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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Threading;
- using System.Collections.Generic;
- using System.Reflection;
- using OpenMetaverse;
- using OpenMetaverse.Packets;
- using log4net;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Scenes.Types;
- using OpenSim.Region.Physics.Manager;
- using OpenSim.Region.Framework.Interfaces;
- namespace OpenSim.Region.Framework.Scenes
- {
- public delegate void PhysicsCrash();
- /// <summary>
- /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
- /// should be migrated out over time.
- /// </summary>
- public class SceneGraph
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- #region Events
- protected internal event PhysicsCrash UnRecoverableError;
- private PhysicsCrash handlerPhysicsCrash = null;
- #endregion
- #region Fields
- protected object m_presenceLock = new object();
- protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
- protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
- protected internal EntityManager Entities = new EntityManager();
- protected Scene m_parentScene;
- protected Dictionary<UUID, SceneObjectGroup> m_updateList = new Dictionary<UUID, SceneObjectGroup>();
- protected int m_numRootAgents = 0;
- protected int m_numPrim = 0;
- protected int m_numChildAgents = 0;
- protected int m_physicalPrim = 0;
- protected int m_activeScripts = 0;
- protected int m_scriptLPS = 0;
- protected internal PhysicsScene _PhyScene;
-
- /// <summary>
- /// Index the SceneObjectGroup for each part by the root part's UUID.
- /// </summary>
- protected internal Dictionary<UUID, SceneObjectGroup> SceneObjectGroupsByFullID = new Dictionary<UUID, SceneObjectGroup>();
-
- /// <summary>
- /// Index the SceneObjectGroup for each part by that part's UUID.
- /// </summary>
- protected internal Dictionary<UUID, SceneObjectGroup> SceneObjectGroupsByFullPartID = new Dictionary<UUID, SceneObjectGroup>();
-
- /// <summary>
- /// Index the SceneObjectGroup for each part by that part's local ID.
- /// </summary>
- protected internal Dictionary<uint, SceneObjectGroup> SceneObjectGroupsByLocalPartID = new Dictionary<uint, SceneObjectGroup>();
- /// <summary>
- /// Lock to prevent object group update, linking, delinking and duplication operations from running concurrently.
- /// </summary>
- /// <remarks>
- /// These operations rely on the parts composition of the object. If allowed to run concurrently then race
- /// conditions can occur.
- /// </remarks>
- private Object m_updateLock = new Object();
- #endregion
- protected internal SceneGraph(Scene parent)
- {
- m_parentScene = parent;
- }
- public PhysicsScene PhysicsScene
- {
- get { return _PhyScene; }
- set
- {
- // If we're not doing the initial set
- // Then we've got to remove the previous
- // event handler
- if (_PhyScene != null)
- _PhyScene.OnPhysicsCrash -= physicsBasedCrash;
- _PhyScene = value;
- if (_PhyScene != null)
- _PhyScene.OnPhysicsCrash += physicsBasedCrash;
- }
- }
- protected internal void Close()
- {
- lock (m_presenceLock)
- {
- Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
- List<ScenePresence> newlist = new List<ScenePresence>();
- m_scenePresenceMap = newmap;
- m_scenePresenceArray = newlist;
- }
- lock (SceneObjectGroupsByFullID)
- SceneObjectGroupsByFullID.Clear();
- lock (SceneObjectGroupsByFullPartID)
- SceneObjectGroupsByFullPartID.Clear();
- lock (SceneObjectGroupsByLocalPartID)
- SceneObjectGroupsByLocalPartID.Clear();
- Entities.Clear();
- }
- #region Update Methods
- protected internal void UpdatePreparePhysics()
- {
- // If we are using a threaded physics engine
- // grab the latest scene from the engine before
- // trying to process it.
- // PhysX does this (runs in the background).
- if (_PhyScene.IsThreaded)
- {
- _PhyScene.GetResults();
- }
- }
- /// <summary>
- /// Update the position of all the scene presences.
- /// </summary>
- /// <remarks>
- /// Called only from the main scene loop.
- /// </remarks>
- protected internal void UpdatePresences()
- {
- ForEachScenePresence(delegate(ScenePresence presence)
- {
- presence.Update();
- });
- }
- /// <summary>
- /// Perform a physics frame update.
- /// </summary>
- /// <param name="elapsed"></param>
- /// <returns></returns>
- protected internal float UpdatePhysics(double elapsed)
- {
- // Here is where the Scene calls the PhysicsScene. This is a one-way
- // interaction; the PhysicsScene cannot access the calling Scene directly.
- // But with joints, we want a PhysicsActor to be able to influence a
- // non-physics SceneObjectPart. In particular, a PhysicsActor that is connected
- // with a joint should be able to move the SceneObjectPart which is the visual
- // representation of that joint (for editing and serialization purposes).
- // However the PhysicsActor normally cannot directly influence anything outside
- // of the PhysicsScene, and the non-physical SceneObjectPart which represents
- // the joint in the Scene does not exist in the PhysicsScene.
- //
- // To solve this, we have an event in the PhysicsScene that is fired when a joint
- // has changed position (because one of its associated PhysicsActors has changed
- // position).
- //
- // Therefore, JointMoved and JointDeactivated events will be fired as a result of the following Simulate().
- return _PhyScene.Simulate((float)elapsed);
- }
- protected internal void UpdateScenePresenceMovement()
- {
- ForEachScenePresence(delegate(ScenePresence presence)
- {
- presence.UpdateMovement();
- });
- }
- public void GetCoarseLocations(out List<Vector3> coarseLocations, out List<UUID> avatarUUIDs, uint maxLocations)
- {
- coarseLocations = new List<Vector3>();
- avatarUUIDs = new List<UUID>();
- List<ScenePresence> presences = GetScenePresences();
- for (int i = 0; i < Math.Min(presences.Count, maxLocations); ++i)
- {
- ScenePresence sp = presences[i];
-
- // If this presence is a child agent, we don't want its coarse locations
- if (sp.IsChildAgent)
- continue;
- coarseLocations.Add(sp.AbsolutePosition);
- avatarUUIDs.Add(sp.UUID);
- }
- }
- #endregion
- #region Entity Methods
- /// <summary>
- /// Add an object into the scene that has come from storage
- /// </summary>
- /// <param name="sceneObject"></param>
- /// <param name="attachToBackup">
- /// If true, changes to the object will be reflected in its persisted data
- /// If false, the persisted data will not be changed even if the object in the scene is changed
- /// </param>
- /// <param name="alreadyPersisted">
- /// If true, we won't persist this object until it changes
- /// If false, we'll persist this object immediately
- /// </param>
- /// <param name="sendClientUpdates">
- /// If true, we send updates to the client to tell it about this object
- /// If false, we leave it up to the caller to do this
- /// </param>
- /// <returns>
- /// true if the object was added, false if an object with the same uuid was already in the scene
- /// </returns>
- protected internal bool AddRestoredSceneObject(
- SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
- {
- if (attachToBackup && (!alreadyPersisted))
- {
- sceneObject.ForceInventoryPersistence();
- sceneObject.HasGroupChanged = true;
- }
- return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates);
- }
-
- /// <summary>
- /// Add a newly created object to the scene. This will both update the scene, and send information about the
- /// new object to all clients interested in the scene.
- /// </summary>
- /// <param name="sceneObject"></param>
- /// <param name="attachToBackup">
- /// If true, the object is made persistent into the scene.
- /// If false, the object will not persist over server restarts
- /// </param>
- /// <returns>
- /// true if the object was added, false if an object with the same uuid was already in the scene
- /// </returns>
- protected internal bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
- {
- // Ensure that we persist this new scene object if it's not an
- // attachment
- if (attachToBackup)
- sceneObject.HasGroupChanged = true;
- return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates);
- }
-
- /// <summary>
- /// Add a newly created object to the scene.
- /// </summary>
- ///
- /// This method does not send updates to the client - callers need to handle this themselves.
- /// Caller should also trigger EventManager.TriggerObjectAddedToScene
- /// <param name="sceneObject"></param>
- /// <param name="attachToBackup"></param>
- /// <param name="pos">Position of the object. If null then the position stored in the object is used.</param>
- /// <param name="rot">Rotation of the object. If null then the rotation stored in the object is used.</param>
- /// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param>
- /// <returns></returns>
- public bool AddNewSceneObject(
- SceneObjectGroup sceneObject, bool attachToBackup, Vector3? pos, Quaternion? rot, Vector3 vel)
- {
- AddNewSceneObject(sceneObject, attachToBackup, false);
- if (pos != null)
- sceneObject.AbsolutePosition = (Vector3)pos;
- if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim)
- {
- sceneObject.ClearPartAttachmentData();
- }
- if (rot != null)
- sceneObject.UpdateGroupRotationR((Quaternion)rot);
- PhysicsActor pa = sceneObject.RootPart.PhysActor;
- if (pa != null && pa.IsPhysical && vel != Vector3.Zero)
- {
- sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
- sceneObject.Velocity = vel;
- }
-
- return true;
- }
- /// <summary>
- /// Add an object to the scene. This will both update the scene, and send information about the
- /// new object to all clients interested in the scene.
- /// </summary>
- /// <remarks>
- /// The object's stored position, rotation and velocity are used.
- /// </remarks>
- /// <param name="sceneObject"></param>
- /// <param name="attachToBackup">
- /// If true, the object is made persistent into the scene.
- /// If false, the object will not persist over server restarts
- /// </param>
- /// <param name="sendClientUpdates">
- /// If true, updates for the new scene object are sent to all viewers in range.
- /// If false, it is left to the caller to schedule the update
- /// </param>
- /// <returns>
- /// true if the object was added, false if an object with the same uuid was already in the scene
- /// </returns>
- protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
- {
- if (sceneObject.UUID == UUID.Zero)
- {
- m_log.ErrorFormat(
- "[SCENEGRAPH]: Tried to add scene object {0} to {1} with illegal UUID of {2}",
- sceneObject.Name, m_parentScene.RegionInfo.RegionName, UUID.Zero);
- return false;
- }
- if (Entities.ContainsKey(sceneObject.UUID))
- {
- m_log.DebugFormat(
- "[SCENEGRAPH]: Scene graph for {0} already contains object {1} in AddSceneObject()",
- m_parentScene.RegionInfo.RegionName, sceneObject.UUID);
- return false;
- }
- // m_log.DebugFormat(
- // "[SCENEGRAPH]: Adding scene object {0} {1}, with {2} parts on {3}",
- // sceneObject.Name, sceneObject.UUID, sceneObject.Parts.Length, m_parentScene.RegionInfo.RegionName);
- SceneObjectPart[] parts = sceneObject.Parts;
- // Clamp child prim sizes and add child prims to the m_numPrim count
- if (m_parentScene.m_clampPrimSize)
- {
- foreach (SceneObjectPart part in parts)
- {
- Vector3 scale = part.Shape.Scale;
- scale.X = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.X));
- scale.Y = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.Y));
- scale.Z = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.Z));
- part.Shape.Scale = scale;
- }
- }
- m_numPrim += parts.Length;
- sceneObject.AttachToScene(m_parentScene);
- if (sendClientUpdates)
- sceneObject.ScheduleGroupForFullUpdate();
- Entities.Add(sceneObject);
- if (attachToBackup)
- sceneObject.AttachToBackup();
- lock (SceneObjectGroupsByFullID)
- SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;
- lock (SceneObjectGroupsByFullPartID)
- {
- foreach (SceneObjectPart part in parts)
- SceneObjectGroupsByFullPartID[part.UUID] = sceneObject;
- }
- lock (SceneObjectGroupsByLocalPartID)
- {
- // m_log.DebugFormat(
- // "[SCENE GRAPH]: Adding scene object {0} {1} {2} to SceneObjectGroupsByLocalPartID in {3}",
- // sceneObject.Name, sceneObject.UUID, sceneObject.LocalId, m_parentScene.RegionInfo.RegionName);
- foreach (SceneObjectPart part in parts)
- SceneObjectGroupsByLocalPartID[part.LocalId] = sceneObject;
- }
- return true;
- }
- /// <summary>
- /// Delete an object from the scene
- /// </summary>
- /// <returns>true if the object was deleted, false if there was no object to delete</returns>
- public bool DeleteSceneObject(UUID uuid, bool resultOfObjectLinked)
- {
- // m_log.DebugFormat(
- // "[SCENE GRAPH]: Deleting scene object with uuid {0}, resultOfObjectLinked = {1}",
- // uuid, resultOfObjectLinked);
- EntityBase entity;
- if (!Entities.TryGetValue(uuid, out entity) || (!(entity is SceneObjectGroup)))
- return false;
- SceneObjectGroup grp = (SceneObjectGroup)entity;
- if (entity == null)
- return false;
- if (!resultOfObjectLinked)
- {
- m_numPrim -= grp.PrimCount;
- if ((grp.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics)
- RemovePhysicalPrim(grp.PrimCount);
- }
-
- lock (SceneObjectGroupsByFullID)
- SceneObjectGroupsByFullID.Remove(grp.UUID);
- lock (SceneObjectGroupsByFullPartID)
- {
- SceneObjectPart[] parts = grp.Parts;
- for (int i = 0; i < parts.Length; i++)
- SceneObjectGroupsByFullPartID.Remove(parts[i].UUID);
- }
- lock (SceneObjectGroupsByLocalPartID)
- {
- SceneObjectPart[] parts = grp.Parts;
- for (int i = 0; i < parts.Length; i++)
- SceneObjectGroupsByLocalPartID.Remove(parts[i].LocalId);
- }
- return Entities.Remove(uuid);
- }
- /// <summary>
- /// Add an object to the list of prims to process on the next update
- /// </summary>
- /// <param name="obj">
- /// A <see cref="SceneObjectGroup"/>
- /// </param>
- protected internal void AddToUpdateList(SceneObjectGroup obj)
- {
- lock (m_updateList)
- m_updateList[obj.UUID] = obj;
- }
- /// <summary>
- /// Process all pending updates
- /// </summary>
- protected internal void UpdateObjectGroups()
- {
- if (!Monitor.TryEnter(m_updateLock))
- return;
- try
- {
- List<SceneObjectGroup> updates;
- // Some updates add more updates to the updateList.
- // Get the current list of updates and clear the list before iterating
- lock (m_updateList)
- {
- updates = new List<SceneObjectGroup>(m_updateList.Values);
- m_updateList.Clear();
- }
- // Go through all updates
- for (int i = 0; i < updates.Count; i++)
- {
- SceneObjectGroup sog = updates[i];
- // Don't abort the whole update if one entity happens to give us an exception.
- try
- {
- sog.Update();
- }
- catch (Exception e)
- {
- m_log.ErrorFormat(
- "[INNER SCENE]: Failed to update {0}, {1} - {2}", sog.Name, sog.UUID, e);
- }
- }
- }
- finally
- {
- Monitor.Exit(m_updateLock);
- }
- }
- protected internal void AddPhysicalPrim(int number)
- {
- m_physicalPrim += number;
- }
- protected internal void RemovePhysicalPrim(int number)
- {
- m_physicalPrim -= number;
- }
- protected internal void AddToScriptLPS(int number)
- {
- m_scriptLPS += number;
- }
- protected internal void AddActiveScripts(int number)
- {
- m_activeScripts += number;
- }
- protected internal void HandleUndo(IClientAPI remoteClient, UUID primId)
- {
- if (primId != UUID.Zero)
- {
- SceneObjectPart part = m_parentScene.GetSceneObjectPart(primId);
- if (part != null)
- part.Undo();
- }
- }
- protected internal void HandleRedo(IClientAPI remoteClient, UUID primId)
- {
- if (primId != UUID.Zero)
- {
- SceneObjectPart part = m_parentScene.GetSceneObjectPart(primId);
- if (part != null)
- part.Redo();
- }
- }
- protected internal ScenePresence CreateAndAddChildScenePresence(
- IClientAPI client, AvatarAppearance appearance, PresenceType type)
- {
- // ScenePresence always defaults to child agent
- ScenePresence presence = new ScenePresence(client, m_parentScene, appearance, type);
- Entities[presence.UUID] = presence;
- lock (m_presenceLock)
- {
- m_numChildAgents++;
- Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
- List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
- if (!newmap.ContainsKey(presence.UUID))
- {
- newmap.Add(presence.UUID, presence);
- newlist.Add(presence);
- }
- else
- {
- // Remember the old presence reference from the dictionary
- ScenePresence oldref = newmap[presence.UUID];
- // Replace the presence reference in the dictionary with the new value
- newmap[presence.UUID] = presence;
- // Find the index in the list where the old ref was stored and update the reference
- newlist[newlist.IndexOf(oldref)] = presence;
- }
- // Swap out the dictionary and list with new references
- m_scenePresenceMap = newmap;
- m_scenePresenceArray = newlist;
- }
- return presence;
- }
- /// <summary>
- /// Remove a presence from the scene
- /// </summary>
- protected internal void RemoveScenePresence(UUID agentID)
- {
- if (!Entities.Remove(agentID))
- {
- m_log.WarnFormat(
- "[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene Entities list",
- agentID);
- }
- lock (m_presenceLock)
- {
- Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
- List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
-
- // Remove the presence reference from the dictionary
- if (newmap.ContainsKey(agentID))
- {
- ScenePresence oldref = newmap[agentID];
- newmap.Remove(agentID);
- // Find the index in the list where the old ref was stored and remove the reference
- newlist.RemoveAt(newlist.IndexOf(oldref));
- // Swap out the dictionary and list with new references
- m_scenePresenceMap = newmap;
- m_scenePresenceArray = newlist;
- }
- else
- {
- m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
- }
- }
- }
- protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
- {
- if (direction_RC_CR_T_F)
- {
- m_numRootAgents--;
- m_numChildAgents++;
- }
- else
- {
- m_numChildAgents--;
- m_numRootAgents++;
- }
- }
- public void removeUserCount(bool TypeRCTF)
- {
- if (TypeRCTF)
- {
- m_numRootAgents--;
- }
- else
- {
- m_numChildAgents--;
- }
- }
- public void RecalculateStats()
- {
- int rootcount = 0;
- int childcount = 0;
- ForEachScenePresence(delegate(ScenePresence presence)
- {
- if (presence.IsChildAgent)
- ++childcount;
- else
- ++rootcount;
- });
- m_numRootAgents = rootcount;
- m_numChildAgents = childcount;
- }
- public int GetChildAgentCount()
- {
- return m_numChildAgents;
- }
- public int GetRootAgentCount()
- {
- return m_numRootAgents;
- }
- public int GetTotalObjectsCount()
- {
- return m_numPrim;
- }
- public int GetActiveObjectsCount()
- {
- return m_physicalPrim;
- }
- public int GetActiveScriptsCount()
- {
- return m_activeScripts;
- }
- public int GetScriptLPS()
- {
- int returnval = m_scriptLPS;
- m_scriptLPS = 0;
- return returnval;
- }
- #endregion
- #region Get Methods
-
- /// <summary>
- /// Get the controlling client for the given avatar, if there is one.
- ///
- /// FIXME: The only user of the method right now is Caps.cs, in order to resolve a client API since it can't
- /// use the ScenePresence. This could be better solved in a number of ways - we could establish an
- /// OpenSim.Framework.IScenePresence, or move the caps code into a region package (which might be the more
- /// suitable solution).
- /// </summary>
- /// <param name="agentId"></param>
- /// <returns>null if either the avatar wasn't in the scene, or
- /// they do not have a controlling client</returns>
- /// <remarks>this used to be protected internal, but that
- /// prevents CapabilitiesModule from accessing it</remarks>
- public IClientAPI GetControllingClient(UUID agentId)
- {
- ScenePresence presence = GetScenePresence(agentId);
- if (presence != null)
- {
- return presence.ControllingClient;
- }
- return null;
- }
- /// <summary>
- /// Get a reference to the scene presence list. Changes to the list will be done in a copy
- /// There is no guarantee that presences will remain in the scene after the list is returned.
- /// This list should remain private to SceneGraph. Callers wishing to iterate should instead
- /// pass a delegate to ForEachScenePresence.
- /// </summary>
- /// <returns></returns>
- protected internal List<ScenePresence> GetScenePresences()
- {
- return m_scenePresenceArray;
- }
- /// <summary>
- /// Request a scene presence by UUID. Fast, indexed lookup.
- /// </summary>
- /// <param name="agentID"></param>
- /// <returns>null if the presence was not found</returns>
- protected internal ScenePresence GetScenePresence(UUID agentID)
- {
- Dictionary<UUID, ScenePresence> presences = m_scenePresenceMap;
- ScenePresence presence;
- presences.TryGetValue(agentID, out presence);
- return presence;
- }
- /// <summary>
- /// Request the scene presence by name.
- /// </summary>
- /// <param name="firstName"></param>
- /// <param name="lastName"></param>
- /// <returns>null if the presence was not found</returns>
- protected internal ScenePresence GetScenePresence(string firstName, string lastName)
- {
- List<ScenePresence> presences = GetScenePresences();
- foreach (ScenePresence presence in presences)
- {
- if (string.Equals(presence.Firstname, firstName, StringComparison.CurrentCultureIgnoreCase)
- && string.Equals(presence.Lastname, lastName, StringComparison.CurrentCultureIgnoreCase))
- return presence;
- }
- return null;
- }
- /// <summary>
- /// Request the scene presence by localID.
- /// </summary>
- /// <param name="localID"></param>
- /// <returns>null if the presence was not found</returns>
- protected internal ScenePresence GetScenePresence(uint localID)
- {
- List<ScenePresence> presences = GetScenePresences();
- foreach (ScenePresence presence in presences)
- if (presence.LocalId == localID)
- return presence;
- return null;
- }
- protected internal bool TryGetScenePresence(UUID agentID, out ScenePresence avatar)
- {
- Dictionary<UUID, ScenePresence> presences = m_scenePresenceMap;
- presences.TryGetValue(agentID, out avatar);
- return (avatar != null);
- }
- protected internal bool TryGetAvatarByName(string name, out ScenePresence avatar)
- {
- avatar = null;
- foreach (ScenePresence presence in GetScenePresences())
- {
- if (String.Compare(name, presence.ControllingClient.Name, true) == 0)
- {
- avatar = presence;
- break;
- }
- }
- return (avatar != null);
- }
- /// <summary>
- /// Get a scene object group that contains the prim with the given local id
- /// </summary>
- /// <param name="localID"></param>
- /// <returns>null if no scene object group containing that prim is found</returns>
- public SceneObjectGroup GetGroupByPrim(uint localID)
- {
- EntityBase entity;
- if (Entities.TryGetValue(localID, out entity))
- return entity as SceneObjectGroup;
- // m_log.DebugFormat("[SCENE GRAPH]: Entered GetGroupByPrim with localID {0}", localID);
- SceneObjectGroup sog;
- lock (SceneObjectGroupsByLocalPartID)
- SceneObjectGroupsByLocalPartID.TryGetValue(localID, out sog);
- if (sog != null)
- {
- if (sog.ContainsPart(localID))
- {
- // m_log.DebugFormat(
- // "[SCENE GRAPH]: Found scene object {0} {1} {2} containing part with local id {3} in {4}. Returning.",
- // sog.Name, sog.UUID, sog.LocalId, localID, m_parentScene.RegionInfo.RegionName);
- return sog;
- }
- else
- {
- lock (SceneObjectGroupsByLocalPartID)
- {
- m_log.WarnFormat(
- "[SCENE GRAPH]: Found scene object {0} {1} {2} via SceneObjectGroupsByLocalPartID index but it doesn't contain part with local id {3}. Removing from entry from index in {4}.",
- sog.Name, sog.UUID, sog.LocalId, localID, m_parentScene.RegionInfo.RegionName);
- SceneObjectGroupsByLocalPartID.Remove(localID);
- }
- }
- }
- EntityBase[] entityList = GetEntities();
- foreach (EntityBase ent in entityList)
- {
- //m_log.DebugFormat("Looking at entity {0}", ent.UUID);
- if (ent is SceneObjectGroup)
- {
- sog = (SceneObjectGroup)ent;
- if (sog.ContainsPart(localID))
- {
- lock (SceneObjectGroupsByLocalPartID)
- SceneObjectGroupsByLocalPartID[localID] = sog;
- return sog;
- }
- }
- }
- return null;
- }
- /// <summary>
- /// Get a scene object group that contains the prim with the given uuid
- /// </summary>
- /// <param name="fullID"></param>
- /// <returns>null if no scene object group containing that prim is found</returns>
- public SceneObjectGroup GetGroupByPrim(UUID fullID)
- {
- SceneObjectGroup sog;
- lock (SceneObjectGroupsByFullPartID)
- SceneObjectGroupsByFullPartID.TryGetValue(fullID, out sog);
- if (sog != null)
- {
- if (sog.ContainsPart(fullID))
- return sog;
- lock (SceneObjectGroupsByFullPartID)
- SceneObjectGroupsByFullPartID.Remove(fullID);
- }
- EntityBase[] entityList = GetEntities();
- foreach (EntityBase ent in entityList)
- {
- if (ent is SceneObjectGroup)
- {
- sog = (SceneObjectGroup)ent;
- if (sog.ContainsPart(fullID))
- {
- lock (SceneObjectGroupsByFullPartID)
- SceneObjectGroupsByFullPartID[fullID] = sog;
- return sog;
- }
- }
- }
- return null;
- }
- protected internal EntityIntersection GetClosestIntersectingPrim(Ray hray, bool frontFacesOnly, bool faceCenters)
- {
- // Primitive Ray Tracing
- float closestDistance = 280f;
- EntityIntersection result = new EntityIntersection();
- EntityBase[] EntityList = GetEntities();
- foreach (EntityBase ent in EntityList)
- {
- if (ent is SceneObjectGroup)
- {
- SceneObjectGroup reportingG = (SceneObjectGroup)ent;
- EntityIntersection inter = reportingG.TestIntersection(hray, frontFacesOnly, faceCenters);
- if (inter.HitTF && inter.distance < closestDistance)
- {
- closestDistance = inter.distance;
- result = inter;
- }
- }
- }
- return result;
- }
- /// <summary>
- /// Get all the scene object groups.
- /// </summary>
- /// <returns>
- /// The scene object groups. If the scene is empty then an empty list is returned.
- /// </returns>
- protected internal List<SceneObjectGroup> GetSceneObjectGroups()
- {
- lock (SceneObjectGroupsByFullID)
- return new List<SceneObjectGroup>(SceneObjectGroupsByFullID.Values);
- }
- /// <summary>
- /// Get a group in the scene
- /// </summary>
- /// <param name="fullID">UUID of the group</param>
- /// <returns>null if no such group was found</returns>
- protected internal SceneObjectGroup GetSceneObjectGroup(UUID fullID)
- {
- lock (SceneObjectGroupsByFullID)
- {
- if (SceneObjectGroupsByFullID.ContainsKey(fullID))
- return SceneObjectGroupsByFullID[fullID];
- }
- return null;
- }
- /// <summary>
- /// Get a group in the scene
- /// </summary>
- /// <remarks>
- /// This will only return a group if the local ID matches the root part, not other parts.
- /// </remarks>
- /// <param name="localID">Local id of the root part of the group</param>
- /// <returns>null if no such group was found</returns>
- protected internal SceneObjectGroup GetSceneObjectGroup(uint localID)
- {
- lock (SceneObjectGroupsByLocalPartID)
- {
- if (SceneObjectGroupsByLocalPartID.ContainsKey(localID))
- {
- SceneObjectGroup so = SceneObjectGroupsByLocalPartID[localID];
- if (so.LocalId == localID)
- return so;
- }
- }
- return null;
- }
- /// <summary>
- /// Get a group by name from the scene (will return the first
- /// found, if there are more than one prim with the same name)
- /// </summary>
- /// <param name="name"></param>
- /// <returns>null if the part was not found</returns>
- protected internal SceneObjectGroup GetSceneObjectGroup(string name)
- {
- SceneObjectGroup so = null;
- Entities.Find(
- delegate(EntityBase entity)
- {
- if (entity is SceneObjectGroup)
- {
- if (entity.Name == name)
- {
- so = (SceneObjectGroup)entity;
- return true;
- }
- }
- return false;
- }
- );
- return so;
- }
- /// <summary>
- /// Get a part contained in this scene.
- /// </summary>
- /// <param name="localID"></param>
- /// <returns>null if the part was not found</returns>
- protected internal SceneObjectPart GetSceneObjectPart(uint localID)
- {
- SceneObjectGroup group = GetGroupByPrim(localID);
- if (group == null)
- return null;
- return group.GetPart(localID);
- }
-
- /// <summary>
- /// Get a prim by name from the scene (will return the first
- /// found, if there are more than one prim with the same name)
- /// </summary>
- /// <param name="name"></param>
- /// <returns>null if the part was not found</returns>
- protected internal SceneObjectPart GetSceneObjectPart(string name)
- {
- SceneObjectPart sop = null;
- Entities.Find(
- delegate(EntityBase entity)
- {
- if (entity is SceneObjectGroup)
- {
- foreach (SceneObjectPart p in ((SceneObjectGroup)entity).Parts)
- {
- // m_log.DebugFormat("[SCENE GRAPH]: Part {0} has name {1}", p.UUID, p.Name);
-
- if (p.Name == name)
- {
- sop = p;
- return true;
- }
- }
- }
- return false;
- }
- );
- return sop;
- }
- /// <summary>
- /// Get a part contained in this scene.
- /// </summary>
- /// <param name="fullID"></param>
- /// <returns>null if the part was not found</returns>
- protected internal SceneObjectPart GetSceneObjectPart(UUID fullID)
- {
- SceneObjectGroup group = GetGroupByPrim(fullID);
- if (group == null)
- return null;
- return group.GetPart(fullID);
- }
- /// <summary>
- /// Returns a list of the entities in the scene. This is a new list so no locking is required to iterate over
- /// it
- /// </summary>
- /// <returns></returns>
- protected internal EntityBase[] GetEntities()
- {
- return Entities.GetEntities();
- }
- #endregion
- #region Other Methods
- protected internal void physicsBasedCrash()
- {
- handlerPhysicsCrash = UnRecoverableError;
- if (handlerPhysicsCrash != null)
- {
- handlerPhysicsCrash();
- }
- }
- protected internal UUID ConvertLocalIDToFullID(uint localID)
- {
- SceneObjectGroup group = GetGroupByPrim(localID);
- if (group != null)
- return group.GetPartsFullID(localID);
- else
- return UUID.Zero;
- }
- /// <summary>
- /// Performs action once on all scene object groups.
- /// </summary>
- /// <param name="action"></param>
- protected internal void ForEachSOG(Action<SceneObjectGroup> action)
- {
- foreach (SceneObjectGroup obj in GetSceneObjectGroups())
- {
- try
- {
- action(obj);
- }
- catch (Exception e)
- {
- // Catch it and move on. This includes situations where objlist has inconsistent info
- m_log.WarnFormat(
- "[SCENEGRAPH]: Problem processing action in ForEachSOG: {0} {1}", e.Message, e.StackTrace);
- }
- }
- }
- /// <summary>
- /// Performs action on all ROOT (not child) scene presences.
- /// This is just a shortcut function since frequently actions only appy to root SPs
- /// </summary>
- /// <param name="action"></param>
- public void ForEachAvatar(Action<ScenePresence> action)
- {
- ForEachScenePresence(delegate(ScenePresence sp)
- {
- if (!sp.IsChildAgent)
- action(sp);
- });
- }
- /// <summary>
- /// Performs action on all scene presences. This can ultimately run the actions in parallel but
- /// any delegates passed in will need to implement their own locking on data they reference and
- /// modify outside of the scope of the delegate.
- /// </summary>
- /// <param name="action"></param>
- public void ForEachScenePresence(Action<ScenePresence> action)
- {
- // Once all callers have their delegates configured for parallelism, we can unleash this
- /*
- Action<ScenePresence> protectedAction = new Action<ScenePresence>(delegate(ScenePresence sp)
- {
- try
- {
- action(sp);
- }
- catch (Exception e)
- {
- m_log.Info("[SCENEGRAPH]: Error in " + m_parentScene.RegionInfo.RegionName + ": " + e.ToString());
- m_log.Info("[SCENEGRAPH]: Stack Trace: " + e.StackTrace);
- }
- });
- Parallel.ForEach<ScenePresence>(GetScenePresences(), protectedAction);
- */
- // For now, perform actions serially
- List<ScenePresence> presences = GetScenePresences();
- foreach (ScenePresence sp in presences)
- {
- try
- {
- action(sp);
- }
- catch (Exception e)
- {
- m_log.Error("[SCENEGRAPH]: Error in " + m_parentScene.RegionInfo.RegionName + ": " + e.ToString());
- }
- }
- }
-
- #endregion
- #region Client Event handlers
- /// <summary>
- /// Update the scale of an individual prim.
- /// </summary>
- /// <param name="localID"></param>
- /// <param name="scale"></param>
- /// <param name="remoteClient"></param>
- protected internal void UpdatePrimScale(uint localID, Vector3 scale, IClientAPI remoteClient)
- {
- SceneObjectPart part = GetSceneObjectPart(localID);
- if (part != null)
- {
- if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
- {
- part.Resize(scale);
- }
- }
- }
- protected internal void UpdatePrimGroupScale(uint localID, Vector3 scale, IClientAPI remoteClient)
- {
- SceneObjectGroup group = GetGroupByPrim(localID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
- {
- group.GroupResize(scale);
- }
- }
- }
- /// <summary>
- /// This handles the nifty little tool tip that you get when you drag your mouse over an object
- /// Send to the Object Group to process. We don't know enough to service the request
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="AgentID"></param>
- /// <param name="RequestFlags"></param>
- /// <param name="ObjectID"></param>
- protected internal void RequestObjectPropertiesFamily(
- IClientAPI remoteClient, UUID AgentID, uint RequestFlags, UUID ObjectID)
- {
- SceneObjectGroup group = GetGroupByPrim(ObjectID);
- if (group != null)
- {
- group.ServiceObjectPropertiesFamilyRequest(remoteClient, AgentID, RequestFlags);
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="localID"></param>
- /// <param name="rot"></param>
- /// <param name="remoteClient"></param>
- protected internal void UpdatePrimSingleRotation(uint localID, Quaternion rot, IClientAPI remoteClient)
- {
- SceneObjectGroup group = GetGroupByPrim(localID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))
- {
- group.UpdateSingleRotation(rot, localID);
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="localID"></param>
- /// <param name="rot"></param>
- /// <param name="remoteClient"></param>
- protected internal void UpdatePrimSingleRotationPosition(uint localID, Quaternion rot, Vector3 pos, IClientAPI remoteClient)
- {
- SceneObjectGroup group = GetGroupByPrim(localID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))
- {
- group.UpdateSingleRotation(rot, pos, localID);
- }
- }
- }
- /// <summary>
- /// Update the rotation of a whole group.
- /// </summary>
- /// <param name="localID"></param>
- /// <param name="rot"></param>
- /// <param name="remoteClient"></param>
- protected internal void UpdatePrimGroupRotation(uint localID, Quaternion rot, IClientAPI remoteClient)
- {
- SceneObjectGroup group = GetGroupByPrim(localID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))
- {
- group.UpdateGroupRotationR(rot);
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="localID"></param>
- /// <param name="pos"></param>
- /// <param name="rot"></param>
- /// <param name="remoteClient"></param>
- protected internal void UpdatePrimGroupRotation(uint localID, Vector3 pos, Quaternion rot, IClientAPI remoteClient)
- {
- SceneObjectGroup group = GetGroupByPrim(localID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))
- {
- group.UpdateGroupRotationPR(pos, rot);
- }
- }
- }
- /// <summary>
- /// Update the position of the given part
- /// </summary>
- /// <param name="localID"></param>
- /// <param name="pos"></param>
- /// <param name="remoteClient"></param>
- protected internal void UpdatePrimSinglePosition(uint localID, Vector3 pos, IClientAPI remoteClient)
- {
- SceneObjectGroup group = GetGroupByPrim(localID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId) || group.IsAttachment)
- {
- group.UpdateSinglePosition(pos, localID);
- }
- }
- }
- /// <summary>
- /// Update the position of the given group.
- /// </summary>
- /// <param name="localId"></param>
- /// <param name="pos"></param>
- /// <param name="remoteClient"></param>
- public void UpdatePrimGroupPosition(uint localId, Vector3 pos, IClientAPI remoteClient)
- {
- UpdatePrimGroupPosition(localId, pos, remoteClient.AgentId);
- }
- /// <summary>
- /// Update the position of the given group.
- /// </summary>
- /// <param name="localId"></param>
- /// <param name="pos"></param>
- /// <param name="updatingAgentId"></param>
- public void UpdatePrimGroupPosition(uint localId, Vector3 pos, UUID updatingAgentId)
- {
- SceneObjectGroup group = GetGroupByPrim(localId);
-
- if (group != null)
- {
- if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
- {
- if (m_parentScene.AttachmentsModule != null)
- m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos);
- }
- else
- {
- if (m_parentScene.Permissions.CanMoveObject(group.UUID, updatingAgentId)
- && m_parentScene.Permissions.CanObjectEntry(group.UUID, false, pos))
- {
- group.UpdateGroupPosition(pos);
- }
- }
- }
- }
- /// <summary>
- /// Update the texture entry of the given prim.
- /// </summary>
- /// <remarks>
- /// A texture entry is an object that contains details of all the textures of the prim's face. In this case,
- /// the texture is given in its byte serialized form.
- /// </remarks>
- /// <param name="localID"></param>
- /// <param name="texture"></param>
- /// <param name="remoteClient"></param>
- protected internal void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient)
- {
- SceneObjectGroup group = GetGroupByPrim(localID);
-
- if (group != null)
- {
- if (m_parentScene.Permissions.CanEditObject(group.UUID,remoteClient.AgentId))
- {
- group.UpdateTextureEntry(localID, texture);
- }
- }
- }
- /// <summary>
- /// Update the flags on a scene object. This covers properties such as phantom, physics and temporary.
- /// </summary>
- /// <remarks>
- /// This is currently handling the incoming call from the client stack (e.g. LLClientView).
- /// </remarks>
- /// <param name="localID"></param>
- /// <param name="UsePhysics"></param>
- /// <param name="SetTemporary"></param>
- /// <param name="SetPhantom"></param>
- /// <param name="remoteClient"></param>
- protected internal void UpdatePrimFlags(
- uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, ExtraPhysicsData PhysData, IClientAPI remoteClient)
- {
- SceneObjectGroup group = GetGroupByPrim(localID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
- {
- // VolumeDetect can't be set via UI and will always be off when a change is made there
- // now only change volume dtc if phantom off
- if (PhysData.PhysShapeType == PhysShapeType.invalid) // check for extraPhysics data
- {
- bool vdtc;
- if (SetPhantom) // if phantom keep volumedtc
- vdtc = group.RootPart.VolumeDetectActive;
- else // else turn it off
- vdtc = false;
- group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, vdtc);
- }
- else
- {
- SceneObjectPart part = GetSceneObjectPart(localID);
- if (part != null)
- {
- part.UpdateExtraPhysics(PhysData);
- if (part.UpdatePhysRequired)
- remoteClient.SendPartPhysicsProprieties(part);
- }
- }
- }
- }
- }
- /// <summary>
- /// Move the given object
- /// </summary>
- /// <param name="objectID"></param>
- /// <param name="offset"></param>
- /// <param name="pos"></param>
- /// <param name="remoteClient"></param>
- protected internal void MoveObject(UUID objectID, Vector3 offset, Vector3 pos, IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs)
- {
- SceneObjectGroup group = GetGroupByPrim(objectID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))// && PermissionsMngr.)
- {
- group.GrabMovement(objectID, offset, pos, remoteClient);
- }
- // This is outside the above permissions condition
- // so that if the object is locked the client moving the object
- // get's it's position on the simulator even if it was the same as before
- // This keeps the moving user's client in sync with the rest of the world.
- group.SendGroupTerseUpdate();
- }
- }
- /// <summary>
- /// Start spinning the given object
- /// </summary>
- /// <param name="objectID"></param>
- /// <param name="rotation"></param>
- /// <param name="remoteClient"></param>
- protected internal void SpinStart(UUID objectID, IClientAPI remoteClient)
- {
- SceneObjectGroup group = GetGroupByPrim(objectID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))// && PermissionsMngr.)
- {
- group.SpinStart(remoteClient);
- }
- }
- }
- /// <summary>
- /// Spin the given object
- /// </summary>
- /// <param name="objectID"></param>
- /// <param name="rotation"></param>
- /// <param name="remoteClient"></param>
- protected internal void SpinObject(UUID objectID, Quaternion rotation, IClientAPI remoteClient)
- {
- SceneObjectGroup group = GetGroupByPrim(objectID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))// && PermissionsMngr.)
- {
- group.SpinMovement(rotation, remoteClient);
- }
- // This is outside the above permissions condition
- // so that if the object is locked the client moving the object
- // get's it's position on the simulator even if it was the same as before
- // This keeps the moving user's client in sync with the rest of the world.
- group.SendGroupTerseUpdate();
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="primLocalID"></param>
- /// <param name="description"></param>
- protected internal void PrimName(IClientAPI remoteClient, uint primLocalID, string name)
- {
- SceneObjectGroup group = GetGroupByPrim(primLocalID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
- {
- group.SetPartName(Util.CleanString(name), primLocalID);
- group.HasGroupChanged = true;
- }
- }
- }
- /// <summary>
- /// Handle a prim description set request from a viewer.
- /// </summary>
- /// <param name="primLocalID"></param>
- /// <param name="description"></param>
- protected internal void PrimDescription(IClientAPI remoteClient, uint primLocalID, string description)
- {
- SceneObjectGroup group = GetGroupByPrim(primLocalID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
- {
- group.SetPartDescription(Util.CleanString(description), primLocalID);
- group.HasGroupChanged = true;
- }
- }
- }
- /// <summary>
- /// Set a click action for the prim.
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="primLocalID"></param>
- /// <param name="clickAction"></param>
- protected internal void PrimClickAction(IClientAPI remoteClient, uint primLocalID, string clickAction)
- {
- // m_log.DebugFormat(
- // "[SCENEGRAPH]: User {0} set click action for {1} to {2}", remoteClient.Name, primLocalID, clickAction);
- SceneObjectGroup group = GetGroupByPrim(primLocalID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
- {
- SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID);
- if (part != null)
- {
- part.ClickAction = Convert.ToByte(clickAction);
- group.HasGroupChanged = true;
- }
- }
- }
- }
- protected internal void PrimMaterial(IClientAPI remoteClient, uint primLocalID, string material)
- {
- SceneObjectGroup group = GetGroupByPrim(primLocalID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
- {
- SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID);
- if (part != null)
- {
- part.Material = Convert.ToByte(material);
- group.HasGroupChanged = true;
- }
- }
- }
- }
- protected internal void UpdateExtraParam(UUID agentID, uint primLocalID, ushort type, bool inUse, byte[] data)
- {
- SceneObjectGroup group = GetGroupByPrim(primLocalID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanEditObject(group.UUID, agentID))
- {
- group.UpdateExtraParam(primLocalID, type, inUse, data);
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="primLocalID"></param>
- /// <param name="shapeBlock"></param>
- protected internal void UpdatePrimShape(UUID agentID, uint primLocalID, UpdateShapeArgs shapeBlock)
- {
- SceneObjectGroup group = GetGroupByPrim(primLocalID);
- if (group != null)
- {
- if (m_parentScene.Permissions.CanEditObject(group.UUID, agentID))
- {
- ObjectShapePacket.ObjectDataBlock shapeData = new ObjectShapePacket.ObjectDataBlock();
- shapeData.ObjectLocalID = shapeBlock.ObjectLocalID;
- shapeData.PathBegin = shapeBlock.PathBegin;
- shapeData.PathCurve = shapeBlock.PathCurve;
- shapeData.PathEnd = shapeBlock.PathEnd;
- shapeData.PathRadiusOffset = shapeBlock.PathRadiusOffset;
- shapeData.PathRevolutions = shapeBlock.PathRevolutions;
- shapeData.PathScaleX = shapeBlock.PathScaleX;
- shapeData.PathScaleY = shapeBlock.PathScaleY;
- shapeData.PathShearX = shapeBlock.PathShearX;
- shapeData.PathShearY = shapeBlock.PathShearY;
- shapeData.PathSkew = shapeBlock.PathSkew;
- shapeData.PathTaperX = shapeBlock.PathTaperX;
- shapeData.PathTaperY = shapeBlock.PathTaperY;
- shapeData.PathTwist = shapeBlock.PathTwist;
- shapeData.PathTwistBegin = shapeBlock.PathTwistBegin;
- shapeData.ProfileBegin = shapeBlock.ProfileBegin;
- shapeData.ProfileCurve = shapeBlock.ProfileCurve;
- shapeData.ProfileEnd = shapeBlock.ProfileEnd;
- shapeData.ProfileHollow = shapeBlock.ProfileHollow;
- group.UpdateShape(shapeData, primLocalID);
- }
- }
- }
- /// <summary>
- /// Initial method invoked when we receive a link objects request from the client.
- /// </summary>
- /// <param name="client"></param>
- /// <param name="parentPrim"></param>
- /// <param name="childPrims"></param>
- protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
- {
- if (root.KeyframeMotion != null)
- {
- root.KeyframeMotion.Stop();
- root.KeyframeMotion = null;
- }
- SceneObjectGroup parentGroup = root.ParentGroup;
- if (parentGroup == null) return;
- // Cowardly refuse to link to a group owned root
- if (parentGroup.OwnerID == parentGroup.GroupID)
- return;
- Monitor.Enter(m_updateLock);
- try
- {
- List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
- // We do this in reverse to get the link order of the prims correct
- for (int i = 0 ; i < children.Count ; i++)
- {
- SceneObjectGroup child = children[i].ParentGroup;
- // Don't try and add a group to itself - this will only cause severe problems later on.
- if (child == parentGroup)
- continue;
- // Make sure no child prim is set for sale
- // So that, on delink, no prims are unwittingly
- // left for sale and sold off
- child.RootPart.ObjectSaleType = 0;
- child.RootPart.SalePrice = 10;
- childGroups.Add(child);
- }
- foreach (SceneObjectGroup child in childGroups)
- {
- if (parentGroup.OwnerID == child.OwnerID)
- {
- parentGroup.LinkToGroup(child);
- child.DetachFromBackup();
- // this is here so physics gets updated!
- // Don't remove! Bad juju! Stay away! or fix physics!
- child.AbsolutePosition = child.AbsolutePosition;
- }
- }
- // We need to explicitly resend the newly link prim's object properties since no other actions
- // occur on link to invoke this elsewhere (such as object selection)
- if (childGroups.Count > 0)
- {
- parentGroup.RootPart.CreateSelected = true;
- parentGroup.TriggerScriptChangedEvent(Changed.LINK);
- parentGroup.HasGroupChanged = true;
- parentGroup.ScheduleGroupForFullUpdate();
- }
- }
- finally
- {
- Monitor.Exit(m_updateLock);
- }
- }
- /// <summary>
- /// Delink a linkset
- /// </summary>
- /// <param name="prims"></param>
- protected internal void DelinkObjects(List<SceneObjectPart> prims)
- {
- Monitor.Enter(m_updateLock);
- try
- {
- List<SceneObjectPart> childParts = new List<SceneObjectPart>();
- List<SceneObjectPart> rootParts = new List<SceneObjectPart>();
- List<SceneObjectGroup> affectedGroups = new List<SceneObjectGroup>();
- // Look them all up in one go, since that is comparatively expensive
- //
- foreach (SceneObjectPart part in prims)
- {
- if (part != null)
- {
- if (part.KeyframeMotion != null)
- {
- part.KeyframeMotion.Stop();
- part.KeyframeMotion = null;
- }
- if (part.ParentGroup.PrimCount != 1) // Skip single
- {
- if (part.LinkNum < 2) // Root
- {
- rootParts.Add(part);
- }
- else
- {
- part.LastOwnerID = part.ParentGroup.RootPart.LastOwnerID;
- childParts.Add(part);
- }
- SceneObjectGroup group = part.ParentGroup;
- if (!affectedGroups.Contains(group))
- affectedGroups.Add(group);
- }
- }
- }
- foreach (SceneObjectPart child in childParts)
- {
- // Unlink all child parts from their groups
- //
- child.ParentGroup.DelinkFromGroup(child, true);
- // These are not in affected groups and will not be
- // handled further. Do the honors here.
- child.ParentGroup.HasGroupChanged = true;
- child.ParentGroup.ScheduleGroupForFullUpdate();
- }
- foreach (SceneObjectPart root in rootParts)
- {
- // In most cases, this will run only one time, and the prim
- // will be a solo prim
- // However, editing linked parts and unlinking may be different
- //
- SceneObjectGroup group = root.ParentGroup;
-
- List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
- int numChildren = newSet.Count;
- // If there are prims left in a link set, but the root is
- // slated for unlink, we need to do this
- //
- if (numChildren != 1)
- {
- // Unlink the remaining set
- //
- bool sendEventsToRemainder = true;
- if (numChildren > 1)
- sendEventsToRemainder = false;
- foreach (SceneObjectPart p in newSet)
- {
- if (p != group.RootPart)
- group.DelinkFromGroup(p, sendEventsToRemainder);
- }
- // If there is more than one prim remaining, we
- // need to re-link
- //
- if (numChildren > 2)
- {
- // Remove old root
- //
- if (newSet.Contains(root))
- newSet.Remove(root);
- // Preserve link ordering
- //
- newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
- {
- return a.LinkNum.CompareTo(b.LinkNum);
- });
- // Determine new root
- //
- SceneObjectPart newRoot = newSet[0];
- newSet.RemoveAt(0);
- foreach (SceneObjectPart newChild in newSet)
- newChild.ClearUpdateSchedule();
- LinkObjects(newRoot, newSet);
- if (!affectedGroups.Contains(newRoot.ParentGroup))
- affectedGroups.Add(newRoot.ParentGroup);
- }
- }
- }
- // Finally, trigger events in the roots
- //
- foreach (SceneObjectGroup g in affectedGroups)
- {
- g.TriggerScriptChangedEvent(Changed.LINK);
- g.HasGroupChanged = true; // Persist
- g.ScheduleGroupForFullUpdate();
- }
- }
- finally
- {
- Monitor.Exit(m_updateLock);
- }
- }
- protected internal void MakeObjectSearchable(IClientAPI remoteClient, bool IncludeInSearch, uint localID)
- {
- UUID user = remoteClient.AgentId;
- UUID objid = UUID.Zero;
- SceneObjectPart obj = null;
- EntityBase[] entityList = GetEntities();
- foreach (EntityBase ent in entityList)
- {
- if (ent is SceneObjectGroup)
- {
- SceneObjectGroup sog = ent as SceneObjectGroup;
- foreach (SceneObjectPart part in sog.Parts)
- {
- if (part.LocalId == localID)
- {
- objid = part.UUID;
- obj = part;
- }
- }
- }
- }
- //Protip: In my day, we didn't call them searchable objects, we called them limited point-to-point joints
- //aka ObjectFlags.JointWheel = IncludeInSearch
- //Permissions model: Object can be REMOVED from search IFF:
- // * User owns object
- //use CanEditObject
- //Object can be ADDED to search IFF:
- // * User owns object
- // * Asset/DRM permission bit "modify" is enabled
- //use CanEditObjectPosition
- // libomv will complain about PrimFlags.JointWheel being
- // deprecated, so we
- #pragma warning disable 0612
- if (IncludeInSearch && m_parentScene.Permissions.CanEditObject(objid, user))
- {
- obj.ParentGroup.RootPart.AddFlag(PrimFlags.JointWheel);
- obj.ParentGroup.HasGroupChanged = true;
- }
- else if (!IncludeInSearch && m_parentScene.Permissions.CanMoveObject(objid,user))
- {
- obj.ParentGroup.RootPart.RemFlag(PrimFlags.JointWheel);
- obj.ParentGroup.HasGroupChanged = true;
- }
- #pragma warning restore 0612
- }
- /// <summary>
- /// Duplicate the given object.
- /// </summary>
- /// <param name="originalPrim"></param>
- /// <param name="offset"></param>
- /// <param name="flags"></param>
- /// <param name="AgentID"></param>
- /// <param name="GroupID"></param>
- /// <param name="rot"></param>
- /// <returns>null if duplication fails, otherwise the duplicated object</returns>
- public SceneObjectGroup DuplicateObject(
- uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
- {
- Monitor.Enter(m_updateLock);
- try
- {
- // m_log.DebugFormat(
- // "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
- // originalPrimID, offset, AgentID);
- SceneObjectGroup original = GetGroupByPrim(originalPrimID);
- if (original == null)
- {
- m_log.WarnFormat(
- "[SCENEGRAPH]: Attempt to duplicate nonexistent prim id {0} by {1}", originalPrimID, AgentID);
- return null;
- }
- if (!m_parentScene.Permissions.CanDuplicateObject(
- original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
- return null;
- SceneObjectGroup copy = original.Copy(true);
- copy.AbsolutePosition = copy.AbsolutePosition + offset;
- if (original.OwnerID != AgentID)
- {
- copy.SetOwnerId(AgentID);
- copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
- SceneObjectPart[] partList = copy.Parts;
- if (m_parentScene.Permissions.PropagatePermissions())
- {
- foreach (SceneObjectPart child in partList)
- {
- child.Inventory.ChangeInventoryOwner(AgentID);
- child.TriggerScriptChangedEvent(Changed.OWNER);
- child.ApplyNextOwnerPermissions();
- }
- }
- copy.RootPart.ObjectSaleType = 0;
- copy.RootPart.SalePrice = 10;
- }
- // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
- Entities.Add(copy);
-
- lock (SceneObjectGroupsByFullID)
- SceneObjectGroupsByFullID[copy.UUID] = copy;
-
- SceneObjectPart[] children = copy.Parts;
-
- lock (SceneObjectGroupsByFullPartID)
- {
- SceneObjectGroupsByFullPartID[copy.UUID] = copy;
- foreach (SceneObjectPart part in children)
- SceneObjectGroupsByFullPartID[part.UUID] = copy;
- }
-
- lock (SceneObjectGroupsByLocalPartID)
- {
- SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
- foreach (SceneObjectPart part in children)
- SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
- }
- // PROBABLE END OF FIXME
- // Since we copy from a source group that is in selected
- // state, but the copy is shown deselected in the viewer,
- // We need to clear the selection flag here, else that
- // prim never gets persisted at all. The client doesn't
- // think it's selected, so it will never send a deselect...
- copy.IsSelected = false;
- m_numPrim += copy.Parts.Length;
- if (rot != Quaternion.Identity)
- {
- copy.UpdateGroupRotationR(rot);
- }
- copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1);
- copy.HasGroupChanged = true;
- copy.ScheduleGroupForFullUpdate();
- copy.ResumeScripts();
- // required for physics to update it's position
- copy.AbsolutePosition = copy.AbsolutePosition;
- return copy;
- }
- finally
- {
- Monitor.Exit(m_updateLock);
- }
- }
-
- /// <summary>
- /// Calculates the distance between two Vector3s
- /// </summary>
- /// <param name="v1"></param>
- /// <param name="v2"></param>
- /// <returns></returns>
- protected internal float Vector3Distance(Vector3 v1, Vector3 v2)
- {
- // We don't really need the double floating point precision...
- // so casting it to a single
- return
- (float)
- Math.Sqrt((v1.X - v2.X) * (v1.X - v2.X) + (v1.Y - v2.Y) * (v1.Y - v2.Y) + (v1.Z - v2.Z) * (v1.Z - v2.Z));
- }
- #endregion
-
- }
- }
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