE PRESENCE]: Did not find presence with id {0} in {1} before timeout", agentID, RegionInfo.RegionName); return sp; } /// /// Authenticated close (via network) /// /// /// /// /// public bool CloseAgent(UUID agentID, bool force, string auth_token) { //m_log.DebugFormat("[SCENE]: Processing incoming close agent {0} in region {1} with auth_token {2}", agentID, RegionInfo.RegionName, auth_token); // Check that the auth_token is valid AgentCircuitData acd = AuthenticateHandler.GetAgentCircuitData(agentID); if (acd is null) { m_log.DebugFormat( "[SCENE]: Request to close agent {0} but no such agent in scene {1}. May have been closed previously.", agentID, Name); return false; } if (acd.SessionID.ToString() == auth_token) { return CloseAgent(agentID, force); } else { m_log.WarnFormat( "[SCENE]: Request to close agent {0} with invalid authorization token {1} in {2}", agentID, auth_token, Name); } return false; } /// /// Tell a single client to prepare to close. /// /// /// This should only be called if we may close the client but there will be some delay in so doing. Meant for /// internal use - other callers should almost certainly called CloseClient(). /// /// /// true if pre-close state notification was successful. false if the agent /// was not in a state where it could transition to pre-close. public bool IncomingPreCloseClient(ScenePresence sp) { lock (m_removeClientLock) { // We need to avoid a race condition where in, for example, an A B C D region layout, an avatar may // teleport from A -> D, but then -> C before A has asked B to close its old child agent. We do not // want to obey this close since C may have renewed the child agent lease on B. if (sp.DoNotCloseAfterTeleport) { m_log.DebugFormat( "[SCENE]: Not pre-closing {0} agent {1} in {2} since another simulator has re-established the child connection", sp.IsChildAgent ? "child" : "root", sp.Name, Name); // Need to reset the flag so that a subsequent close after another teleport can succeed. sp.DoNotCloseAfterTeleport = false; return false; } if (sp.LifecycleState != ScenePresenceState.Running) { m_log.DebugFormat( "[SCENE]: Called IncomingPreCloseAgent() for {0} in {1} but presence is already in state {2}", sp.Name, Name, sp.LifecycleState); return false; } sp.LifecycleState = ScenePresenceState.PreRemove; return true; } } /// /// Tell a single agent to disconnect from the region. /// /// /// /// Force the agent to close even if it might be in the middle of some other operation. You do not want to /// force unless you are absolutely sure that the agent is dead and a normal close is not working. /// public override bool CloseAgent(UUID agentID, bool force) { ScenePresence sp; lock (m_removeClientLock) { sp = GetScenePresence(agentID); if (sp is null) { // If there is no scene presence, we may be handling a dead // client. These can keep an avatar from reentering a region // and since they don't get cleaned up they will stick // around until region restart. So, if there is no SP, // remove the client as well. bool ret = false; if (m_clientManager.TryGetValue(agentID, out IClientAPI client)) { client.Close(force, force); m_log.DebugFormat( "[SCENE]: Dead client for agent ID {0} was cleaned up in {1}", agentID, Name); ret = true; } // need to try this again, bc client close may had not done it m_authenticateHandler?.RemoveCircuit(agentID); m_clientManager.Remove(agentID); m_capsModule?.RemoveCaps(agentID, 0); return ret; } if (sp.LifecycleState != ScenePresenceState.Running && sp.LifecycleState != ScenePresenceState.PreRemove) { m_log.DebugFormat( "[SCENE]: Called CloseClient() for {0} in {1} but presence is already in state {2}", sp.Name, Name, sp.LifecycleState); return false; } // We need to avoid a race condition where in, for example, an A B C D region layout, an avatar may // teleport from A -> D, but then -> C before A has asked B to close its old child agent. We do not // want to obey this close since C may have renewed the child agent lease on B. if (sp.DoNotCloseAfterTeleport) { m_log.DebugFormat( "[SCENE]: Not closing {0} agent {1} in {2} since another simulator has re-established the child connection", sp.IsChildAgent ? "child" : "root", sp.Name, Name); // Need to reset the flag so that a subsequent close after another teleport can succeed. sp.DoNotCloseAfterTeleport = false; return false; } sp.LifecycleState = ScenePresenceState.Removing; } if (sp is not null) { sp.ControllingClient.Close(force, force); if(sp.IsNPC && UserManagementModule is not null) UserManagementModule.RemoveUser(sp.UUID); return true; } return false; } /// /// Tries to teleport agent within region. /// /// /// /// /// public void RequestLocalTeleport(ScenePresence sp, Vector3 position, Vector3 vel, Vector3 lookat, int flags) { sp.LocalTeleport(position, vel, lookat, flags); } /// /// Tries to teleport agent to another region. /// /// /// The region name must exactly match that given. /// /// /// /// /// /// public void RequestTeleportLocation(IClientAPI remoteClient, string regionName, Vector3 position, Vector3 lookat, uint teleportFlags) { if (EntityTransferModule is null) { m_log.DebugFormat("[SCENE]: Unable to perform teleports: no AgentTransferModule is active"); return; } ScenePresence sp = GetScenePresence(remoteClient.AgentId); if (sp is null || sp.IsDeleted || sp.IsInTransit) return; ulong regionHandle = 0; if(regionName == RegionInfo.RegionName) regionHandle = RegionInfo.RegionHandle; else { GridRegion region = GridService.GetRegionByName(RegionInfo.ScopeID, regionName); if (region is not null) regionHandle = region.RegionHandle; } if(regionHandle == 0) { // can't find the region: Tell viewer and abort remoteClient.SendTeleportFailed($"The region '{regionName}' could not be found."); return; } EntityTransferModule.Teleport(sp, regionHandle, position, lookat, teleportFlags); } /// /// Tries to teleport agent to other region. /// /// /// /// /// /// public void RequestTeleportLocation(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags) { if (EntityTransferModule is null) { m_log.Debug("[SCENE]: Unable to perform teleports: no AgentTransferModule is active"); return; } ScenePresence sp = GetScenePresence(remoteClient.AgentId); if (sp is null || sp.IsDeleted || sp.IsInTransit) return; EntityTransferModule.Teleport(sp, regionHandle, position, lookAt, teleportFlags); } public void RequestTeleportLandmark(IClientAPI remoteClient, AssetLandmark lm, Vector3 lookAt) { if (EntityTransferModule is null) { m_log.Debug("[SCENE]: Unable to perform teleports: no AgentTransferModule is active"); return; } ScenePresence sp = GetScenePresence(remoteClient.AgentId); if (sp is null || sp.IsDeleted || sp.IsInTransit) return; EntityTransferModule.RequestTeleportLandmark(remoteClient, lm, lookAt); } public bool CrossAgentToNewRegion(ScenePresence agent, bool isFlying) { if(!AllowAvatarCrossing) return false; if (EntityTransferModule is not null) { return EntityTransferModule.Cross(agent, isFlying); } else { m_log.Debug("[SCENE]: Unable to cross agent to neighbouring region, because there is no AgentTransferModule"); } return false; } public void SendOutChildAgentUpdates(AgentPosition cadu, ScenePresence presence) { m_sceneGridService.SendChildAgentDataUpdate(cadu, presence); } #endregion #region Other Methods protected override IConfigSource GetConfig() { return m_config; } #endregion public void HandleObjectPermissionsUpdate(IClientAPI controller, UUID agentID, UUID sessionID, byte field, uint localId, uint mask, byte set) { // Check for spoofing.. since this is permissions we're talking about here! if (controller.SessionId.Equals(sessionID) && controller.AgentId.Equals(agentID)) { // Tell the object to do permission update if (localId != 0) { SceneObjectGroup chObjectGroup = GetGroupByPrim(localId); chObjectGroup?.UpdatePermissions(agentID, field, localId, mask, set); } } } /// /// Causes all clients to get a full object update on all of the objects in the scene. /// public void ForceClientUpdate() { EntityBase[] entityList = GetEntities(); foreach (EntityBase ent in entityList) { if (ent is SceneObjectGroup sog) { sog.ScheduleGroupForFullUpdate(); } } } /// /// This is currently only used for scale (to scale to MegaPrim size) /// There is a console command that calls this in OpenSimMain /// /// public void HandleEditCommand(string[] cmdparams) { m_log.Debug($"Searching for Primitive: '{cmdparams[2]}'"); EntityBase[] entityList = GetEntities(); foreach (EntityBase ent in entityList) { if (ent is SceneObjectGroup sog) { SceneObjectPart part = sog.GetPart(sog.UUID); if (part is not null) { if (part.Name == cmdparams[2]) { part.Resize( new Vector3(Convert.ToSingle(cmdparams[3]), Convert.ToSingle(cmdparams[4]), Convert.ToSingle(cmdparams[5]))); m_log.Debug($"Edited scale of Primitive: {part.Name}"); } } } } } #region Script Handling Methods /// /// Console command handler to send script command to script engine. /// /// public void SendCommandToPlugins(string[] args) { m_eventManager.TriggerOnPluginConsole(args); } public LandData GetLandData(float x, float y) { ILandObject parcel = LandChannel.GetLandObject(x, y); if (parcel is null) return null; return parcel.LandData; } /// /// Get LandData by position. /// /// /// public LandData GetLandData(Vector3 pos) { return GetLandData(pos.X, pos.Y); } public LandData GetLandData(uint x, uint y) { // m_log.DebugFormat("[SCENE]: returning land for {0},{1}", x, y); ILandObject parcel = LandChannel.GetLandObject((int)x, (int)y); if (parcel is null) return null; return parcel.LandData; } #endregion #region Script Engine [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool LSLScriptDanger(SceneObjectPart part, Vector3 pos) { ILandObject parcel = LandChannel.GetLandObject(pos); return LSLScriptDanger(part, parcel); } public bool LSLScriptDanger(SceneObjectPart part, ILandObject parcel) { if (parcel is null) return true; LandData ldata = parcel.LandData; if (ldata is null) return true; uint landflags = ldata.Flags; uint mask = (uint)(ParcelFlags.CreateObjects | ParcelFlags.AllowAPrimitiveEntry); if((landflags & mask) != mask) return true; if((landflags & (uint)ParcelFlags.AllowOtherScripts) != 0) return false; if(part is null) return true; if(part.GroupID == ldata.GroupID && (landflags & (uint)ParcelFlags.AllowGroupScripts) != 0) return false; return true; } private bool ScriptDanger(SceneObjectPart part, Vector3 pos) { if (part is null) return false; ILandObject parcel = LandChannel.GetLandObject(pos.X, pos.Y); if (parcel is not null) { if ((parcel.LandData.Flags & (uint)ParcelFlags.AllowOtherScripts) != 0) return true; if ((part.OwnerID.Equals(parcel.LandData.OwnerID)) || Permissions.IsGod(part.OwnerID)) return true; if (((parcel.LandData.Flags & (uint)ParcelFlags.AllowGroupScripts) != 0) && (!parcel.LandData.GroupID.IsZero()) && (parcel.LandData.GroupID.Equals(part.GroupID))) return true; } else { if (pos.X > 0f && pos.X < RegionInfo.RegionSizeX && pos.Y > 0f && pos.Y < RegionInfo.RegionSizeY) return true; } return false; } public bool PipeEventsForScript(uint localID) { SceneObjectPart part = GetSceneObjectPart(localID); if (part is not null) { SceneObjectPart parent = part.ParentGroup.RootPart; return ScriptDanger(parent, parent.GetWorldPosition()); } else { return false; } } #endregion #region SceneGraph wrapper methods public void SwapRootAgentCount(bool direction_RoottoChild, bool isnpc) { m_sceneGraph.SwapRootChildAgent(direction_RoottoChild, isnpc); } public void AddPhysicalPrim(int num) { m_sceneGraph.AddPhysicalPrim(num); } public void RemovePhysicalPrim(int num) { m_sceneGraph.RemovePhysicalPrim(num); } public int GetRootAgentCount() { return m_sceneGraph.GetRootAgentCount(); } public int GetRootNPCCount() { return m_sceneGraph.GetRootAgentCount(); } public int GetChildAgentCount() { return m_sceneGraph.GetChildAgentCount(); } /// /// Request a scene presence by UUID. Fast, indexed lookup. /// /// /// null if the presence was not found [MethodImpl(MethodImplOptions.AggressiveInlining)] public ScenePresence GetScenePresence(UUID agentID) { return m_sceneGraph.GetScenePresence(agentID); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public override bool TryGetScenePresence(UUID agentID, out ScenePresence presence) { return m_sceneGraph.TryGetScenePresence(agentID, out presence); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool TryGetSceneRootPresence(UUID agentID, out ScenePresence presence) { return m_sceneGraph.TryGetSceneRootPresence(agentID, out presence); } /// /// Request the scene presence by name. /// /// /// /// null if the presence was not found [MethodImpl(MethodImplOptions.AggressiveInlining)] public ScenePresence GetScenePresence(string firstName, string lastName) { return m_sceneGraph.GetScenePresence(firstName, lastName); } /// /// Request the scene presence by localID. /// /// /// null if the presence was not found [MethodImpl(MethodImplOptions.AggressiveInlining)] public ScenePresence GetScenePresence(uint localID) { return m_sceneGraph.GetScenePresence(localID); } /// /// Gets all the scene presences in this scene. /// /// /// This method will return both root and child scene presences. /// /// Consider using only on ForEachScenePresence() or ForEachRootScenePresence() if possible since these will not /// involving creating a new List object. /// /// /// The shared list of the scene presences. /// /// WARNING DO NOT MODIFY RETURNED VALUE [MethodImpl(MethodImplOptions.AggressiveInlining)] public List GetScenePresences() { //return new List(m_sceneGraph.GetScenePresences()); return m_sceneGraph.GetScenePresences(); } /// /// Performs action on all avatars in the scene (root scene presences) /// Avatars may be an NPC or a 'real' client. /// /// [MethodImpl(MethodImplOptions.AggressiveInlining)] public void ForEachRootScenePresence(Action action) { m_sceneGraph.ForEachRootScenePresence(action); } /// /// Performs action on all scene presences (root and child) /// /// [MethodImpl(MethodImplOptions.AggressiveInlining)] public void ForEachScenePresence(Action action) { m_sceneGraph.ForEachScenePresence(action); } /// /// Get all the scene object groups. /// /// /// The scene object groups. If the scene is empty then an empty list is returned. /// [MethodImpl(MethodImplOptions.AggressiveInlining)] public List GetSceneObjectGroups() { return m_sceneGraph.GetSceneObjectGroups(); } /// /// Get a group via its UUID /// /// /// null if no group with that id exists [MethodImpl(MethodImplOptions.AggressiveInlining)] public SceneObjectGroup GetSceneObjectGroup(UUID fullID) { return m_sceneGraph.GetSceneObjectGroup(fullID); } /// /// Get a group via its local ID /// /// This will only return a group if the local ID matches a root part /// /// null if no group with that id exists [MethodImpl(MethodImplOptions.AggressiveInlining)] public SceneObjectGroup GetSceneObjectGroup(uint localID) { return m_sceneGraph.GetSceneObjectGroup(localID); } /// /// Get a group by name from the scene (will return the first /// found, if there are more than one prim with the same name) /// /// /// null if no group with that name exists [MethodImpl(MethodImplOptions.AggressiveInlining)] public SceneObjectGroup GetSceneObjectGroup(string name) { return m_sceneGraph.GetSceneObjectGroup(name); } /// /// Attempt to get the SOG via its UUID /// /// /// /// [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool TryGetSceneObjectGroup(UUID fullID, out SceneObjectGroup sog) { sog = GetSceneObjectGroup(fullID); return sog is not null; } /// /// Get a prim by name from the scene (will return the first /// found, if there are more than one prim with the same name) /// /// /// [MethodImpl(MethodImplOptions.AggressiveInlining)] public SceneObjectPart GetSceneObjectPart(string name) { return m_sceneGraph.GetSceneObjectPart(name); } /// /// Get a prim via its local id /// /// /// [MethodImpl(MethodImplOptions.AggressiveInlining)] public SceneObjectPart GetSceneObjectPart(uint localID) { return m_sceneGraph.GetSceneObjectPart(localID); } /// /// Get a prim via its UUID /// /// /// [MethodImpl(MethodImplOptions.AggressiveInlining)] public SceneObjectPart GetSceneObjectPart(UUID fullID) { return m_sceneGraph.GetSceneObjectPart(fullID); } /// /// Attempt to get a prim via its UUID /// /// /// /// [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool TryGetSceneObjectPart(UUID fullID, out SceneObjectPart sop) { return m_sceneGraph.TryGetSceneObjectPart(fullID, out sop); } /// /// Get a scene object group that contains the prim with the given local id /// /// /// null if no scene object group containing that prim is found [MethodImpl(MethodImplOptions.AggressiveInlining)] public SceneObjectGroup GetGroupByPrim(uint localID) { return m_sceneGraph.GetGroupByPrim(localID); } /// /// Get a scene object group that contains the prim with the given uuid /// /// /// null if no scene object group containing that prim is found [MethodImpl(MethodImplOptions.AggressiveInlining)] public SceneObjectGroup GetGroupByPrim(UUID fullID) { return m_sceneGraph.GetGroupByPrim(fullID); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) { return m_sceneGraph.TryGetAvatarByName(avatarName, out avatar); } /// /// Perform an action on all clients with an avatar in this scene (root only) /// /// [MethodImpl(MethodImplOptions.AggressiveInlining)] public void ForEachRootClient(Action action) { ForEachRootScenePresence(delegate(ScenePresence presence) { action(presence.ControllingClient); }); } /// /// Perform an action on all clients connected to the region (root and child) /// /// [MethodImpl(MethodImplOptions.AggressiveInlining)] public void ForEachClient(Action action) { m_clientManager.ForEach(action); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public int GetNumberOfClients() { return m_clientManager.Count; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool TryGetClient(UUID avatarID, out IClientAPI client) { return m_clientManager.TryGetValue(avatarID, out client); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool TryGetClient(System.Net.IPEndPoint remoteEndPoint, out IClientAPI client) { return m_clientManager.TryGetValue(remoteEndPoint, out client); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void ForEachSOG(Action action) { m_sceneGraph.ForEachSOG(action); } /// /// Returns a list of the entities in the scene. This is a new list so operations perform on the list itself /// will not affect the original list of objects in the scene. /// /// [MethodImpl(MethodImplOptions.AggressiveInlining)] public EntityBase[] GetEntities() { return m_sceneGraph.GetEntities(); } #endregion // Commented pending deletion since this method no longer appears to do anything at all // public bool NeedSceneCacheClear(UUID agentID) // { // IInventoryTransferModule inv = RequestModuleInterface(); // if (inv is null) // return true; // // return inv.NeedSceneCacheClear(agentID, this); // } public void CleanTempObjects() { DateTime now = DateTime.UtcNow; EntityBase[] entities = GetEntities(); foreach (EntityBase obj in entities) { if (obj is SceneObjectGroup) { SceneObjectGroup grp = obj as SceneObjectGroup; if (!grp.IsDeleted) { if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) { if (grp.GetSittingAvatarsCount() == 0 && grp.RootPart.Expires <= now) DeleteSceneObject(grp, false); } } } } } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void DeleteFromStorage(UUID uuid) { SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID); } public int GetHealth(out int flags, out string message) { // Returns: // 1 = sim is up and accepting http requests. The heartbeat has // stopped and the sim is probably locked up, but a remote // admin restart may succeed // // 2 = Sim is up and the heartbeat is running. The sim is likely // usable for people within // // 3 = Sim is up and one packet thread is running. Sim is // unstable and will not accept new logins // // 4 = Sim is up and both packet threads are running. Sim is // likely usable // // 5 = We have seen a new user enter within the past 4 minutes // which can be seen as positive confirmation of sim health // int health = 1; // Start at 1, means we're up flags = 0; message = String.Empty; CheckHeartbeat(); if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0)) { // We're still starting // 0 means "in startup", it can't happen another way, since // to get here, we must be able to accept http connections return 0; } if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 4000) { health+=1; flags |= 1; } if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 6000) { health+=1; flags |= 2; } if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 6000) { health+=1; flags |= 4; } /* else { int pid = System.Diagnostics.Process.GetCurrentProcess().Id; System.Diagnostics.Process proc = new System.Diagnostics.Process(); proc.EnableRaisingEvents=false; proc.StartInfo.FileName = "/bin/kill"; proc.StartInfo.Arguments = "-QUIT " + pid.ToString(); proc.Start(); proc.WaitForExit(); Thread.Sleep(1000); Environment.Exit(1); } */ if (flags != 7) return health; // A login in the last 4 mins? We can't be doing too badly // if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000) health++; else return health; return health; } public Scene ConsoleScene() { if (MainConsole.Instance?.ConsoleScene is Scene sc) return sc; return null; } // Get terrain height at the specified location. // Presumes the underlying implementation is a heightmap which is a 1m grid. [MethodImpl(MethodImplOptions.AggressiveInlining)] public float GetGroundHeight(float x, float y) { return Heightmap.GetHeight(x, y); } [MethodImpl(MethodImplOptions.AggressiveInlining)] private void CheckHeartbeat() { if (m_firstHeartbeat) return; if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000) Start(); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public override ISceneObject DeserializeObject(string representation) { return SceneObjectSerializer.FromXml2Format(representation); } public override bool AllowScriptCrossings { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return m_allowScriptCrossings; } } [MethodImpl(MethodImplOptions.AggressiveInlining)] public Vector3 GetNearestAllowedPosition(ScenePresence avatar) { return GetNearestAllowedPosition(avatar, null); } public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel) { Vector3 pos = avatar.AbsolutePosition; ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, pos.X, pos.Y, excludeParcel); if (nearestParcel is not null) { Vector2? nearestPoint = null; Vector3 dir = -avatar.Velocity; float dirlen = dir.Length(); if(dirlen > 1.0f) //Try to get a location that feels like where they came from nearestPoint = nearestParcel.GetNearestPointAlongDirection(pos, dir); nearestPoint ??= nearestParcel.GetNearestPoint(pos); if (nearestPoint is not null) { return GetPositionAtAvatarHeightOrGroundHeight(avatar, nearestPoint.Value.X, nearestPoint.Value.Y); } ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y); if (dest != excludeParcel) { // Ultimate backup if we have no idea where they are and // the last allowed position was in another parcel m_log.Debug("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString()); return avatar.lastKnownAllowedPosition; } // else fall through to region edge } //Go to the edge, this happens in teleporting to a region with no available parcels Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar); //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString()); return nearestRegionEdgePoint; } [MethodImpl(MethodImplOptions.AggressiveInlining)] private Vector3 GetParcelCenterAtGround(ILandObject parcel) { Vector2 center = parcel.CenterPoint; return GetPositionAtGround(center.X, center.Y); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) { return GetNearestAllowedParcel(avatarId, x, y, null); } public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel) { if(LandChannel is null) return null; List all = LandChannel.AllParcels(); if(all is null || all.Count == 0) return null; float minParcelDistanceSQ = float.MaxValue; ILandObject nearestParcel = null; Vector2 curCenter; float parcelDistanceSQ; foreach (var parcel in all) { if (parcel != excludeParcel && !parcel.IsEitherBannedOrRestricted(avatarId)) { curCenter = parcel.CenterPoint; curCenter.X -= x; curCenter.Y -= y; parcelDistanceSQ = curCenter.LengthSquared(); if (parcelDistanceSQ < minParcelDistanceSQ) { minParcelDistanceSQ = parcelDistanceSQ; nearestParcel = parcel; } } } return nearestParcel; } [MethodImpl(MethodImplOptions.AggressiveInlining)] private static Vector2 GetParcelSafeCorner(ILandObject parcel) { Vector2 place = parcel.StartPoint; place.X += 2f; place.Y += 2f; return place; } private Vector3 GetNearestRegionEdgePosition(ScenePresence avatar) { float posX = avatar.AbsolutePosition.X; float posY = avatar.AbsolutePosition.Y; float regionSizeX = RegionInfo.RegionSizeX; float halfRegionSizeX = regionSizeX * 0.5f; float regionSizeY = RegionInfo.RegionSizeY; float halfRegionSizeY = regionSizeY * 0.5f; float xdistance = posX < halfRegionSizeX ? posX : regionSizeX - posX; float ydistance = posY < halfRegionSizeY ? posY : regionSizeY - posY; //find out what vertical edge to go to if (xdistance < ydistance) { if (posX < halfRegionSizeX) return GetPositionAtAvatarHeightOrGroundHeight(avatar, 0.5f, posY); else return GetPositionAtAvatarHeightOrGroundHeight(avatar, regionSizeX - 0.5f, posY); } //find out what horizontal edge to go to else { if (posY < halfRegionSizeY) return GetPositionAtAvatarHeightOrGroundHeight(avatar, posX, 0.5f); else return GetPositionAtAvatarHeightOrGroundHeight(avatar, posX, regionSizeY - 0.5f); } } private Vector3 GetPositionAtAvatarHeightOrGroundHeight(ScenePresence avatar, float x, float y) { Vector3 ground = GetPositionAtGround(x, y); if(avatar.Appearance is not null) ground.Z += avatar.Appearance.AvatarHeight * 0.5f; else ground.Z += 0.8f; if (avatar.AbsolutePosition.Z > ground.Z) { ground.Z = avatar.AbsolutePosition.Z; } return ground; } [MethodImpl(MethodImplOptions.AggressiveInlining)] private Vector3 GetPositionAtGround(float x, float y) { return new Vector3(x, y, GetGroundHeight(x, y)); } public List GetEstateRegions(int estateID) { IEstateDataService estateDataService = EstateDataService; if (estateDataService is null) return new List(0); return estateDataService.GetRegions(estateID); } public void ReloadEstateData() { IEstateDataService estateDataService = EstateDataService; if (estateDataService is not null) { bool parcelEnvOvr = RegionInfo.EstateSettings.AllowEnvironmentOverride; EstateSettings es = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false); if (es == null) m_log.Error($"[SCENE]: Region {RegionInfo.RegionName} failed to reload estate settings. Using defaults"); RegionInfo.EstateSettings = es; if(parcelEnvOvr && !RegionInfo.EstateSettings.AllowEnvironmentOverride) ClearAllParcelEnvironments(); } } public void ClearAllParcelEnvironments() { IEnvironmentModule envM = RequestModuleInterface(); if(LandChannel is not null && envM is not null) { LandChannel.ClearAllEnvironments(); envM.WindlightRefresh(1,false); } } private void HandleReloadEstate(string module, string[] cmd) { if (MainConsole.Instance.ConsoleScene is null || (MainConsole.Instance.ConsoleScene is Scene sc && sc == this)) { ReloadEstateData(); } } /// /// Get the volume of space that will encompass all the given objects. /// /// /// /// /// /// /// /// /// public static Vector3[] GetCombinedBoundingBox( List objects, out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) { minX = float.MaxValue; maxX = float.MinValue; minY = float.MaxValue; maxY = float.MinValue; minZ = float.MaxValue; maxZ = float.MinValue; List offsets = new(); foreach (SceneObjectGroup g in objects) { Vector3 vec = g.AbsolutePosition; g.GetAxisAlignedBoundingBoxRaw(out float ominX, out float omaxX, out float ominY, out float omaxY, out float ominZ, out float omaxZ); // m_log.DebugFormat( // "[SCENE]: For {0} found AxisAlignedBoundingBoxRaw {1}, {2}", // g.Name, new Vector3(ominX, ominY, ominZ), new Vector3(omaxX, omaxY, omaxZ)); ominX += vec.X; omaxX += vec.X; ominY += vec.Y; omaxY += vec.Y; ominZ += vec.Z; omaxZ += vec.Z; if (minX > ominX) minX = ominX; if (minY > ominY) minY = ominY; if (minZ > ominZ) minZ = ominZ; if (maxX < omaxX) maxX = omaxX; if (maxY < omaxY) maxY = omaxY; if (maxZ < omaxZ) maxZ = omaxZ; } foreach (SceneObjectGroup g in objects) { Vector3 vec = g.AbsolutePosition; vec.X -= minX; vec.Y -= minY; vec.Z -= minZ; offsets.Add(vec); } return offsets.ToArray(); } /// /// Regenerate the maptile for this scene. /// /// /// private void RegenerateMaptile() { IWorldMapModule mapModule = RequestModuleInterface(); mapModule?.GenerateMaptile(); } // public void CleanDroppedAttachments() // { // List objectsToDelete = // new List(); // // lock (m_cleaningAttachments) // { // ForEachSOG(delegate (SceneObjectGroup grp) // { // if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp))) // { // UUID agentID = grp.OwnerID; // if (agentID.IsZero()) // { // objectsToDelete.Add(grp); // return; // } // // ScenePresence sp = GetScenePresence(agentID); // if (sp is null) // { // objectsToDelete.Add(grp); // return; // } // } // }); // } // // foreach (SceneObjectGroup grp in objectsToDelete) // { // m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID); // DeleteSceneObject(grp, true); // } // } public void ThreadAlive(int threadCode) { switch(threadCode) { case 1: // Incoming m_lastIncoming = Util.EnvironmentTickCount(); break; case 2: // Outgoing m_lastOutgoing = Util.EnvironmentTickCount(); break; } } public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) { RegenerateMaptile(); GCSettings.LargeObjectHeapCompactionMode = GCLargeObjectHeapCompactionMode.CompactOnce; GC.Collect(); GC.WaitForPendingFinalizers(); GC.Collect(); GCSettings.LargeObjectHeapCompactionMode = GCLargeObjectHeapCompactionMode.Default; // We need to propagate the new image UUID to the grid service // so that all simulators can retrieve it string error = GridService.RegisterRegion(RegionInfo.ScopeID, new GridRegion(RegionInfo)); if (error != string.Empty) throw new Exception(error); if(m_generateMaptiles) m_mapGenerationTimer.Start(); } /// /// This method is called across the simulation connector to /// determine if a given agent is allowed in this region /// AS A ROOT AGENT /// /// /// Returning false here will prevent them /// from logging into the region, teleporting into the region /// or corssing the broder walking, but will NOT prevent /// child agent creation, thereby emulating the SL behavior. /// /// The visitor's User ID /// The visitor's Home URI (may be null) /// /// /// public bool QueryAccess(UUID agentID, string agentHomeURI, bool viaTeleport, Vector3 position, List features, out string reason) { reason = string.Empty; if (Permissions.IsGod(agentID)) return true; if (!AllowAvatarCrossing && !viaTeleport) { reason = "Region Crossing not allowed"; return false; } AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(agentID); // Fake AgentCircuitData to keep IAuthorizationModule smiling aCircuit ??= new AgentCircuitData() { AgentID = agentID, firstname = string.Empty, lastname = string.Empty }; try { if (!AuthorizeUser(aCircuit, false, out reason)) { //m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID); // reason = "Region authorization fail"; return false; } } catch (Exception e) { m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} " + e.StackTrace, e.Message); reason = "Error authorizing agent: " + e.Message; return false; } // last check aditional land access restrictions and relocations // if crossing (viaTeleport false) check only the specified parcel return CheckLandPositionAccess(agentID, viaTeleport, true, true, position, out reason); } // check access to land. public bool CheckLandPositionAccess(UUID agentID, bool NotCrossing, bool checkTeleHub, bool checkRegionAgentCount, Vector3 position, out string reason) { reason = string.Empty; if (Permissions.IsGod(agentID)) return true; // Permissions.IsAdministrator is the same as IsGod for now //bool isAdmin = Permissions.IsAdministrator(agentID); //if(isAdmin) // return true; // also honor estate managers access rights bool isManager = Permissions.IsEstateManager(agentID); if(isManager) return true; // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. // However, the long term fix is to make sure root agent count is always accurate. m_sceneGraph.RecalculateStats(); int num = m_sceneGraph.GetRootAgentCount(); num -= m_sceneGraph.GetRootNPCCount(); if (num >= RegionInfo.RegionSettings.AgentLimit) { reason = "The region is full"; m_log.DebugFormat( "[SCENE]: Denying presence with id {0} entry into {1} since region is at agent limit of {2}", agentID, RegionInfo.RegionName, RegionInfo.RegionSettings.AgentLimit); return false; } if (NotCrossing) { if (!RegionInfo.EstateSettings.AllowDirectTeleport) { SceneObjectGroup telehub; if (!RegionInfo.RegionSettings.TelehubObject.IsZero() && (telehub = GetSceneObjectGroup (RegionInfo.RegionSettings.TelehubObject)) is not null && checkTeleHub) { bool banned = true; bool validTelehub = false; List spawnPoints = RegionInfo.RegionSettings.SpawnPoints(); Vector3 spawnPoint; ILandObject land; Vector3 telehubPosition = telehub.AbsolutePosition; if(spawnPoints.Count == 0) { // will this ever happen? // if so use the telehub object position spawnPoint = telehubPosition; land = LandChannel.GetLandObject(spawnPoint.X, spawnPoint.Y); if(land is not null && !land.IsEitherBannedOrRestricted(agentID)) { banned = false; validTelehub = true; } } else { Quaternion telehubRotation = telehub.GroupRotation; foreach (SpawnPoint spawn in spawnPoints) { spawnPoint = spawn.GetLocation(telehubPosition, telehubRotation); land = LandChannel.GetLandObject(spawnPoint.X, spawnPoint.Y); if (land is null) continue; validTelehub = true; if (!land.IsEitherBannedOrRestricted(agentID)) { banned = false; break; } } } if(validTelehub) { if (banned) { reason = "No suitable landing point found"; return false; } else return true; } // possible broken telehub, fall into normal check } } float posX = position.X; float posY = position.Y; // allow position relocation if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY)) { // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID); reason = "You dont have access to the region parcels"; return false; } } else // check for query region crossing only { // no relocation allowed on crossings ILandObject land = LandChannel.GetLandObject(position.X, position.Y); if (land is null) { reason = "No parcel found"; return false; } bool banned = land.IsBannedFromLand(agentID); bool restricted = land.IsRestrictedFromLand(agentID); if (banned || restricted) { if (banned) reason = "You are banned from the parcel"; else reason = "The parcel is restricted"; return false; } } return true; } public void StartTimerWatchdog() { m_timerWatchdog.Interval = 1000; m_timerWatchdog.Elapsed += TimerWatchdog; m_timerWatchdog.AutoReset = true; m_timerWatchdog.Start(); } public void TimerWatchdog(object sender, ElapsedEventArgs e) { CheckHeartbeat(); IEtcdModule etcd = RequestModuleInterface(); if (etcd is not null) { int health = GetHealth(out int flags, out string _); if (health != m_lastHealth) { m_lastHealth = health; etcd.Store("Health", health.ToString(), 300000); etcd.Store("HealthFlags", flags.ToString(), 300000); } int roots = 0; foreach (ScenePresence sp in GetScenePresences()) if (!sp.IsChildAgent && !sp.IsNPC) roots++; if (m_lastUsers != roots) { m_lastUsers = roots; etcd.Store("RootAgents", roots.ToString(), 300000); } } } // manage and select spawn points in sequence public int SpawnPoint() { int spawnpoints = RegionInfo.RegionSettings.SpawnPoints().Count; if (spawnpoints == 0) return 0; m_SpawnPoint++; if (m_SpawnPoint > spawnpoints) m_SpawnPoint = 1; return m_SpawnPoint - 1; } private static void HandleGcCollect(string module, string[] args) { GC.Collect(); } /// /// Wrappers to get physics modules retrieve assets. /// /// /// Has to be done this way /// because we can't assign the asset service to physics directly - at the /// time physics are instantiated it's not registered but it will be by /// the time the first prim exists. /// /// /// public void PhysicsRequestAsset(UUID assetID, AssetReceivedDelegate callback) { AssetService.Get(assetID.ToString(), callback, PhysicsAssetReceived); } private void PhysicsAssetReceived(string id, Object sender, AssetBase asset) { AssetReceivedDelegate callback = (AssetReceivedDelegate)sender; callback(asset); } public string GetExtraSetting(string name) { if (m_extraSettings is not null && m_extraSettings.TryGetValue(name, out string val)) return val; return String.Empty; } public void StoreExtraSetting(string name, string val) { if (m_extraSettings is null) return; if (m_extraSettings.TryGetValue(name, out string oldVal)) { if (oldVal == val) return; } m_extraSettings[name] = val; m_SimulationDataService.SaveExtra(RegionInfo.RegionID, name, val); m_eventManager.TriggerExtraSettingChanged(this, name, val); } public void RemoveExtraSetting(string name) { if (m_extraSettings is null) return; if (!m_extraSettings.ContainsKey(name)) return; m_extraSettings.Remove(name); m_SimulationDataService.RemoveExtra(RegionInfo.RegionID, name); m_eventManager.TriggerExtraSettingChanged(this, name, String.Empty); } public bool InTeleportTargetsCoolDown(UUID sourceID, UUID targetID, int timeout) { if(TeleportTargetsCoolDown.TryGetValue(targetID, timeout, out UUID lastSource)) return lastSource == sourceID; return false; } } }