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author | UbitUmarov | 2015-09-01 11:43:07 +0100 |
---|---|---|
committer | UbitUmarov | 2015-09-01 11:43:07 +0100 |
commit | fb78b182520fc9bb0f971afd0322029c70278ea6 (patch) | |
tree | b4e30d383938fdeef8c92d1d1c2f44bb61d329bd /OpenSim/Region/Framework/Scenes/SceneGraph.cs | |
parent | lixo (diff) | |
parent | Mantis #7713: fixed bug introduced by 1st MOSES patch. (diff) | |
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Merge remote-tracking branch 'os/master'
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneGraph.cs')
-rwxr-xr-x | OpenSim/Region/Framework/Scenes/SceneGraph.cs | 2067 |
1 files changed, 2067 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs new file mode 100755 index 0000000..c2e9b61 --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs | |||
@@ -0,0 +1,2067 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Threading; | ||
30 | using System.Collections.Generic; | ||
31 | using System.Reflection; | ||
32 | using OpenMetaverse; | ||
33 | using OpenMetaverse.Packets; | ||
34 | using log4net; | ||
35 | using OpenSim.Framework; | ||
36 | using OpenSim.Region.Framework.Scenes.Types; | ||
37 | using OpenSim.Region.Physics.Manager; | ||
38 | using OpenSim.Region.Framework.Interfaces; | ||
39 | |||
40 | namespace OpenSim.Region.Framework.Scenes | ||
41 | { | ||
42 | public delegate void PhysicsCrash(); | ||
43 | |||
44 | /// <summary> | ||
45 | /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components | ||
46 | /// should be migrated out over time. | ||
47 | /// </summary> | ||
48 | public class SceneGraph | ||
49 | { | ||
50 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
51 | |||
52 | #region Events | ||
53 | |||
54 | protected internal event PhysicsCrash UnRecoverableError; | ||
55 | private PhysicsCrash handlerPhysicsCrash = null; | ||
56 | |||
57 | #endregion | ||
58 | |||
59 | #region Fields | ||
60 | |||
61 | protected object m_presenceLock = new object(); | ||
62 | protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); | ||
63 | protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); | ||
64 | |||
65 | protected internal EntityManager Entities = new EntityManager(); | ||
66 | |||
67 | protected Scene m_parentScene; | ||
68 | protected Dictionary<UUID, SceneObjectGroup> m_updateList = new Dictionary<UUID, SceneObjectGroup>(); | ||
69 | protected int m_numRootAgents = 0; | ||
70 | protected int m_numTotalPrim = 0; | ||
71 | protected int m_numPrim = 0; | ||
72 | protected int m_numMesh = 0; | ||
73 | protected int m_numChildAgents = 0; | ||
74 | protected int m_physicalPrim = 0; | ||
75 | |||
76 | protected int m_activeScripts = 0; | ||
77 | protected int m_scriptLPS = 0; | ||
78 | |||
79 | protected internal PhysicsScene _PhyScene; | ||
80 | |||
81 | /// <summary> | ||
82 | /// Index the SceneObjectGroup for each part by the root part's UUID. | ||
83 | /// </summary> | ||
84 | protected internal Dictionary<UUID, SceneObjectGroup> SceneObjectGroupsByFullID = new Dictionary<UUID, SceneObjectGroup>(); | ||
85 | |||
86 | /// <summary> | ||
87 | /// Index the SceneObjectGroup for each part by that part's UUID. | ||
88 | /// </summary> | ||
89 | protected internal Dictionary<UUID, SceneObjectGroup> SceneObjectGroupsByFullPartID = new Dictionary<UUID, SceneObjectGroup>(); | ||
90 | |||
91 | /// <summary> | ||
92 | /// Index the SceneObjectGroup for each part by that part's local ID. | ||
93 | /// </summary> | ||
94 | protected internal Dictionary<uint, SceneObjectGroup> SceneObjectGroupsByLocalPartID = new Dictionary<uint, SceneObjectGroup>(); | ||
95 | |||
96 | /// <summary> | ||
97 | /// Lock to prevent object group update, linking, delinking and duplication operations from running concurrently. | ||
98 | /// </summary> | ||
99 | /// <remarks> | ||
100 | /// These operations rely on the parts composition of the object. If allowed to run concurrently then race | ||
101 | /// conditions can occur. | ||
102 | /// </remarks> | ||
103 | private Object m_updateLock = new Object(); | ||
104 | |||
105 | #endregion | ||
106 | |||
107 | protected internal SceneGraph(Scene parent) | ||
108 | { | ||
109 | m_parentScene = parent; | ||
110 | } | ||
111 | |||
112 | public PhysicsScene PhysicsScene | ||
113 | { | ||
114 | get { return _PhyScene; } | ||
115 | set | ||
116 | { | ||
117 | // If we're not doing the initial set | ||
118 | // Then we've got to remove the previous | ||
119 | // event handler | ||
120 | if (_PhyScene != null) | ||
121 | _PhyScene.OnPhysicsCrash -= physicsBasedCrash; | ||
122 | |||
123 | _PhyScene = value; | ||
124 | |||
125 | if (_PhyScene != null) | ||
126 | _PhyScene.OnPhysicsCrash += physicsBasedCrash; | ||
127 | } | ||
128 | } | ||
129 | |||
130 | protected internal void Close() | ||
131 | { | ||
132 | lock (m_presenceLock) | ||
133 | { | ||
134 | Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); | ||
135 | List<ScenePresence> newlist = new List<ScenePresence>(); | ||
136 | m_scenePresenceMap = newmap; | ||
137 | m_scenePresenceArray = newlist; | ||
138 | } | ||
139 | |||
140 | lock (SceneObjectGroupsByFullID) | ||
141 | SceneObjectGroupsByFullID.Clear(); | ||
142 | lock (SceneObjectGroupsByFullPartID) | ||
143 | SceneObjectGroupsByFullPartID.Clear(); | ||
144 | lock (SceneObjectGroupsByLocalPartID) | ||
145 | SceneObjectGroupsByLocalPartID.Clear(); | ||
146 | |||
147 | Entities.Clear(); | ||
148 | } | ||
149 | |||
150 | #region Update Methods | ||
151 | |||
152 | protected internal void UpdatePreparePhysics() | ||
153 | { | ||
154 | // If we are using a threaded physics engine | ||
155 | // grab the latest scene from the engine before | ||
156 | // trying to process it. | ||
157 | |||
158 | // PhysX does this (runs in the background). | ||
159 | |||
160 | if (_PhyScene.IsThreaded) | ||
161 | { | ||
162 | _PhyScene.GetResults(); | ||
163 | } | ||
164 | } | ||
165 | |||
166 | /// <summary> | ||
167 | /// Update the position of all the scene presences. | ||
168 | /// </summary> | ||
169 | /// <remarks> | ||
170 | /// Called only from the main scene loop. | ||
171 | /// </remarks> | ||
172 | protected internal void UpdatePresences() | ||
173 | { | ||
174 | ForEachScenePresence(delegate(ScenePresence presence) | ||
175 | { | ||
176 | presence.Update(); | ||
177 | }); | ||
178 | } | ||
179 | |||
180 | /// <summary> | ||
181 | /// Perform a physics frame update. | ||
182 | /// </summary> | ||
183 | /// <param name="elapsed"></param> | ||
184 | /// <returns></returns> | ||
185 | protected internal float UpdatePhysics(double elapsed) | ||
186 | { | ||
187 | // Here is where the Scene calls the PhysicsScene. This is a one-way | ||
188 | // interaction; the PhysicsScene cannot access the calling Scene directly. | ||
189 | // But with joints, we want a PhysicsActor to be able to influence a | ||
190 | // non-physics SceneObjectPart. In particular, a PhysicsActor that is connected | ||
191 | // with a joint should be able to move the SceneObjectPart which is the visual | ||
192 | // representation of that joint (for editing and serialization purposes). | ||
193 | // However the PhysicsActor normally cannot directly influence anything outside | ||
194 | // of the PhysicsScene, and the non-physical SceneObjectPart which represents | ||
195 | // the joint in the Scene does not exist in the PhysicsScene. | ||
196 | // | ||
197 | // To solve this, we have an event in the PhysicsScene that is fired when a joint | ||
198 | // has changed position (because one of its associated PhysicsActors has changed | ||
199 | // position). | ||
200 | // | ||
201 | // Therefore, JointMoved and JointDeactivated events will be fired as a result of the following Simulate(). | ||
202 | return _PhyScene.Simulate((float)elapsed); | ||
203 | } | ||
204 | |||
205 | protected internal void UpdateScenePresenceMovement() | ||
206 | { | ||
207 | ForEachScenePresence(delegate(ScenePresence presence) | ||
208 | { | ||
209 | presence.UpdateMovement(); | ||
210 | }); | ||
211 | } | ||
212 | |||
213 | public void GetCoarseLocations(out List<Vector3> coarseLocations, out List<UUID> avatarUUIDs, uint maxLocations) | ||
214 | { | ||
215 | coarseLocations = new List<Vector3>(); | ||
216 | avatarUUIDs = new List<UUID>(); | ||
217 | |||
218 | List<ScenePresence> presences = GetScenePresences(); | ||
219 | for (int i = 0; i < Math.Min(presences.Count, maxLocations); ++i) | ||
220 | { | ||
221 | ScenePresence sp = presences[i]; | ||
222 | |||
223 | // If this presence is a child agent, we don't want its coarse locations | ||
224 | if (sp.IsChildAgent) | ||
225 | continue; | ||
226 | |||
227 | coarseLocations.Add(sp.AbsolutePosition); | ||
228 | |||
229 | avatarUUIDs.Add(sp.UUID); | ||
230 | } | ||
231 | } | ||
232 | |||
233 | #endregion | ||
234 | |||
235 | #region Entity Methods | ||
236 | |||
237 | /// <summary> | ||
238 | /// Add an object into the scene that has come from storage | ||
239 | /// </summary> | ||
240 | /// <param name="sceneObject"></param> | ||
241 | /// <param name="attachToBackup"> | ||
242 | /// If true, changes to the object will be reflected in its persisted data | ||
243 | /// If false, the persisted data will not be changed even if the object in the scene is changed | ||
244 | /// </param> | ||
245 | /// <param name="alreadyPersisted"> | ||
246 | /// If true, we won't persist this object until it changes | ||
247 | /// If false, we'll persist this object immediately | ||
248 | /// </param> | ||
249 | /// <param name="sendClientUpdates"> | ||
250 | /// If true, we send updates to the client to tell it about this object | ||
251 | /// If false, we leave it up to the caller to do this | ||
252 | /// </param> | ||
253 | /// <returns> | ||
254 | /// true if the object was added, false if an object with the same uuid was already in the scene | ||
255 | /// </returns> | ||
256 | protected internal bool AddRestoredSceneObject( | ||
257 | SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) | ||
258 | { | ||
259 | if (attachToBackup && (!alreadyPersisted)) | ||
260 | { | ||
261 | sceneObject.ForceInventoryPersistence(); | ||
262 | sceneObject.HasGroupChanged = true; | ||
263 | } | ||
264 | |||
265 | return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates); | ||
266 | } | ||
267 | |||
268 | /// <summary> | ||
269 | /// Add a newly created object to the scene. This will both update the scene, and send information about the | ||
270 | /// new object to all clients interested in the scene. | ||
271 | /// </summary> | ||
272 | /// <param name="sceneObject"></param> | ||
273 | /// <param name="attachToBackup"> | ||
274 | /// If true, the object is made persistent into the scene. | ||
275 | /// If false, the object will not persist over server restarts | ||
276 | /// </param> | ||
277 | /// <returns> | ||
278 | /// true if the object was added, false if an object with the same uuid was already in the scene | ||
279 | /// </returns> | ||
280 | protected internal bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) | ||
281 | { | ||
282 | // Ensure that we persist this new scene object if it's not an | ||
283 | // attachment | ||
284 | if (attachToBackup) | ||
285 | sceneObject.HasGroupChanged = true; | ||
286 | |||
287 | return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates); | ||
288 | } | ||
289 | |||
290 | /// <summary> | ||
291 | /// Add a newly created object to the scene. | ||
292 | /// </summary> | ||
293 | /// | ||
294 | /// This method does not send updates to the client - callers need to handle this themselves. | ||
295 | /// Caller should also trigger EventManager.TriggerObjectAddedToScene | ||
296 | /// <param name="sceneObject"></param> | ||
297 | /// <param name="attachToBackup"></param> | ||
298 | /// <param name="pos">Position of the object. If null then the position stored in the object is used.</param> | ||
299 | /// <param name="rot">Rotation of the object. If null then the rotation stored in the object is used.</param> | ||
300 | /// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param> | ||
301 | /// <returns></returns> | ||
302 | public bool AddNewSceneObject( | ||
303 | SceneObjectGroup sceneObject, bool attachToBackup, Vector3? pos, Quaternion? rot, Vector3 vel) | ||
304 | { | ||
305 | AddNewSceneObject(sceneObject, attachToBackup, false); | ||
306 | |||
307 | if (pos != null) | ||
308 | sceneObject.AbsolutePosition = (Vector3)pos; | ||
309 | |||
310 | if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) | ||
311 | { | ||
312 | sceneObject.ClearPartAttachmentData(); | ||
313 | } | ||
314 | |||
315 | if (rot != null) | ||
316 | sceneObject.UpdateGroupRotationR((Quaternion)rot); | ||
317 | |||
318 | PhysicsActor pa = sceneObject.RootPart.PhysActor; | ||
319 | if (pa != null && pa.IsPhysical && vel != Vector3.Zero) | ||
320 | { | ||
321 | sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false); | ||
322 | sceneObject.Velocity = vel; | ||
323 | } | ||
324 | |||
325 | return true; | ||
326 | } | ||
327 | |||
328 | /// <summary> | ||
329 | /// Add an object to the scene. This will both update the scene, and send information about the | ||
330 | /// new object to all clients interested in the scene. | ||
331 | /// </summary> | ||
332 | /// <remarks> | ||
333 | /// The object's stored position, rotation and velocity are used. | ||
334 | /// </remarks> | ||
335 | /// <param name="sceneObject"></param> | ||
336 | /// <param name="attachToBackup"> | ||
337 | /// If true, the object is made persistent into the scene. | ||
338 | /// If false, the object will not persist over server restarts | ||
339 | /// </param> | ||
340 | /// <param name="sendClientUpdates"> | ||
341 | /// If true, updates for the new scene object are sent to all viewers in range. | ||
342 | /// If false, it is left to the caller to schedule the update | ||
343 | /// </param> | ||
344 | /// <returns> | ||
345 | /// true if the object was added, false if an object with the same uuid was already in the scene | ||
346 | /// </returns> | ||
347 | protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) | ||
348 | { | ||
349 | if (sceneObject.UUID == UUID.Zero) | ||
350 | { | ||
351 | m_log.ErrorFormat( | ||
352 | "[SCENEGRAPH]: Tried to add scene object {0} to {1} with illegal UUID of {2}", | ||
353 | sceneObject.Name, m_parentScene.RegionInfo.RegionName, UUID.Zero); | ||
354 | |||
355 | return false; | ||
356 | } | ||
357 | |||
358 | if (Entities.ContainsKey(sceneObject.UUID)) | ||
359 | { | ||
360 | m_log.DebugFormat( | ||
361 | "[SCENEGRAPH]: Scene graph for {0} already contains object {1} in AddSceneObject()", | ||
362 | m_parentScene.RegionInfo.RegionName, sceneObject.UUID); | ||
363 | |||
364 | return false; | ||
365 | } | ||
366 | |||
367 | // m_log.DebugFormat( | ||
368 | // "[SCENEGRAPH]: Adding scene object {0} {1}, with {2} parts on {3}", | ||
369 | // sceneObject.Name, sceneObject.UUID, sceneObject.Parts.Length, m_parentScene.RegionInfo.RegionName); | ||
370 | |||
371 | SceneObjectPart[] parts = sceneObject.Parts; | ||
372 | |||
373 | // Clamp the sizes (scales) of the child prims and add the child prims to the count of all primitives | ||
374 | // (meshes and geometric primitives) in the scene; add child prims to m_numTotalPrim count | ||
375 | if (m_parentScene.m_clampPrimSize) | ||
376 | { | ||
377 | foreach (SceneObjectPart part in parts) | ||
378 | { | ||
379 | Vector3 scale = part.Shape.Scale; | ||
380 | |||
381 | scale.X = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.X)); | ||
382 | scale.Y = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.Y)); | ||
383 | scale.Z = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.Z)); | ||
384 | |||
385 | part.Shape.Scale = scale; | ||
386 | } | ||
387 | } | ||
388 | m_numTotalPrim += parts.Length; | ||
389 | |||
390 | // Go through all parts (geometric primitives and meshes) of this Scene Object | ||
391 | foreach (SceneObjectPart part in parts) | ||
392 | { | ||
393 | // Keep track of the total number of meshes or geometric primitives now in the scene; | ||
394 | // determine which object this is based on its primitive type: sculpted (sculpt) prim refers to | ||
395 | // a mesh and all other prims (i.e. box, sphere, etc) are geometric primitives | ||
396 | if (part.GetPrimType() == PrimType.SCULPT) | ||
397 | m_numMesh++; | ||
398 | else | ||
399 | m_numPrim++; | ||
400 | } | ||
401 | |||
402 | sceneObject.AttachToScene(m_parentScene); | ||
403 | |||
404 | if (sendClientUpdates) | ||
405 | sceneObject.ScheduleGroupForFullUpdate(); | ||
406 | |||
407 | Entities.Add(sceneObject); | ||
408 | |||
409 | if (attachToBackup) | ||
410 | sceneObject.AttachToBackup(); | ||
411 | |||
412 | lock (SceneObjectGroupsByFullID) | ||
413 | SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject; | ||
414 | |||
415 | lock (SceneObjectGroupsByFullPartID) | ||
416 | { | ||
417 | foreach (SceneObjectPart part in parts) | ||
418 | SceneObjectGroupsByFullPartID[part.UUID] = sceneObject; | ||
419 | } | ||
420 | |||
421 | lock (SceneObjectGroupsByLocalPartID) | ||
422 | { | ||
423 | // m_log.DebugFormat( | ||
424 | // "[SCENE GRAPH]: Adding scene object {0} {1} {2} to SceneObjectGroupsByLocalPartID in {3}", | ||
425 | // sceneObject.Name, sceneObject.UUID, sceneObject.LocalId, m_parentScene.RegionInfo.RegionName); | ||
426 | |||
427 | foreach (SceneObjectPart part in parts) | ||
428 | SceneObjectGroupsByLocalPartID[part.LocalId] = sceneObject; | ||
429 | } | ||
430 | |||
431 | return true; | ||
432 | } | ||
433 | |||
434 | /// <summary> | ||
435 | /// Delete an object from the scene | ||
436 | /// </summary> | ||
437 | /// <returns>true if the object was deleted, false if there was no object to delete</returns> | ||
438 | public bool DeleteSceneObject(UUID uuid, bool resultOfObjectLinked) | ||
439 | { | ||
440 | // m_log.DebugFormat( | ||
441 | // "[SCENE GRAPH]: Deleting scene object with uuid {0}, resultOfObjectLinked = {1}", | ||
442 | // uuid, resultOfObjectLinked); | ||
443 | |||
444 | EntityBase entity; | ||
445 | if (!Entities.TryGetValue(uuid, out entity) || (!(entity is SceneObjectGroup))) | ||
446 | return false; | ||
447 | |||
448 | SceneObjectGroup grp = (SceneObjectGroup)entity; | ||
449 | |||
450 | if (entity == null) | ||
451 | return false; | ||
452 | |||
453 | if (!resultOfObjectLinked) | ||
454 | { | ||
455 | // Decrement the total number of primitives (meshes and geometric primitives) | ||
456 | // that are part of the Scene Object being removed | ||
457 | m_numTotalPrim -= grp.PrimCount; | ||
458 | |||
459 | // Go through all parts (primitives and meshes) of this Scene Object | ||
460 | foreach (SceneObjectPart part in grp.Parts) | ||
461 | { | ||
462 | // Keep track of the total number of meshes or geometric primitives left in the scene; | ||
463 | // determine which object this is based on its primitive type: sculpted (sculpt) prim refers to | ||
464 | // a mesh and all other prims (i.e. box, sphere, etc) are geometric primitives | ||
465 | if (part.GetPrimType() == PrimType.SCULPT) | ||
466 | m_numMesh--; | ||
467 | else | ||
468 | m_numPrim--; | ||
469 | } | ||
470 | |||
471 | if ((grp.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics) | ||
472 | RemovePhysicalPrim(grp.PrimCount); | ||
473 | } | ||
474 | |||
475 | lock (SceneObjectGroupsByFullID) | ||
476 | SceneObjectGroupsByFullID.Remove(grp.UUID); | ||
477 | |||
478 | lock (SceneObjectGroupsByFullPartID) | ||
479 | { | ||
480 | SceneObjectPart[] parts = grp.Parts; | ||
481 | for (int i = 0; i < parts.Length; i++) | ||
482 | SceneObjectGroupsByFullPartID.Remove(parts[i].UUID); | ||
483 | } | ||
484 | |||
485 | lock (SceneObjectGroupsByLocalPartID) | ||
486 | { | ||
487 | SceneObjectPart[] parts = grp.Parts; | ||
488 | for (int i = 0; i < parts.Length; i++) | ||
489 | SceneObjectGroupsByLocalPartID.Remove(parts[i].LocalId); | ||
490 | } | ||
491 | |||
492 | return Entities.Remove(uuid); | ||
493 | } | ||
494 | |||
495 | /// <summary> | ||
496 | /// Add an object to the list of prims to process on the next update | ||
497 | /// </summary> | ||
498 | /// <param name="obj"> | ||
499 | /// A <see cref="SceneObjectGroup"/> | ||
500 | /// </param> | ||
501 | protected internal void AddToUpdateList(SceneObjectGroup obj) | ||
502 | { | ||
503 | lock (m_updateList) | ||
504 | m_updateList[obj.UUID] = obj; | ||
505 | } | ||
506 | |||
507 | /// <summary> | ||
508 | /// Process all pending updates | ||
509 | /// </summary> | ||
510 | protected internal void UpdateObjectGroups() | ||
511 | { | ||
512 | if (!Monitor.TryEnter(m_updateLock)) | ||
513 | return; | ||
514 | try | ||
515 | { | ||
516 | List<SceneObjectGroup> updates; | ||
517 | |||
518 | // Some updates add more updates to the updateList. | ||
519 | // Get the current list of updates and clear the list before iterating | ||
520 | lock (m_updateList) | ||
521 | { | ||
522 | updates = new List<SceneObjectGroup>(m_updateList.Values); | ||
523 | m_updateList.Clear(); | ||
524 | } | ||
525 | |||
526 | // Go through all updates | ||
527 | for (int i = 0; i < updates.Count; i++) | ||
528 | { | ||
529 | SceneObjectGroup sog = updates[i]; | ||
530 | |||
531 | // Don't abort the whole update if one entity happens to give us an exception. | ||
532 | try | ||
533 | { | ||
534 | sog.Update(); | ||
535 | } | ||
536 | catch (Exception e) | ||
537 | { | ||
538 | m_log.ErrorFormat( | ||
539 | "[INNER SCENE]: Failed to update {0}, {1} - {2}", sog.Name, sog.UUID, e); | ||
540 | } | ||
541 | } | ||
542 | } | ||
543 | finally | ||
544 | { | ||
545 | Monitor.Exit(m_updateLock); | ||
546 | } | ||
547 | } | ||
548 | |||
549 | protected internal void AddPhysicalPrim(int number) | ||
550 | { | ||
551 | m_physicalPrim += number; | ||
552 | } | ||
553 | |||
554 | protected internal void RemovePhysicalPrim(int number) | ||
555 | { | ||
556 | m_physicalPrim -= number; | ||
557 | } | ||
558 | |||
559 | protected internal void AddToScriptLPS(int number) | ||
560 | { | ||
561 | m_scriptLPS += number; | ||
562 | } | ||
563 | |||
564 | protected internal void AddActiveScripts(int number) | ||
565 | { | ||
566 | m_activeScripts += number; | ||
567 | } | ||
568 | |||
569 | protected internal void HandleUndo(IClientAPI remoteClient, UUID primId) | ||
570 | { | ||
571 | if (primId != UUID.Zero) | ||
572 | { | ||
573 | SceneObjectPart part = m_parentScene.GetSceneObjectPart(primId); | ||
574 | if (part != null) | ||
575 | part.Undo(); | ||
576 | } | ||
577 | } | ||
578 | |||
579 | protected internal void HandleRedo(IClientAPI remoteClient, UUID primId) | ||
580 | { | ||
581 | if (primId != UUID.Zero) | ||
582 | { | ||
583 | SceneObjectPart part = m_parentScene.GetSceneObjectPart(primId); | ||
584 | |||
585 | if (part != null) | ||
586 | part.Redo(); | ||
587 | } | ||
588 | } | ||
589 | |||
590 | protected internal ScenePresence CreateAndAddChildScenePresence( | ||
591 | IClientAPI client, AvatarAppearance appearance, PresenceType type) | ||
592 | { | ||
593 | // ScenePresence always defaults to child agent | ||
594 | ScenePresence presence = new ScenePresence(client, m_parentScene, appearance, type); | ||
595 | |||
596 | Entities[presence.UUID] = presence; | ||
597 | |||
598 | lock (m_presenceLock) | ||
599 | { | ||
600 | m_numChildAgents++; | ||
601 | |||
602 | Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); | ||
603 | List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); | ||
604 | |||
605 | if (!newmap.ContainsKey(presence.UUID)) | ||
606 | { | ||
607 | newmap.Add(presence.UUID, presence); | ||
608 | newlist.Add(presence); | ||
609 | } | ||
610 | else | ||
611 | { | ||
612 | // Remember the old presence reference from the dictionary | ||
613 | ScenePresence oldref = newmap[presence.UUID]; | ||
614 | // Replace the presence reference in the dictionary with the new value | ||
615 | newmap[presence.UUID] = presence; | ||
616 | // Find the index in the list where the old ref was stored and update the reference | ||
617 | newlist[newlist.IndexOf(oldref)] = presence; | ||
618 | } | ||
619 | |||
620 | // Swap out the dictionary and list with new references | ||
621 | m_scenePresenceMap = newmap; | ||
622 | m_scenePresenceArray = newlist; | ||
623 | } | ||
624 | |||
625 | return presence; | ||
626 | } | ||
627 | |||
628 | /// <summary> | ||
629 | /// Remove a presence from the scene | ||
630 | /// </summary> | ||
631 | protected internal void RemoveScenePresence(UUID agentID) | ||
632 | { | ||
633 | if (!Entities.Remove(agentID)) | ||
634 | { | ||
635 | m_log.WarnFormat( | ||
636 | "[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene Entities list", | ||
637 | agentID); | ||
638 | } | ||
639 | |||
640 | lock (m_presenceLock) | ||
641 | { | ||
642 | Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); | ||
643 | List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); | ||
644 | |||
645 | // Remove the presence reference from the dictionary | ||
646 | if (newmap.ContainsKey(agentID)) | ||
647 | { | ||
648 | ScenePresence oldref = newmap[agentID]; | ||
649 | newmap.Remove(agentID); | ||
650 | |||
651 | // Find the index in the list where the old ref was stored and remove the reference | ||
652 | newlist.RemoveAt(newlist.IndexOf(oldref)); | ||
653 | // Swap out the dictionary and list with new references | ||
654 | m_scenePresenceMap = newmap; | ||
655 | m_scenePresenceArray = newlist; | ||
656 | } | ||
657 | else | ||
658 | { | ||
659 | m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); | ||
660 | } | ||
661 | } | ||
662 | } | ||
663 | |||
664 | protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) | ||
665 | { | ||
666 | if (direction_RC_CR_T_F) | ||
667 | { | ||
668 | m_numRootAgents--; | ||
669 | m_numChildAgents++; | ||
670 | } | ||
671 | else | ||
672 | { | ||
673 | m_numChildAgents--; | ||
674 | m_numRootAgents++; | ||
675 | } | ||
676 | } | ||
677 | |||
678 | public void removeUserCount(bool TypeRCTF) | ||
679 | { | ||
680 | if (TypeRCTF) | ||
681 | { | ||
682 | m_numRootAgents--; | ||
683 | } | ||
684 | else | ||
685 | { | ||
686 | m_numChildAgents--; | ||
687 | } | ||
688 | } | ||
689 | |||
690 | public void RecalculateStats() | ||
691 | { | ||
692 | int rootcount = 0; | ||
693 | int childcount = 0; | ||
694 | |||
695 | ForEachScenePresence(delegate(ScenePresence presence) | ||
696 | { | ||
697 | if (presence.IsChildAgent) | ||
698 | ++childcount; | ||
699 | else | ||
700 | ++rootcount; | ||
701 | }); | ||
702 | |||
703 | m_numRootAgents = rootcount; | ||
704 | m_numChildAgents = childcount; | ||
705 | } | ||
706 | |||
707 | public int GetChildAgentCount() | ||
708 | { | ||
709 | return m_numChildAgents; | ||
710 | } | ||
711 | |||
712 | public int GetRootAgentCount() | ||
713 | { | ||
714 | return m_numRootAgents; | ||
715 | } | ||
716 | |||
717 | public int GetTotalObjectsCount() | ||
718 | { | ||
719 | return m_numTotalPrim; | ||
720 | } | ||
721 | |||
722 | public int GetTotalPrimObjectsCount() | ||
723 | { | ||
724 | return m_numPrim; | ||
725 | } | ||
726 | |||
727 | public int GetTotalMeshObjectsCount() | ||
728 | { | ||
729 | return m_numMesh; | ||
730 | } | ||
731 | |||
732 | public int GetActiveObjectsCount() | ||
733 | { | ||
734 | return m_physicalPrim; | ||
735 | } | ||
736 | |||
737 | public int GetActiveScriptsCount() | ||
738 | { | ||
739 | return m_activeScripts; | ||
740 | } | ||
741 | |||
742 | public int GetScriptLPS() | ||
743 | { | ||
744 | int returnval = m_scriptLPS; | ||
745 | m_scriptLPS = 0; | ||
746 | return returnval; | ||
747 | } | ||
748 | |||
749 | #endregion | ||
750 | |||
751 | #region Get Methods | ||
752 | |||
753 | /// <summary> | ||
754 | /// Get the controlling client for the given avatar, if there is one. | ||
755 | /// | ||
756 | /// FIXME: The only user of the method right now is Caps.cs, in order to resolve a client API since it can't | ||
757 | /// use the ScenePresence. This could be better solved in a number of ways - we could establish an | ||
758 | /// OpenSim.Framework.IScenePresence, or move the caps code into a region package (which might be the more | ||
759 | /// suitable solution). | ||
760 | /// </summary> | ||
761 | /// <param name="agentId"></param> | ||
762 | /// <returns>null if either the avatar wasn't in the scene, or | ||
763 | /// they do not have a controlling client</returns> | ||
764 | /// <remarks>this used to be protected internal, but that | ||
765 | /// prevents CapabilitiesModule from accessing it</remarks> | ||
766 | public IClientAPI GetControllingClient(UUID agentId) | ||
767 | { | ||
768 | ScenePresence presence = GetScenePresence(agentId); | ||
769 | |||
770 | if (presence != null) | ||
771 | { | ||
772 | return presence.ControllingClient; | ||
773 | } | ||
774 | |||
775 | return null; | ||
776 | } | ||
777 | |||
778 | /// <summary> | ||
779 | /// Get a reference to the scene presence list. Changes to the list will be done in a copy | ||
780 | /// There is no guarantee that presences will remain in the scene after the list is returned. | ||
781 | /// This list should remain private to SceneGraph. Callers wishing to iterate should instead | ||
782 | /// pass a delegate to ForEachScenePresence. | ||
783 | /// </summary> | ||
784 | /// <returns></returns> | ||
785 | protected internal List<ScenePresence> GetScenePresences() | ||
786 | { | ||
787 | return m_scenePresenceArray; | ||
788 | } | ||
789 | |||
790 | /// <summary> | ||
791 | /// Request a scene presence by UUID. Fast, indexed lookup. | ||
792 | /// </summary> | ||
793 | /// <param name="agentID"></param> | ||
794 | /// <returns>null if the presence was not found</returns> | ||
795 | protected internal ScenePresence GetScenePresence(UUID agentID) | ||
796 | { | ||
797 | Dictionary<UUID, ScenePresence> presences = m_scenePresenceMap; | ||
798 | ScenePresence presence; | ||
799 | presences.TryGetValue(agentID, out presence); | ||
800 | return presence; | ||
801 | } | ||
802 | |||
803 | /// <summary> | ||
804 | /// Request the scene presence by name. | ||
805 | /// </summary> | ||
806 | /// <param name="firstName"></param> | ||
807 | /// <param name="lastName"></param> | ||
808 | /// <returns>null if the presence was not found</returns> | ||
809 | protected internal ScenePresence GetScenePresence(string firstName, string lastName) | ||
810 | { | ||
811 | List<ScenePresence> presences = GetScenePresences(); | ||
812 | foreach (ScenePresence presence in presences) | ||
813 | { | ||
814 | if (string.Equals(presence.Firstname, firstName, StringComparison.CurrentCultureIgnoreCase) | ||
815 | && string.Equals(presence.Lastname, lastName, StringComparison.CurrentCultureIgnoreCase)) | ||
816 | return presence; | ||
817 | } | ||
818 | return null; | ||
819 | } | ||
820 | |||
821 | /// <summary> | ||
822 | /// Request the scene presence by localID. | ||
823 | /// </summary> | ||
824 | /// <param name="localID"></param> | ||
825 | /// <returns>null if the presence was not found</returns> | ||
826 | protected internal ScenePresence GetScenePresence(uint localID) | ||
827 | { | ||
828 | List<ScenePresence> presences = GetScenePresences(); | ||
829 | foreach (ScenePresence presence in presences) | ||
830 | if (presence.LocalId == localID) | ||
831 | return presence; | ||
832 | return null; | ||
833 | } | ||
834 | |||
835 | protected internal bool TryGetScenePresence(UUID agentID, out ScenePresence avatar) | ||
836 | { | ||
837 | Dictionary<UUID, ScenePresence> presences = m_scenePresenceMap; | ||
838 | presences.TryGetValue(agentID, out avatar); | ||
839 | return (avatar != null); | ||
840 | } | ||
841 | |||
842 | protected internal bool TryGetAvatarByName(string name, out ScenePresence avatar) | ||
843 | { | ||
844 | avatar = null; | ||
845 | foreach (ScenePresence presence in GetScenePresences()) | ||
846 | { | ||
847 | if (String.Compare(name, presence.ControllingClient.Name, true) == 0) | ||
848 | { | ||
849 | avatar = presence; | ||
850 | break; | ||
851 | } | ||
852 | } | ||
853 | return (avatar != null); | ||
854 | } | ||
855 | |||
856 | /// <summary> | ||
857 | /// Get a scene object group that contains the prim with the given local id | ||
858 | /// </summary> | ||
859 | /// <param name="localID"></param> | ||
860 | /// <returns>null if no scene object group containing that prim is found</returns> | ||
861 | public SceneObjectGroup GetGroupByPrim(uint localID) | ||
862 | { | ||
863 | EntityBase entity; | ||
864 | if (Entities.TryGetValue(localID, out entity)) | ||
865 | return entity as SceneObjectGroup; | ||
866 | |||
867 | // m_log.DebugFormat("[SCENE GRAPH]: Entered GetGroupByPrim with localID {0}", localID); | ||
868 | |||
869 | SceneObjectGroup sog; | ||
870 | lock (SceneObjectGroupsByLocalPartID) | ||
871 | SceneObjectGroupsByLocalPartID.TryGetValue(localID, out sog); | ||
872 | |||
873 | if (sog != null) | ||
874 | { | ||
875 | if (sog.ContainsPart(localID)) | ||
876 | { | ||
877 | // m_log.DebugFormat( | ||
878 | // "[SCENE GRAPH]: Found scene object {0} {1} {2} containing part with local id {3} in {4}. Returning.", | ||
879 | // sog.Name, sog.UUID, sog.LocalId, localID, m_parentScene.RegionInfo.RegionName); | ||
880 | |||
881 | return sog; | ||
882 | } | ||
883 | else | ||
884 | { | ||
885 | lock (SceneObjectGroupsByLocalPartID) | ||
886 | { | ||
887 | m_log.WarnFormat( | ||
888 | "[SCENE GRAPH]: Found scene object {0} {1} {2} via SceneObjectGroupsByLocalPartID index but it doesn't contain part with local id {3}. Removing from entry from index in {4}.", | ||
889 | sog.Name, sog.UUID, sog.LocalId, localID, m_parentScene.RegionInfo.RegionName); | ||
890 | |||
891 | SceneObjectGroupsByLocalPartID.Remove(localID); | ||
892 | } | ||
893 | } | ||
894 | } | ||
895 | |||
896 | EntityBase[] entityList = GetEntities(); | ||
897 | foreach (EntityBase ent in entityList) | ||
898 | { | ||
899 | //m_log.DebugFormat("Looking at entity {0}", ent.UUID); | ||
900 | if (ent is SceneObjectGroup) | ||
901 | { | ||
902 | sog = (SceneObjectGroup)ent; | ||
903 | if (sog.ContainsPart(localID)) | ||
904 | { | ||
905 | lock (SceneObjectGroupsByLocalPartID) | ||
906 | SceneObjectGroupsByLocalPartID[localID] = sog; | ||
907 | return sog; | ||
908 | } | ||
909 | } | ||
910 | } | ||
911 | |||
912 | return null; | ||
913 | } | ||
914 | |||
915 | /// <summary> | ||
916 | /// Get a scene object group that contains the prim with the given uuid | ||
917 | /// </summary> | ||
918 | /// <param name="fullID"></param> | ||
919 | /// <returns>null if no scene object group containing that prim is found</returns> | ||
920 | public SceneObjectGroup GetGroupByPrim(UUID fullID) | ||
921 | { | ||
922 | SceneObjectGroup sog; | ||
923 | lock (SceneObjectGroupsByFullPartID) | ||
924 | SceneObjectGroupsByFullPartID.TryGetValue(fullID, out sog); | ||
925 | |||
926 | if (sog != null) | ||
927 | { | ||
928 | if (sog.ContainsPart(fullID)) | ||
929 | return sog; | ||
930 | |||
931 | lock (SceneObjectGroupsByFullPartID) | ||
932 | SceneObjectGroupsByFullPartID.Remove(fullID); | ||
933 | } | ||
934 | |||
935 | EntityBase[] entityList = GetEntities(); | ||
936 | foreach (EntityBase ent in entityList) | ||
937 | { | ||
938 | if (ent is SceneObjectGroup) | ||
939 | { | ||
940 | sog = (SceneObjectGroup)ent; | ||
941 | if (sog.ContainsPart(fullID)) | ||
942 | { | ||
943 | lock (SceneObjectGroupsByFullPartID) | ||
944 | SceneObjectGroupsByFullPartID[fullID] = sog; | ||
945 | return sog; | ||
946 | } | ||
947 | } | ||
948 | } | ||
949 | |||
950 | return null; | ||
951 | } | ||
952 | |||
953 | protected internal EntityIntersection GetClosestIntersectingPrim(Ray hray, bool frontFacesOnly, bool faceCenters) | ||
954 | { | ||
955 | // Primitive Ray Tracing | ||
956 | float closestDistance = 280f; | ||
957 | EntityIntersection result = new EntityIntersection(); | ||
958 | EntityBase[] EntityList = GetEntities(); | ||
959 | foreach (EntityBase ent in EntityList) | ||
960 | { | ||
961 | if (ent is SceneObjectGroup) | ||
962 | { | ||
963 | SceneObjectGroup reportingG = (SceneObjectGroup)ent; | ||
964 | EntityIntersection inter = reportingG.TestIntersection(hray, frontFacesOnly, faceCenters); | ||
965 | if (inter.HitTF && inter.distance < closestDistance) | ||
966 | { | ||
967 | closestDistance = inter.distance; | ||
968 | result = inter; | ||
969 | } | ||
970 | } | ||
971 | } | ||
972 | return result; | ||
973 | } | ||
974 | |||
975 | /// <summary> | ||
976 | /// Get all the scene object groups. | ||
977 | /// </summary> | ||
978 | /// <returns> | ||
979 | /// The scene object groups. If the scene is empty then an empty list is returned. | ||
980 | /// </returns> | ||
981 | protected internal List<SceneObjectGroup> GetSceneObjectGroups() | ||
982 | { | ||
983 | lock (SceneObjectGroupsByFullID) | ||
984 | return new List<SceneObjectGroup>(SceneObjectGroupsByFullID.Values); | ||
985 | } | ||
986 | |||
987 | /// <summary> | ||
988 | /// Get a group in the scene | ||
989 | /// </summary> | ||
990 | /// <param name="fullID">UUID of the group</param> | ||
991 | /// <returns>null if no such group was found</returns> | ||
992 | protected internal SceneObjectGroup GetSceneObjectGroup(UUID fullID) | ||
993 | { | ||
994 | lock (SceneObjectGroupsByFullID) | ||
995 | { | ||
996 | if (SceneObjectGroupsByFullID.ContainsKey(fullID)) | ||
997 | return SceneObjectGroupsByFullID[fullID]; | ||
998 | } | ||
999 | |||
1000 | return null; | ||
1001 | } | ||
1002 | |||
1003 | /// <summary> | ||
1004 | /// Get a group in the scene | ||
1005 | /// </summary> | ||
1006 | /// <remarks> | ||
1007 | /// This will only return a group if the local ID matches the root part, not other parts. | ||
1008 | /// </remarks> | ||
1009 | /// <param name="localID">Local id of the root part of the group</param> | ||
1010 | /// <returns>null if no such group was found</returns> | ||
1011 | protected internal SceneObjectGroup GetSceneObjectGroup(uint localID) | ||
1012 | { | ||
1013 | lock (SceneObjectGroupsByLocalPartID) | ||
1014 | { | ||
1015 | if (SceneObjectGroupsByLocalPartID.ContainsKey(localID)) | ||
1016 | { | ||
1017 | SceneObjectGroup so = SceneObjectGroupsByLocalPartID[localID]; | ||
1018 | |||
1019 | if (so.LocalId == localID) | ||
1020 | return so; | ||
1021 | } | ||
1022 | } | ||
1023 | |||
1024 | return null; | ||
1025 | } | ||
1026 | |||
1027 | /// <summary> | ||
1028 | /// Get a group by name from the scene (will return the first | ||
1029 | /// found, if there are more than one prim with the same name) | ||
1030 | /// </summary> | ||
1031 | /// <param name="name"></param> | ||
1032 | /// <returns>null if the part was not found</returns> | ||
1033 | protected internal SceneObjectGroup GetSceneObjectGroup(string name) | ||
1034 | { | ||
1035 | SceneObjectGroup so = null; | ||
1036 | |||
1037 | Entities.Find( | ||
1038 | delegate(EntityBase entity) | ||
1039 | { | ||
1040 | if (entity is SceneObjectGroup) | ||
1041 | { | ||
1042 | if (entity.Name == name) | ||
1043 | { | ||
1044 | so = (SceneObjectGroup)entity; | ||
1045 | return true; | ||
1046 | } | ||
1047 | } | ||
1048 | |||
1049 | return false; | ||
1050 | } | ||
1051 | ); | ||
1052 | |||
1053 | return so; | ||
1054 | } | ||
1055 | |||
1056 | /// <summary> | ||
1057 | /// Get a part contained in this scene. | ||
1058 | /// </summary> | ||
1059 | /// <param name="localID"></param> | ||
1060 | /// <returns>null if the part was not found</returns> | ||
1061 | protected internal SceneObjectPart GetSceneObjectPart(uint localID) | ||
1062 | { | ||
1063 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
1064 | if (group == null) | ||
1065 | return null; | ||
1066 | return group.GetPart(localID); | ||
1067 | } | ||
1068 | |||
1069 | /// <summary> | ||
1070 | /// Get a prim by name from the scene (will return the first | ||
1071 | /// found, if there are more than one prim with the same name) | ||
1072 | /// </summary> | ||
1073 | /// <param name="name"></param> | ||
1074 | /// <returns>null if the part was not found</returns> | ||
1075 | protected internal SceneObjectPart GetSceneObjectPart(string name) | ||
1076 | { | ||
1077 | SceneObjectPart sop = null; | ||
1078 | |||
1079 | Entities.Find( | ||
1080 | delegate(EntityBase entity) | ||
1081 | { | ||
1082 | if (entity is SceneObjectGroup) | ||
1083 | { | ||
1084 | foreach (SceneObjectPart p in ((SceneObjectGroup)entity).Parts) | ||
1085 | { | ||
1086 | // m_log.DebugFormat("[SCENE GRAPH]: Part {0} has name {1}", p.UUID, p.Name); | ||
1087 | |||
1088 | if (p.Name == name) | ||
1089 | { | ||
1090 | sop = p; | ||
1091 | return true; | ||
1092 | } | ||
1093 | } | ||
1094 | } | ||
1095 | |||
1096 | return false; | ||
1097 | } | ||
1098 | ); | ||
1099 | |||
1100 | return sop; | ||
1101 | } | ||
1102 | |||
1103 | /// <summary> | ||
1104 | /// Get a part contained in this scene. | ||
1105 | /// </summary> | ||
1106 | /// <param name="fullID"></param> | ||
1107 | /// <returns>null if the part was not found</returns> | ||
1108 | protected internal SceneObjectPart GetSceneObjectPart(UUID fullID) | ||
1109 | { | ||
1110 | SceneObjectGroup group = GetGroupByPrim(fullID); | ||
1111 | if (group == null) | ||
1112 | return null; | ||
1113 | return group.GetPart(fullID); | ||
1114 | } | ||
1115 | |||
1116 | /// <summary> | ||
1117 | /// Returns a list of the entities in the scene. This is a new list so no locking is required to iterate over | ||
1118 | /// it | ||
1119 | /// </summary> | ||
1120 | /// <returns></returns> | ||
1121 | protected internal EntityBase[] GetEntities() | ||
1122 | { | ||
1123 | return Entities.GetEntities(); | ||
1124 | } | ||
1125 | |||
1126 | #endregion | ||
1127 | |||
1128 | #region Other Methods | ||
1129 | |||
1130 | protected internal void physicsBasedCrash() | ||
1131 | { | ||
1132 | handlerPhysicsCrash = UnRecoverableError; | ||
1133 | if (handlerPhysicsCrash != null) | ||
1134 | { | ||
1135 | handlerPhysicsCrash(); | ||
1136 | } | ||
1137 | } | ||
1138 | |||
1139 | protected internal UUID ConvertLocalIDToFullID(uint localID) | ||
1140 | { | ||
1141 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
1142 | if (group != null) | ||
1143 | return group.GetPartsFullID(localID); | ||
1144 | else | ||
1145 | return UUID.Zero; | ||
1146 | } | ||
1147 | |||
1148 | /// <summary> | ||
1149 | /// Performs action once on all scene object groups. | ||
1150 | /// </summary> | ||
1151 | /// <param name="action"></param> | ||
1152 | protected internal void ForEachSOG(Action<SceneObjectGroup> action) | ||
1153 | { | ||
1154 | foreach (SceneObjectGroup obj in GetSceneObjectGroups()) | ||
1155 | { | ||
1156 | try | ||
1157 | { | ||
1158 | action(obj); | ||
1159 | } | ||
1160 | catch (Exception e) | ||
1161 | { | ||
1162 | // Catch it and move on. This includes situations where objlist has inconsistent info | ||
1163 | m_log.WarnFormat( | ||
1164 | "[SCENEGRAPH]: Problem processing action in ForEachSOG: {0} {1}", e.Message, e.StackTrace); | ||
1165 | } | ||
1166 | } | ||
1167 | } | ||
1168 | |||
1169 | /// <summary> | ||
1170 | /// Performs action on all ROOT (not child) scene presences. | ||
1171 | /// This is just a shortcut function since frequently actions only appy to root SPs | ||
1172 | /// </summary> | ||
1173 | /// <param name="action"></param> | ||
1174 | public void ForEachAvatar(Action<ScenePresence> action) | ||
1175 | { | ||
1176 | ForEachScenePresence(delegate(ScenePresence sp) | ||
1177 | { | ||
1178 | if (!sp.IsChildAgent) | ||
1179 | action(sp); | ||
1180 | }); | ||
1181 | } | ||
1182 | |||
1183 | /// <summary> | ||
1184 | /// Performs action on all scene presences. This can ultimately run the actions in parallel but | ||
1185 | /// any delegates passed in will need to implement their own locking on data they reference and | ||
1186 | /// modify outside of the scope of the delegate. | ||
1187 | /// </summary> | ||
1188 | /// <param name="action"></param> | ||
1189 | public void ForEachScenePresence(Action<ScenePresence> action) | ||
1190 | { | ||
1191 | // Once all callers have their delegates configured for parallelism, we can unleash this | ||
1192 | /* | ||
1193 | Action<ScenePresence> protectedAction = new Action<ScenePresence>(delegate(ScenePresence sp) | ||
1194 | { | ||
1195 | try | ||
1196 | { | ||
1197 | action(sp); | ||
1198 | } | ||
1199 | catch (Exception e) | ||
1200 | { | ||
1201 | m_log.Info("[SCENEGRAPH]: Error in " + m_parentScene.RegionInfo.RegionName + ": " + e.ToString()); | ||
1202 | m_log.Info("[SCENEGRAPH]: Stack Trace: " + e.StackTrace); | ||
1203 | } | ||
1204 | }); | ||
1205 | Parallel.ForEach<ScenePresence>(GetScenePresences(), protectedAction); | ||
1206 | */ | ||
1207 | // For now, perform actions serially | ||
1208 | List<ScenePresence> presences = GetScenePresences(); | ||
1209 | foreach (ScenePresence sp in presences) | ||
1210 | { | ||
1211 | try | ||
1212 | { | ||
1213 | action(sp); | ||
1214 | } | ||
1215 | catch (Exception e) | ||
1216 | { | ||
1217 | m_log.Error("[SCENEGRAPH]: Error in " + m_parentScene.RegionInfo.RegionName + ": " + e.ToString()); | ||
1218 | } | ||
1219 | } | ||
1220 | } | ||
1221 | |||
1222 | #endregion | ||
1223 | |||
1224 | #region Client Event handlers | ||
1225 | |||
1226 | /// <summary> | ||
1227 | /// Update the scale of an individual prim. | ||
1228 | /// </summary> | ||
1229 | /// <param name="localID"></param> | ||
1230 | /// <param name="scale"></param> | ||
1231 | /// <param name="remoteClient"></param> | ||
1232 | protected internal void UpdatePrimScale(uint localID, Vector3 scale, IClientAPI remoteClient) | ||
1233 | { | ||
1234 | SceneObjectPart part = GetSceneObjectPart(localID); | ||
1235 | |||
1236 | if (part != null) | ||
1237 | { | ||
1238 | if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) | ||
1239 | { | ||
1240 | part.Resize(scale); | ||
1241 | } | ||
1242 | } | ||
1243 | } | ||
1244 | |||
1245 | protected internal void UpdatePrimGroupScale(uint localID, Vector3 scale, IClientAPI remoteClient) | ||
1246 | { | ||
1247 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
1248 | if (group != null) | ||
1249 | { | ||
1250 | if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) | ||
1251 | { | ||
1252 | group.GroupResize(scale); | ||
1253 | } | ||
1254 | } | ||
1255 | } | ||
1256 | |||
1257 | /// <summary> | ||
1258 | /// This handles the nifty little tool tip that you get when you drag your mouse over an object | ||
1259 | /// Send to the Object Group to process. We don't know enough to service the request | ||
1260 | /// </summary> | ||
1261 | /// <param name="remoteClient"></param> | ||
1262 | /// <param name="AgentID"></param> | ||
1263 | /// <param name="RequestFlags"></param> | ||
1264 | /// <param name="ObjectID"></param> | ||
1265 | protected internal void RequestObjectPropertiesFamily( | ||
1266 | IClientAPI remoteClient, UUID AgentID, uint RequestFlags, UUID ObjectID) | ||
1267 | { | ||
1268 | SceneObjectGroup group = GetGroupByPrim(ObjectID); | ||
1269 | if (group != null) | ||
1270 | { | ||
1271 | group.ServiceObjectPropertiesFamilyRequest(remoteClient, AgentID, RequestFlags); | ||
1272 | } | ||
1273 | } | ||
1274 | |||
1275 | /// <summary> | ||
1276 | /// | ||
1277 | /// </summary> | ||
1278 | /// <param name="localID"></param> | ||
1279 | /// <param name="rot"></param> | ||
1280 | /// <param name="remoteClient"></param> | ||
1281 | protected internal void UpdatePrimSingleRotation(uint localID, Quaternion rot, IClientAPI remoteClient) | ||
1282 | { | ||
1283 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
1284 | if (group != null) | ||
1285 | { | ||
1286 | if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId)) | ||
1287 | { | ||
1288 | group.UpdateSingleRotation(rot, localID); | ||
1289 | } | ||
1290 | } | ||
1291 | } | ||
1292 | |||
1293 | /// <summary> | ||
1294 | /// | ||
1295 | /// </summary> | ||
1296 | /// <param name="localID"></param> | ||
1297 | /// <param name="rot"></param> | ||
1298 | /// <param name="remoteClient"></param> | ||
1299 | protected internal void UpdatePrimSingleRotationPosition(uint localID, Quaternion rot, Vector3 pos, IClientAPI remoteClient) | ||
1300 | { | ||
1301 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
1302 | if (group != null) | ||
1303 | { | ||
1304 | if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId)) | ||
1305 | { | ||
1306 | group.UpdateSingleRotation(rot, pos, localID); | ||
1307 | } | ||
1308 | } | ||
1309 | } | ||
1310 | |||
1311 | /// <summary> | ||
1312 | /// Update the rotation of a whole group. | ||
1313 | /// </summary> | ||
1314 | /// <param name="localID"></param> | ||
1315 | /// <param name="rot"></param> | ||
1316 | /// <param name="remoteClient"></param> | ||
1317 | protected internal void UpdatePrimGroupRotation(uint localID, Quaternion rot, IClientAPI remoteClient) | ||
1318 | { | ||
1319 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
1320 | if (group != null) | ||
1321 | { | ||
1322 | if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId)) | ||
1323 | { | ||
1324 | group.UpdateGroupRotationR(rot); | ||
1325 | } | ||
1326 | } | ||
1327 | } | ||
1328 | |||
1329 | /// <summary> | ||
1330 | /// | ||
1331 | /// </summary> | ||
1332 | /// <param name="localID"></param> | ||
1333 | /// <param name="pos"></param> | ||
1334 | /// <param name="rot"></param> | ||
1335 | /// <param name="remoteClient"></param> | ||
1336 | protected internal void UpdatePrimGroupRotation(uint localID, Vector3 pos, Quaternion rot, IClientAPI remoteClient) | ||
1337 | { | ||
1338 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
1339 | if (group != null) | ||
1340 | { | ||
1341 | if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId)) | ||
1342 | { | ||
1343 | group.UpdateGroupRotationPR(pos, rot); | ||
1344 | } | ||
1345 | } | ||
1346 | } | ||
1347 | |||
1348 | /// <summary> | ||
1349 | /// Update the position of the given part | ||
1350 | /// </summary> | ||
1351 | /// <param name="localID"></param> | ||
1352 | /// <param name="pos"></param> | ||
1353 | /// <param name="remoteClient"></param> | ||
1354 | protected internal void UpdatePrimSinglePosition(uint localID, Vector3 pos, IClientAPI remoteClient) | ||
1355 | { | ||
1356 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
1357 | if (group != null) | ||
1358 | { | ||
1359 | if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId) || group.IsAttachment) | ||
1360 | { | ||
1361 | group.UpdateSinglePosition(pos, localID); | ||
1362 | } | ||
1363 | } | ||
1364 | } | ||
1365 | |||
1366 | /// <summary> | ||
1367 | /// Update the position of the given group. | ||
1368 | /// </summary> | ||
1369 | /// <param name="localId"></param> | ||
1370 | /// <param name="pos"></param> | ||
1371 | /// <param name="remoteClient"></param> | ||
1372 | public void UpdatePrimGroupPosition(uint localId, Vector3 pos, IClientAPI remoteClient) | ||
1373 | { | ||
1374 | UpdatePrimGroupPosition(localId, pos, remoteClient.AgentId); | ||
1375 | } | ||
1376 | |||
1377 | /// <summary> | ||
1378 | /// Update the position of the given group. | ||
1379 | /// </summary> | ||
1380 | /// <param name="localId"></param> | ||
1381 | /// <param name="pos"></param> | ||
1382 | /// <param name="updatingAgentId"></param> | ||
1383 | public void UpdatePrimGroupPosition(uint localId, Vector3 pos, UUID updatingAgentId) | ||
1384 | { | ||
1385 | SceneObjectGroup group = GetGroupByPrim(localId); | ||
1386 | |||
1387 | if (group != null) | ||
1388 | { | ||
1389 | if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) | ||
1390 | { | ||
1391 | if (m_parentScene.AttachmentsModule != null) | ||
1392 | m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); | ||
1393 | } | ||
1394 | else | ||
1395 | { | ||
1396 | if (m_parentScene.Permissions.CanMoveObject(group.UUID, updatingAgentId) | ||
1397 | && m_parentScene.Permissions.CanObjectEntry(group.UUID, false, pos)) | ||
1398 | { | ||
1399 | group.UpdateGroupPosition(pos); | ||
1400 | } | ||
1401 | } | ||
1402 | } | ||
1403 | } | ||
1404 | |||
1405 | /// <summary> | ||
1406 | /// Update the texture entry of the given prim. | ||
1407 | /// </summary> | ||
1408 | /// <remarks> | ||
1409 | /// A texture entry is an object that contains details of all the textures of the prim's face. In this case, | ||
1410 | /// the texture is given in its byte serialized form. | ||
1411 | /// </remarks> | ||
1412 | /// <param name="localID"></param> | ||
1413 | /// <param name="texture"></param> | ||
1414 | /// <param name="remoteClient"></param> | ||
1415 | protected internal void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient) | ||
1416 | { | ||
1417 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
1418 | |||
1419 | if (group != null) | ||
1420 | { | ||
1421 | if (m_parentScene.Permissions.CanEditObject(group.UUID,remoteClient.AgentId)) | ||
1422 | { | ||
1423 | group.UpdateTextureEntry(localID, texture); | ||
1424 | } | ||
1425 | } | ||
1426 | } | ||
1427 | |||
1428 | /// <summary> | ||
1429 | /// Update the flags on a scene object. This covers properties such as phantom, physics and temporary. | ||
1430 | /// </summary> | ||
1431 | /// <remarks> | ||
1432 | /// This is currently handling the incoming call from the client stack (e.g. LLClientView). | ||
1433 | /// </remarks> | ||
1434 | /// <param name="localID"></param> | ||
1435 | /// <param name="UsePhysics"></param> | ||
1436 | /// <param name="SetTemporary"></param> | ||
1437 | /// <param name="SetPhantom"></param> | ||
1438 | /// <param name="remoteClient"></param> | ||
1439 | protected internal void UpdatePrimFlags( | ||
1440 | uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, ExtraPhysicsData PhysData, IClientAPI remoteClient) | ||
1441 | { | ||
1442 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
1443 | if (group != null) | ||
1444 | { | ||
1445 | if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) | ||
1446 | { | ||
1447 | // VolumeDetect can't be set via UI and will always be off when a change is made there | ||
1448 | // now only change volume dtc if phantom off | ||
1449 | |||
1450 | if (PhysData.PhysShapeType == PhysShapeType.invalid) // check for extraPhysics data | ||
1451 | { | ||
1452 | bool vdtc; | ||
1453 | if (SetPhantom) // if phantom keep volumedtc | ||
1454 | vdtc = group.RootPart.VolumeDetectActive; | ||
1455 | else // else turn it off | ||
1456 | vdtc = false; | ||
1457 | |||
1458 | group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, vdtc); | ||
1459 | } | ||
1460 | else | ||
1461 | { | ||
1462 | SceneObjectPart part = GetSceneObjectPart(localID); | ||
1463 | if (part != null) | ||
1464 | { | ||
1465 | part.UpdateExtraPhysics(PhysData); | ||
1466 | if (part.UpdatePhysRequired) | ||
1467 | remoteClient.SendPartPhysicsProprieties(part); | ||
1468 | } | ||
1469 | } | ||
1470 | } | ||
1471 | } | ||
1472 | } | ||
1473 | |||
1474 | /// <summary> | ||
1475 | /// Move the given object | ||
1476 | /// </summary> | ||
1477 | /// <param name="objectID"></param> | ||
1478 | /// <param name="offset"></param> | ||
1479 | /// <param name="pos"></param> | ||
1480 | /// <param name="remoteClient"></param> | ||
1481 | protected internal void MoveObject(UUID objectID, Vector3 offset, Vector3 pos, IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs) | ||
1482 | { | ||
1483 | SceneObjectGroup group = GetGroupByPrim(objectID); | ||
1484 | if (group != null) | ||
1485 | { | ||
1486 | if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))// && PermissionsMngr.) | ||
1487 | { | ||
1488 | group.GrabMovement(objectID, offset, pos, remoteClient); | ||
1489 | } | ||
1490 | |||
1491 | // This is outside the above permissions condition | ||
1492 | // so that if the object is locked the client moving the object | ||
1493 | // get's it's position on the simulator even if it was the same as before | ||
1494 | // This keeps the moving user's client in sync with the rest of the world. | ||
1495 | group.SendGroupTerseUpdate(); | ||
1496 | } | ||
1497 | } | ||
1498 | |||
1499 | /// <summary> | ||
1500 | /// Start spinning the given object | ||
1501 | /// </summary> | ||
1502 | /// <param name="objectID"></param> | ||
1503 | /// <param name="rotation"></param> | ||
1504 | /// <param name="remoteClient"></param> | ||
1505 | protected internal void SpinStart(UUID objectID, IClientAPI remoteClient) | ||
1506 | { | ||
1507 | SceneObjectGroup group = GetGroupByPrim(objectID); | ||
1508 | if (group != null) | ||
1509 | { | ||
1510 | if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))// && PermissionsMngr.) | ||
1511 | { | ||
1512 | group.SpinStart(remoteClient); | ||
1513 | } | ||
1514 | } | ||
1515 | } | ||
1516 | |||
1517 | /// <summary> | ||
1518 | /// Spin the given object | ||
1519 | /// </summary> | ||
1520 | /// <param name="objectID"></param> | ||
1521 | /// <param name="rotation"></param> | ||
1522 | /// <param name="remoteClient"></param> | ||
1523 | protected internal void SpinObject(UUID objectID, Quaternion rotation, IClientAPI remoteClient) | ||
1524 | { | ||
1525 | SceneObjectGroup group = GetGroupByPrim(objectID); | ||
1526 | if (group != null) | ||
1527 | { | ||
1528 | if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))// && PermissionsMngr.) | ||
1529 | { | ||
1530 | group.SpinMovement(rotation, remoteClient); | ||
1531 | } | ||
1532 | // This is outside the above permissions condition | ||
1533 | // so that if the object is locked the client moving the object | ||
1534 | // get's it's position on the simulator even if it was the same as before | ||
1535 | // This keeps the moving user's client in sync with the rest of the world. | ||
1536 | group.SendGroupTerseUpdate(); | ||
1537 | } | ||
1538 | } | ||
1539 | |||
1540 | /// <summary> | ||
1541 | /// | ||
1542 | /// </summary> | ||
1543 | /// <param name="primLocalID"></param> | ||
1544 | /// <param name="description"></param> | ||
1545 | protected internal void PrimName(IClientAPI remoteClient, uint primLocalID, string name) | ||
1546 | { | ||
1547 | SceneObjectGroup group = GetGroupByPrim(primLocalID); | ||
1548 | if (group != null) | ||
1549 | { | ||
1550 | if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) | ||
1551 | { | ||
1552 | group.SetPartName(Util.CleanString(name), primLocalID); | ||
1553 | group.HasGroupChanged = true; | ||
1554 | } | ||
1555 | } | ||
1556 | } | ||
1557 | |||
1558 | /// <summary> | ||
1559 | /// Handle a prim description set request from a viewer. | ||
1560 | /// </summary> | ||
1561 | /// <param name="primLocalID"></param> | ||
1562 | /// <param name="description"></param> | ||
1563 | protected internal void PrimDescription(IClientAPI remoteClient, uint primLocalID, string description) | ||
1564 | { | ||
1565 | SceneObjectGroup group = GetGroupByPrim(primLocalID); | ||
1566 | if (group != null) | ||
1567 | { | ||
1568 | if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) | ||
1569 | { | ||
1570 | group.SetPartDescription(Util.CleanString(description), primLocalID); | ||
1571 | group.HasGroupChanged = true; | ||
1572 | } | ||
1573 | } | ||
1574 | } | ||
1575 | |||
1576 | /// <summary> | ||
1577 | /// Set a click action for the prim. | ||
1578 | /// </summary> | ||
1579 | /// <param name="remoteClient"></param> | ||
1580 | /// <param name="primLocalID"></param> | ||
1581 | /// <param name="clickAction"></param> | ||
1582 | protected internal void PrimClickAction(IClientAPI remoteClient, uint primLocalID, string clickAction) | ||
1583 | { | ||
1584 | // m_log.DebugFormat( | ||
1585 | // "[SCENEGRAPH]: User {0} set click action for {1} to {2}", remoteClient.Name, primLocalID, clickAction); | ||
1586 | |||
1587 | SceneObjectGroup group = GetGroupByPrim(primLocalID); | ||
1588 | if (group != null) | ||
1589 | { | ||
1590 | if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) | ||
1591 | { | ||
1592 | SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID); | ||
1593 | if (part != null) | ||
1594 | { | ||
1595 | part.ClickAction = Convert.ToByte(clickAction); | ||
1596 | group.HasGroupChanged = true; | ||
1597 | } | ||
1598 | } | ||
1599 | } | ||
1600 | } | ||
1601 | |||
1602 | protected internal void PrimMaterial(IClientAPI remoteClient, uint primLocalID, string material) | ||
1603 | { | ||
1604 | SceneObjectGroup group = GetGroupByPrim(primLocalID); | ||
1605 | if (group != null) | ||
1606 | { | ||
1607 | if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) | ||
1608 | { | ||
1609 | SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID); | ||
1610 | if (part != null) | ||
1611 | { | ||
1612 | part.Material = Convert.ToByte(material); | ||
1613 | group.HasGroupChanged = true; | ||
1614 | } | ||
1615 | } | ||
1616 | } | ||
1617 | } | ||
1618 | |||
1619 | protected internal void UpdateExtraParam(UUID agentID, uint primLocalID, ushort type, bool inUse, byte[] data) | ||
1620 | { | ||
1621 | SceneObjectGroup group = GetGroupByPrim(primLocalID); | ||
1622 | |||
1623 | if (group != null) | ||
1624 | { | ||
1625 | if (m_parentScene.Permissions.CanEditObject(group.UUID, agentID)) | ||
1626 | { | ||
1627 | group.UpdateExtraParam(primLocalID, type, inUse, data); | ||
1628 | } | ||
1629 | } | ||
1630 | } | ||
1631 | |||
1632 | /// <summary> | ||
1633 | /// | ||
1634 | /// </summary> | ||
1635 | /// <param name="primLocalID"></param> | ||
1636 | /// <param name="shapeBlock"></param> | ||
1637 | protected internal void UpdatePrimShape(UUID agentID, uint primLocalID, UpdateShapeArgs shapeBlock) | ||
1638 | { | ||
1639 | SceneObjectGroup group = GetGroupByPrim(primLocalID); | ||
1640 | if (group != null) | ||
1641 | { | ||
1642 | if (m_parentScene.Permissions.CanEditObject(group.UUID, agentID)) | ||
1643 | { | ||
1644 | ObjectShapePacket.ObjectDataBlock shapeData = new ObjectShapePacket.ObjectDataBlock(); | ||
1645 | shapeData.ObjectLocalID = shapeBlock.ObjectLocalID; | ||
1646 | shapeData.PathBegin = shapeBlock.PathBegin; | ||
1647 | shapeData.PathCurve = shapeBlock.PathCurve; | ||
1648 | shapeData.PathEnd = shapeBlock.PathEnd; | ||
1649 | shapeData.PathRadiusOffset = shapeBlock.PathRadiusOffset; | ||
1650 | shapeData.PathRevolutions = shapeBlock.PathRevolutions; | ||
1651 | shapeData.PathScaleX = shapeBlock.PathScaleX; | ||
1652 | shapeData.PathScaleY = shapeBlock.PathScaleY; | ||
1653 | shapeData.PathShearX = shapeBlock.PathShearX; | ||
1654 | shapeData.PathShearY = shapeBlock.PathShearY; | ||
1655 | shapeData.PathSkew = shapeBlock.PathSkew; | ||
1656 | shapeData.PathTaperX = shapeBlock.PathTaperX; | ||
1657 | shapeData.PathTaperY = shapeBlock.PathTaperY; | ||
1658 | shapeData.PathTwist = shapeBlock.PathTwist; | ||
1659 | shapeData.PathTwistBegin = shapeBlock.PathTwistBegin; | ||
1660 | shapeData.ProfileBegin = shapeBlock.ProfileBegin; | ||
1661 | shapeData.ProfileCurve = shapeBlock.ProfileCurve; | ||
1662 | shapeData.ProfileEnd = shapeBlock.ProfileEnd; | ||
1663 | shapeData.ProfileHollow = shapeBlock.ProfileHollow; | ||
1664 | |||
1665 | group.UpdateShape(shapeData, primLocalID); | ||
1666 | } | ||
1667 | } | ||
1668 | } | ||
1669 | |||
1670 | /// <summary> | ||
1671 | /// Initial method invoked when we receive a link objects request from the client. | ||
1672 | /// </summary> | ||
1673 | /// <param name="client"></param> | ||
1674 | /// <param name="parentPrim"></param> | ||
1675 | /// <param name="childPrims"></param> | ||
1676 | protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) | ||
1677 | { | ||
1678 | if (root.KeyframeMotion != null) | ||
1679 | { | ||
1680 | root.KeyframeMotion.Stop(); | ||
1681 | root.KeyframeMotion = null; | ||
1682 | } | ||
1683 | |||
1684 | SceneObjectGroup parentGroup = root.ParentGroup; | ||
1685 | if (parentGroup == null) return; | ||
1686 | |||
1687 | // Cowardly refuse to link to a group owned root | ||
1688 | if (parentGroup.OwnerID == parentGroup.GroupID) | ||
1689 | return; | ||
1690 | |||
1691 | Monitor.Enter(m_updateLock); | ||
1692 | try | ||
1693 | { | ||
1694 | List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); | ||
1695 | |||
1696 | // We do this in reverse to get the link order of the prims correct | ||
1697 | for (int i = 0 ; i < children.Count ; i++) | ||
1698 | { | ||
1699 | SceneObjectGroup child = children[i].ParentGroup; | ||
1700 | |||
1701 | // Don't try and add a group to itself - this will only cause severe problems later on. | ||
1702 | if (child == parentGroup) | ||
1703 | continue; | ||
1704 | |||
1705 | // Make sure no child prim is set for sale | ||
1706 | // So that, on delink, no prims are unwittingly | ||
1707 | // left for sale and sold off | ||
1708 | child.RootPart.ObjectSaleType = 0; | ||
1709 | child.RootPart.SalePrice = 10; | ||
1710 | childGroups.Add(child); | ||
1711 | } | ||
1712 | |||
1713 | foreach (SceneObjectGroup child in childGroups) | ||
1714 | { | ||
1715 | if (parentGroup.OwnerID == child.OwnerID) | ||
1716 | { | ||
1717 | parentGroup.LinkToGroup(child); | ||
1718 | |||
1719 | child.DetachFromBackup(); | ||
1720 | |||
1721 | // this is here so physics gets updated! | ||
1722 | // Don't remove! Bad juju! Stay away! or fix physics! | ||
1723 | child.AbsolutePosition = child.AbsolutePosition; | ||
1724 | } | ||
1725 | } | ||
1726 | |||
1727 | // We need to explicitly resend the newly link prim's object properties since no other actions | ||
1728 | // occur on link to invoke this elsewhere (such as object selection) | ||
1729 | if (childGroups.Count > 0) | ||
1730 | { | ||
1731 | parentGroup.RootPart.CreateSelected = true; | ||
1732 | parentGroup.TriggerScriptChangedEvent(Changed.LINK); | ||
1733 | parentGroup.HasGroupChanged = true; | ||
1734 | parentGroup.ScheduleGroupForFullUpdate(); | ||
1735 | } | ||
1736 | } | ||
1737 | finally | ||
1738 | { | ||
1739 | Monitor.Exit(m_updateLock); | ||
1740 | } | ||
1741 | } | ||
1742 | |||
1743 | /// <summary> | ||
1744 | /// Delink a linkset | ||
1745 | /// </summary> | ||
1746 | /// <param name="prims"></param> | ||
1747 | protected internal void DelinkObjects(List<SceneObjectPart> prims) | ||
1748 | { | ||
1749 | Monitor.Enter(m_updateLock); | ||
1750 | try | ||
1751 | { | ||
1752 | List<SceneObjectPart> childParts = new List<SceneObjectPart>(); | ||
1753 | List<SceneObjectPart> rootParts = new List<SceneObjectPart>(); | ||
1754 | List<SceneObjectGroup> affectedGroups = new List<SceneObjectGroup>(); | ||
1755 | // Look them all up in one go, since that is comparatively expensive | ||
1756 | // | ||
1757 | foreach (SceneObjectPart part in prims) | ||
1758 | { | ||
1759 | if (part != null) | ||
1760 | { | ||
1761 | if (part.KeyframeMotion != null) | ||
1762 | { | ||
1763 | part.KeyframeMotion.Stop(); | ||
1764 | part.KeyframeMotion = null; | ||
1765 | } | ||
1766 | if (part.ParentGroup.PrimCount != 1) // Skip single | ||
1767 | { | ||
1768 | if (part.LinkNum < 2) // Root | ||
1769 | { | ||
1770 | rootParts.Add(part); | ||
1771 | } | ||
1772 | else | ||
1773 | { | ||
1774 | part.LastOwnerID = part.ParentGroup.RootPart.LastOwnerID; | ||
1775 | childParts.Add(part); | ||
1776 | } | ||
1777 | |||
1778 | SceneObjectGroup group = part.ParentGroup; | ||
1779 | if (!affectedGroups.Contains(group)) | ||
1780 | affectedGroups.Add(group); | ||
1781 | } | ||
1782 | } | ||
1783 | } | ||
1784 | |||
1785 | foreach (SceneObjectPart child in childParts) | ||
1786 | { | ||
1787 | // Unlink all child parts from their groups | ||
1788 | // | ||
1789 | child.ParentGroup.DelinkFromGroup(child, true); | ||
1790 | |||
1791 | // These are not in affected groups and will not be | ||
1792 | // handled further. Do the honors here. | ||
1793 | child.ParentGroup.HasGroupChanged = true; | ||
1794 | child.ParentGroup.ScheduleGroupForFullUpdate(); | ||
1795 | } | ||
1796 | |||
1797 | foreach (SceneObjectPart root in rootParts) | ||
1798 | { | ||
1799 | // In most cases, this will run only one time, and the prim | ||
1800 | // will be a solo prim | ||
1801 | // However, editing linked parts and unlinking may be different | ||
1802 | // | ||
1803 | SceneObjectGroup group = root.ParentGroup; | ||
1804 | |||
1805 | List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); | ||
1806 | int numChildren = newSet.Count; | ||
1807 | |||
1808 | // If there are prims left in a link set, but the root is | ||
1809 | // slated for unlink, we need to do this | ||
1810 | // | ||
1811 | if (numChildren != 1) | ||
1812 | { | ||
1813 | // Unlink the remaining set | ||
1814 | // | ||
1815 | bool sendEventsToRemainder = true; | ||
1816 | if (numChildren > 1) | ||
1817 | sendEventsToRemainder = false; | ||
1818 | |||
1819 | foreach (SceneObjectPart p in newSet) | ||
1820 | { | ||
1821 | if (p != group.RootPart) | ||
1822 | group.DelinkFromGroup(p, sendEventsToRemainder); | ||
1823 | } | ||
1824 | |||
1825 | // If there is more than one prim remaining, we | ||
1826 | // need to re-link | ||
1827 | // | ||
1828 | if (numChildren > 2) | ||
1829 | { | ||
1830 | // Remove old root | ||
1831 | // | ||
1832 | if (newSet.Contains(root)) | ||
1833 | newSet.Remove(root); | ||
1834 | |||
1835 | // Preserve link ordering | ||
1836 | // | ||
1837 | newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b) | ||
1838 | { | ||
1839 | return a.LinkNum.CompareTo(b.LinkNum); | ||
1840 | }); | ||
1841 | |||
1842 | // Determine new root | ||
1843 | // | ||
1844 | SceneObjectPart newRoot = newSet[0]; | ||
1845 | newSet.RemoveAt(0); | ||
1846 | |||
1847 | foreach (SceneObjectPart newChild in newSet) | ||
1848 | newChild.ClearUpdateSchedule(); | ||
1849 | |||
1850 | LinkObjects(newRoot, newSet); | ||
1851 | if (!affectedGroups.Contains(newRoot.ParentGroup)) | ||
1852 | affectedGroups.Add(newRoot.ParentGroup); | ||
1853 | } | ||
1854 | } | ||
1855 | } | ||
1856 | |||
1857 | // Finally, trigger events in the roots | ||
1858 | // | ||
1859 | foreach (SceneObjectGroup g in affectedGroups) | ||
1860 | { | ||
1861 | g.TriggerScriptChangedEvent(Changed.LINK); | ||
1862 | g.HasGroupChanged = true; // Persist | ||
1863 | g.ScheduleGroupForFullUpdate(); | ||
1864 | } | ||
1865 | } | ||
1866 | finally | ||
1867 | { | ||
1868 | Monitor.Exit(m_updateLock); | ||
1869 | } | ||
1870 | } | ||
1871 | |||
1872 | protected internal void MakeObjectSearchable(IClientAPI remoteClient, bool IncludeInSearch, uint localID) | ||
1873 | { | ||
1874 | UUID user = remoteClient.AgentId; | ||
1875 | UUID objid = UUID.Zero; | ||
1876 | SceneObjectPart obj = null; | ||
1877 | |||
1878 | EntityBase[] entityList = GetEntities(); | ||
1879 | foreach (EntityBase ent in entityList) | ||
1880 | { | ||
1881 | if (ent is SceneObjectGroup) | ||
1882 | { | ||
1883 | SceneObjectGroup sog = ent as SceneObjectGroup; | ||
1884 | |||
1885 | foreach (SceneObjectPart part in sog.Parts) | ||
1886 | { | ||
1887 | if (part.LocalId == localID) | ||
1888 | { | ||
1889 | objid = part.UUID; | ||
1890 | obj = part; | ||
1891 | } | ||
1892 | } | ||
1893 | } | ||
1894 | } | ||
1895 | |||
1896 | //Protip: In my day, we didn't call them searchable objects, we called them limited point-to-point joints | ||
1897 | //aka ObjectFlags.JointWheel = IncludeInSearch | ||
1898 | |||
1899 | //Permissions model: Object can be REMOVED from search IFF: | ||
1900 | // * User owns object | ||
1901 | //use CanEditObject | ||
1902 | |||
1903 | //Object can be ADDED to search IFF: | ||
1904 | // * User owns object | ||
1905 | // * Asset/DRM permission bit "modify" is enabled | ||
1906 | //use CanEditObjectPosition | ||
1907 | |||
1908 | // libomv will complain about PrimFlags.JointWheel being | ||
1909 | // deprecated, so we | ||
1910 | #pragma warning disable 0612 | ||
1911 | if (IncludeInSearch && m_parentScene.Permissions.CanEditObject(objid, user)) | ||
1912 | { | ||
1913 | obj.ParentGroup.RootPart.AddFlag(PrimFlags.JointWheel); | ||
1914 | obj.ParentGroup.HasGroupChanged = true; | ||
1915 | } | ||
1916 | else if (!IncludeInSearch && m_parentScene.Permissions.CanMoveObject(objid,user)) | ||
1917 | { | ||
1918 | obj.ParentGroup.RootPart.RemFlag(PrimFlags.JointWheel); | ||
1919 | obj.ParentGroup.HasGroupChanged = true; | ||
1920 | } | ||
1921 | #pragma warning restore 0612 | ||
1922 | } | ||
1923 | |||
1924 | /// <summary> | ||
1925 | /// Duplicate the given object. | ||
1926 | /// </summary> | ||
1927 | /// <param name="originalPrim"></param> | ||
1928 | /// <param name="offset"></param> | ||
1929 | /// <param name="flags"></param> | ||
1930 | /// <param name="AgentID"></param> | ||
1931 | /// <param name="GroupID"></param> | ||
1932 | /// <param name="rot"></param> | ||
1933 | /// <returns>null if duplication fails, otherwise the duplicated object</returns> | ||
1934 | public SceneObjectGroup DuplicateObject( | ||
1935 | uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) | ||
1936 | { | ||
1937 | Monitor.Enter(m_updateLock); | ||
1938 | |||
1939 | try | ||
1940 | { | ||
1941 | // m_log.DebugFormat( | ||
1942 | // "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", | ||
1943 | // originalPrimID, offset, AgentID); | ||
1944 | |||
1945 | SceneObjectGroup original = GetGroupByPrim(originalPrimID); | ||
1946 | if (original == null) | ||
1947 | { | ||
1948 | m_log.WarnFormat( | ||
1949 | "[SCENEGRAPH]: Attempt to duplicate nonexistent prim id {0} by {1}", originalPrimID, AgentID); | ||
1950 | |||
1951 | return null; | ||
1952 | } | ||
1953 | |||
1954 | if (!m_parentScene.Permissions.CanDuplicateObject( | ||
1955 | original.PrimCount, original.UUID, AgentID, original.AbsolutePosition)) | ||
1956 | return null; | ||
1957 | |||
1958 | SceneObjectGroup copy = original.Copy(true); | ||
1959 | copy.AbsolutePosition = copy.AbsolutePosition + offset; | ||
1960 | |||
1961 | if (original.OwnerID != AgentID) | ||
1962 | { | ||
1963 | copy.SetOwnerId(AgentID); | ||
1964 | copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID); | ||
1965 | |||
1966 | SceneObjectPart[] partList = copy.Parts; | ||
1967 | |||
1968 | if (m_parentScene.Permissions.PropagatePermissions()) | ||
1969 | { | ||
1970 | foreach (SceneObjectPart child in partList) | ||
1971 | { | ||
1972 | child.Inventory.ChangeInventoryOwner(AgentID); | ||
1973 | child.TriggerScriptChangedEvent(Changed.OWNER); | ||
1974 | child.ApplyNextOwnerPermissions(); | ||
1975 | } | ||
1976 | } | ||
1977 | |||
1978 | copy.RootPart.ObjectSaleType = 0; | ||
1979 | copy.RootPart.SalePrice = 10; | ||
1980 | } | ||
1981 | |||
1982 | // FIXME: This section needs to be refactored so that it just calls AddSceneObject() | ||
1983 | Entities.Add(copy); | ||
1984 | |||
1985 | lock (SceneObjectGroupsByFullID) | ||
1986 | SceneObjectGroupsByFullID[copy.UUID] = copy; | ||
1987 | |||
1988 | SceneObjectPart[] children = copy.Parts; | ||
1989 | |||
1990 | lock (SceneObjectGroupsByFullPartID) | ||
1991 | { | ||
1992 | SceneObjectGroupsByFullPartID[copy.UUID] = copy; | ||
1993 | foreach (SceneObjectPart part in children) | ||
1994 | SceneObjectGroupsByFullPartID[part.UUID] = copy; | ||
1995 | } | ||
1996 | |||
1997 | lock (SceneObjectGroupsByLocalPartID) | ||
1998 | { | ||
1999 | SceneObjectGroupsByLocalPartID[copy.LocalId] = copy; | ||
2000 | foreach (SceneObjectPart part in children) | ||
2001 | SceneObjectGroupsByLocalPartID[part.LocalId] = copy; | ||
2002 | } | ||
2003 | // PROBABLE END OF FIXME | ||
2004 | |||
2005 | // Since we copy from a source group that is in selected | ||
2006 | // state, but the copy is shown deselected in the viewer, | ||
2007 | // We need to clear the selection flag here, else that | ||
2008 | // prim never gets persisted at all. The client doesn't | ||
2009 | // think it's selected, so it will never send a deselect... | ||
2010 | copy.IsSelected = false; | ||
2011 | |||
2012 | m_numTotalPrim += copy.Parts.Length; | ||
2013 | |||
2014 | // Go through all parts (primitives and meshes) of this Scene Object | ||
2015 | foreach (SceneObjectPart part in copy.Parts) | ||
2016 | { | ||
2017 | // Keep track of the total number of meshes or geometric primitives now in the scene; | ||
2018 | // determine which object this is based on its primitive type: sculpted (sculpt) prim refers to | ||
2019 | // a mesh and all other prims (i.e. box, sphere, etc) are geometric primitives | ||
2020 | if (part.GetPrimType() == PrimType.SCULPT) | ||
2021 | m_numMesh++; | ||
2022 | else | ||
2023 | m_numPrim++; | ||
2024 | } | ||
2025 | |||
2026 | if (rot != Quaternion.Identity) | ||
2027 | { | ||
2028 | copy.UpdateGroupRotationR(rot); | ||
2029 | } | ||
2030 | |||
2031 | copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1); | ||
2032 | copy.HasGroupChanged = true; | ||
2033 | copy.ScheduleGroupForFullUpdate(); | ||
2034 | copy.ResumeScripts(); | ||
2035 | |||
2036 | // required for physics to update it's position | ||
2037 | copy.AbsolutePosition = copy.AbsolutePosition; | ||
2038 | |||
2039 | return copy; | ||
2040 | } | ||
2041 | finally | ||
2042 | { | ||
2043 | Monitor.Exit(m_updateLock); | ||
2044 | } | ||
2045 | } | ||
2046 | |||
2047 | /// <summary> | ||
2048 | /// Calculates the distance between two Vector3s | ||
2049 | /// </summary> | ||
2050 | /// <param name="v1"></param> | ||
2051 | /// <param name="v2"></param> | ||
2052 | /// <returns></returns> | ||
2053 | protected internal float Vector3Distance(Vector3 v1, Vector3 v2) | ||
2054 | { | ||
2055 | // We don't really need the double floating point precision... | ||
2056 | // so casting it to a single | ||
2057 | |||
2058 | return | ||
2059 | (float) | ||
2060 | Math.Sqrt((v1.X - v2.X) * (v1.X - v2.X) + (v1.Y - v2.Y) * (v1.Y - v2.Y) + (v1.Z - v2.Z) * (v1.Z - v2.Z)); | ||
2061 | } | ||
2062 | |||
2063 | #endregion | ||
2064 | |||
2065 | |||
2066 | } | ||
2067 | } | ||