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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 copyrightD
- * 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.Drawing;
- using System.Drawing.Imaging;
- using System.IO;
- using System.Text;
- using System.Threading;
- using System.Timers;
- using System.Xml;
- using Nini.Config;
- using OpenMetaverse;
- using OpenMetaverse.Imaging;
- using OpenSim.Framework;
- using OpenSim.Services.Interfaces;
- using OpenSim.Framework.Communications;
- using OpenSim.Framework.Communications.Cache;
- using OpenSim.Framework.Communications.Clients;
- using OpenSim.Framework.Console;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes.Scripting;
- using OpenSim.Region.Framework.Scenes.Serialization;
- using OpenSim.Region.Physics.Manager;
- using Timer=System.Timers.Timer;
- using TPFlags = OpenSim.Framework.Constants.TeleportFlags;
- namespace OpenSim.Region.Framework.Scenes
- {
- public delegate bool FilterAvatarList(ScenePresence avatar);
- public partial class Scene : SceneBase
- {
- public delegate void SynchronizeSceneHandler(Scene scene);
- public SynchronizeSceneHandler SynchronizeScene = null;
- /* Used by the loadbalancer plugin on GForge */
- protected int m_splitRegionID = 0;
- public int SplitRegionID
- {
- get { return m_splitRegionID; }
- set { m_splitRegionID = value; }
- }
- private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L;
- private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L;
- #region Fields
- protected Timer m_restartWaitTimer = new Timer();
- protected Thread m_updateEntitiesThread;
- public SimStatsReporter StatsReporter;
- protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
- protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
- /// <value>
- /// The scene graph for this scene
- /// </value>
- /// TODO: Possibly stop other classes being able to manipulate this directly.
- private SceneGraph m_sceneGraph;
- /// <summary>
- /// Are we applying physics to any of the prims in this scene?
- /// </summary>
- public bool m_physicalPrim;
- public float m_maxNonphys = 256;
- public float m_maxPhys = 10;
- public bool m_clampPrimSize = false;
- public bool m_trustBinaries = false;
- public bool m_allowScriptCrossings = false;
- public bool m_useFlySlow = false;
- public bool m_usePreJump = false;
- public bool m_seeIntoRegionFromNeighbor;
- // 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 int MaxUndoCount = 5;
- private int m_RestartTimerCounter;
- private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
- private int m_incrementsof15seconds = 0;
- private volatile bool m_backingup = false;
- private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
- protected string m_simulatorVersion = "OpenSimulator Server";
- protected ModuleLoader m_moduleLoader;
- protected StorageManager m_storageManager;
- protected AgentCircuitManager m_authenticateHandler;
- public CommunicationsManager CommsManager;
- protected SceneCommunicationService m_sceneGridService;
- public SceneCommunicationService SceneGridService
- {
- get { return m_sceneGridService; }
- }
- public IXfer XferManager;
- protected IAssetService m_AssetService = null;
- public IAssetService AssetService
- {
- get
- {
- if (m_AssetService == null)
- {
- m_AssetService = RequestModuleInterface<IAssetService>();
- if (m_AssetService == null)
- {
- throw new Exception("No IAssetService available.");
- }
- }
- return m_AssetService;
- }
- }
- protected IInventoryService m_InventoryService = null;
- public IInventoryService InventoryService
- {
- get
- {
- if (m_InventoryService == null)
- {
- m_InventoryService = RequestModuleInterface<IInventoryService>();
- if (m_InventoryService == 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;
- }
- }
- protected IXMLRPC m_xmlrpcModule;
- protected IWorldComm m_worldCommModule;
- protected IAvatarFactory m_AvatarFactory;
- protected IConfigSource m_config;
- protected IRegionSerialiserModule m_serialiser;
- protected IInterregionCommsOut m_interregionCommsOut;
- protected IInterregionCommsIn m_interregionCommsIn;
- protected IDialogModule m_dialogModule;
- protected ITeleportModule m_teleportModule;
- protected ICapabilitiesModule m_capsModule;
- public ICapabilitiesModule CapsModule
- {
- get { return m_capsModule; }
- }
- protected override IConfigSource GetConfig()
- {
- return m_config;
- }
- // Central Update Loop
- protected int m_fps = 10;
- protected int m_frame = 0;
- protected float m_timespan = 0.089f;
- protected DateTime m_lastupdate = DateTime.Now;
- private int m_update_physics = 1;
- private int m_update_entitymovement = 1;
- private int m_update_entities = 1; // Run through all objects checking for updates
- private int m_update_entitiesquick = 200; // Run through objects that have scheduled updates checking for updates
- private int m_update_presences = 1; // Update scene presence movements
- private int m_update_events = 1;
- private int m_update_backup = 200;
- private int m_update_terrain = 50;
- private int m_update_land = 1;
- private int frameMS = 0;
- private int physicsMS2 = 0;
- private int physicsMS = 0;
- private int otherMS = 0;
- private bool m_physics_enabled = true;
- private bool m_scripts_enabled = true;
- private string m_defaultScriptEngine;
- private int m_LastLogin = 0;
- private Thread HeartbeatThread;
- private volatile bool shuttingdown = false;
- private int m_lastUpdate = Environment.TickCount;
- private int m_maxPrimsPerFrame = 200;
- private object m_deleting_scene_object = new object();
- // 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;
- #endregion
- #region Properties
- public AgentCircuitManager AuthenticateHandler
- {
- get { return m_authenticateHandler; }
- }
- public SceneGraph SceneContents
- {
- get { return m_sceneGraph; }
- }
- // an instance to the physics plugin's Scene object.
- public PhysicsScene PhysicsScene
- {
- get { return m_sceneGraph.PhysicsScene; }
- set
- {
- // If we're not doing the initial set
- // Then we've got to remove the previous
- // event handler
- if (PhysicsScene != null && PhysicsScene.SupportsNINJAJoints)
- {
- PhysicsScene.OnJointMoved -= jointMoved;
- PhysicsScene.OnJointDeactivated -= jointDeactivated;
- PhysicsScene.OnJointErrorMessage -= jointErrorMessage;
- }
- m_sceneGraph.PhysicsScene = value;
- if (PhysicsScene != null && m_sceneGraph.PhysicsScene.SupportsNINJAJoints)
- {
- // register event handlers to respond to joint movement/deactivation
- PhysicsScene.OnJointMoved += jointMoved;
- PhysicsScene.OnJointDeactivated += jointDeactivated;
- PhysicsScene.OnJointErrorMessage += jointErrorMessage;
- }
- }
- }
- // This gets locked so things stay thread safe.
- public object SyncRoot
- {
- get { return m_sceneGraph.m_syncRoot; }
- }
- public int MaxPrimsPerFrame
- {
- get { return m_maxPrimsPerFrame; }
- set { m_maxPrimsPerFrame = value; }
- }
- /// <summary>
- /// This is for llGetRegionFPS
- /// </summary>
- public float SimulatorFPS
- {
- get { return StatsReporter.getLastReportedSimFPS(); }
- }
- public string DefaultScriptEngine
- {
- get { return m_defaultScriptEngine; }
- }
- // Reference to all of the agents in the scene (root and child)
- protected Dictionary<UUID, ScenePresence> m_scenePresences
- {
- get { return m_sceneGraph.ScenePresences; }
- set { m_sceneGraph.ScenePresences = value; }
- }
- public EntityManager Entities
- {
- get { return m_sceneGraph.Entities; }
- }
- public Dictionary<UUID, ScenePresence> m_restorePresences
- {
- get { return m_sceneGraph.RestorePresences; }
- set { m_sceneGraph.RestorePresences = value; }
- }
- public int objectCapacity = 45000;
- #endregion
- #region Constructors
- public Scene(RegionInfo regInfo, AgentCircuitManager authen,
- CommunicationsManager commsMan, SceneCommunicationService sceneGridService,
- StorageManager storeManager,
- ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim,
- bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion)
- {
- m_config = config;
- Random random = new Random();
- m_lastAllocatedLocalId = (uint)(random.NextDouble() * (double)(uint.MaxValue/2))+(uint)(uint.MaxValue/4);
- m_moduleLoader = moduleLoader;
- m_authenticateHandler = authen;
- CommsManager = commsMan;
- m_sceneGridService = sceneGridService;
- m_storageManager = storeManager;
- m_regInfo = regInfo;
- m_regionHandle = m_regInfo.RegionHandle;
- m_regionName = m_regInfo.RegionName;
- m_datastore = m_regInfo.DataStore;
- m_physicalPrim = physicalPrim;
- m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor;
- m_eventManager = new EventManager();
- m_permissions = new ScenePermissions(this);
- m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
- m_asyncSceneObjectDeleter.Enabled = true;
- // Load region settings
- m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
- if (m_storageManager.EstateDataStore != null)
- {
- m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID);
- }
- //Bind Storage Manager functions to some land manager functions for this scene
- EventManager.OnLandObjectAdded +=
- new EventManager.LandObjectAdded(m_storageManager.DataStore.StoreLandObject);
- EventManager.OnLandObjectRemoved +=
- new EventManager.LandObjectRemoved(m_storageManager.DataStore.RemoveLandObject);
- m_sceneGraph = new SceneGraph(this, m_regInfo);
- // 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 += RestartNow;
- RegisterDefaultSceneEvents();
- DumpAssetsToFile = dumpAssetsToFile;
- m_scripts_enabled = !RegionInfo.RegionSettings.DisableScripts;
- m_physics_enabled = !RegionInfo.RegionSettings.DisablePhysics;
- StatsReporter = new SimStatsReporter(this);
- StatsReporter.OnSendStatsResult += SendSimStatsPackets;
- StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
- StatsReporter.SetObjectCapacity(objectCapacity);
- m_simulatorVersion = simulatorVersion
- + " (OS " + Util.GetOperatingSystemInformation() + ")"
- + " ChilTasks:" + m_seeIntoRegionFromNeighbor.ToString()
- + " PhysPrim:" + m_physicalPrim.ToString();
- try
- {
- // Region config overrides global config
- //
- IConfig startupConfig = m_config.Configs["Startup"];
- //Animation states
- m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
- // TODO: Change default to true once the feature is supported
- m_usePreJump = startupConfig.GetBoolean("enableprejump", false);
- m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
- if (RegionInfo.NonphysPrimMax > 0)
- {
- m_maxNonphys = RegionInfo.NonphysPrimMax;
- }
- m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
- if (RegionInfo.PhysPrimMax > 0)
- {
- m_maxPhys = RegionInfo.PhysPrimMax;
- }
- // 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_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", "DotNetEngine");
- m_maxPrimsPerFrame = startupConfig.GetInt("MaxPrimsPerFrame", 200);
- IConfig packetConfig = m_config.Configs["PacketPool"];
- if (packetConfig != null)
- {
- PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
- PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
- }
- m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
- }
- catch
- {
- m_log.Warn("[SCENE]: Failed to load StartupConfig");
- }
- }
- /// <summary>
- /// Mock constructor for scene group persistency unit tests.
- /// SceneObjectGroup RegionId property is delegated to Scene.
- /// </summary>
- /// <param name="regInfo"></param>
- public Scene(RegionInfo regInfo)
- {
- m_regInfo = regInfo;
- m_eventManager = new EventManager();
- }
- #endregion
- #region Startup / Close Methods
- public bool ShuttingDown
- {
- get { return shuttingdown; }
- }
- /// <value>
- /// The scene graph for this scene
- /// </value>
- /// TODO: Possibly stop other classes being able to manipulate this directly.
- public SceneGraph SceneGraph
- {
- get { return m_sceneGraph; }
- }
- protected virtual void RegisterDefaultSceneEvents()
- {
- IDialogModule dm = RequestModuleInterface<IDialogModule>();
- if (dm != null)
- m_eventManager.OnPermissionError += dm.SendAlertToUser;
- }
- public override string GetSimulatorVersion()
- {
- return m_simulatorVersion;
- }
- /// <summary>
- /// Another region is up. Gets called from Grid Comms:
- /// (OGS1 -> LocalBackEnd -> RegionListened -> SceneCommunicationService)
- /// We have to tell all our ScenePresences about it, and add it to the
- /// neighbor list.
- ///
- /// 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.
- /// </summary>
- /// <param name="otherRegion">RegionInfo handle for the new region.</param>
- /// <returns>True after all operations complete, throws exceptions otherwise.</returns>
- public override bool OtherRegionUp(RegionInfo otherRegion)
- {
- m_log.InfoFormat("[SCENE]: Region {0} up in coords {1}-{2}", otherRegion.RegionName, otherRegion.RegionLocX, otherRegion.RegionLocY);
- if (RegionInfo.RegionHandle != otherRegion.RegionHandle)
- {
- for (int i = 0; i < m_neighbours.Count; i++)
- {
- // The purpose of this loop is to re-update the known neighbors
- // when another region comes up on top of another one.
- // The latest region in that location ends up in the
- // 'known neighbors list'
- // Additionally, the commFailTF property gets reset to false.
- if (m_neighbours[i].RegionHandle == otherRegion.RegionHandle)
- {
- lock (m_neighbours)
- {
- m_neighbours[i] = otherRegion;
- }
- }
- }
- // If the value isn't in the neighbours, add it.
- // If the RegionInfo isn't exact but is for the same XY World location,
- // then the above loop will fix that.
- if (!(CheckNeighborRegion(otherRegion)))
- {
- lock (m_neighbours)
- {
- m_neighbours.Add(otherRegion);
- //m_log.Info("[UP]: " + otherRegion.RegionHandle.ToString());
- }
- }
- // If these are cast to INT because long + negative values + abs returns invalid data
- int resultX = Math.Abs((int)otherRegion.RegionLocX - (int)RegionInfo.RegionLocX);
- int resultY = Math.Abs((int)otherRegion.RegionLocY - (int)RegionInfo.RegionLocY);
- if (resultX <= 1 && resultY <= 1)
- {
- try
- {
- ForEachScenePresence(delegate(ScenePresence agent)
- {
- // If agent is a root agent.
- if (!agent.IsChildAgent)
- {
- //agent.ControllingClient.new
- //this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo());
- List<ulong> old = new List<ulong>();
- old.Add(otherRegion.RegionHandle);
- agent.DropOldNeighbours(old);
- InformClientOfNeighbor(agent, otherRegion);
- }
- }
- );
- }
- catch (NullReferenceException)
- {
- // This means that we're not booted up completely yet.
- // This shouldn't happen too often anymore.
- m_log.Error("[SCENE]: Couldn't inform client of regionup because we got a null reference exception");
- }
- }
- else
- {
- m_log.Info("[INTERGRID]: Got notice about far away Region: " + otherRegion.RegionName.ToString() +
- " at (" + otherRegion.RegionLocX.ToString() + ", " +
- otherRegion.RegionLocY.ToString() + ")");
- }
- }
- 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 bool IncomingHelloNeighbour(RegionInfo neighbour)
- {
- return OtherRegionUp(neighbour);
- }
- /// <summary>
- /// Given float seconds, this will restart the region.
- /// </summary>
- /// <param name="seconds">float indicating duration before restart.</param>
- public virtual void Restart(float seconds)
- {
- // notifications are done in 15 second increments
- // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
- // It's a 'Cancel restart' request.
- // RestartNow() does immediate restarting.
- if (seconds < 15)
- {
- m_restartTimer.Stop();
- m_dialogModule.SendGeneralAlert("Restart Aborted");
- }
- else
- {
- // Now we figure out what to set the timer to that does the notifications and calls, RestartNow()
- m_restartTimer.Interval = 15000;
- m_incrementsof15seconds = (int)seconds / 15;
- m_RestartTimerCounter = 0;
- m_restartTimer.AutoReset = true;
- m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
- m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
- m_restartTimer.Start();
- m_dialogModule.SendNotificationToUsersInRegion(
- UUID.Random(), String.Empty, RegionInfo.RegionName + ": Restarting in 2 Minutes");
- }
- }
- // The Restart timer has occured.
- // We have to figure out if this is a notification or if the number of seconds specified in Restart
- // have elapsed.
- // If they have elapsed, call RestartNow()
- public void RestartTimer_Elapsed(object sender, ElapsedEventArgs e)
- {
- m_RestartTimerCounter++;
- if (m_RestartTimerCounter <= m_incrementsof15seconds)
- {
- if (m_RestartTimerCounter == 4 || m_RestartTimerCounter == 6 || m_RestartTimerCounter == 7)
- m_dialogModule.SendNotificationToUsersInRegion(
- UUID.Random(),
- String.Empty,
- RegionInfo.RegionName + ": Restarting in " + ((8 - m_RestartTimerCounter) * 15) + " seconds");
- }
- else
- {
- m_restartTimer.Stop();
- m_restartTimer.AutoReset = false;
- RestartNow();
- }
- }
- // This causes the region to restart immediatley.
- public void RestartNow()
- {
- if (PhysicsScene != null)
- {
- PhysicsScene.Dispose();
- }
- m_log.Error("[REGION]: Closing");
- Close();
- m_log.Error("[REGION]: Firing Region Restart Message");
- base.Restart(0);
- }
- // 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)
- {
- foreach (RegionInfo region in m_regionRestartNotifyList)
- {
- try
- {
- ForEachScenePresence(delegate(ScenePresence agent)
- {
- // If agent is a root agent.
- if (!agent.IsChildAgent)
- {
- //agent.ControllingClient.new
- //this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo());
- InformClientOfNeighbor(agent, region);
- }
- }
- );
- }
- 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 void SetSceneCoreDebug(bool ScriptEngine, bool CollisionEvents, bool PhysicsEngine)
- {
- if (m_scripts_enabled != !ScriptEngine)
- {
- // Tedd! Here's the method to disable the scripting engine!
- if (ScriptEngine)
- {
- m_log.Info("Stopping all Scripts in Scene");
- foreach (EntityBase ent in Entities)
- {
- if (ent is SceneObjectGroup)
- {
- ((SceneObjectGroup) ent).RemoveScriptInstances();
- }
- }
- }
- else
- {
- m_log.Info("Starting all Scripts in Scene");
- lock (Entities)
- {
- foreach (EntityBase ent in Entities)
- {
- if (ent is SceneObjectGroup)
- {
- ((SceneObjectGroup)ent).CreateScriptInstances(0, false, DefaultScriptEngine, 0);
- }
- }
- }
- }
- m_scripts_enabled = !ScriptEngine;
- m_log.Info("[TOTEDD]: Here is the method to trigger disabling of the scripting engine");
- }
- if (m_physics_enabled != !PhysicsEngine)
- {
- m_physics_enabled = !PhysicsEngine;
- }
- }
- public int GetInaccurateNeighborCount()
- {
- lock (m_neighbours)
- {
- return m_neighbours.Count;
- }
- }
- // This is the method that shuts down the scene.
- public override void Close()
- {
- m_log.InfoFormat("[SCENE]: Closing down the single simulator: {0}", RegionInfo.RegionName);
- // Kick all ROOT agents with the message, 'The simulator is going down'
- ForEachScenePresence(delegate(ScenePresence avatar)
- {
- if (avatar.KnownChildRegionHandles.Contains(RegionInfo.RegionHandle))
- avatar.KnownChildRegionHandles.Remove(RegionInfo.RegionHandle);
- if (!avatar.IsChildAgent)
- avatar.ControllingClient.Kick("The simulator is going down.");
- avatar.ControllingClient.SendShutdownConnectionNotice();
- });
- // Wait here, or the kick messages won't actually get to the agents before the scene terminates.
- Thread.Sleep(500);
- // Stop all client threads.
- ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(true); });
- // Stop updating the scene objects and agents.
- //m_heartbeatTimer.Close();
- shuttingdown = true;
- m_log.Debug("[SCENE]: Persisting changed objects");
- List<EntityBase> entities = GetEntities();
- foreach (EntityBase entity in entities)
- {
- if (!entity.IsDeleted && entity is SceneObjectGroup && ((SceneObjectGroup)entity).HasGroupChanged)
- {
- ((SceneObjectGroup)entity).ProcessBackup(m_storageManager.DataStore, false);
- }
- }
- m_sceneGraph.Close();
- // De-register with region communications (events cleanup)
- UnRegisterRegionWithComms();
- // call the base class Close method.
- base.Close();
- }
- /// <summary>
- /// Start the timer which triggers regular scene updates
- /// </summary>
- public void StartTimer()
- {
- //m_log.Debug("[SCENE]: Starting timer");
- //m_heartbeatTimer.Enabled = true;
- //m_heartbeatTimer.Interval = (int)(m_timespan * 1000);
- //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
- HeartbeatThread = new Thread(new ParameterizedThreadStart(Heartbeat));
- HeartbeatThread.SetApartmentState(ApartmentState.MTA);
- HeartbeatThread.Name = string.Format("Heartbeat for region {0}", RegionInfo.RegionName);
- HeartbeatThread.Priority = ThreadPriority.AboveNormal;
- ThreadTracker.Add(HeartbeatThread);
- HeartbeatThread.Start();
- }
- /// <summary>
- /// Sets up references to modules required by the scene
- /// </summary>
- public void SetModuleInterfaces()
- {
- m_xmlrpcModule = RequestModuleInterface<IXMLRPC>();
- m_worldCommModule = RequestModuleInterface<IWorldComm>();
- XferManager = RequestModuleInterface<IXfer>();
- m_AvatarFactory = RequestModuleInterface<IAvatarFactory>();
- m_serialiser = RequestModuleInterface<IRegionSerialiserModule>();
- m_interregionCommsOut = RequestModuleInterface<IInterregionCommsOut>();
- m_interregionCommsIn = RequestModuleInterface<IInterregionCommsIn>();
- m_dialogModule = RequestModuleInterface<IDialogModule>();
- m_capsModule = RequestModuleInterface<ICapabilitiesModule>();
- m_teleportModule = RequestModuleInterface<ITeleportModule>();
- }
- #endregion
- #region Update Methods
- /// <summary>
- /// Performs per-frame updates regularly
- /// </summary>
- /// <param name="sender"></param>
- /// <param name="e"></param>
- private void Heartbeat(object sender)
- {
- Update();
- m_lastUpdate = Environment.TickCount;
- }
- /// <summary>
- /// Performs per-frame updates on the scene, this should be the central scene loop
- /// </summary>
- public override void Update()
- {
- int maintc = 0;
- while (!shuttingdown)
- {
- maintc = Environment.TickCount;
- TimeSpan SinceLastFrame = DateTime.Now - m_lastupdate;
- // Aquire a lock so only one update call happens at once
- //updateLock.WaitOne();
- float physicsFPS = 0;
- //m_log.Info("sadfadf" + m_neighbours.Count.ToString());
- int agentsInScene = m_sceneGraph.GetRootAgentCount() + m_sceneGraph.GetChildAgentCount();
- if (agentsInScene > 21)
- {
- if (m_update_entities == 1)
- {
- m_update_entities = 5;
- StatsReporter.SetUpdateMS(6000);
- }
- }
- else
- {
- if (m_update_entities == 5)
- {
- m_update_entities = 1;
- StatsReporter.SetUpdateMS(3000);
- }
- }
- frameMS = Environment.TickCount;
- try
- {
- // Increment the frame counter
- m_frame++;
- // Loop it
- if (m_frame == Int32.MaxValue)
- m_frame = 0;
-
- otherMS = Environment.TickCount;
- // run through all entities looking for updates (slow)
- if (m_frame % m_update_entities == 0)
- {
- /* // Adam Experimental
- if (m_updateEntitiesThread == null)
- {
- m_updateEntitiesThread = new Thread(m_sceneGraph.UpdateEntities);
- ThreadTracker.Add(m_updateEntitiesThread);
- }
- if (m_updateEntitiesThread.ThreadState == ThreadState.Stopped)
- m_updateEntitiesThread.Start();
- */
- m_sceneGraph.UpdateEntities();
- }
- // run through entities that have scheduled themselves for
- // updates looking for updates(faster)
- if (m_frame % m_update_entitiesquick == 0)
- m_sceneGraph.ProcessUpdates();
- // Run through scenepresences looking for updates
- if (m_frame % m_update_presences == 0)
- m_sceneGraph.UpdatePresences();
- physicsMS2 = Environment.TickCount;
- if ((m_frame % m_update_physics == 0) && m_physics_enabled)
- m_sceneGraph.UpdatePreparePhysics();
- physicsMS2 = Environment.TickCount - physicsMS2;
- if (m_frame % m_update_entitymovement == 0)
- m_sceneGraph.UpdateEntityMovement();
- physicsMS = Environment.TickCount;
- if ((m_frame % m_update_physics == 0) && m_physics_enabled)
- physicsFPS = m_sceneGraph.UpdatePhysics(
- Math.Max(SinceLastFrame.TotalSeconds, m_timespan)
- );
- if (m_frame % m_update_physics == 0 && SynchronizeScene != null)
- SynchronizeScene(this);
- physicsMS = Environment.TickCount - physicsMS;
- physicsMS += physicsMS2;
- // Delete temp-on-rez stuff
- if (m_frame % m_update_backup == 0)
- CleanTempObjects();
- if (RegionStatus != RegionStatus.SlaveScene)
- {
- if (m_frame % m_update_events == 0)
- UpdateEvents();
- if (m_frame % m_update_backup == 0)
- UpdateStorageBackup();
- if (m_frame % m_update_terrain == 0)
- UpdateTerrain();
- if (m_frame % m_update_land == 0)
- UpdateLand();
- otherMS = Environment.TickCount - otherMS;
- // if (m_frame%m_update_avatars == 0)
- // UpdateInWorldTime();
- StatsReporter.AddPhysicsFPS(physicsFPS);
- StatsReporter.AddTimeDilation(m_timedilation);
- StatsReporter.AddFPS(1);
- StatsReporter.AddInPackets(0);
- StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount());
- StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount());
- StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount());
- StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount());
- frameMS = Environment.TickCount - frameMS;
- StatsReporter.addFrameMS(frameMS);
- StatsReporter.addPhysicsMS(physicsMS);
- StatsReporter.addOtherMS(otherMS);
- StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount());
- StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
- }
- }
- catch (NotImplementedException)
- {
- throw;
- }
- catch (AccessViolationException e)
- {
- m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
- }
- //catch (NullReferenceException e)
- //{
- // m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
- //}
- catch (InvalidOperationException e)
- {
- m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
- }
- catch (Exception e)
- {
- m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
- }
- finally
- {
- //updateLock.ReleaseMutex();
- // Get actual time dilation
- float tmpval = (m_timespan / (float)SinceLastFrame.TotalSeconds);
- // If actual time dilation is greater then one, we're catching up, so subtract
- // the amount that's greater then 1 from the time dilation
- if (tmpval > 1.0)
- {
- tmpval = tmpval - (tmpval - 1.0f);
- }
- m_timedilation = tmpval;
- m_lastupdate = DateTime.Now;
- }
- maintc = Environment.TickCount - maintc;
- maintc = (int)(m_timespan * 1000) - maintc;
- if ((maintc < (m_timespan * 1000)) && maintc > 0)
- Thread.Sleep(maintc);
- }
- }
- private void SendSimStatsPackets(SimStats stats)
- {
- List<ScenePresence> StatSendAgents = GetScenePresences();
- foreach (ScenePresence agent in StatSendAgents)
- {
- if (!agent.IsChildAgent)
- {
- agent.ControllingClient.SendSimStats(stats);
- }
- }
- }
- private void UpdateLand()
- {
- if (LandChannel != null)
- {
- if (LandChannel.IsLandPrimCountTainted())
- {
- EventManager.TriggerParcelPrimCountUpdate();
- }
- }
- }
- private void UpdateTerrain()
- {
- EventManager.TriggerTerrainTick();
- }
- private void UpdateStorageBackup()
- {
- if (!m_backingup)
- {
- m_backingup = true;
- Thread backupthread = new Thread(Backup);
- backupthread.Name = "BackupWriter";
- backupthread.IsBackground = true;
- backupthread.Start();
- }
- }
- private void UpdateEvents()
- {
- m_eventManager.TriggerOnFrame();
- }
- /// <summary>
- /// Perform delegate action on all clients subscribing to updates from this region.
- /// </summary>
- /// <returns></returns>
- public void Broadcast(Action<IClientAPI> whatToDo)
- {
- ForEachScenePresence(delegate(ScenePresence presence) { whatToDo(presence.ControllingClient); });
- }
- /// <summary>
- /// Backup the scene. This acts as the main method of the backup thread.
- /// </summary>
- /// <returns></returns>
- public void Backup()
- {
- lock (m_returns)
- {
- EventManager.TriggerOnBackup(m_storageManager.DataStore);
- m_backingup = false;
- foreach (KeyValuePair<UUID, ReturnInfo> ret in m_returns)
- {
- UUID transaction = UUID.Random();
- GridInstantMessage msg = new GridInstantMessage();
- msg.fromAgentID = new Guid(UUID.Zero.ToString()); // From server
- msg.toAgentID = new Guid(ret.Key.ToString());
- msg.imSessionID = new Guid(transaction.ToString());
- msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
- msg.fromAgentName = "Server";
- msg.dialog = (byte)19; // Object msg
- msg.fromGroup = false;
- msg.offline = (byte)1;
- msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
- msg.Position = Vector3.Zero;
- msg.RegionID = RegionInfo.RegionID.Guid;
- msg.binaryBucket = new byte[0];
- if (ret.Value.count > 1)
- msg.message = string.Format("Your {0} objects were returned from {1} in region {2} due to {3}", ret.Value.count, ret.Value.location.ToString(), RegionInfo.RegionName, ret.Value.reason);
- else
- msg.message = string.Format("Your object {0} was returned from {1} in region {2} due to {3}", ret.Value.objectName, ret.Value.location.ToString(), RegionInfo.RegionName, ret.Value.reason);
- IMessageTransferModule tr = RequestModuleInterface<IMessageTransferModule>();
- if (tr != null)
- tr.SendInstantMessage(msg, delegate(bool success) {});
- }
- m_returns.Clear();
- }
- }
- public void ForceSceneObjectBackup(SceneObjectGroup group)
- {
- if (group != null)
- {
- group.ProcessBackup(m_storageManager.DataStore, true);
- }
- }
- public void AddReturn(UUID agentID, string objectName, Vector3 location, string reason)
- {
- lock (m_returns)
- {
- if (m_returns.ContainsKey(agentID))
- {
- ReturnInfo info = m_returns[agentID];
- info.count++;
- m_returns[agentID] = info;
- }
- else
- {
- ReturnInfo info = new ReturnInfo();
- info.count = 1;
- info.objectName = objectName;
- info.location = location;
- info.reason = reason;
- m_returns[agentID] = info;
- }
- }
- }
- #endregion
- #region Load Terrain
- public void SaveTerrain()
- {
- m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
- }
- /// <summary>
- /// Loads the World heightmap
- /// </summary>
- public override void LoadWorldMap()
- {
- try
- {
- double[,] map = m_storageManager.DataStore.LoadTerrain(RegionInfo.RegionID);
- if (map == null)
- {
- m_log.Info("[TERRAIN]: No default terrain. Generating a new terrain.");
- Heightmap = new TerrainChannel();
- m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
- }
- else
- {
- Heightmap = new TerrainChannel(map);
- }
- }
- catch (Exception e)
- {
- m_log.Warn("[TERRAIN]: Scene.cs: LoadWorldMap() - Failed with exception " + e.ToString());
- }
- }
- /// <summary>
- /// Register this region with a grid service
- /// </summary>
- /// <exception cref="System.Exception">Thrown if registration of the region itself fails.</exception>
- public void RegisterRegionWithGrid()
- {
- RegisterCommsEvents();
- // These two 'commands' *must be* next to each other or sim rebooting fails.
- m_sceneGridService.RegisterRegion(m_interregionCommsOut, RegionInfo);
- m_sceneGridService.InformNeighborsThatRegionisUp(RequestModuleInterface<INeighbourService>(), RegionInfo);
- Dictionary<string, string> dGridSettings = m_sceneGridService.GetGridSettings();
- if (dGridSettings.ContainsKey("allow_forceful_banlines"))
- {
- if (dGridSettings["allow_forceful_banlines"] != "TRUE")
- {
- m_log.Info("[GRID]: Grid is disabling forceful parcel banlists");
- EventManager.TriggerSetAllowForcefulBan(false);
- }
- else
- {
- m_log.Info("[GRID]: Grid is allowing forceful parcel banlists");
- EventManager.TriggerSetAllowForcefulBan(true);
- }
- }
- }
- /// <summary>
- /// Create a terrain texture for this scene
- /// </summary>
- public void CreateTerrainTexture(bool temporary)
- {
- //create a texture asset of the terrain
- IMapImageGenerator terrain = RequestModuleInterface<IMapImageGenerator>();
- // Cannot create a map for a nonexistant heightmap yet.
- if (Heightmap == null)
- return;
- if (terrain == null)
- return;
- byte[] data = terrain.WriteJpeg2000Image("defaultstripe.png");
- if (data != null)
- {
- IWorldMapModule mapModule = RequestModuleInterface<IWorldMapModule>();
- if (mapModule != null)
- mapModule.LazySaveGeneratedMaptile(data, temporary);
- }
- }
- #endregion
- #region Load Land
- public void loadAllLandObjectsFromStorage(UUID regionID)
- {
- m_log.Info("[SCENE]: Loading land objects from storage");
- List<LandData> landData = m_storageManager.DataStore.LoadLandObjects(regionID);
- if (LandChannel != 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
- /// <summary>
- /// Loads the World's objects
- /// </summary>
- public virtual void LoadPrimsFromStorage(UUID regionID)
- {
- m_log.Info("[SCENE]: Loading objects from datastore");
- List<SceneObjectGroup> PrimsFromDB = m_storageManager.DataStore.LoadObjects(regionID);
- foreach (SceneObjectGroup group in PrimsFromDB)
- {
- if (group.RootPart == null)
- {
- m_log.ErrorFormat("[SCENE] Found a SceneObjectGroup with m_rootPart == null and {0} children",
- group.Children == null ? 0 : group.Children.Count);
- }
- AddRestoredSceneObject(group, true, true);
- SceneObjectPart rootPart = group.GetChildPart(group.UUID);
- rootPart.ObjectFlags &= ~(uint)PrimFlags.Scripted;
- rootPart.TrimPermissions();
- group.CheckSculptAndLoad();
- //rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
- }
- m_log.Info("[SCENE]: Loaded " + PrimsFromDB.Count.ToString() + " SceneObject(s)");
- }
- public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
- {
- Vector3 pos = Vector3.Zero;
- if (RayEndIsIntersection == (byte)1)
- {
- pos = RayEnd;
- return pos;
- }
- if (RayTargetID != UUID.Zero)
- {
- SceneObjectPart target = GetSceneObjectPart(RayTargetID);
- Vector3 direction = Vector3.Normalize(RayEnd - RayStart);
- Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
- Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
- if (target != null)
- {
- pos = target.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 Ray(AXOrigin, AXdirection);
- // 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 = new Vector3(ei.AAfaceNormal.X, ei.AAfaceNormal.Y, ei.AAfaceNormal.Z);
- 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 = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
- Vector3 normal = new Vector3(ei.normal.X, ei.normal.Y, ei.normal.Z);
- // 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;
-
- }
- 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(new Ray(AXOrigin, AXdirection), 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;
- }
- return pos;
- }
- }
- else
- {
- // fall back to our stupid functionality
- 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;
- }
- }
- public virtual void AddNewPrim(UUID ownerID, UUID groupID, Vector3 RayEnd, Quaternion rot, PrimitiveBaseShape shape,
- byte bypassRaycast, Vector3 RayStart, UUID RayTargetID,
- byte RayEndIsIntersection)
- {
- 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);
- }
- }
- public virtual SceneObjectGroup AddNewPrim(
- UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
- {
- //m_log.DebugFormat(
- // "[SCENE]: Scene.AddNewPrim() pcode {0} called for {1} in {2}", shape.PCode, ownerID, RegionInfo.RegionName);
- // If an entity creator has been registered for this prim type then use that
- if (m_entityCreators.ContainsKey((PCode)shape.PCode))
- return m_entityCreators[(PCode)shape.PCode].CreateEntity(ownerID, groupID, pos, rot, shape);
- // Otherwise, use this default creation code;
- SceneObjectGroup sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape);
- AddNewSceneObject(sceneObject, true);
- sceneObject.SetGroup(groupID, null);
- return sceneObject;
- }
- /// <summary>
- /// Add an object into the scene that has come from storage
- /// </summary>
- ///
- /// <param name="sceneObject"></param>
- /// <param name="attachToBackup">
- /// If true, changes to the object will be reflected in its persisted data
- /// If false, the persisted data will not be changed even if the object in the scene is changed
- /// </param>
- /// <param name="alreadyPersisted">
- /// If true, we won't persist this object until it changes
- /// If false, we'll persist this object immediately
- /// </param>
- /// <returns>
- /// true if the object was added, false if an object with the same uuid was already in the scene
- /// </returns>
- public bool AddRestoredSceneObject(
- SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
- {
- return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted);
- }
- /// <summary>
- /// Add a newly created object to 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>
- public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
- {
- return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup);
- }
- /// <summary>
- /// Delete every object from the scene
- /// </summary>
- public void DeleteAllSceneObjects()
- {
- lock (Entities)
- {
- ICollection<EntityBase> entities = new List<EntityBase>(Entities);
- foreach (EntityBase e in entities)
- {
- if (e is SceneObjectGroup)
- DeleteSceneObject((SceneObjectGroup)e, false);
- }
- }
- }
- /// <summary>
- /// Synchronously delete the given object from the scene.
- /// </summary>
- /// <param name="group">Object Id</param>
- /// <param name="silent">Suppress broadcasting changes to other clients.</param>
- public void DeleteSceneObject(SceneObjectGroup group, bool silent)
- {
- //SceneObjectPart rootPart = group.GetChildPart(group.UUID);
- // Serialise calls to RemoveScriptInstances to avoid
- // deadlocking on m_parts inside SceneObjectGroup
- lock (m_deleting_scene_object)
- {
- group.RemoveScriptInstances();
- }
- foreach (SceneObjectPart part in group.Children.Values)
- {
- if (part.IsJoint() && ((part.ObjectFlags&(uint)PrimFlags.Physics) != 0))
- {
- PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
- }
- else if (part.PhysActor != null)
- {
- PhysicsScene.RemovePrim(part.PhysActor);
- part.PhysActor = null;
- }
- }
- // if (rootPart.PhysActor != null)
- // {
- // PhysicsScene.RemovePrim(rootPart.PhysActor);
- // rootPart.PhysActor = null;
- // }
- if (UnlinkSceneObject(group.UUID, false))
- {
- EventManager.TriggerObjectBeingRemovedFromScene(group);
- EventManager.TriggerParcelPrimCountTainted();
- }
- group.DeleteGroup(silent);
- }
- /// <summary>
- /// Unlink the given object from the scene. Unlike delete, this just removes the record of the object - the
- /// object itself is not destroyed.
- /// </summary>
- /// <param name="uuid">Id of object.</param>
- /// <returns>true if the object was in the scene, false if it was not</returns>
- /// <param name="softDelete">If true, only deletes from scene, but keeps object in database.</param>
- public bool UnlinkSceneObject(UUID uuid, bool softDelete)
- {
- if (m_sceneGraph.DeleteSceneObject(uuid, softDelete))
- {
- if (!softDelete)
- {
- m_storageManager.DataStore.RemoveObject(uuid,
- m_regInfo.RegionID);
- }
- return true;
- }
- return false;
- }
- /// <summary>
- /// Move the given scene object into a new region depending on which region its absolute position has moved
- /// into.
- ///
- /// This method locates the new region handle and offsets the prim position for the new region
- /// </summary>
- /// <param name="attemptedPosition">the attempted out of region position of the scene object</param>
- /// <param name="grp">the scene object that we're crossing</param>
- public void CrossPrimGroupIntoNewRegion(Vector3 attemptedPosition, SceneObjectGroup grp, bool silent)
- {
- if (grp == 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("[DATABASE]: exception when trying to remove the prim that crossed the border.");
- }
- return;
- }
- int thisx = (int)RegionInfo.RegionLocX;
- int thisy = (int)RegionInfo.RegionLocY;
- ulong newRegionHandle = 0;
- Vector3 pos = attemptedPosition;
- if (attemptedPosition.X > Constants.RegionSize + 0.1f)
- {
- pos.X = ((pos.X - Constants.RegionSize));
- newRegionHandle
- = Util.UIntsToLong((uint)((thisx + 1) * Constants.RegionSize), (uint)(thisy * Constants.RegionSize));
- // x + 1
- }
- else if (attemptedPosition.X < -0.1f)
- {
- pos.X = ((pos.X + Constants.RegionSize));
- newRegionHandle
- = Util.UIntsToLong((uint)((thisx - 1) * Constants.RegionSize), (uint)(thisy * Constants.RegionSize));
- // x - 1
- }
- if (attemptedPosition.Y > Constants.RegionSize + 0.1f)
- {
- pos.Y = ((pos.Y - Constants.RegionSize));
- newRegionHandle
- = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy + 1) * Constants.RegionSize));
- // y + 1
- }
- else if (attemptedPosition.Y < -0.1f)
- {
- pos.Y = ((pos.Y + Constants.RegionSize));
- newRegionHandle
- = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy - 1) * Constants.RegionSize));
- // y - 1
- }
- // Offset the positions for the new region across the border
- Vector3 oldGroupPosition = grp.RootPart.GroupPosition;
- grp.OffsetForNewRegion(pos);
- // If we fail to cross the border, then reset the position of the scene object on that border.
- if (!CrossPrimGroupIntoNewRegion(newRegionHandle, grp, silent))
- {
- grp.OffsetForNewRegion(oldGroupPosition);
- grp.ScheduleGroupForFullUpdate();
- }
- }
- /// <summary>
- /// Move the given scene object into a new region
- /// </summary>
- /// <param name="newRegionHandle"></param>
- /// <param name="grp">Scene Object Group that we're crossing</param>
- /// <returns>
- /// true if the crossing itself was successful, false on failure
- /// FIMXE: we still return true if the crossing object was not successfully deleted from the originating region
- /// </returns>
- public bool CrossPrimGroupIntoNewRegion(ulong newRegionHandle, SceneObjectGroup grp, bool silent)
- {
- //m_log.Debug(" >>> CrossPrimGroupIntoNewRegion <<<");
- bool successYN = false;
- grp.RootPart.UpdateFlag = 0;
- //int primcrossingXMLmethod = 0;
- if (newRegionHandle != 0)
- {
- //string objectState = grp.GetStateSnapshot();
- //successYN
- // = m_sceneGridService.PrimCrossToNeighboringRegion(
- // newRegionHandle, grp.UUID, m_serialiser.SaveGroupToXml2(grp), primcrossingXMLmethod);
- //if (successYN && (objectState != "") && m_allowScriptCrossings)
- //{
- // successYN = m_sceneGridService.PrimCrossToNeighboringRegion(
- // newRegionHandle, grp.UUID, objectState, 100);
- //}
- // And the new channel...
- if (m_interregionCommsOut != null)
- successYN = m_interregionCommsOut.SendCreateObject(newRegionHandle, grp, true);
- if (successYN)
- {
- // We remove the object here
- try
- {
- DeleteSceneObject(grp, silent);
- }
- catch (Exception e)
- {
- m_log.ErrorFormat(
- "[INTERREGION]: Exception deleting the old object left behind on a border crossing for {0}, {1}",
- grp, e);
- }
- }
- else
- {
- if (!grp.IsDeleted)
- {
- if (grp.RootPart.PhysActor != null)
- {
- grp.RootPart.PhysActor.CrossingFailure();
- }
- }
- m_log.ErrorFormat("[INTERREGION]: Prim crossing failed for {0}", grp);
- }
- }
- else
- {
- m_log.Error("[INTERREGION]: region handle was unexpectedly 0 in Scene.CrossPrimGroupIntoNewRegion()");
- }
- return successYN;
- }
- /// <summary>
- /// Handle a scene object that is crossing into this region from another.
- /// NOTE: Unused as of 2009-02-09. Soon to be deleted.
- /// </summary>
- /// <param name="regionHandle"></param>
- /// <param name="primID"></param>
- /// <param name="objXMLData"></param>
- /// <param name="XMLMethod"></param>
- /// <returns></returns>
- public bool IncomingInterRegionPrimGroup(UUID primID, string objXMLData, int XMLMethod)
- {
- if (XMLMethod == 0)
- {
- m_log.DebugFormat("[INTERREGION]: A new prim {0} arrived from a neighbor", primID);
- SceneObjectGroup sceneObject = m_serialiser.DeserializeGroupFromXml2(objXMLData);
- if (sceneObject.IsAttachment)
- sceneObject.RootPart.ObjectFlags |= (uint)PrimFlags.Phantom;
- return AddSceneObject(sceneObject);
- }
- else if ((XMLMethod == 100) && m_allowScriptCrossings)
- {
- m_log.Warn("[INTERREGION]: Prim state data arrived from a neighbor");
- XmlDocument doc = new XmlDocument();
- doc.LoadXml(objXMLData);
- XmlNodeList rootL = doc.GetElementsByTagName("ScriptData");
- if (rootL.Count == 1)
- {
- XmlNode rootNode = rootL[0];
- if (rootNode != null)
- {
- XmlNodeList partL = rootNode.ChildNodes;
- foreach (XmlNode part in partL)
- {
- XmlNodeList nodeL = part.ChildNodes;
- switch (part.Name)
- {
- case "Assemblies":
- foreach (XmlNode asm in nodeL)
- {
- string fn = asm.Attributes.GetNamedItem("Filename").Value;
- Byte[] filedata = Convert.FromBase64String(asm.InnerText);
- string path = Path.Combine("ScriptEngines", RegionInfo.RegionID.ToString());
- path = Path.Combine(path, fn);
- if (!File.Exists(path))
- {
- FileStream fs = File.Create(path);
- fs.Write(filedata, 0, filedata.Length);
- fs.Close();
- }
- }
- break;
- case "ScriptStates":
- foreach (XmlNode st in nodeL)
- {
- string id = st.Attributes.GetNamedItem("UUID").Value;
- UUID uuid = new UUID(id);
- XmlNode state = st.ChildNodes[0];
- XmlDocument sdoc = new XmlDocument();
- XmlNode sxmlnode = sdoc.CreateNode(
- XmlNodeType.XmlDeclaration,
- "", "");
- sdoc.AppendChild(sxmlnode);
- XmlNode newnode = sdoc.ImportNode(state, true);
- sdoc.AppendChild(newnode);
- string spath = Path.Combine("ScriptEngines", RegionInfo.RegionID.ToString());
- spath = Path.Combine(spath, uuid.ToString());
- FileStream sfs = File.Create(spath + ".state");
- ASCIIEncoding enc = new ASCIIEncoding();
- Byte[] buf = enc.GetBytes(sdoc.InnerXml);
- sfs.Write(buf, 0, buf.Length);
- sfs.Close();
- }
- break;
- }
- }
- }
- }
- SceneObjectPart RootPrim = GetSceneObjectPart(primID);
- RootPrim.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, 1);
- return true;
- }
- return true;
- }
- public bool IncomingCreateObject(ISceneObject sog)
- {
- //m_log.Debug(" >>> IncomingCreateObject <<< " + ((SceneObjectGroup)sog).AbsolutePosition + " deleted? " + ((SceneObjectGroup)sog).IsDeleted);
- SceneObjectGroup newObject;
- try
- {
- newObject = (SceneObjectGroup)sog;
- }
- catch (Exception e)
- {
- m_log.WarnFormat("[SCENE]: Problem casting object: {0}", e.Message);
- return false;
- }
- if (!AddSceneObject(newObject))
- {
- m_log.DebugFormat("[SCENE]: Problem adding scene object {0} in {1} ", sog.UUID, RegionInfo.RegionName);
- return false;
- }
- newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, 1);
- return true;
- }
- public virtual bool IncomingCreateObject(UUID userID, UUID itemID)
- {
- ScenePresence sp = GetScenePresence(userID);
- if (sp != null)
- {
- uint attPt = (uint)sp.Appearance.GetAttachpoint(itemID);
- m_sceneGraph.RezSingleAttachment(sp.ControllingClient, itemID, attPt);
- }
- return false;
- }
- public bool AddSceneObject(SceneObjectGroup sceneObject)
- {
- // If the user is banned, we won't let any of their objects
- // enter. Period.
- //
- if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID))
- {
- m_log.Info("[INTERREGION]: Denied prim crossing for " +
- "banned avatar");
- return false;
- }
- // Force allocation of new LocalId
- //
- foreach (SceneObjectPart p in sceneObject.Children.Values)
- p.LocalId = 0;
- if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim)
- {
- if (sceneObject.RootPart.Shape.State != 0) // Attachment
- {
- sceneObject.RootPart.AddFlag(PrimFlags.TemporaryOnRez);
- sceneObject.RootPart.AddFlag(PrimFlags.Phantom);
- AddRestoredSceneObject(sceneObject, false, false);
- // Handle attachment special case
- SceneObjectPart RootPrim = sceneObject.RootPart;
- // Fix up attachment Parent Local ID
- ScenePresence sp = GetScenePresence(sceneObject.OwnerID);
- //uint parentLocalID = 0;
- if (sp != null)
- {
- //parentLocalID = sp.LocalId;
- //sceneObject.RootPart.IsAttachment = true;
- //sceneObject.RootPart.SetParentLocalId(parentLocalID);
- SceneObjectGroup grp = sceneObject;
- //RootPrim.SetParentLocalId(parentLocalID);
- m_log.DebugFormat("[ATTACHMENT]: Received " +
- "attachment {0}, inworld asset id {1}",
- //grp.RootPart.LastOwnerID.ToString(),
- grp.GetFromAssetID(),
- grp.UUID.ToString());
- //grp.SetFromAssetID(grp.RootPart.LastOwnerID);
- m_log.DebugFormat("[ATTACHMENT]: Attach " +
- "to avatar {0} at position {1}",
- sp.UUID.ToString(), grp.AbsolutePosition);
- AttachObject(sp.ControllingClient,
- grp.LocalId, (uint)0,
- grp.GroupRotation,
- grp.AbsolutePosition, false);
- RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
- grp.SendGroupFullUpdate();
- }
- else
- {
- RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
- RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
- }
- }
- else
- {
- AddRestoredSceneObject(sceneObject, true, false);
- if (!Permissions.CanObjectEntry(sceneObject.UUID,
- true, sceneObject.AbsolutePosition))
- {
- // Deny non attachments based on parcel settings
- //
- m_log.Info("[INTERREGION]: Denied prim crossing " +
- "because of parcel settings");
- DeleteSceneObject(sceneObject, false);
- return false;
- }
- }
- }
- return true;
- }
- #endregion
- #region Add/Remove Avatar Methods
- public override void AddNewClient(IClientAPI client)
- {
- SubscribeToClientEvents(client);
- ScenePresence presence;
- if (m_restorePresences.ContainsKey(client.AgentId))
- {
- m_log.DebugFormat("[SCENE]: Restoring agent {0} {1} in {2}", client.Name, client.AgentId, RegionInfo.RegionName);
- presence = m_restorePresences[client.AgentId];
- m_restorePresences.Remove(client.AgentId);
- // This is one of two paths to create avatars that are
- // used. This tends to get called more in standalone
- // than grid, not really sure why, but as such needs
- // an explicity appearance lookup here.
- AvatarAppearance appearance = null;
- GetAvatarAppearance(client, out appearance);
- presence.Appearance = appearance;
- presence.initializeScenePresence(client, RegionInfo, this);
- m_sceneGraph.AddScenePresence(presence);
- lock (m_restorePresences)
- {
- Monitor.PulseAll(m_restorePresences);
- }
- }
- else
- {
- m_log.DebugFormat(
- "[SCENE]: Adding new child agent for {0} in {1}",
- client.Name, RegionInfo.RegionName);
- CommsManager.UserProfileCacheService.AddNewUser(client.AgentId);
- CreateAndAddScenePresence(client);
- }
- m_LastLogin = Environment.TickCount;
- EventManager.TriggerOnNewClient(client);
- }
- protected virtual void SubscribeToClientEvents(IClientAPI client)
- {
- client.OnRegionHandShakeReply += SendLayerData;
- client.OnAddPrim += AddNewPrim;
- client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimPosition;
- client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
- client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimRotation;
- client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimRotation;
- 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.OnTeleportLocationRequest += RequestTeleportLocation;
- client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
- client.OnObjectSelect += SelectPrim;
- client.OnObjectDeselect += DeselectPrim;
- client.OnGrabUpdate += m_sceneGraph.MoveObject;
- client.OnSpinStart += m_sceneGraph.SpinStart;
- client.OnSpinUpdate += m_sceneGraph.SpinObject;
- client.OnDeRezObject += DeRezObject;
- client.OnRezObject += RezObject;
- client.OnRezSingleAttachmentFromInv += RezSingleAttachment;
- client.OnRezMultipleAttachmentsFromInv += RezMultipleAttachments;
- client.OnDetachAttachmentIntoInv += DetachSingleAttachmentToInv;
- client.OnObjectAttach += m_sceneGraph.AttachObject;
- client.OnObjectDetach += m_sceneGraph.DetachObject;
- client.OnObjectDrop += m_sceneGraph.DropObject;
- client.OnNameFromUUIDRequest += CommsManager.HandleUUIDNameRequest;
- client.OnObjectDescription += m_sceneGraph.PrimDescription;
- client.OnObjectName += m_sceneGraph.PrimName;
- client.OnObjectClickAction += m_sceneGraph.PrimClickAction;
- client.OnObjectMaterial += m_sceneGraph.PrimMaterial;
- client.OnLinkObjects += m_sceneGraph.LinkObjects;
- client.OnDelinkObjects += m_sceneGraph.DelinkObjects;
- client.OnObjectDuplicate += m_sceneGraph.DuplicateObject;
- client.OnObjectDuplicateOnRay += doObjectDuplicateOnRay;
- client.OnUpdatePrimFlags += m_sceneGraph.UpdatePrimFlags;
- client.OnRequestObjectPropertiesFamily += m_sceneGraph.RequestObjectPropertiesFamily;
- client.OnObjectPermissions += HandleObjectPermissionsUpdate;
- client.OnCreateNewInventoryItem += CreateNewInventoryItem;
- client.OnCreateNewInventoryFolder += HandleCreateInventoryFolder;
- client.OnUpdateInventoryFolder += HandleUpdateInventoryFolder;
- client.OnMoveInventoryFolder += HandleMoveInventoryFolder;
- client.OnFetchInventoryDescendents += HandleFetchInventoryDescendents;
- client.OnPurgeInventoryDescendents += HandlePurgeInventoryDescendents;
- client.OnFetchInventory += HandleFetchInventory;
- client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
- 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;
- client.OnGrabObject += ProcessObjectGrab;
- client.OnDeGrabObject += ProcessObjectDeGrab;
- client.OnMoneyTransferRequest += ProcessMoneyTransferRequest;
- client.OnParcelBuy += ProcessParcelBuy;
- client.OnAvatarPickerRequest += ProcessAvatarPickerRequest;
- client.OnObjectIncludeInSearch += m_sceneGraph.MakeObjectSearchable;
- client.OnTeleportHomeRequest += TeleportClientHome;
- client.OnSetStartLocationRequest += SetHomeRezPoint;
- client.OnUndo += m_sceneGraph.HandleUndo;
- client.OnObjectGroupRequest += m_sceneGraph.HandleObjectGroupUpdate;
- client.OnParcelReturnObjectsRequest += LandChannel.ReturnObjectsInParcel;
- client.OnParcelSetOtherCleanTime += LandChannel.SetParcelOtherCleanTime;
- client.OnObjectSaleInfo += ObjectSaleInfo;
- client.OnScriptReset += ProcessScriptReset;
- client.OnGetScriptRunning += GetScriptRunning;
- client.OnSetScriptRunning += SetScriptRunning;
- client.OnRegionHandleRequest += RegionHandleRequest;
- client.OnUnackedTerrain += TerrainUnAcked;
- client.OnObjectOwner += ObjectOwner;
- IGodsModule godsModule = RequestModuleInterface<IGodsModule>();
- client.OnGodKickUser += godsModule.KickUser;
- client.OnRequestGodlikePowers += godsModule.RequestGodlikePowers;
- client.OnNetworkStatsUpdate += StatsReporter.AddPacketsStats;
- // EventManager.TriggerOnNewClient(client);
- }
- /// <summary>
- /// Teleport an avatar to their home region
- /// </summary>
- /// <param name="agentId"></param>
- /// <param name="client"></param>
- public virtual void TeleportClientHome(UUID agentId, IClientAPI client)
- {
- UserProfileData UserProfile = CommsManager.UserService.GetUserProfile(agentId);
- if (UserProfile != null)
- {
- RegionInfo regionInfo = CommsManager.GridService.RequestNeighbourInfo(UserProfile.HomeRegionID);
- if (regionInfo == null)
- {
- regionInfo = CommsManager.GridService.RequestNeighbourInfo(UserProfile.HomeRegion);
- if (regionInfo != null) // home region can be away temporarily, too
- {
- UserProfile.HomeRegionID = regionInfo.RegionID;
- CommsManager.UserService.UpdateUserProfile(UserProfile);
- }
- }
- if (regionInfo == null)
- {
- // can't find the Home region: Tell viewer and abort
- client.SendTeleportFailed("Your home-region could not be found.");
- return;
- }
- RequestTeleportLocation(
- client, regionInfo.RegionHandle, UserProfile.HomeLocation, UserProfile.HomeLookAt,
- (uint)(TPFlags.SetLastToTarget | TPFlags.ViaHome));
- }
- }
- 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);
- if (target != null && target2 != null)
- {
- Vector3 direction = Vector3.Normalize(RayEnd - RayStart);
- Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
- Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
- if (target2.ParentGroup != null)
- {
- 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 Ray(AXOrigin, AXdirection);
- // 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 = new Vector3(ei.AAfaceNormal.X, ei.AAfaceNormal.Y, ei.AAfaceNormal.Z);
- 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 = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
- Vector3 normal = new Vector3(ei.normal.X, ei.normal.Y, ei.normal.Z);
- Vector3 offset = normal * (ScaleOffset / 2f);
- pos = intersectionpoint + offset;
- // stick in offset format from the original prim
- pos = pos - target.ParentGroup.AbsolutePosition;
- if (CopyRotates)
- {
- Quaternion worldRot = target2.GetWorldRotation();
- // SceneObjectGroup obj = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot);
- m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot);
- //obj.Rotation = worldRot;
- //obj.UpdateGroupRotation(worldRot);
- }
- else
- {
- m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID);
- }
- }
- return;
- }
- return;
- }
- }
- public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
- {
- UserProfileData UserProfile = CommsManager.UserService.GetUserProfile(remoteClient.AgentId);
- if (UserProfile != null)
- {
- // I know I'm ignoring the regionHandle provided by the teleport location request.
- // reusing the TeleportLocationRequest delegate, so regionHandle isn't valid
- UserProfile.HomeRegionID = RegionInfo.RegionID;
- // TODO: The next line can be removed, as soon as only homeRegionID based UserServers are around.
- // TODO: The HomeRegion property can be removed then, too
- UserProfile.HomeRegion = RegionInfo.RegionHandle;
- UserProfile.HomeLocation = position;
- UserProfile.HomeLookAt = lookAt;
- CommsManager.UserService.UpdateUserProfile(UserProfile);
- // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
- m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
- }
- else
- {
- m_dialogModule.SendAlertToUser(remoteClient, "Set Home request Failed.");
- }
- }
- /// <summary>
- /// Create a child agent scene presence and add it to this scene.
- /// </summary>
- /// <param name="client"></param>
- /// <returns></returns>
- protected virtual ScenePresence CreateAndAddScenePresence(IClientAPI client)
- {
- AvatarAppearance appearance = null;
- GetAvatarAppearance(client, out appearance);
- ScenePresence avatar = m_sceneGraph.CreateAndAddChildScenePresence(client, appearance);
- //avatar.KnownRegions = GetChildrenSeeds(avatar.UUID);
- m_eventManager.TriggerOnNewPresence(avatar);
- return avatar;
- }
- /// <summary>
- /// Get the avatar apperance for the given client.
- /// </summary>
- /// <param name="client"></param>
- /// <param name="appearance"></param>
- public void GetAvatarAppearance(IClientAPI client, out AvatarAppearance appearance)
- {
- AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode);
- if (aCircuit == null)
- {
- m_log.DebugFormat("[APPEARANCE] Client did not supply a circuit. Non-Linden? Creating default appearance.");
- appearance = new AvatarAppearance(client.AgentId);
- return;
- }
- appearance = aCircuit.Appearance;
- if (appearance == null)
- {
- m_log.DebugFormat("[APPEARANCE]: Appearance not found in {0}, returning default", RegionInfo.RegionName);
- appearance = new AvatarAppearance(client.AgentId);
- }
- }
- /// <summary>
- /// Remove the given client from the scene.
- /// </summary>
- /// <param name="agentID"></param>
- public override void RemoveClient(UUID agentID)
- {
- bool childagentYN = false;
- ScenePresence avatar = GetScenePresence(agentID);
- if (avatar != null)
- {
- childagentYN = avatar.IsChildAgent;
- if (avatar.ParentID != 0)
- {
- avatar.StandUp();
- }
- try
- {
- m_log.DebugFormat(
- "[SCENE]: Removing {0} agent {1} from region {2}",
- (childagentYN ? "child" : "root"), agentID, RegionInfo.RegionName);
- m_sceneGraph.removeUserCount(!childagentYN);
- CapsModule.RemoveCapsHandler(agentID);
- if (avatar.Scene.NeedSceneCacheClear(avatar.UUID))
- {
- CommsManager.UserProfileCacheService.RemoveUser(agentID);
- }
- if (!avatar.IsChildAgent)
- {
- m_sceneGridService.LogOffUser(agentID, RegionInfo.RegionID, RegionInfo.RegionHandle, avatar.AbsolutePosition, avatar.Lookat);
- //List<ulong> childknownRegions = new List<ulong>();
- //List<ulong> ckn = avatar.KnownChildRegionHandles;
- //for (int i = 0; i < ckn.Count; i++)
- //{
- // childknownRegions.Add(ckn[i]);
- //}
- List<ulong> regions = new List<ulong>(avatar.KnownChildRegionHandles);
- regions.Remove(RegionInfo.RegionHandle);
- m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
- }
- m_eventManager.TriggerClientClosed(agentID, this);
- }
- catch (NullReferenceException)
- {
- // We don't know which count to remove it from
- // Avatar is already disposed :/
- }
- m_eventManager.TriggerOnRemovePresence(agentID);
- Broadcast(delegate(IClientAPI client)
- {
- try
- {
- client.SendKillObject(avatar.RegionHandle, avatar.LocalId);
- }
- catch (NullReferenceException)
- {
- //We can safely ignore null reference exceptions. It means the avatar are dead and cleaned up anyway.
- }
- });
- ForEachScenePresence(
- delegate(ScenePresence presence) { presence.CoarseLocationChange(); });
- IAgentAssetTransactions agentTransactions = this.RequestModuleInterface<IAgentAssetTransactions>();
- if (agentTransactions != null)
- {
- agentTransactions.RemoveAgentAssetTransactions(agentID);
- }
- m_sceneGraph.RemoveScenePresence(agentID);
- try
- {
- avatar.Close();
- }
- catch (NullReferenceException)
- {
- //We can safely ignore null reference exceptions. It means the avatar are dead and cleaned up anyway.
- }
- catch (Exception e)
- {
- m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
- }
- // Remove client agent from profile, so new logins will work
- if (!childagentYN)
- {
- m_sceneGridService.ClearUserAgent(agentID);
- }
- m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
- //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
- //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
- }
- }
- public void HandleRemoveKnownRegionsFromAvatar(UUID avatarID, List<ulong> regionslst)
- {
- ScenePresence av = GetScenePresence(avatarID);
- if (av != null)
- {
- lock (av)
- {
- for (int i = 0; i < regionslst.Count; i++)
- {
- av.KnownChildRegionHandles.Remove(regionslst[i]);
- }
- }
- }
- }
- public override void CloseAllAgents(uint circuitcode)
- {
- // Called by ClientView to kill all circuit codes
- ClientManager.CloseAllAgents(circuitcode);
- }
- public void NotifyMyCoarseLocationChange()
- {
- ForEachScenePresence(delegate(ScenePresence presence) { presence.CoarseLocationChange(); });
- }
- #endregion
- #region Entities
- public void SendKillObject(uint localID)
- {
- SceneObjectPart part = GetSceneObjectPart(localID);
- if (part != null) // It is a prim
- {
- if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid
- {
- if (part.ParentGroup.RootPart != part) // Child part
- return;
- }
- }
- Broadcast(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); });
- }
- #endregion
- #region RegionComms
- /// <summary>
- /// Register the methods that should be invoked when this scene receives various incoming events
- /// </summary>
- public void RegisterCommsEvents()
- {
- m_sceneGridService.OnExpectUser += HandleNewUserConnection;
- m_sceneGridService.OnAvatarCrossingIntoRegion += AgentCrossing;
- m_sceneGridService.OnCloseAgentConnection += IncomingCloseAgent;
- m_sceneGridService.OnRegionUp += OtherRegionUp;
- //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate;
- m_sceneGridService.OnExpectPrim += IncomingInterRegionPrimGroup;
- //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar;
- m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid;
- m_sceneGridService.KiPrimitive += SendKillObject;
- m_sceneGridService.OnGetLandData += GetLandData;
- if (m_interregionCommsIn != null)
- {
- m_log.Debug("[SCENE]: Registering with InterregionCommsIn");
- m_interregionCommsIn.OnChildAgentUpdate += IncomingChildAgentDataUpdate;
- }
- else
- m_log.Debug("[SCENE]: Unable to register with InterregionCommsIn");
- }
- /// <summary>
- /// Deregister this scene from receiving incoming region events
- /// </summary>
- public void UnRegisterRegionWithComms()
- {
- m_sceneGridService.KiPrimitive -= SendKillObject;
- m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid;
- //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar;
- m_sceneGridService.OnExpectPrim -= IncomingInterRegionPrimGroup;
- //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate;
- m_sceneGridService.OnRegionUp -= OtherRegionUp;
- m_sceneGridService.OnExpectUser -= HandleNewUserConnection;
- m_sceneGridService.OnAvatarCrossingIntoRegion -= AgentCrossing;
- m_sceneGridService.OnCloseAgentConnection -= IncomingCloseAgent;
- m_sceneGridService.OnGetLandData -= GetLandData;
- if (m_interregionCommsIn != null)
- m_interregionCommsIn.OnChildAgentUpdate -= IncomingChildAgentDataUpdate;
- m_sceneGridService.Close();
- }
- /// <summary>
- /// A handler for the SceneCommunicationService event, to match that events return type of void.
- /// Use NewUserConnection() directly if possible so the return type can refuse connections.
- /// At the moment nothing actually seems to use this event,
- /// as everything is switching to calling the NewUserConnection method directly.
- /// </summary>
- /// <param name="agent"></param>
- public void HandleNewUserConnection(AgentCircuitData agent)
- {
- string reason;
- NewUserConnection(agent, out reason);
- }
- /// <summary>
- /// Do the work necessary to initiate a new user connection for a particular scene.
- /// At the moment, this 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.
- /// </summary>
- /// <param name="regionHandle"></param>
- /// <param name="agent"></param>
- /// <param name="reason"></param>
- public bool NewUserConnection(AgentCircuitData agent, out string reason)
- {
- // Don't disable this log message - it's too helpful
- m_log.InfoFormat(
- "[CONNECTION BEGIN]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5})",
- RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
- agent.AgentID, agent.circuitcode);
- reason = String.Empty;
- if (!AuthenticateUser(agent, out reason))
- return false;
- if (!AuthorizeUser(agent, out reason))
- return false;
- m_log.InfoFormat(
- "[CONNECTION BEGIN]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
- RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
- agent.AgentID, agent.circuitcode);
- CapsModule.NewUserConnection(agent);
- ScenePresence sp = m_sceneGraph.GetScenePresence(agent.AgentID);
- if (sp != null)
- {
- m_log.DebugFormat(
- "[SCENE]: Adjusting known seeds for existing agent {0} in {1}",
- agent.AgentID, RegionInfo.RegionName);
- sp.AdjustKnownSeeds();
- return true;
- }
- CapsModule.AddCapsHandler(agent.AgentID);
- if (!agent.child)
- {
- // Honor parcel landing type and position.
- ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
- if (land != null)
- {
- if (land.landData.LandingType == (byte)1 && land.landData.UserLocation != Vector3.Zero)
- {
- agent.startpos = land.landData.UserLocation;
- }
- }
- }
- m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
- // rewrite session_id
- CachedUserInfo userinfo = CommsManager.UserProfileCacheService.GetUserDetails(agent.AgentID);
- if (userinfo != null)
- {
- userinfo.SessionID = agent.SessionID;
- }
- else
- {
- m_log.WarnFormat(
- "[CONNECTION BEGIN]: We couldn't find a User Info record for {0}. This is usually an indication that the UUID we're looking up is invalid", agent.AgentID);
- }
- return true;
- }
- public virtual bool AuthenticateUser(AgentCircuitData agent, out string reason)
- {
- reason = String.Empty;
- bool result = CommsManager.UserService.VerifySession(agent.AgentID, agent.SessionID);
- m_log.Debug("[CONNECTION BEGIN]: User authentication returned " + result);
- if (!result)
- reason = String.Format("Failed to authenticate user {0} {1}, access denied.", agent.firstname, agent.lastname);
- return result;
- }
- protected virtual bool AuthorizeUser(AgentCircuitData agent, out string reason)
- {
- reason = String.Empty;
- if (!m_strictAccessControl) return true;
- if (Permissions.IsGod(agent.AgentID)) return true;
- if (m_regInfo.EstateSettings.IsBanned(agent.AgentID))
- {
- 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;
- }
- if (!m_regInfo.EstateSettings.PublicAccess &&
- !m_regInfo.EstateSettings.HasAccess(agent.AgentID))
- {
- 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 are not on the access list for that region.",
- RegionInfo.RegionName);
- return false;
- }
- // TODO: estate/region settings are not properly hooked up
- // to ILandObject.isRestrictedFromLand()
- // if (null != LandChannel)
- // {
- // // region seems to have local Id of 1
- // ILandObject land = LandChannel.GetLandObject(1);
- // if (null != land)
- // {
- // if (land.isBannedFromLand(agent.AgentID))
- // {
- // m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user has been banned from land",
- // agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
- // reason = String.Format("Denied access to private region {0}: You are banned from that region.",
- // RegionInfo.RegionName);
- // return false;
- // }
- // if (land.isRestrictedFromLand(agent.AgentID))
- // {
- // m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
- // agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
- // reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
- // RegionInfo.RegionName);
- // return false;
- // }
- // }
- // }
- return true;
- }
- public void UpdateCircuitData(AgentCircuitData data)
- {
- m_authenticateHandler.UpdateAgentData(data);
- }
- public bool ChangeCircuitCode(uint oldcc, uint newcc)
- {
- return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc);
- }
- public void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message)
- {
- ScenePresence loggingOffUser = null;
- loggingOffUser = GetScenePresence(AvatarID);
- if (loggingOffUser != null)
- {
- UUID localRegionSecret = UUID.Zero;
- bool parsedsecret = UUID.TryParse(m_regInfo.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, new List<ulong>(loggingOffUser.KnownRegions.Keys));
- loggingOffUser.ControllingClient.Kick(message);
- // Give them a second to receive the message!
- Thread.Sleep(1000);
- loggingOffUser.ControllingClient.Close(true);
- }
- 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());
- }
- }
- /// <summary>
- /// Triggered when an agent crosses into this sim. Also happens on initial login.
- /// </summary>
- /// <param name="agentID"></param>
- /// <param name="position"></param>
- /// <param name="isFlying"></param>
- public virtual void AgentCrossing(UUID agentID, Vector3 position, bool isFlying)
- {
- ScenePresence presence;
- lock (m_scenePresences)
- {
- m_scenePresences.TryGetValue(agentID, out presence);
- }
- if (presence != null)
- {
- try
- {
- presence.MakeRootAgent(position, isFlying);
- }
- catch (Exception e)
- {
- m_log.ErrorFormat("[SCENE]: Unable to do agent crossing, exception {0}", e);
- }
- }
- else
- {
- m_log.ErrorFormat(
- "[SCENE]: Could not find presence for agent {0} crossing into scene {1}",
- agentID, RegionInfo.RegionName);
- }
- }
- public virtual bool IncomingChildAgentDataUpdate(AgentData cAgentData)
- {
- // m_log.DebugFormat(
- // "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName);
- // We have to wait until the viewer contacts this region after receiving EAC.
- // That calls AddNewClient, which finally creates the ScenePresence
- ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
- if (childAgentUpdate != null)
- {
- childAgentUpdate.ChildAgentDataUpdate(cAgentData);
- return true;
- }
- return false;
- }
- public virtual bool IncomingChildAgentDataUpdate(AgentPosition cAgentData)
- {
- //m_log.Debug(" XXX Scene IncomingChildAgentDataUpdate POSITION in " + RegionInfo.RegionName);
- ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID);
- if (childAgentUpdate != null)
- {
- // 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)
- {
- uint rRegionX = (uint)(cAgentData.RegionHandle >> 40);
- uint rRegionY = (((uint)(cAgentData.RegionHandle)) >> 8);
- uint tRegionX = RegionInfo.RegionLocX;
- uint tRegionY = RegionInfo.RegionLocY;
- //Send Data to ScenePresence
- childAgentUpdate.ChildAgentDataUpdate(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY);
- // Not Implemented:
- //TODO: Do we need to pass the message on to one of our neighbors?
- }
- return true;
- }
- return false;
- }
- protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
- {
- int ntimes = 10;
- ScenePresence childAgentUpdate = null;
- while ((childAgentUpdate = GetScenePresence(agentID)) == null && (ntimes-- > 0))
- Thread.Sleep(1000);
- return childAgentUpdate;
- }
- public virtual bool IncomingRetrieveRootAgent(UUID id, out IAgentData agent)
- {
- agent = null;
- ScenePresence sp = GetScenePresence(id);
- if ((sp != null) && (!sp.IsChildAgent))
- {
- sp.IsChildAgent = true;
- return sp.CopyAgent(out agent);
- }
- return false;
- }
- public virtual bool IncomingReleaseAgent(UUID id)
- {
- return m_sceneGridService.ReleaseAgent(id);
- }
- public void SendReleaseAgent(ulong regionHandle, UUID id, string uri)
- {
- m_interregionCommsOut.SendReleaseAgent(regionHandle, id, uri);
- }
- /// <summary>
- /// Tell a single agent to disconnect from the region.
- /// </summary>
- /// <param name="regionHandle"></param>
- /// <param name="agentID"></param>
- public bool IncomingCloseAgent(UUID agentID)
- {
- //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
- ScenePresence presence = m_sceneGraph.GetScenePresence(agentID);
- if (presence != null)
- {
- // Nothing is removed here, so down count it as such
- if (presence.IsChildAgent)
- {
- m_sceneGraph.removeUserCount(false);
- }
- else
- {
- m_sceneGraph.removeUserCount(true);
- }
- // Don't do this to root agents on logout, it's not nice for the viewer
- if (presence.IsChildAgent)
- {
- // Tell a single agent to disconnect from the region.
- IEventQueue eq = RequestModuleInterface<IEventQueue>();
- if (eq != null)
- {
- eq.DisableSimulator(RegionInfo.RegionHandle, agentID);
- }
- else
- presence.ControllingClient.SendShutdownConnectionNotice();
- }
- presence.ControllingClient.Close(true);
- return true;
- }
- // Agent not here
- return false;
- }
- /// <summary>
- /// Tell neighboring regions about this agent
- /// When the regions respond with a true value,
- /// tell the agents about the region.
- ///
- /// We have to tell the regions about the agents first otherwise it'll deny them access
- ///
- /// </summary>
- /// <param name="presence"></param>
- public void InformClientOfNeighbours(ScenePresence presence)
- {
- m_sceneGridService.EnableNeighbourChildAgents(presence, m_neighbours);
- }
- /// <summary>
- /// Tell a neighboring region about this agent
- /// </summary>
- /// <param name="presence"></param>
- /// <param name="region"></param>
- public void InformClientOfNeighbor(ScenePresence presence, RegionInfo region)
- {
- m_sceneGridService.EnableNeighbourChildAgents(presence, m_neighbours);
- }
- /// <summary>
- /// Requests information about this region from gridcomms
- /// </summary>
- /// <param name="regionHandle"></param>
- /// <returns></returns>
- public RegionInfo RequestNeighbouringRegionInfo(ulong regionHandle)
- {
- return m_sceneGridService.RequestNeighbouringRegionInfo(regionHandle);
- }
- /// <summary>
- /// Requests textures for map from minimum region to maximum region in world cordinates
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="minX"></param>
- /// <param name="minY"></param>
- /// <param name="maxX"></param>
- /// <param name="maxY"></param>
- public void RequestMapBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY)
- {
- m_log.DebugFormat("[MAPBLOCK]: {0}-{1}, {2}-{3}", minX, minY, maxX, maxY);
- m_sceneGridService.RequestMapBlocks(remoteClient, minX, minY, maxX, maxY);
- }
- /// <summary>
- /// Tries to teleport agent to other region.
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="regionName"></param>
- /// <param name="position"></param>
- /// <param name="lookAt"></param>
- /// <param name="teleportFlags"></param>
- public void RequestTeleportLocation(IClientAPI remoteClient, string regionName, Vector3 position,
- Vector3 lookat, uint teleportFlags)
- {
- RegionInfo regionInfo = m_sceneGridService.RequestClosestRegion(regionName);
- if (regionInfo == null)
- {
- // can't find the region: Tell viewer and abort
- remoteClient.SendTeleportFailed("The region '" + regionName + "' could not be found.");
- return;
- }
- RequestTeleportLocation(remoteClient, regionInfo.RegionHandle, position, lookat, teleportFlags);
- }
- /// <summary>
- /// Tries to teleport agent to other region.
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="regionHandle"></param>
- /// <param name="position"></param>
- /// <param name="lookAt"></param>
- /// <param name="teleportFlags"></param>
- public void RequestTeleportLocation(IClientAPI remoteClient, ulong regionHandle, Vector3 position,
- Vector3 lookAt, uint teleportFlags)
- {
- ScenePresence sp = null;
- lock (m_scenePresences)
- {
- if (m_scenePresences.ContainsKey(remoteClient.AgentId))
- sp = m_scenePresences[remoteClient.AgentId];
- }
- if (sp != null)
- {
- if (m_teleportModule != null)
- {
- m_teleportModule.RequestTeleportToLocation(sp, regionHandle,
- position, lookAt, teleportFlags);
- }
- else
- {
- m_sceneGridService.RequestTeleportToLocation(sp, regionHandle,
- position, lookAt, teleportFlags);
- }
- }
- }
- /// <summary>
- /// Tries to teleport agent to landmark.
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="regionHandle"></param>
- /// <param name="position"></param>
- public void RequestTeleportLandmark(IClientAPI remoteClient, UUID regionID, Vector3 position)
- {
- RegionInfo info = CommsManager.GridService.RequestNeighbourInfo(regionID);
- if (info == null)
- {
- // can't find the region: Tell viewer and abort
- remoteClient.SendTeleportFailed("The teleport destination could not be found.");
- return;
- }
- RequestTeleportLocation(remoteClient, info.RegionHandle, position, Vector3.Zero, (uint)(TPFlags.SetLastToTarget | TPFlags.ViaLandmark));
- }
- public void CrossAgentToNewRegion(ScenePresence agent, bool isFlying)
- {
- m_sceneGridService.CrossAgentToNewRegion(this, agent, isFlying);
- }
- public void SendOutChildAgentUpdates(AgentPosition cadu, ScenePresence presence)
- {
- m_sceneGridService.SendChildAgentDataUpdate(cadu, presence);
- }
- #endregion
- #region Other Methods
- public void SetObjectCapacity(int objects)
- {
- // Region specific config overrides global
- //
- if (RegionInfo.ObjectCapacity != 0)
- objects = RegionInfo.ObjectCapacity;
- if (StatsReporter != null)
- {
- StatsReporter.SetObjectCapacity(objects);
- }
- objectCapacity = objects;
- }
- public List<FriendListItem> GetFriendList(string id)
- {
- UUID avatarID;
- if (!UUID.TryParse(id, out avatarID))
- return new List<FriendListItem>();
- return CommsManager.GetUserFriendList(avatarID);
- }
- public Dictionary<UUID, FriendRegionInfo> GetFriendRegionInfos(List<UUID> uuids)
- {
- return CommsManager.GetFriendRegionInfos(uuids);
- }
- public virtual void StoreAddFriendship(UUID ownerID, UUID friendID, uint perms)
- {
- m_sceneGridService.AddNewUserFriend(ownerID, friendID, perms);
- }
- public virtual void StoreUpdateFriendship(UUID ownerID, UUID friendID, uint perms)
- {
- m_sceneGridService.UpdateUserFriendPerms(ownerID, friendID, perms);
- }
- public virtual void StoreRemoveFriendship(UUID ownerID, UUID ExfriendID)
- {
- m_sceneGridService.RemoveUserFriend(ownerID, ExfriendID);
- }
- #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 == sessionID) && (controller.AgentId == agentID))
- {
- // Tell the object to do permission update
- if (localId != 0)
- {
- SceneObjectGroup chObjectGroup = GetGroupByPrim(localId);
- if (chObjectGroup != null)
- {
- chObjectGroup.UpdatePermissions(agentID, field, localId, mask, set);
- }
- }
- }
- }
- /// <summary>
- /// Causes all clients to get a full object update on all of the objects in the scene.
- /// </summary>
- public void ForceClientUpdate()
- {
- List<EntityBase> EntityList = GetEntities();
- foreach (EntityBase ent in EntityList)
- {
- if (ent is SceneObjectGroup)
- {
- ((SceneObjectGroup)ent).ScheduleGroupForFullUpdate();
- }
- }
- }
- /// <summary>
- /// This is currently only used for scale (to scale to MegaPrim size)
- /// There is a console command that calls this in OpenSimMain
- /// </summary>
- /// <param name="cmdparams"></param>
- public void HandleEditCommand(string[] cmdparams)
- {
- m_log.Debug("Searching for Primitive: '" + cmdparams[2] + "'");
- List<EntityBase> EntityList = GetEntities();
- foreach (EntityBase ent in EntityList)
- {
- if (ent is SceneObjectGroup)
- {
- SceneObjectPart part = ((SceneObjectGroup)ent).GetChildPart(((SceneObjectGroup)ent).UUID);
- if (part != 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);
- }
- }
- }
- }
- }
- public override void Show(string[] showParams)
- {
- base.Show(showParams);
- switch (showParams[0])
- {
- case "users":
- m_log.Error("Current Region: " + RegionInfo.RegionName);
- m_log.ErrorFormat("{0,-16}{1,-16}{2,-25}{3,-25}{4,-16}{5,-16}{6,-16}", "Firstname", "Lastname",
- "Agent ID", "Session ID", "Circuit", "IP", "World");
- foreach (ScenePresence scenePresence in GetAvatars())
- {
- m_log.ErrorFormat("{0,-16}{1,-16}{2,-25}{3,-25}{4,-16},{5,-16}{6,-16}",
- scenePresence.Firstname,
- scenePresence.Lastname,
- scenePresence.UUID,
- scenePresence.ControllingClient.AgentId,
- "Unknown",
- "Unknown",
- RegionInfo.RegionName);
- }
- break;
- }
- }
- #region Script Handling Methods
- /// <summary>
- /// Console command handler to send script command to script engine.
- /// </summary>
- /// <param name="args"></param>
- public void SendCommandToPlugins(string[] args)
- {
- m_eventManager.TriggerOnPluginConsole(args);
- }
- public LandData GetLandData(float x, float y)
- {
- return LandChannel.GetLandObject(x, y).landData;
- }
- public LandData GetLandData(uint x, uint y)
- {
- m_log.DebugFormat("[SCENE]: returning land for {0},{1}", x, y);
- return LandChannel.GetLandObject((int)x, (int)y).landData;
- }
- public RegionInfo RequestClosestRegion(string name)
- {
- return m_sceneGridService.RequestClosestRegion(name);
- }
- #endregion
- #region Script Engine
- private List<ScriptEngineInterface> ScriptEngines = new List<ScriptEngineInterface>();
- public bool DumpAssetsToFile;
- /// <summary>
- ///
- /// </summary>
- /// <param name="scriptEngine"></param>
- public void AddScriptEngine(ScriptEngineInterface scriptEngine)
- {
- ScriptEngines.Add(scriptEngine);
- scriptEngine.InitializeEngine(this);
- }
- private bool ScriptDanger(SceneObjectPart part,Vector3 pos)
- {
- ILandObject parcel = LandChannel.GetLandObject(pos.X, pos.Y);
- if (part != null)
- {
- if (parcel != null)
- {
- if ((parcel.landData.Flags & (uint)ParcelFlags.AllowOtherScripts) != 0)
- {
- return true;
- }
- else if ((parcel.landData.Flags & (uint)ParcelFlags.AllowGroupScripts) != 0)
- {
- if (part.OwnerID == parcel.landData.OwnerID
- || (parcel.landData.IsGroupOwned && part.GroupID == parcel.landData.GroupID)
- || Permissions.IsGod(part.OwnerID))
- {
- return true;
- }
- else
- {
- return false;
- }
- }
- else
- {
- if (part.OwnerID == parcel.landData.OwnerID)
- {
- return true;
- }
- else
- {
- return false;
- }
- }
- }
- else
- {
- if (pos.X > 0f && pos.X < Constants.RegionSize && pos.Y > 0f && pos.Y < Constants.RegionSize)
- {
- // The only time parcel != null when an object is inside a region is when
- // there is nothing behind the landchannel. IE, no land plugin loaded.
- return true;
- }
- else
- {
- // The object is outside of this region. Stop piping events to it.
- return false;
- }
- }
- }
- else
- {
- return false;
- }
- }
- public bool ScriptDanger(uint localID, Vector3 pos)
- {
- SceneObjectPart part = GetSceneObjectPart(localID);
- if (part != null)
- {
- return ScriptDanger(part, pos);
- }
- else
- {
- return false;
- }
- }
- public bool PipeEventsForScript(uint localID)
- {
- SceneObjectPart part = GetSceneObjectPart(localID);
- if (part != null)
- {
- // Changed so that child prims of attachments return ScriptDanger for their parent, so that
- // their scripts will actually run.
- // -- Leaf, Tue Aug 12 14:17:05 EDT 2008
- SceneObjectPart parent = part.ParentGroup.RootPart;
- if (parent != null && parent.IsAttachment)
- return ScriptDanger(parent, parent.GetWorldPosition());
- else
- return ScriptDanger(part, part.GetWorldPosition());
- }
- else
- {
- return false;
- }
- }
- #endregion
- #region SceneGraph wrapper methods
- /// <summary>
- ///
- /// </summary>
- /// <param name="localID"></param>
- /// <returns></returns>
- public UUID ConvertLocalIDToFullID(uint localID)
- {
- return m_sceneGraph.ConvertLocalIDToFullID(localID);
- }
- public void SwapRootAgentCount(bool rootChildChildRootTF)
- {
- m_sceneGraph.SwapRootChildAgent(rootChildChildRootTF);
- }
- public void AddPhysicalPrim(int num)
- {
- m_sceneGraph.AddPhysicalPrim(num);
- }
- public void RemovePhysicalPrim(int num)
- {
- m_sceneGraph.RemovePhysicalPrim(num);
- }
- //The idea is to have a group of method that return a list of avatars meeting some requirement
- // ie it could be all m_scenePresences within a certain range of the calling prim/avatar.
- /// <summary>
- /// Return a list of all avatars in this region.
- /// This list is a new object, so it can be iterated over without locking.
- /// </summary>
- /// <returns></returns>
- public List<ScenePresence> GetAvatars()
- {
- return m_sceneGraph.GetAvatars();
- }
- /// <summary>
- /// Return a list of all ScenePresences in this region. This returns child agents as well as root agents.
- /// This list is a new object, so it can be iterated over without locking.
- /// </summary>
- /// <returns></returns>
- public List<ScenePresence> GetScenePresences()
- {
- return m_sceneGraph.GetScenePresences();
- }
- /// <summary>
- /// Request a filtered list of ScenePresences in this region.
- /// This list is a new object, so it can be iterated over without locking.
- /// </summary>
- /// <param name="filter"></param>
- /// <returns></returns>
- public List<ScenePresence> GetScenePresences(FilterAvatarList filter)
- {
- return m_sceneGraph.GetScenePresences(filter);
- }
- /// <summary>
- /// Request a scene presence by UUID
- /// </summary>
- /// <param name="avatarID"></param>
- /// <returns></returns>
- public ScenePresence GetScenePresence(UUID avatarID)
- {
- return m_sceneGraph.GetScenePresence(avatarID);
- }
- public override bool PresenceChildStatus(UUID avatarID)
- {
- ScenePresence cp = GetScenePresence(avatarID);
- // FIXME: This is really crap - some logout code is relying on a NullReferenceException to halt its processing
- // This needs to be fixed properly by cleaning up the logout code.
- //if (cp != null)
- // return cp.IsChildAgent;
- //return false;
- return cp.IsChildAgent;
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="action"></param>
- public void ForEachScenePresence(Action<ScenePresence> action)
- {
- // We don't want to try to send messages if there are no avatars.
- if (m_scenePresences != null)
- {
- try
- {
- List<ScenePresence> presenceList = GetScenePresences();
- foreach (ScenePresence presence in presenceList)
- {
- action(presence);
- }
- }
- catch (Exception e)
- {
- m_log.Info("[BUG] in " + RegionInfo.RegionName + ": " + e.ToString());
- m_log.Info("[BUG] Stack Trace: " + e.StackTrace);
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="action"></param>
- // public void ForEachObject(Action<SceneObjectGroup> action)
- // {
- // List<SceneObjectGroup> presenceList;
- //
- // lock (m_sceneObjects)
- // {
- // presenceList = new List<SceneObjectGroup>(m_sceneObjects.Values);
- // }
- //
- // foreach (SceneObjectGroup presence in presenceList)
- // {
- // action(presence);
- // }
- // }
- /// <summary>
- /// Get a named prim contained in this scene (will return the first
- /// found, if there are more than one prim with the same name)
- /// </summary>
- /// <param name="name"></param>
- /// <returns></returns>
- public SceneObjectPart GetSceneObjectPart(string name)
- {
- return m_sceneGraph.GetSceneObjectPart(name);
- }
- /// <summary>
- /// Get a prim via its local id
- /// </summary>
- /// <param name="localID"></param>
- /// <returns></returns>
- public SceneObjectPart GetSceneObjectPart(uint localID)
- {
- return m_sceneGraph.GetSceneObjectPart(localID);
- }
- /// <summary>
- /// Get a prim via its UUID
- /// </summary>
- /// <param name="fullID"></param>
- /// <returns></returns>
- public SceneObjectPart GetSceneObjectPart(UUID fullID)
- {
- return m_sceneGraph.GetSceneObjectPart(fullID);
- }
- public bool TryGetAvatar(UUID avatarId, out ScenePresence avatar)
- {
- return m_sceneGraph.TryGetAvatar(avatarId, out avatar);
- }
- public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
- {
- return m_sceneGraph.TryGetAvatarByName(avatarName, out avatar);
- }
- public void ForEachClient(Action<IClientAPI> action)
- {
- m_sceneGraph.ForEachClient(action);
- }
- /// <summary>
- /// 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.
- /// </summary>
- /// <returns></returns>
- public List<EntityBase> GetEntities()
- {
- return m_sceneGraph.GetEntities();
- }
- #endregion
- #region Avatar Appearance Default
- public static void GetDefaultAvatarAppearance(out AvatarWearable[] wearables, out byte[] visualParams)
- {
- visualParams = AvatarAppearance.GetDefaultVisualParams();
- wearables = AvatarWearable.DefaultWearables;
- }
- #endregion
- public void RegionHandleRequest(IClientAPI client, UUID regionID)
- {
- RegionInfo info;
- if (regionID == RegionInfo.RegionID)
- info = RegionInfo;
- else
- info = CommsManager.GridService.RequestNeighbourInfo(regionID);
- if (info != null)
- client.SendRegionHandle(regionID, info.RegionHandle);
- }
- public void TerrainUnAcked(IClientAPI client, int patchX, int patchY)
- {
- //m_log.Debug("Terrain packet unacked, resending patch: " + patchX + " , " + patchY);
- client.SendLayerData(patchX, patchY, Heightmap.GetFloatsSerialised());
- }
- public void SetRootAgentScene(UUID agentID)
- {
- IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>();
- if (inv == null)
- return;
- inv.SetRootAgentScene(agentID, this);
- EventManager.TriggerSetRootAgentScene(agentID, this);
- }
- public bool NeedSceneCacheClear(UUID agentID)
- {
- IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>();
- if (inv == null)
- return true;
- return inv.NeedSceneCacheClear(agentID, this);
- }
- public void ObjectSaleInfo(IClientAPI client, UUID agentID, UUID sessionID, uint localID, byte saleType, int salePrice)
- {
- SceneObjectPart part = GetSceneObjectPart(localID);
- if (part == null || part.ParentGroup == null)
- return;
- if (part.ParentGroup.IsDeleted)
- return;
- part = part.ParentGroup.RootPart;
- part.ObjectSaleType = saleType;
- part.SalePrice = salePrice;
- part.ParentGroup.HasGroupChanged = true;
- part.GetProperties(client);
- }
- public bool PerformObjectBuy(IClientAPI remoteClient, UUID categoryID,
- uint localID, byte saleType)
- {
- SceneObjectPart part = GetSceneObjectPart(localID);
- if (part == null)
- return false;
- if (part.ParentGroup == null)
- return false;
- SceneObjectGroup group = part.ParentGroup;
- switch (saleType)
- {
- case 1: // Sell as original (in-place sale)
- uint effectivePerms=group.GetEffectivePermissions();
- if ((effectivePerms & (uint)PermissionMask.Transfer) == 0)
- {
- m_dialogModule.SendAlertToUser(remoteClient, "This item doesn't appear to be for sale");
- return false;
- }
- group.SetOwnerId(remoteClient.AgentId);
- group.SetRootPartOwner(part, remoteClient.AgentId,
- remoteClient.ActiveGroupId);
- List<SceneObjectPart> partList =
- new List<SceneObjectPart>(group.Children.Values);
- if (Permissions.PropagatePermissions())
- {
- foreach (SceneObjectPart child in partList)
- {
- child.Inventory.ChangeInventoryOwner(remoteClient.AgentId);
- child.ApplyNextOwnerPermissions();
- }
- }
- part.ObjectSaleType = 0;
- part.SalePrice = 10;
- group.HasGroupChanged = true;
- part.GetProperties(remoteClient);
- part.ScheduleFullUpdate();
- break;
- case 2: // Sell a copy
- string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(group);
- CachedUserInfo userInfo =
- CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
- if (userInfo != null)
- {
- uint perms=group.GetEffectivePermissions();
- if ((perms & (uint)PermissionMask.Transfer) == 0)
- {
- m_dialogModule.SendAlertToUser(remoteClient, "This item doesn't appear to be for sale");
- return false;
- }
- AssetBase asset = CreateAsset(
- group.GetPartName(localID),
- group.GetPartDescription(localID),
- (sbyte)AssetType.Object,
- Utils.StringToBytes(sceneObjectXml));
- AssetService.Store(asset);
- InventoryItemBase item = new InventoryItemBase();
- item.CreatorId = part.CreatorID.ToString();
- item.ID = UUID.Random();
- item.Owner = remoteClient.AgentId;
- item.AssetID = asset.FullID;
- item.Description = asset.Description;
- item.Name = asset.Name;
- item.AssetType = asset.Type;
- item.InvType = (int)InventoryType.Object;
- item.Folder = categoryID;
- uint nextPerms=(perms & 7) << 13;
- if ((nextPerms & (uint)PermissionMask.Copy) == 0)
- perms &= ~(uint)PermissionMask.Copy;
- if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
- perms &= ~(uint)PermissionMask.Transfer;
- if ((nextPerms & (uint)PermissionMask.Modify) == 0)
- perms &= ~(uint)PermissionMask.Modify;
- item.BasePermissions = perms & part.NextOwnerMask;
- item.CurrentPermissions = perms & part.NextOwnerMask;
- item.NextPermissions = part.NextOwnerMask;
- item.EveryOnePermissions = part.EveryoneMask &
- part.NextOwnerMask;
- item.GroupPermissions = part.GroupMask &
- part.NextOwnerMask;
- item.CurrentPermissions |= 8; // Slam!
- item.CreationDate = Util.UnixTimeSinceEpoch();
- userInfo.AddItem(item);
- remoteClient.SendInventoryItemCreateUpdate(item, 0);
- }
- else
- {
- m_dialogModule.SendAlertToUser(remoteClient, "Cannot buy now. Your inventory is unavailable");
- return false;
- }
- break;
- case 3: // Sell contents
- List<UUID> invList = part.Inventory.GetInventoryList();
- bool okToSell = true;
- foreach (UUID invID in invList)
- {
- TaskInventoryItem item = part.Inventory.GetInventoryItem(invID);
- if ((item.CurrentPermissions &
- (uint)PermissionMask.Transfer) == 0)
- {
- okToSell = false;
- break;
- }
- }
- if (!okToSell)
- {
- m_dialogModule.SendAlertToUser(
- remoteClient, "This item's inventory doesn't appear to be for sale");
- return false;
- }
- if (invList.Count > 0)
- MoveTaskInventoryItems(remoteClient.AgentId, part.Name,
- part, invList);
- break;
- }
- return true;
- }
- public void CleanTempObjects()
- {
- List<EntityBase> objs = GetEntities();
- foreach (EntityBase obj in objs)
- {
- if (obj is SceneObjectGroup)
- {
- SceneObjectGroup grp = (SceneObjectGroup)obj;
- if (!grp.IsDeleted)
- {
- if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
- {
- if (grp.RootPart.Expires <= DateTime.Now)
- DeleteSceneObject(grp, false);
- }
- }
- }
- }
- }
- public void DeleteFromStorage(UUID uuid)
- {
- m_storageManager.DataStore.RemoveObject(uuid, m_regInfo.RegionID);
- }
- public int GetHealth()
- {
- // 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 and logins _may_ work
- //
- // 3 = 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
- if ((Environment.TickCount - m_lastUpdate) < 1000)
- health+=1;
- else
- return health;
- // A login in the last 4 mins? We can't be doing too badly
- //
- if ((Environment.TickCount - m_LastLogin) < 240000)
- health++;
- else
- return health;
- return health;
- }
- // This callback allows the PhysicsScene to call back to its caller (the SceneGraph) and
- // update non-physical objects like the joint proxy objects that represent the position
- // of the joints in the scene.
- // This routine is normally called from within a lock (OdeLock) from within the OdePhysicsScene
- // WARNING: be careful of deadlocks here if you manipulate the scene. Remember you are being called
- // from within the OdePhysicsScene.
- protected internal void jointMoved(PhysicsJoint joint)
- {
- // m_parentScene.PhysicsScene.DumpJointInfo(); // non-thread-locked version; we should already be in a lock (OdeLock) when this callback is invoked
- SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene);
- if (jointProxyObject == null)
- {
- jointErrorMessage(joint, "WARNING, joint proxy not found, name " + joint.ObjectNameInScene);
- return;
- }
- // now update the joint proxy object in the scene to have the position of the joint as returned by the physics engine
- SceneObjectPart trackedBody = GetSceneObjectPart(joint.TrackedBodyName); // FIXME: causes a sequential lookup
- if (trackedBody == null) return; // the actor may have been deleted but the joint still lingers around a few frames waiting for deletion. during this time, trackedBody is NULL to prevent further motion of the joint proxy.
- jointProxyObject.Velocity = trackedBody.Velocity;
- jointProxyObject.RotationalVelocity = trackedBody.RotationalVelocity;
- switch (joint.Type)
- {
- case PhysicsJointType.Ball:
- {
- PhysicsVector jointAnchor = PhysicsScene.GetJointAnchor(joint);
- Vector3 proxyPos = new Vector3(jointAnchor.X, jointAnchor.Y, jointAnchor.Z);
- jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update
- }
- break;
- case PhysicsJointType.Hinge:
- {
- PhysicsVector jointAnchor = PhysicsScene.GetJointAnchor(joint);
- // Normally, we would just ask the physics scene to return the axis for the joint.
- // Unfortunately, ODE sometimes returns <0,0,0> for the joint axis, which should
- // never occur. Therefore we cannot rely on ODE to always return a correct joint axis.
- // Therefore the following call does not always work:
- //PhysicsVector phyJointAxis = _PhyScene.GetJointAxis(joint);
- // instead we compute the joint orientation by saving the original joint orientation
- // relative to one of the jointed bodies, and applying this transformation
- // to the current position of the jointed bodies (the tracked body) to compute the
- // current joint orientation.
- if (joint.TrackedBodyName == null)
- {
- jointErrorMessage(joint, "joint.TrackedBodyName is null, joint " + joint.ObjectNameInScene);
- }
- Vector3 proxyPos = new Vector3(jointAnchor.X, jointAnchor.Y, jointAnchor.Z);
- Quaternion q = trackedBody.RotationOffset * joint.LocalRotation;
- jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update
- jointProxyObject.ParentGroup.UpdateGroupRotation(q); // schedules the entire group for a terse update
- }
- break;
- }
- }
- // This callback allows the PhysicsScene to call back to its caller (the SceneGraph) and
- // update non-physical objects like the joint proxy objects that represent the position
- // of the joints in the scene.
- // This routine is normally called from within a lock (OdeLock) from within the OdePhysicsScene
- // WARNING: be careful of deadlocks here if you manipulate the scene. Remember you are being called
- // from within the OdePhysicsScene.
- protected internal void jointDeactivated(PhysicsJoint joint)
- {
- //m_log.Debug("[NINJA] SceneGraph.jointDeactivated, joint:" + joint.ObjectNameInScene);
- SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene);
- if (jointProxyObject == null)
- {
- jointErrorMessage(joint, "WARNING, trying to deactivate (stop interpolation of) joint proxy, but not found, name " + joint.ObjectNameInScene);
- return;
- }
- // turn the proxy non-physical, which also stops its client-side interpolation
- bool wasUsingPhysics = ((jointProxyObject.ObjectFlags & (uint)PrimFlags.Physics) != 0);
- if (wasUsingPhysics)
- {
- jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
- }
- }
- // This callback allows the PhysicsScene to call back to its caller (the SceneGraph) and
- // alert the user of errors by using the debug channel in the same way that scripts alert
- // the user of compile errors.
- // This routine is normally called from within a lock (OdeLock) from within the OdePhysicsScene
- // WARNING: be careful of deadlocks here if you manipulate the scene. Remember you are being called
- // from within the OdePhysicsScene.
- public void jointErrorMessage(PhysicsJoint joint, string message)
- {
- if (joint != null)
- {
- if (joint.ErrorMessageCount > PhysicsJoint.maxErrorMessages)
- return;
- SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene);
- if (jointProxyObject != null)
- {
- SimChat(Utils.StringToBytes("[NINJA]: " + message),
- ChatTypeEnum.DebugChannel,
- 2147483647,
- jointProxyObject.AbsolutePosition,
- jointProxyObject.Name,
- jointProxyObject.UUID,
- false);
- joint.ErrorMessageCount++;
- if (joint.ErrorMessageCount > PhysicsJoint.maxErrorMessages)
- {
- SimChat(Utils.StringToBytes("[NINJA]: Too many messages for this joint, suppressing further messages."),
- ChatTypeEnum.DebugChannel,
- 2147483647,
- jointProxyObject.AbsolutePosition,
- jointProxyObject.Name,
- jointProxyObject.UUID,
- false);
- }
- }
- else
- {
- // couldn't find the joint proxy object; the error message is silently suppressed
- }
- }
- }
- public Scene ConsoleScene()
- {
- if (MainConsole.Instance == null)
- return null;
- if (MainConsole.Instance.ConsoleScene is Scene)
- return (Scene)MainConsole.Instance.ConsoleScene;
- return null;
- }
- public float GetGroundHeight(float x, float y)
- {
- if (x < 0)
- x = 0;
- if (x >= Heightmap.Width)
- x = Heightmap.Width - 1;
- if (y < 0)
- y = 0;
- if (y >= Heightmap.Height)
- y = Heightmap.Height - 1;
- Vector3 p0 = new Vector3(x, y, (float)Heightmap[(int)x, (int)y]);
- Vector3 p1 = new Vector3(p0);
- Vector3 p2 = new Vector3(p0);
- p1.X += 1.0f;
- if (p1.X < Heightmap.Width)
- p1.Z = (float)Heightmap[(int)p1.X, (int)p1.Y];
- p2.Y += 1.0f;
- if (p2.Y < Heightmap.Height)
- p2.Z = (float)Heightmap[(int)p2.X, (int)p2.Y];
- Vector3 v0 = new Vector3(p1.X - p0.X, p1.Y - p0.Y, p1.Z - p0.Z);
- Vector3 v1 = new Vector3(p2.X - p0.X, p2.Y - p0.Y, p2.Z - p0.Z);
- v0.Normalize();
- v1.Normalize();
- Vector3 vsn = new Vector3();
- vsn.X = (v0.Y * v1.Z) - (v0.Z * v1.Y);
- vsn.Y = (v0.Z * v1.X) - (v0.X * v1.Z);
- vsn.Z = (v0.X * v1.Y) - (v0.Y * v1.X);
- vsn.Normalize();
- float xdiff = x - (float)((int)x);
- float ydiff = y - (float)((int)y);
- return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
- }
- }
- }
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