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Diffstat (limited to 'OpenSim/Region/Environment/Scenes/SceneGraph.cs')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneGraph.cs | 1811 |
1 files changed, 0 insertions, 1811 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneGraph.cs b/OpenSim/Region/Environment/Scenes/SceneGraph.cs deleted file mode 100644 index 24eaad1..0000000 --- a/OpenSim/Region/Environment/Scenes/SceneGraph.cs +++ /dev/null | |||
@@ -1,1811 +0,0 @@ | |||
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 OpenSim 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.Collections.Generic; | ||
30 | using System.Reflection; | ||
31 | using OpenMetaverse; | ||
32 | using OpenMetaverse.Packets; | ||
33 | using log4net; | ||
34 | using OpenSim.Framework; | ||
35 | using OpenSim.Region.Environment.Types; | ||
36 | using OpenSim.Region.Physics.Manager; | ||
37 | |||
38 | namespace OpenSim.Region.Environment.Scenes | ||
39 | { | ||
40 | public delegate void PhysicsCrash(); | ||
41 | |||
42 | public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone); | ||
43 | |||
44 | public delegate void ObjectCreateDelegate(EntityBase obj); | ||
45 | |||
46 | public delegate void ObjectDeleteDelegate(EntityBase obj); | ||
47 | |||
48 | /// <summary> | ||
49 | /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components | ||
50 | /// should be migrated out over time. | ||
51 | /// </summary> | ||
52 | public class SceneGraph | ||
53 | { | ||
54 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
55 | |||
56 | #region Events | ||
57 | |||
58 | protected internal event PhysicsCrash UnRecoverableError; | ||
59 | private PhysicsCrash handlerPhysicsCrash = null; | ||
60 | |||
61 | public event ObjectDuplicateDelegate OnObjectDuplicate; | ||
62 | public event ObjectCreateDelegate OnObjectCreate; | ||
63 | public event ObjectDeleteDelegate OnObjectRemove; | ||
64 | |||
65 | #endregion | ||
66 | |||
67 | #region Fields | ||
68 | |||
69 | protected internal Dictionary<UUID, ScenePresence> ScenePresences = new Dictionary<UUID, ScenePresence>(); | ||
70 | // SceneObjects is not currently populated or used. | ||
71 | //public Dictionary<UUID, SceneObjectGroup> SceneObjects; | ||
72 | protected internal EntityManager Entities = new EntityManager(); | ||
73 | // protected internal Dictionary<UUID, EntityBase> Entities = new Dictionary<UUID, EntityBase>(); | ||
74 | protected internal Dictionary<UUID, ScenePresence> RestorePresences = new Dictionary<UUID, ScenePresence>(); | ||
75 | |||
76 | protected internal BasicQuadTreeNode QuadTree; | ||
77 | |||
78 | protected RegionInfo m_regInfo; | ||
79 | protected Scene m_parentScene; | ||
80 | protected List<EntityBase> m_updateList = new List<EntityBase>(); | ||
81 | protected int m_numRootAgents = 0; | ||
82 | protected int m_numPrim = 0; | ||
83 | protected int m_numChildAgents = 0; | ||
84 | protected int m_physicalPrim = 0; | ||
85 | |||
86 | protected int m_activeScripts = 0; | ||
87 | protected int m_scriptLPS = 0; | ||
88 | |||
89 | protected internal object m_syncRoot = new object(); | ||
90 | |||
91 | protected internal PhysicsScene _PhyScene; | ||
92 | |||
93 | #endregion | ||
94 | |||
95 | protected internal SceneGraph(Scene parent, RegionInfo regInfo) | ||
96 | { | ||
97 | m_parentScene = parent; | ||
98 | m_regInfo = regInfo; | ||
99 | QuadTree = new BasicQuadTreeNode(null, "/0/", 0, 0, (short)Constants.RegionSize, (short)Constants.RegionSize); | ||
100 | QuadTree.Subdivide(); | ||
101 | QuadTree.Subdivide(); | ||
102 | } | ||
103 | |||
104 | public PhysicsScene PhysicsScene | ||
105 | { | ||
106 | get { return _PhyScene; } | ||
107 | set | ||
108 | { | ||
109 | // If we're not doing the initial set | ||
110 | // Then we've got to remove the previous | ||
111 | // event handler | ||
112 | |||
113 | if (_PhyScene != null) | ||
114 | _PhyScene.OnPhysicsCrash -= physicsBasedCrash; | ||
115 | |||
116 | _PhyScene = value; | ||
117 | |||
118 | if (_PhyScene != null) | ||
119 | _PhyScene.OnPhysicsCrash += physicsBasedCrash; | ||
120 | } | ||
121 | } | ||
122 | |||
123 | protected internal void Close() | ||
124 | { | ||
125 | lock (ScenePresences) | ||
126 | { | ||
127 | ScenePresences.Clear(); | ||
128 | } | ||
129 | |||
130 | Entities.Clear(); | ||
131 | } | ||
132 | |||
133 | #region Update Methods | ||
134 | |||
135 | protected internal void UpdatePreparePhysics() | ||
136 | { | ||
137 | // If we are using a threaded physics engine | ||
138 | // grab the latest scene from the engine before | ||
139 | // trying to process it. | ||
140 | |||
141 | // PhysX does this (runs in the background). | ||
142 | |||
143 | if (_PhyScene.IsThreaded) | ||
144 | { | ||
145 | _PhyScene.GetResults(); | ||
146 | } | ||
147 | } | ||
148 | |||
149 | protected internal void UpdateEntities() | ||
150 | { | ||
151 | List<EntityBase> updateEntities = GetEntities(); | ||
152 | |||
153 | foreach (EntityBase entity in updateEntities) | ||
154 | { | ||
155 | entity.Update(); | ||
156 | } | ||
157 | } | ||
158 | |||
159 | protected internal void UpdatePresences() | ||
160 | { | ||
161 | List<ScenePresence> updateScenePresences = GetScenePresences(); | ||
162 | foreach (ScenePresence pres in updateScenePresences) | ||
163 | { | ||
164 | pres.Update(); | ||
165 | } | ||
166 | } | ||
167 | |||
168 | protected internal float UpdatePhysics(double elapsed) | ||
169 | { | ||
170 | lock (m_syncRoot) | ||
171 | { | ||
172 | // Here is where the Scene calls the PhysicsScene. This is a one-way | ||
173 | // interaction; the PhysicsScene cannot access the calling Scene directly. | ||
174 | // But with joints, we want a PhysicsActor to be able to influence a | ||
175 | // non-physics SceneObjectPart. In particular, a PhysicsActor that is connected | ||
176 | // with a joint should be able to move the SceneObjectPart which is the visual | ||
177 | // representation of that joint (for editing and serialization purposes). | ||
178 | // However the PhysicsActor normally cannot directly influence anything outside | ||
179 | // of the PhysicsScene, and the non-physical SceneObjectPart which represents | ||
180 | // the joint in the Scene does not exist in the PhysicsScene. | ||
181 | // | ||
182 | // To solve this, we have an event in the PhysicsScene that is fired when a joint | ||
183 | // has changed position (because one of its associated PhysicsActors has changed | ||
184 | // position). | ||
185 | // | ||
186 | // Therefore, JointMoved and JointDeactivated events will be fired as a result of the following Simulate(). | ||
187 | |||
188 | return _PhyScene.Simulate((float)elapsed); | ||
189 | } | ||
190 | } | ||
191 | |||
192 | protected internal void UpdateEntityMovement() | ||
193 | { | ||
194 | List<EntityBase> moveEntities = GetEntities(); | ||
195 | |||
196 | foreach (EntityBase entity in moveEntities) | ||
197 | { | ||
198 | //cfk. This throws occaisional exceptions on a heavily used region | ||
199 | //and I added this null check to try to preclude the exception. | ||
200 | if (entity != null) | ||
201 | entity.UpdateMovement(); | ||
202 | } | ||
203 | } | ||
204 | |||
205 | #endregion | ||
206 | |||
207 | #region Entity Methods | ||
208 | |||
209 | /// <summary> | ||
210 | /// Add an object into the scene that has come from storage | ||
211 | /// </summary> | ||
212 | /// <param name="sceneObject"></param> | ||
213 | /// <param name="attachToBackup"> | ||
214 | /// If true, changes to the object will be reflected in its persisted data | ||
215 | /// If false, the persisted data will not be changed even if the object in the scene is changed | ||
216 | /// </param> | ||
217 | /// <param name="alreadyPersisted"> | ||
218 | /// If true, we won't persist this object until it changes | ||
219 | /// If false, we'll persist this object immediately | ||
220 | /// </param> | ||
221 | /// <returns> | ||
222 | /// true if the object was added, false if an object with the same uuid was already in the scene | ||
223 | /// </returns> | ||
224 | protected internal bool AddRestoredSceneObject( | ||
225 | SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted) | ||
226 | { | ||
227 | if (!alreadyPersisted) | ||
228 | { | ||
229 | sceneObject.ForceInventoryPersistence(); | ||
230 | sceneObject.HasGroupChanged = true; | ||
231 | } | ||
232 | |||
233 | return AddSceneObject(sceneObject, attachToBackup); | ||
234 | } | ||
235 | |||
236 | /// <summary> | ||
237 | /// Add a newly created object to the scene. This will both update the scene, and send information about the | ||
238 | /// new object to all clients interested in the scene. | ||
239 | /// </summary> | ||
240 | /// <param name="sceneObject"></param> | ||
241 | /// <param name="attachToBackup"> | ||
242 | /// If true, the object is made persistent into the scene. | ||
243 | /// If false, the object will not persist over server restarts | ||
244 | /// </param> | ||
245 | /// <returns> | ||
246 | /// true if the object was added, false if an object with the same uuid was already in the scene | ||
247 | /// </returns> | ||
248 | protected internal bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup) | ||
249 | { | ||
250 | // Ensure that we persist this new scene object | ||
251 | sceneObject.HasGroupChanged = true; | ||
252 | |||
253 | return AddSceneObject(sceneObject, attachToBackup); | ||
254 | } | ||
255 | |||
256 | /// <summary> | ||
257 | /// Add an object to the scene. This will both update the scene, and send information about the | ||
258 | /// new object to all clients interested in the scene. | ||
259 | /// </summary> | ||
260 | /// <param name="sceneObject"></param> | ||
261 | /// <param name="attachToBackup"> | ||
262 | /// If true, the object is made persistent into the scene. | ||
263 | /// If false, the object will not persist over server restarts | ||
264 | /// </param> | ||
265 | /// <returns>true if the object was added, false if an object with the same uuid was already in the scene | ||
266 | /// </returns> | ||
267 | protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup) | ||
268 | { | ||
269 | if (sceneObject == null || sceneObject.RootPart == null || sceneObject.RootPart.UUID == UUID.Zero) | ||
270 | return false; | ||
271 | |||
272 | if (m_parentScene.m_clampPrimSize) | ||
273 | { | ||
274 | foreach (SceneObjectPart part in sceneObject.Children.Values) | ||
275 | { | ||
276 | Vector3 scale = part.Shape.Scale; | ||
277 | |||
278 | if (scale.X > m_parentScene.m_maxNonphys) | ||
279 | scale.X = m_parentScene.m_maxNonphys; | ||
280 | if (scale.Y > m_parentScene.m_maxNonphys) | ||
281 | scale.Y = m_parentScene.m_maxNonphys; | ||
282 | if (scale.Z > m_parentScene.m_maxNonphys) | ||
283 | scale.Z = m_parentScene.m_maxNonphys; | ||
284 | |||
285 | part.Shape.Scale = scale; | ||
286 | } | ||
287 | } | ||
288 | |||
289 | sceneObject.AttachToScene(m_parentScene); | ||
290 | |||
291 | lock (sceneObject) | ||
292 | { | ||
293 | if (!Entities.ContainsKey(sceneObject.UUID)) | ||
294 | { | ||
295 | Entities.Add(sceneObject); | ||
296 | m_numPrim += sceneObject.Children.Count; | ||
297 | |||
298 | if (attachToBackup) | ||
299 | sceneObject.AttachToBackup(); | ||
300 | |||
301 | if (OnObjectCreate != null) | ||
302 | OnObjectCreate(sceneObject); | ||
303 | |||
304 | return true; | ||
305 | } | ||
306 | } | ||
307 | |||
308 | return false; | ||
309 | } | ||
310 | |||
311 | /// <summary> | ||
312 | /// Delete an object from the scene | ||
313 | /// </summary> | ||
314 | /// <returns>true if the object was deleted, false if there was no object to delete</returns> | ||
315 | protected internal bool DeleteSceneObject(UUID uuid, bool resultOfObjectLinked) | ||
316 | { | ||
317 | if (Entities.ContainsKey(uuid)) | ||
318 | { | ||
319 | if (!resultOfObjectLinked) | ||
320 | { | ||
321 | m_numPrim -= ((SceneObjectGroup) Entities[uuid]).Children.Count; | ||
322 | |||
323 | if ((((SceneObjectGroup)Entities[uuid]).RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics) | ||
324 | { | ||
325 | RemovePhysicalPrim(((SceneObjectGroup)Entities[uuid]).Children.Count); | ||
326 | } | ||
327 | } | ||
328 | |||
329 | if (OnObjectRemove != null) | ||
330 | OnObjectRemove(Entities[uuid]); | ||
331 | |||
332 | Entities.Remove(uuid); | ||
333 | //SceneObjectGroup part; | ||
334 | //((part.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics) | ||
335 | |||
336 | return true; | ||
337 | } | ||
338 | |||
339 | return false; | ||
340 | } | ||
341 | |||
342 | /// <summary> | ||
343 | /// Add an entity to the list of prims to process on the next update | ||
344 | /// </summary> | ||
345 | /// <param name="obj"> | ||
346 | /// A <see cref="EntityBase"/> | ||
347 | /// </param> | ||
348 | protected internal void AddToUpdateList(EntityBase obj) | ||
349 | { | ||
350 | lock (m_updateList) | ||
351 | { | ||
352 | if (!m_updateList.Contains(obj)) | ||
353 | { | ||
354 | m_updateList.Add(obj); | ||
355 | } | ||
356 | } | ||
357 | } | ||
358 | |||
359 | /// <summary> | ||
360 | /// Process all pending updates | ||
361 | /// </summary> | ||
362 | protected internal void ProcessUpdates() | ||
363 | { | ||
364 | lock (m_updateList) | ||
365 | { | ||
366 | for (int i = 0; i < m_updateList.Count; i++) | ||
367 | { | ||
368 | EntityBase entity = m_updateList[i]; | ||
369 | |||
370 | // Don't abort the whole update if one entity happens to give us an exception. | ||
371 | try | ||
372 | { | ||
373 | m_updateList[i].Update(); | ||
374 | } | ||
375 | catch (Exception e) | ||
376 | { | ||
377 | m_log.ErrorFormat( | ||
378 | "[INNER SCENE]: Failed to update {0}, {1} - {2}", entity.Name, entity.UUID, e); | ||
379 | } | ||
380 | } | ||
381 | |||
382 | m_updateList.Clear(); | ||
383 | } | ||
384 | } | ||
385 | |||
386 | protected internal void AddPhysicalPrim(int number) | ||
387 | { | ||
388 | m_physicalPrim++; | ||
389 | } | ||
390 | |||
391 | protected internal void RemovePhysicalPrim(int number) | ||
392 | { | ||
393 | m_physicalPrim--; | ||
394 | } | ||
395 | |||
396 | protected internal void AddToScriptLPS(int number) | ||
397 | { | ||
398 | m_scriptLPS += number; | ||
399 | } | ||
400 | |||
401 | protected internal void AddActiveScripts(int number) | ||
402 | { | ||
403 | m_activeScripts += number; | ||
404 | } | ||
405 | |||
406 | protected internal void DropObject(uint objectLocalID, IClientAPI remoteClient) | ||
407 | { | ||
408 | List<EntityBase> EntityList = GetEntities(); | ||
409 | |||
410 | foreach (EntityBase obj in EntityList) | ||
411 | { | ||
412 | if (obj is SceneObjectGroup) | ||
413 | { | ||
414 | if (((SceneObjectGroup)obj).LocalId == objectLocalID) | ||
415 | { | ||
416 | SceneObjectGroup group = (SceneObjectGroup)obj; | ||
417 | |||
418 | m_parentScene.DetachSingleAttachmentToGround(group.UUID,remoteClient); | ||
419 | } | ||
420 | } | ||
421 | } | ||
422 | } | ||
423 | |||
424 | protected internal void DetachObject(uint objectLocalID, IClientAPI remoteClient) | ||
425 | { | ||
426 | List<EntityBase> EntityList = GetEntities(); | ||
427 | |||
428 | foreach (EntityBase obj in EntityList) | ||
429 | { | ||
430 | if (obj is SceneObjectGroup) | ||
431 | { | ||
432 | if (((SceneObjectGroup)obj).LocalId == objectLocalID) | ||
433 | { | ||
434 | SceneObjectGroup group = (SceneObjectGroup)obj; | ||
435 | |||
436 | //group.DetachToGround(); | ||
437 | m_parentScene.DetachSingleAttachmentToInv(group.GetFromAssetID(),remoteClient); | ||
438 | } | ||
439 | } | ||
440 | } | ||
441 | } | ||
442 | |||
443 | protected internal void HandleUndo(IClientAPI remoteClient, UUID primId) | ||
444 | { | ||
445 | if (primId != UUID.Zero) | ||
446 | { | ||
447 | SceneObjectPart part = m_parentScene.GetSceneObjectPart(primId); | ||
448 | if (part != null) | ||
449 | part.Undo(); | ||
450 | } | ||
451 | } | ||
452 | |||
453 | protected internal void HandleObjectGroupUpdate( | ||
454 | IClientAPI remoteClient, UUID GroupID, uint objectLocalID, UUID Garbage) | ||
455 | { | ||
456 | List<EntityBase> EntityList = GetEntities(); | ||
457 | |||
458 | foreach (EntityBase obj in EntityList) | ||
459 | { | ||
460 | if (obj is SceneObjectGroup) | ||
461 | { | ||
462 | if (((SceneObjectGroup)obj).LocalId == objectLocalID) | ||
463 | { | ||
464 | SceneObjectGroup group = (SceneObjectGroup)obj; | ||
465 | |||
466 | if (group.OwnerID == remoteClient.AgentId) | ||
467 | group.SetGroup(GroupID, remoteClient); | ||
468 | } | ||
469 | } | ||
470 | } | ||
471 | } | ||
472 | |||
473 | /// <summary> | ||
474 | /// Event Handling routine for Attach Object | ||
475 | /// </summary> | ||
476 | /// <param name="remoteClient"></param> | ||
477 | /// <param name="objectLocalID"></param> | ||
478 | /// <param name="AttachmentPt"></param> | ||
479 | /// <param name="rot"></param> | ||
480 | protected internal void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, Quaternion rot, bool silent) | ||
481 | { | ||
482 | // If we can't take it, we can't attach it! | ||
483 | // | ||
484 | SceneObjectPart part = m_parentScene.GetSceneObjectPart(objectLocalID); | ||
485 | if (part == null) | ||
486 | return; | ||
487 | |||
488 | if (!m_parentScene.Permissions.CanTakeObject( | ||
489 | part.UUID, remoteClient.AgentId)) | ||
490 | return; | ||
491 | |||
492 | // Calls attach with a Zero position | ||
493 | // | ||
494 | AttachObject(remoteClient, objectLocalID, AttachmentPt, rot, Vector3.Zero, false); | ||
495 | } | ||
496 | |||
497 | public SceneObjectGroup RezSingleAttachment( | ||
498 | IClientAPI remoteClient, UUID itemID, uint AttachmentPt) | ||
499 | { | ||
500 | SceneObjectGroup objatt = m_parentScene.RezObject(remoteClient, | ||
501 | itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, | ||
502 | false, false, remoteClient.AgentId, true); | ||
503 | |||
504 | |||
505 | if (objatt != null) | ||
506 | { | ||
507 | bool tainted = false; | ||
508 | if (AttachmentPt != 0 && AttachmentPt != objatt.GetAttachmentPoint()) | ||
509 | tainted = true; | ||
510 | |||
511 | AttachObject(remoteClient, objatt.LocalId, AttachmentPt, Quaternion.Identity, objatt.AbsolutePosition, false); | ||
512 | objatt.ScheduleGroupForFullUpdate(); | ||
513 | if (tainted) | ||
514 | objatt.HasGroupChanged = true; | ||
515 | |||
516 | // Fire after attach, so we don't get messy perms dialogs | ||
517 | // | ||
518 | objatt.CreateScriptInstances(0, true, m_parentScene.DefaultScriptEngine, 0); | ||
519 | } | ||
520 | return objatt; | ||
521 | } | ||
522 | |||
523 | // What makes this method odd and unique is it tries to detach using an UUID.... Yay for standards. | ||
524 | // To LocalId or UUID, *THAT* is the question. How now Brown UUID?? | ||
525 | public void DetachSingleAttachmentToInv(UUID itemID, IClientAPI remoteClient) | ||
526 | { | ||
527 | if (itemID == UUID.Zero) // If this happened, someone made a mistake.... | ||
528 | return; | ||
529 | |||
530 | List<EntityBase> EntityList = GetEntities(); | ||
531 | |||
532 | foreach (EntityBase obj in EntityList) | ||
533 | { | ||
534 | if (obj is SceneObjectGroup) | ||
535 | { | ||
536 | if (((SceneObjectGroup)obj).GetFromAssetID() == itemID) | ||
537 | { | ||
538 | SceneObjectGroup group = (SceneObjectGroup)obj; | ||
539 | group.DetachToInventoryPrep(); | ||
540 | m_log.Debug("[DETACH]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString()); | ||
541 | m_parentScene.updateKnownAsset(remoteClient, group, group.GetFromAssetID(), group.OwnerID); | ||
542 | m_parentScene.DeleteSceneObject(group, false); | ||
543 | } | ||
544 | } | ||
545 | } | ||
546 | } | ||
547 | |||
548 | protected internal void AttachObject( | ||
549 | IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, Quaternion rot, Vector3 attachPos, bool silent) | ||
550 | { | ||
551 | List<EntityBase> EntityList = GetEntities(); | ||
552 | foreach (EntityBase obj in EntityList) | ||
553 | { | ||
554 | if (obj is SceneObjectGroup) | ||
555 | { | ||
556 | if (((SceneObjectGroup)obj).LocalId == objectLocalID) | ||
557 | { | ||
558 | SceneObjectGroup group = (SceneObjectGroup)obj; | ||
559 | if (m_parentScene.Permissions.CanTakeObject(obj.UUID, remoteClient.AgentId)) | ||
560 | { | ||
561 | // If the attachment point isn't the same as the one previously used | ||
562 | // set it's offset position = 0 so that it appears on the attachment point | ||
563 | // and not in a weird location somewhere unknown. | ||
564 | if (AttachmentPt != 0 && AttachmentPt != (uint)group.GetAttachmentPoint()) | ||
565 | { | ||
566 | |||
567 | attachPos = Vector3.Zero; | ||
568 | } | ||
569 | |||
570 | // AttachmentPt 0 means the client chose to 'wear' the attachment. | ||
571 | if (AttachmentPt == 0) | ||
572 | { | ||
573 | |||
574 | // Check object for stored attachment point | ||
575 | AttachmentPt = (uint)group.GetAttachmentPoint(); | ||
576 | |||
577 | |||
578 | } | ||
579 | |||
580 | // if we still didn't find a suitable attachment point....... | ||
581 | if (AttachmentPt == 0) | ||
582 | { | ||
583 | // Stick it on left hand with Zero Offset from the attachment point. | ||
584 | AttachmentPt = (uint)AttachmentPoint.LeftHand; | ||
585 | attachPos = Vector3.Zero; | ||
586 | } | ||
587 | |||
588 | group.SetAttachmentPoint(Convert.ToByte(AttachmentPt)); | ||
589 | group.AbsolutePosition = attachPos; | ||
590 | |||
591 | // Saves and gets assetID | ||
592 | UUID itemId; | ||
593 | if (group.GetFromAssetID() == UUID.Zero) | ||
594 | { | ||
595 | m_parentScene.attachObjectAssetStore(remoteClient, group, remoteClient.AgentId, out itemId); | ||
596 | } | ||
597 | else | ||
598 | { | ||
599 | itemId = group.GetFromAssetID(); | ||
600 | } | ||
601 | |||
602 | m_parentScene.AttachObject(remoteClient, AttachmentPt, itemId, group); | ||
603 | |||
604 | group.AttachToAgent(remoteClient.AgentId, AttachmentPt, attachPos, silent); | ||
605 | // In case it is later dropped again, don't let | ||
606 | // it get cleaned up | ||
607 | // | ||
608 | group.RootPart.RemFlag(PrimFlags.TemporaryOnRez); | ||
609 | group.HasGroupChanged = false; | ||
610 | } | ||
611 | else | ||
612 | { | ||
613 | remoteClient.SendAgentAlertMessage("You don't have sufficient permissions to attach this object", false); | ||
614 | } | ||
615 | |||
616 | } | ||
617 | } | ||
618 | } | ||
619 | } | ||
620 | |||
621 | protected internal ScenePresence CreateAndAddChildScenePresence(IClientAPI client, AvatarAppearance appearance) | ||
622 | { | ||
623 | ScenePresence newAvatar = null; | ||
624 | |||
625 | newAvatar = new ScenePresence(client, m_parentScene, m_regInfo, appearance); | ||
626 | newAvatar.IsChildAgent = true; | ||
627 | |||
628 | AddScenePresence(newAvatar); | ||
629 | |||
630 | return newAvatar; | ||
631 | } | ||
632 | |||
633 | /// <summary> | ||
634 | /// Add a presence to the scene | ||
635 | /// </summary> | ||
636 | /// <param name="presence"></param> | ||
637 | protected internal void AddScenePresence(ScenePresence presence) | ||
638 | { | ||
639 | bool child = presence.IsChildAgent; | ||
640 | |||
641 | if (child) | ||
642 | { | ||
643 | m_numChildAgents++; | ||
644 | } | ||
645 | else | ||
646 | { | ||
647 | m_numRootAgents++; | ||
648 | presence.AddToPhysicalScene(); | ||
649 | } | ||
650 | |||
651 | Entities[presence.UUID] = presence; | ||
652 | |||
653 | lock (ScenePresences) | ||
654 | { | ||
655 | ScenePresences[presence.UUID] = presence; | ||
656 | } | ||
657 | } | ||
658 | |||
659 | /// <summary> | ||
660 | /// Remove a presence from the scene | ||
661 | /// </summary> | ||
662 | protected internal void RemoveScenePresence(UUID agentID) | ||
663 | { | ||
664 | if (!Entities.Remove(agentID)) | ||
665 | { | ||
666 | m_log.WarnFormat( | ||
667 | "[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene Entities list", | ||
668 | agentID); | ||
669 | } | ||
670 | |||
671 | lock (ScenePresences) | ||
672 | { | ||
673 | if (!ScenePresences.Remove(agentID)) | ||
674 | { | ||
675 | m_log.WarnFormat("[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); | ||
676 | } | ||
677 | // else | ||
678 | // { | ||
679 | // m_log.InfoFormat("[SCENE] Removed scene presence {0} from scene presences list", agentID); | ||
680 | // } | ||
681 | } | ||
682 | } | ||
683 | |||
684 | protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) | ||
685 | { | ||
686 | if (direction_RC_CR_T_F) | ||
687 | { | ||
688 | m_numRootAgents--; | ||
689 | m_numChildAgents++; | ||
690 | } | ||
691 | else | ||
692 | { | ||
693 | m_numChildAgents--; | ||
694 | m_numRootAgents++; | ||
695 | } | ||
696 | } | ||
697 | |||
698 | protected internal void removeUserCount(bool TypeRCTF) | ||
699 | { | ||
700 | if (TypeRCTF) | ||
701 | { | ||
702 | m_numRootAgents--; | ||
703 | } | ||
704 | else | ||
705 | { | ||
706 | m_numChildAgents--; | ||
707 | } | ||
708 | } | ||
709 | |||
710 | public void RecalculateStats() | ||
711 | { | ||
712 | List<ScenePresence> SPList = GetScenePresences(); | ||
713 | int rootcount = 0; | ||
714 | int childcount = 0; | ||
715 | |||
716 | foreach (ScenePresence user in SPList) | ||
717 | { | ||
718 | if (user.IsChildAgent) | ||
719 | childcount++; | ||
720 | else | ||
721 | rootcount++; | ||
722 | } | ||
723 | m_numRootAgents = rootcount; | ||
724 | m_numChildAgents = childcount; | ||
725 | |||
726 | } | ||
727 | |||
728 | public int GetChildAgentCount() | ||
729 | { | ||
730 | // some network situations come in where child agents get closed twice. | ||
731 | if (m_numChildAgents < 0) | ||
732 | { | ||
733 | m_numChildAgents = 0; | ||
734 | } | ||
735 | |||
736 | return m_numChildAgents; | ||
737 | } | ||
738 | |||
739 | public int GetRootAgentCount() | ||
740 | { | ||
741 | return m_numRootAgents; | ||
742 | } | ||
743 | |||
744 | public int GetTotalObjectsCount() | ||
745 | { | ||
746 | return m_numPrim; | ||
747 | } | ||
748 | |||
749 | public int GetActiveObjectsCount() | ||
750 | { | ||
751 | return m_physicalPrim; | ||
752 | } | ||
753 | |||
754 | public int GetActiveScriptsCount() | ||
755 | { | ||
756 | return m_activeScripts; | ||
757 | } | ||
758 | |||
759 | public int GetScriptLPS() | ||
760 | { | ||
761 | int returnval = m_scriptLPS; | ||
762 | m_scriptLPS = 0; | ||
763 | return returnval; | ||
764 | } | ||
765 | |||
766 | #endregion | ||
767 | |||
768 | #region Get Methods | ||
769 | |||
770 | /// <summary> | ||
771 | /// Request a List of all scene presences in this scene. This is a new list, so no | ||
772 | /// locking is required to iterate over it. | ||
773 | /// </summary> | ||
774 | /// <returns></returns> | ||
775 | protected internal List<ScenePresence> GetScenePresences() | ||
776 | { | ||
777 | lock (ScenePresences) | ||
778 | { | ||
779 | return new List<ScenePresence>(ScenePresences.Values); | ||
780 | } | ||
781 | } | ||
782 | |||
783 | protected internal List<ScenePresence> GetAvatars() | ||
784 | { | ||
785 | List<ScenePresence> result = | ||
786 | GetScenePresences(delegate(ScenePresence scenePresence) { return !scenePresence.IsChildAgent; }); | ||
787 | |||
788 | return result; | ||
789 | } | ||
790 | |||
791 | /// <summary> | ||
792 | /// Get the controlling client for the given avatar, if there is one. | ||
793 | /// | ||
794 | /// FIXME: The only user of the method right now is Caps.cs, in order to resolve a client API since it can't | ||
795 | /// use the ScenePresence. This could be better solved in a number of ways - we could establish an | ||
796 | /// OpenSim.Framework.IScenePresence, or move the caps code into a region package (which might be the more | ||
797 | /// suitable solution). | ||
798 | /// </summary> | ||
799 | /// <param name="agentId"></param> | ||
800 | /// <returns>null if either the avatar wasn't in the scene, or they do not have a controlling client</returns> | ||
801 | protected internal IClientAPI GetControllingClient(UUID agentId) | ||
802 | { | ||
803 | ScenePresence presence = GetScenePresence(agentId); | ||
804 | |||
805 | if (presence != null) | ||
806 | { | ||
807 | return presence.ControllingClient; | ||
808 | } | ||
809 | |||
810 | return null; | ||
811 | } | ||
812 | |||
813 | /// <summary> | ||
814 | /// Request a filtered list of m_scenePresences in this World | ||
815 | /// </summary> | ||
816 | /// <returns></returns> | ||
817 | protected internal List<ScenePresence> GetScenePresences(FilterAvatarList filter) | ||
818 | { | ||
819 | // No locking of scene presences here since we're passing back a list... | ||
820 | |||
821 | List<ScenePresence> result = new List<ScenePresence>(); | ||
822 | List<ScenePresence> ScenePresencesList = GetScenePresences(); | ||
823 | |||
824 | foreach (ScenePresence avatar in ScenePresencesList) | ||
825 | { | ||
826 | if (filter(avatar)) | ||
827 | { | ||
828 | result.Add(avatar); | ||
829 | } | ||
830 | } | ||
831 | |||
832 | return result; | ||
833 | } | ||
834 | |||
835 | /// <summary> | ||
836 | /// Request a scene presence by UUID | ||
837 | /// </summary> | ||
838 | /// <param name="avatarID"></param> | ||
839 | /// <returns>null if the agent was not found</returns> | ||
840 | protected internal ScenePresence GetScenePresence(UUID agentID) | ||
841 | { | ||
842 | ScenePresence sp; | ||
843 | |||
844 | lock (ScenePresences) | ||
845 | { | ||
846 | ScenePresences.TryGetValue(agentID, out sp); | ||
847 | } | ||
848 | |||
849 | return sp; | ||
850 | } | ||
851 | |||
852 | /// <summary> | ||
853 | /// Get a scene object group that contains the prim with the given local id | ||
854 | /// </summary> | ||
855 | /// <param name="localID"></param> | ||
856 | /// <returns>null if no scene object group containing that prim is found</returns> | ||
857 | private SceneObjectGroup GetGroupByPrim(uint localID) | ||
858 | { | ||
859 | //m_log.DebugFormat("Entered GetGroupByPrim with localID {0}", localID); | ||
860 | List<EntityBase> EntityList = GetEntities(); | ||
861 | foreach (EntityBase ent in EntityList) | ||
862 | { | ||
863 | //m_log.DebugFormat("Looking at entity {0}", ent.UUID); | ||
864 | if (ent is SceneObjectGroup) | ||
865 | { | ||
866 | if (((SceneObjectGroup)ent).HasChildPrim(localID)) | ||
867 | return (SceneObjectGroup)ent; | ||
868 | } | ||
869 | } | ||
870 | return null; | ||
871 | } | ||
872 | |||
873 | /// <summary> | ||
874 | /// Get a scene object group that contains the prim with the given uuid | ||
875 | /// </summary> | ||
876 | /// <param name="fullID"></param> | ||
877 | /// <returns>null if no scene object group containing that prim is found</returns> | ||
878 | private SceneObjectGroup GetGroupByPrim(UUID fullID) | ||
879 | { | ||
880 | List<EntityBase> EntityList = GetEntities(); | ||
881 | |||
882 | foreach (EntityBase ent in EntityList) | ||
883 | { | ||
884 | if (ent is SceneObjectGroup) | ||
885 | { | ||
886 | if (((SceneObjectGroup)ent).HasChildPrim(fullID)) | ||
887 | return (SceneObjectGroup)ent; | ||
888 | } | ||
889 | } | ||
890 | return null; | ||
891 | } | ||
892 | |||
893 | protected internal EntityIntersection GetClosestIntersectingPrim(Ray hray, bool frontFacesOnly, bool faceCenters) | ||
894 | { | ||
895 | // Primitive Ray Tracing | ||
896 | float closestDistance = 280f; | ||
897 | EntityIntersection returnResult = new EntityIntersection(); | ||
898 | List<EntityBase> EntityList = GetEntities(); | ||
899 | foreach (EntityBase ent in EntityList) | ||
900 | { | ||
901 | if (ent is SceneObjectGroup) | ||
902 | { | ||
903 | SceneObjectGroup reportingG = (SceneObjectGroup)ent; | ||
904 | EntityIntersection result = reportingG.TestIntersection(hray, frontFacesOnly, faceCenters); | ||
905 | if (result.HitTF) | ||
906 | { | ||
907 | if (result.distance < closestDistance) | ||
908 | { | ||
909 | closestDistance = result.distance; | ||
910 | returnResult = result; | ||
911 | } | ||
912 | } | ||
913 | } | ||
914 | } | ||
915 | return returnResult; | ||
916 | } | ||
917 | |||
918 | /// <summary> | ||
919 | /// Get a part contained in this scene. | ||
920 | /// </summary> | ||
921 | /// <param name="localID"></param> | ||
922 | /// <returns>null if the part was not found</returns> | ||
923 | protected internal SceneObjectPart GetSceneObjectPart(uint localID) | ||
924 | { | ||
925 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
926 | |||
927 | if (group != null) | ||
928 | return group.GetChildPart(localID); | ||
929 | else | ||
930 | return null; | ||
931 | } | ||
932 | |||
933 | /// <summary> | ||
934 | /// Get a named prim contained in this scene (will return the first | ||
935 | /// found, if there are more than one prim with the same name) | ||
936 | /// </summary> | ||
937 | /// <param name="name"></param> | ||
938 | /// <returns>null if the part was not found</returns> | ||
939 | protected internal SceneObjectPart GetSceneObjectPart(string name) | ||
940 | { | ||
941 | List<EntityBase> EntityList = GetEntities(); | ||
942 | |||
943 | // FIXME: use a dictionary here | ||
944 | foreach (EntityBase ent in EntityList) | ||
945 | { | ||
946 | if (ent is SceneObjectGroup) | ||
947 | { | ||
948 | foreach (SceneObjectPart p in ((SceneObjectGroup) ent).GetParts()) | ||
949 | { | ||
950 | if (p.Name==name) | ||
951 | { | ||
952 | return p; | ||
953 | } | ||
954 | } | ||
955 | } | ||
956 | } | ||
957 | return null; | ||
958 | } | ||
959 | |||
960 | /// <summary> | ||
961 | /// Get a part contained in this scene. | ||
962 | /// </summary> | ||
963 | /// <param name="fullID"></param> | ||
964 | /// <returns>null if the part was not found</returns> | ||
965 | protected internal SceneObjectPart GetSceneObjectPart(UUID fullID) | ||
966 | { | ||
967 | SceneObjectGroup group = GetGroupByPrim(fullID); | ||
968 | |||
969 | if (group != null) | ||
970 | return group.GetChildPart(fullID); | ||
971 | else | ||
972 | return null; | ||
973 | } | ||
974 | |||
975 | protected internal bool TryGetAvatar(UUID avatarId, out ScenePresence avatar) | ||
976 | { | ||
977 | ScenePresence presence; | ||
978 | |||
979 | lock (ScenePresences) | ||
980 | { | ||
981 | if (ScenePresences.TryGetValue(avatarId, out presence)) | ||
982 | { | ||
983 | avatar = presence; | ||
984 | return true; | ||
985 | |||
986 | //if (!presence.IsChildAgent) | ||
987 | //{ | ||
988 | // avatar = presence; | ||
989 | // return true; | ||
990 | //} | ||
991 | //else | ||
992 | //{ | ||
993 | // m_log.WarnFormat( | ||
994 | // "[INNER SCENE]: Requested avatar {0} could not be found in scene {1} since it is only registered as a child agent!", | ||
995 | // avatarId, m_parentScene.RegionInfo.RegionName); | ||
996 | //} | ||
997 | } | ||
998 | } | ||
999 | |||
1000 | avatar = null; | ||
1001 | return false; | ||
1002 | } | ||
1003 | |||
1004 | protected internal bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) | ||
1005 | { | ||
1006 | lock (ScenePresences) | ||
1007 | { | ||
1008 | foreach (ScenePresence presence in ScenePresences.Values) | ||
1009 | { | ||
1010 | if (!presence.IsChildAgent) | ||
1011 | { | ||
1012 | string name = presence.ControllingClient.Name; | ||
1013 | |||
1014 | if (String.Compare(avatarName, name, true) == 0) | ||
1015 | { | ||
1016 | avatar = presence; | ||
1017 | return true; | ||
1018 | } | ||
1019 | } | ||
1020 | } | ||
1021 | } | ||
1022 | |||
1023 | avatar = null; | ||
1024 | return false; | ||
1025 | } | ||
1026 | |||
1027 | /// <summary> | ||
1028 | /// Returns a list of the entities in the scene. This is a new list so no locking is required to iterate over | ||
1029 | /// it | ||
1030 | /// </summary> | ||
1031 | /// <returns></returns> | ||
1032 | protected internal List<EntityBase> GetEntities() | ||
1033 | { | ||
1034 | return Entities.GetEntities(); | ||
1035 | } | ||
1036 | |||
1037 | protected internal Dictionary<uint, float> GetTopScripts() | ||
1038 | { | ||
1039 | Dictionary<uint, float> topScripts = new Dictionary<uint, float>(); | ||
1040 | |||
1041 | List<EntityBase> EntityList = GetEntities(); | ||
1042 | int limit = 0; | ||
1043 | foreach (EntityBase ent in EntityList) | ||
1044 | { | ||
1045 | if (ent is SceneObjectGroup) | ||
1046 | { | ||
1047 | SceneObjectGroup grp = (SceneObjectGroup)ent; | ||
1048 | if ((grp.RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) | ||
1049 | { | ||
1050 | if (grp.scriptScore >= 0.01) | ||
1051 | { | ||
1052 | topScripts.Add(grp.LocalId, grp.scriptScore); | ||
1053 | limit++; | ||
1054 | if (limit >= 100) | ||
1055 | { | ||
1056 | break; | ||
1057 | } | ||
1058 | } | ||
1059 | grp.scriptScore = 0; | ||
1060 | } | ||
1061 | } | ||
1062 | } | ||
1063 | |||
1064 | return topScripts; | ||
1065 | } | ||
1066 | |||
1067 | #endregion | ||
1068 | |||
1069 | #region Other Methods | ||
1070 | |||
1071 | protected internal void physicsBasedCrash() | ||
1072 | { | ||
1073 | handlerPhysicsCrash = UnRecoverableError; | ||
1074 | if (handlerPhysicsCrash != null) | ||
1075 | { | ||
1076 | handlerPhysicsCrash(); | ||
1077 | } | ||
1078 | } | ||
1079 | |||
1080 | protected internal UUID ConvertLocalIDToFullID(uint localID) | ||
1081 | { | ||
1082 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
1083 | if (group != null) | ||
1084 | return group.GetPartsFullID(localID); | ||
1085 | else | ||
1086 | return UUID.Zero; | ||
1087 | } | ||
1088 | |||
1089 | protected internal void ForEachClient(Action<IClientAPI> action) | ||
1090 | { | ||
1091 | List<ScenePresence> splist = GetScenePresences(); | ||
1092 | foreach (ScenePresence presence in splist) | ||
1093 | { | ||
1094 | try | ||
1095 | { | ||
1096 | action(presence.ControllingClient); | ||
1097 | } | ||
1098 | catch (Exception e) | ||
1099 | { | ||
1100 | // Catch it and move on. This includes situations where splist has inconsistent info | ||
1101 | m_log.WarnFormat("[SCENE]: Problem processing action in ForEachClient: ", e.Message); | ||
1102 | } | ||
1103 | } | ||
1104 | } | ||
1105 | |||
1106 | #endregion | ||
1107 | |||
1108 | #region Client Event handlers | ||
1109 | |||
1110 | /// <summary> | ||
1111 | /// | ||
1112 | /// </summary> | ||
1113 | /// <param name="localID"></param> | ||
1114 | /// <param name="scale"></param> | ||
1115 | /// <param name="remoteClient"></param> | ||
1116 | protected internal void UpdatePrimScale(uint localID, Vector3 scale, IClientAPI remoteClient) | ||
1117 | { | ||
1118 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
1119 | if (group != null) | ||
1120 | { | ||
1121 | if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) | ||
1122 | { | ||
1123 | group.Resize(scale, localID); | ||
1124 | } | ||
1125 | } | ||
1126 | } | ||
1127 | |||
1128 | protected internal void UpdatePrimGroupScale(uint localID, Vector3 scale, IClientAPI remoteClient) | ||
1129 | { | ||
1130 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
1131 | if (group != null) | ||
1132 | { | ||
1133 | if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) | ||
1134 | { | ||
1135 | group.GroupResize(scale, localID); | ||
1136 | } | ||
1137 | } | ||
1138 | } | ||
1139 | |||
1140 | /// <summary> | ||
1141 | /// This handles the nifty little tool tip that you get when you drag your mouse over an object | ||
1142 | /// Send to the Object Group to process. We don't know enough to service the request | ||
1143 | /// </summary> | ||
1144 | /// <param name="remoteClient"></param> | ||
1145 | /// <param name="AgentID"></param> | ||
1146 | /// <param name="RequestFlags"></param> | ||
1147 | /// <param name="ObjectID"></param> | ||
1148 | protected internal void RequestObjectPropertiesFamily( | ||
1149 | IClientAPI remoteClient, UUID AgentID, uint RequestFlags, UUID ObjectID) | ||
1150 | { | ||
1151 | SceneObjectGroup group = GetGroupByPrim(ObjectID); | ||
1152 | if (group != null) | ||
1153 | { | ||
1154 | group.ServiceObjectPropertiesFamilyRequest(remoteClient, AgentID, RequestFlags); | ||
1155 | } | ||
1156 | } | ||
1157 | |||
1158 | /// <summary> | ||
1159 | /// | ||
1160 | /// </summary> | ||
1161 | /// <param name="localID"></param> | ||
1162 | /// <param name="rot"></param> | ||
1163 | /// <param name="remoteClient"></param> | ||
1164 | protected internal void UpdatePrimSingleRotation(uint localID, Quaternion rot, IClientAPI remoteClient) | ||
1165 | { | ||
1166 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
1167 | if (group != null) | ||
1168 | { | ||
1169 | if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId)) | ||
1170 | { | ||
1171 | group.UpdateSingleRotation(rot, localID); | ||
1172 | } | ||
1173 | } | ||
1174 | } | ||
1175 | |||
1176 | /// <summary> | ||
1177 | /// | ||
1178 | /// </summary> | ||
1179 | /// <param name="localID"></param> | ||
1180 | /// <param name="rot"></param> | ||
1181 | /// <param name="remoteClient"></param> | ||
1182 | protected internal void UpdatePrimRotation(uint localID, Quaternion rot, IClientAPI remoteClient) | ||
1183 | { | ||
1184 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
1185 | if (group != null) | ||
1186 | { | ||
1187 | if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId)) | ||
1188 | { | ||
1189 | group.UpdateGroupRotation(rot); | ||
1190 | } | ||
1191 | } | ||
1192 | } | ||
1193 | |||
1194 | /// <summary> | ||
1195 | /// | ||
1196 | /// </summary> | ||
1197 | /// <param name="localID"></param> | ||
1198 | /// <param name="pos"></param> | ||
1199 | /// <param name="rot"></param> | ||
1200 | /// <param name="remoteClient"></param> | ||
1201 | protected internal void UpdatePrimRotation(uint localID, Vector3 pos, Quaternion rot, IClientAPI remoteClient) | ||
1202 | { | ||
1203 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
1204 | if (group != null) | ||
1205 | { | ||
1206 | if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId)) | ||
1207 | { | ||
1208 | group.UpdateGroupRotation(pos, rot); | ||
1209 | } | ||
1210 | } | ||
1211 | } | ||
1212 | |||
1213 | /// <summary> | ||
1214 | /// Update the position of the given part | ||
1215 | /// </summary> | ||
1216 | /// <param name="localID"></param> | ||
1217 | /// <param name="pos"></param> | ||
1218 | /// <param name="remoteClient"></param> | ||
1219 | protected internal void UpdatePrimSinglePosition(uint localID, Vector3 pos, IClientAPI remoteClient) | ||
1220 | { | ||
1221 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
1222 | if (group != null) | ||
1223 | { | ||
1224 | if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId) || group.IsAttachment) | ||
1225 | { | ||
1226 | group.UpdateSinglePosition(pos, localID); | ||
1227 | } | ||
1228 | } | ||
1229 | } | ||
1230 | |||
1231 | /// <summary> | ||
1232 | /// Update the position of the given part | ||
1233 | /// </summary> | ||
1234 | /// <param name="localID"></param> | ||
1235 | /// <param name="pos"></param> | ||
1236 | /// <param name="remoteClient"></param> | ||
1237 | protected internal void UpdatePrimPosition(uint localID, Vector3 pos, IClientAPI remoteClient) | ||
1238 | { | ||
1239 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
1240 | if (group != null) | ||
1241 | { | ||
1242 | |||
1243 | // Vector3 oldPos = group.AbsolutePosition; | ||
1244 | if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) | ||
1245 | { | ||
1246 | group.UpdateGroupPosition(pos); | ||
1247 | } | ||
1248 | else | ||
1249 | { | ||
1250 | if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId) && m_parentScene.Permissions.CanObjectEntry(group.UUID, false, pos)) | ||
1251 | { | ||
1252 | group.UpdateGroupPosition(pos); | ||
1253 | } | ||
1254 | } | ||
1255 | } | ||
1256 | } | ||
1257 | |||
1258 | /// <summary> | ||
1259 | /// | ||
1260 | /// </summary> | ||
1261 | /// <param name="localID"></param> | ||
1262 | /// <param name="texture"></param> | ||
1263 | /// <param name="remoteClient"></param> | ||
1264 | protected internal void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient) | ||
1265 | { | ||
1266 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
1267 | if (group != null) | ||
1268 | { | ||
1269 | if (m_parentScene.Permissions.CanEditObject(group.UUID,remoteClient.AgentId)) | ||
1270 | { | ||
1271 | group.UpdateTextureEntry(localID, texture); | ||
1272 | } | ||
1273 | } | ||
1274 | } | ||
1275 | |||
1276 | /// <summary> | ||
1277 | /// | ||
1278 | /// </summary> | ||
1279 | /// <param name="localID"></param> | ||
1280 | /// <param name="packet"></param> | ||
1281 | /// <param name="remoteClient"></param> | ||
1282 | /// This routine seems to get called when a user changes object settings in the viewer. | ||
1283 | /// If some one can confirm that, please change the comment according. | ||
1284 | protected internal void UpdatePrimFlags(uint localID, bool UsePhysics, bool IsTemporary, bool IsPhantom, IClientAPI remoteClient) | ||
1285 | { | ||
1286 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
1287 | if (group != null) | ||
1288 | { | ||
1289 | if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) | ||
1290 | { | ||
1291 | group.UpdatePrimFlags(localID, UsePhysics, IsTemporary, IsPhantom, false); // VolumeDetect can't be set via UI and will always be off when a change is made there | ||
1292 | } | ||
1293 | } | ||
1294 | } | ||
1295 | |||
1296 | /// <summary> | ||
1297 | /// Move the given object | ||
1298 | /// </summary> | ||
1299 | /// <param name="objectID"></param> | ||
1300 | /// <param name="offset"></param> | ||
1301 | /// <param name="pos"></param> | ||
1302 | /// <param name="remoteClient"></param> | ||
1303 | protected internal void MoveObject(UUID objectID, Vector3 offset, Vector3 pos, IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs) | ||
1304 | { | ||
1305 | SceneObjectGroup group = GetGroupByPrim(objectID); | ||
1306 | if (group != null) | ||
1307 | { | ||
1308 | if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))// && PermissionsMngr.) | ||
1309 | { | ||
1310 | group.GrabMovement(offset, pos, remoteClient); | ||
1311 | } | ||
1312 | // This is outside the above permissions condition | ||
1313 | // so that if the object is locked the client moving the object | ||
1314 | // get's it's position on the simulator even if it was the same as before | ||
1315 | // This keeps the moving user's client in sync with the rest of the world. | ||
1316 | group.SendGroupTerseUpdate(); | ||
1317 | } | ||
1318 | } | ||
1319 | |||
1320 | /// <summary> | ||
1321 | /// | ||
1322 | /// </summary> | ||
1323 | /// <param name="primLocalID"></param> | ||
1324 | /// <param name="description"></param> | ||
1325 | protected internal void PrimName(IClientAPI remoteClient, uint primLocalID, string name) | ||
1326 | { | ||
1327 | SceneObjectGroup group = GetGroupByPrim(primLocalID); | ||
1328 | if (group != null) | ||
1329 | { | ||
1330 | if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) | ||
1331 | { | ||
1332 | group.SetPartName(Util.CleanString(name), primLocalID); | ||
1333 | group.HasGroupChanged = true; | ||
1334 | } | ||
1335 | } | ||
1336 | } | ||
1337 | |||
1338 | /// <summary> | ||
1339 | /// | ||
1340 | /// </summary> | ||
1341 | /// <param name="primLocalID"></param> | ||
1342 | /// <param name="description"></param> | ||
1343 | protected internal void PrimDescription(IClientAPI remoteClient, uint primLocalID, string description) | ||
1344 | { | ||
1345 | SceneObjectGroup group = GetGroupByPrim(primLocalID); | ||
1346 | if (group != null) | ||
1347 | { | ||
1348 | if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) | ||
1349 | { | ||
1350 | group.SetPartDescription(Util.CleanString(description), primLocalID); | ||
1351 | group.HasGroupChanged = true; | ||
1352 | } | ||
1353 | } | ||
1354 | } | ||
1355 | |||
1356 | protected internal void PrimClickAction(IClientAPI remoteClient, uint primLocalID, string clickAction) | ||
1357 | { | ||
1358 | SceneObjectGroup group = GetGroupByPrim(primLocalID); | ||
1359 | if (group != null) | ||
1360 | { | ||
1361 | if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) | ||
1362 | { | ||
1363 | SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID); | ||
1364 | part.ClickAction = Convert.ToByte(clickAction); | ||
1365 | group.HasGroupChanged = true; | ||
1366 | } | ||
1367 | } | ||
1368 | } | ||
1369 | |||
1370 | protected internal void PrimMaterial(IClientAPI remoteClient, uint primLocalID, string material) | ||
1371 | { | ||
1372 | SceneObjectGroup group = GetGroupByPrim(primLocalID); | ||
1373 | if (group != null) | ||
1374 | { | ||
1375 | if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) | ||
1376 | { | ||
1377 | SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID); | ||
1378 | part.Material = Convert.ToByte(material); | ||
1379 | group.HasGroupChanged = true; | ||
1380 | } | ||
1381 | } | ||
1382 | } | ||
1383 | |||
1384 | protected internal void UpdateExtraParam(UUID agentID, uint primLocalID, ushort type, bool inUse, byte[] data) | ||
1385 | { | ||
1386 | SceneObjectGroup group = GetGroupByPrim(primLocalID); | ||
1387 | |||
1388 | if (group != null) | ||
1389 | { | ||
1390 | if (m_parentScene.Permissions.CanEditObject(group.UUID,agentID)) | ||
1391 | { | ||
1392 | group.UpdateExtraParam(primLocalID, type, inUse, data); | ||
1393 | } | ||
1394 | } | ||
1395 | } | ||
1396 | |||
1397 | /// <summary> | ||
1398 | /// | ||
1399 | /// </summary> | ||
1400 | /// <param name="primLocalID"></param> | ||
1401 | /// <param name="shapeBlock"></param> | ||
1402 | protected internal void UpdatePrimShape(UUID agentID, uint primLocalID, UpdateShapeArgs shapeBlock) | ||
1403 | { | ||
1404 | SceneObjectGroup group = GetGroupByPrim(primLocalID); | ||
1405 | if (group != null) | ||
1406 | { | ||
1407 | if (m_parentScene.Permissions.CanEditObject(group.GetPartsFullID(primLocalID), agentID)) | ||
1408 | { | ||
1409 | ObjectShapePacket.ObjectDataBlock shapeData = new ObjectShapePacket.ObjectDataBlock(); | ||
1410 | shapeData.ObjectLocalID = shapeBlock.ObjectLocalID; | ||
1411 | shapeData.PathBegin = shapeBlock.PathBegin; | ||
1412 | shapeData.PathCurve = shapeBlock.PathCurve; | ||
1413 | shapeData.PathEnd = shapeBlock.PathEnd; | ||
1414 | shapeData.PathRadiusOffset = shapeBlock.PathRadiusOffset; | ||
1415 | shapeData.PathRevolutions = shapeBlock.PathRevolutions; | ||
1416 | shapeData.PathScaleX = shapeBlock.PathScaleX; | ||
1417 | shapeData.PathScaleY = shapeBlock.PathScaleY; | ||
1418 | shapeData.PathShearX = shapeBlock.PathShearX; | ||
1419 | shapeData.PathShearY = shapeBlock.PathShearY; | ||
1420 | shapeData.PathSkew = shapeBlock.PathSkew; | ||
1421 | shapeData.PathTaperX = shapeBlock.PathTaperX; | ||
1422 | shapeData.PathTaperY = shapeBlock.PathTaperY; | ||
1423 | shapeData.PathTwist = shapeBlock.PathTwist; | ||
1424 | shapeData.PathTwistBegin = shapeBlock.PathTwistBegin; | ||
1425 | shapeData.ProfileBegin = shapeBlock.ProfileBegin; | ||
1426 | shapeData.ProfileCurve = shapeBlock.ProfileCurve; | ||
1427 | shapeData.ProfileEnd = shapeBlock.ProfileEnd; | ||
1428 | shapeData.ProfileHollow = shapeBlock.ProfileHollow; | ||
1429 | |||
1430 | group.UpdateShape(shapeData, primLocalID); | ||
1431 | } | ||
1432 | } | ||
1433 | } | ||
1434 | |||
1435 | /// <summary> | ||
1436 | /// Initial method invoked when we receive a link objects request from the client. | ||
1437 | /// </summary> | ||
1438 | /// <param name="client"></param> | ||
1439 | /// <param name="parentPrim"></param> | ||
1440 | /// <param name="childPrims"></param> | ||
1441 | protected internal void LinkObjects(IClientAPI client, uint parentPrim, List<uint> childPrims) | ||
1442 | { | ||
1443 | List<EntityBase> EntityList = GetEntities(); | ||
1444 | |||
1445 | SceneObjectGroup parenPrim = null; | ||
1446 | foreach (EntityBase ent in EntityList) | ||
1447 | { | ||
1448 | if (ent is SceneObjectGroup) | ||
1449 | { | ||
1450 | if (((SceneObjectGroup)ent).LocalId == parentPrim) | ||
1451 | { | ||
1452 | parenPrim = (SceneObjectGroup)ent; | ||
1453 | break; | ||
1454 | } | ||
1455 | } | ||
1456 | } | ||
1457 | |||
1458 | List<SceneObjectGroup> children = new List<SceneObjectGroup>(); | ||
1459 | if (parenPrim != null) | ||
1460 | { | ||
1461 | // We do this in reverse to get the link order of the prims correct | ||
1462 | for (int i = childPrims.Count - 1; i >= 0; i--) | ||
1463 | { | ||
1464 | foreach (EntityBase ent in EntityList) | ||
1465 | { | ||
1466 | if (ent is SceneObjectGroup) | ||
1467 | { | ||
1468 | if (((SceneObjectGroup)ent).LocalId == childPrims[i]) | ||
1469 | { | ||
1470 | // Make sure no child prim is set for sale | ||
1471 | // So that, on delink, no prims are unwittingly | ||
1472 | // left for sale and sold off | ||
1473 | ((SceneObjectGroup)ent).RootPart.ObjectSaleType = 0; | ||
1474 | ((SceneObjectGroup)ent).RootPart.SalePrice = 10; | ||
1475 | children.Add((SceneObjectGroup)ent); | ||
1476 | } | ||
1477 | } | ||
1478 | } | ||
1479 | } | ||
1480 | } | ||
1481 | else | ||
1482 | { | ||
1483 | return; // parent is null so not in this region | ||
1484 | } | ||
1485 | |||
1486 | foreach (SceneObjectGroup sceneObj in children) | ||
1487 | { | ||
1488 | parenPrim.LinkToGroup(sceneObj); | ||
1489 | |||
1490 | // this is here so physics gets updated! | ||
1491 | // Don't remove! Bad juju! Stay away! or fix physics! | ||
1492 | sceneObj.AbsolutePosition = sceneObj.AbsolutePosition; | ||
1493 | } | ||
1494 | |||
1495 | // We need to explicitly resend the newly link prim's object properties since no other actions | ||
1496 | // occur on link to invoke this elsewhere (such as object selection) | ||
1497 | parenPrim.RootPart.AddFlag(PrimFlags.CreateSelected); | ||
1498 | parenPrim.TriggerScriptChangedEvent(Changed.LINK); | ||
1499 | |||
1500 | if (client != null) | ||
1501 | { | ||
1502 | parenPrim.GetProperties(client); | ||
1503 | } | ||
1504 | else | ||
1505 | { | ||
1506 | foreach (ScenePresence p in GetScenePresences()) | ||
1507 | { | ||
1508 | parenPrim.GetProperties(p.ControllingClient); | ||
1509 | } | ||
1510 | } | ||
1511 | } | ||
1512 | |||
1513 | /// <summary> | ||
1514 | /// Delink a linkset | ||
1515 | /// </summary> | ||
1516 | /// <param name="prims"></param> | ||
1517 | protected internal void DelinkObjects(List<uint> primIds) | ||
1518 | { | ||
1519 | DelinkObjects(primIds, true); | ||
1520 | } | ||
1521 | |||
1522 | protected internal void DelinkObjects(List<uint> primIds, bool sendEvents) | ||
1523 | { | ||
1524 | SceneObjectGroup parenPrim = null; | ||
1525 | |||
1526 | // Need a list of the SceneObjectGroup local ids | ||
1527 | // XXX I'm anticipating that building this dictionary once is more efficient than | ||
1528 | // repeated scanning of the Entity.Values for a large number of primIds. However, it might | ||
1529 | // be more efficient yet to keep this dictionary permanently on hand. | ||
1530 | |||
1531 | Dictionary<uint, SceneObjectGroup> sceneObjects = new Dictionary<uint, SceneObjectGroup>(); | ||
1532 | |||
1533 | List<EntityBase> EntityList = GetEntities(); | ||
1534 | foreach (EntityBase ent in EntityList) | ||
1535 | { | ||
1536 | if (ent is SceneObjectGroup) | ||
1537 | { | ||
1538 | SceneObjectGroup obj = (SceneObjectGroup)ent; | ||
1539 | // Nasty one. Can't unlink anything in the sim | ||
1540 | // If a duplicate local ID sneaks in | ||
1541 | // So, check it here! | ||
1542 | // | ||
1543 | if (!sceneObjects.ContainsKey(obj.LocalId)) | ||
1544 | sceneObjects.Add(obj.LocalId, obj); | ||
1545 | |||
1546 | } | ||
1547 | } | ||
1548 | |||
1549 | // Find the root prim among the prim ids we've been given | ||
1550 | for (int i = 0; i < primIds.Count; i++) | ||
1551 | { | ||
1552 | |||
1553 | if (sceneObjects.ContainsKey(primIds[i])) | ||
1554 | { | ||
1555 | parenPrim = sceneObjects[primIds[i]]; | ||
1556 | primIds.RemoveAt(i); | ||
1557 | break; | ||
1558 | } | ||
1559 | } | ||
1560 | |||
1561 | if (parenPrim != null) | ||
1562 | { | ||
1563 | foreach (uint childPrimId in primIds) | ||
1564 | { | ||
1565 | parenPrim.DelinkFromGroup(childPrimId, sendEvents); | ||
1566 | } | ||
1567 | |||
1568 | if (parenPrim.Children.Count == 1) | ||
1569 | { | ||
1570 | // The link set has been completely torn down | ||
1571 | // This is the case if you select a link set and delink | ||
1572 | // | ||
1573 | parenPrim.RootPart.LinkNum = 0; | ||
1574 | if (sendEvents) | ||
1575 | parenPrim.TriggerScriptChangedEvent(Changed.LINK); | ||
1576 | } | ||
1577 | else | ||
1578 | { | ||
1579 | // The link set has prims remaining. This path is taken | ||
1580 | // when a subset of a link set's prims are selected | ||
1581 | // and the root prim is part of that selection | ||
1582 | // | ||
1583 | List<SceneObjectPart> parts = new List<SceneObjectPart>(parenPrim.Children.Values); | ||
1584 | |||
1585 | List<uint> unlink_ids = new List<uint>(); | ||
1586 | foreach (SceneObjectPart unlink_part in parts) | ||
1587 | unlink_ids.Add(unlink_part.LocalId); | ||
1588 | |||
1589 | // Tear down the remaining link set | ||
1590 | // | ||
1591 | if (unlink_ids.Count == 2) | ||
1592 | { | ||
1593 | DelinkObjects(unlink_ids, true); | ||
1594 | return; | ||
1595 | } | ||
1596 | |||
1597 | DelinkObjects(unlink_ids, false); | ||
1598 | |||
1599 | // Send event to root prim, then we're done with it | ||
1600 | parenPrim.TriggerScriptChangedEvent(Changed.LINK); | ||
1601 | |||
1602 | unlink_ids.Remove(parenPrim.RootPart.LocalId); | ||
1603 | |||
1604 | foreach (uint localId in unlink_ids) | ||
1605 | { | ||
1606 | SceneObjectPart nr = GetSceneObjectPart(localId); | ||
1607 | nr.UpdateFlag = 0; | ||
1608 | } | ||
1609 | |||
1610 | uint newRoot = unlink_ids[0]; | ||
1611 | unlink_ids.Remove(newRoot); | ||
1612 | |||
1613 | LinkObjects(null, newRoot, unlink_ids); | ||
1614 | } | ||
1615 | } | ||
1616 | else | ||
1617 | { | ||
1618 | // The selected prims were all child prims. Edit linked parts | ||
1619 | // without the root prim selected will get us here | ||
1620 | // | ||
1621 | List<SceneObjectGroup> parents = new List<SceneObjectGroup>(); | ||
1622 | |||
1623 | // If the first scan failed, we need to do a /deep/ scan of the linkages. This is /really/ slow | ||
1624 | // We know that this is not the root prim now essentially, so we don't have to worry about remapping | ||
1625 | // which one is the root prim | ||
1626 | bool delinkedSomething = false; | ||
1627 | for (int i = 0; i < primIds.Count; i++) | ||
1628 | { | ||
1629 | foreach (SceneObjectGroup grp in sceneObjects.Values) | ||
1630 | { | ||
1631 | SceneObjectPart gPart = grp.GetChildPart(primIds[i]); | ||
1632 | if (gPart != null) | ||
1633 | { | ||
1634 | grp.DelinkFromGroup(primIds[i]); | ||
1635 | delinkedSomething = true; | ||
1636 | if (!parents.Contains(grp)) | ||
1637 | parents.Add(grp); | ||
1638 | } | ||
1639 | |||
1640 | } | ||
1641 | } | ||
1642 | if (!delinkedSomething) | ||
1643 | { | ||
1644 | m_log.InfoFormat("[SCENE]: " + | ||
1645 | "DelinkObjects(): Could not find a root prim out of {0} as given to a delink request!", | ||
1646 | primIds); | ||
1647 | } | ||
1648 | else | ||
1649 | { | ||
1650 | foreach (SceneObjectGroup g in parents) | ||
1651 | { | ||
1652 | g.TriggerScriptChangedEvent(Changed.LINK); | ||
1653 | } | ||
1654 | } | ||
1655 | } | ||
1656 | } | ||
1657 | |||
1658 | protected internal void MakeObjectSearchable(IClientAPI remoteClient, bool IncludeInSearch, uint localID) | ||
1659 | { | ||
1660 | UUID user = remoteClient.AgentId; | ||
1661 | UUID objid = UUID.Zero; | ||
1662 | SceneObjectPart obj = null; | ||
1663 | |||
1664 | List<EntityBase> EntityList = GetEntities(); | ||
1665 | foreach (EntityBase ent in EntityList) | ||
1666 | { | ||
1667 | if (ent is SceneObjectGroup) | ||
1668 | { | ||
1669 | foreach (KeyValuePair<UUID, SceneObjectPart> subent in ((SceneObjectGroup)ent).Children) | ||
1670 | { | ||
1671 | if (subent.Value.LocalId == localID) | ||
1672 | { | ||
1673 | objid = subent.Key; | ||
1674 | obj = subent.Value; | ||
1675 | } | ||
1676 | } | ||
1677 | } | ||
1678 | } | ||
1679 | |||
1680 | //Protip: In my day, we didn't call them searchable objects, we called them limited point-to-point joints | ||
1681 | //aka ObjectFlags.JointWheel = IncludeInSearch | ||
1682 | |||
1683 | //Permissions model: Object can be REMOVED from search IFF: | ||
1684 | // * User owns object | ||
1685 | //use CanEditObject | ||
1686 | |||
1687 | //Object can be ADDED to search IFF: | ||
1688 | // * User owns object | ||
1689 | // * Asset/DRM permission bit "modify" is enabled | ||
1690 | //use CanEditObjectPosition | ||
1691 | |||
1692 | // libomv will complain about PrimFlags.JointWheel being | ||
1693 | // deprecated, so we | ||
1694 | #pragma warning disable 0612 | ||
1695 | if (IncludeInSearch && m_parentScene.Permissions.CanEditObject(objid, user)) | ||
1696 | { | ||
1697 | obj.ParentGroup.RootPart.AddFlag(PrimFlags.JointWheel); | ||
1698 | obj.ParentGroup.HasGroupChanged = true; | ||
1699 | } | ||
1700 | else if (!IncludeInSearch && m_parentScene.Permissions.CanMoveObject(objid,user)) | ||
1701 | { | ||
1702 | obj.ParentGroup.RootPart.RemFlag(PrimFlags.JointWheel); | ||
1703 | obj.ParentGroup.HasGroupChanged = true; | ||
1704 | } | ||
1705 | #pragma warning restore 0612 | ||
1706 | } | ||
1707 | |||
1708 | /// <summary> | ||
1709 | /// Duplicate the given object, Fire and Forget, No rotation, no return wrapper | ||
1710 | /// </summary> | ||
1711 | /// <param name="originalPrim"></param> | ||
1712 | /// <param name="offset"></param> | ||
1713 | /// <param name="flags"></param> | ||
1714 | protected internal void DuplicateObject(uint originalPrim, Vector3 offset, uint flags, UUID AgentID, UUID GroupID) | ||
1715 | { | ||
1716 | //m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID); | ||
1717 | |||
1718 | // SceneObjectGroup dupe = DuplicateObject(originalPrim, offset, flags, AgentID, GroupID, Quaternion.Zero); | ||
1719 | DuplicateObject(originalPrim, offset, flags, AgentID, GroupID, Quaternion.Identity); | ||
1720 | } | ||
1721 | |||
1722 | /// <summary> | ||
1723 | /// Duplicate the given object. | ||
1724 | /// </summary> | ||
1725 | /// <param name="originalPrim"></param> | ||
1726 | /// <param name="offset"></param> | ||
1727 | /// <param name="flags"></param> | ||
1728 | protected internal SceneObjectGroup DuplicateObject(uint originalPrim, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) | ||
1729 | { | ||
1730 | //m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID); | ||
1731 | |||
1732 | List<EntityBase> EntityList = GetEntities(); | ||
1733 | |||
1734 | SceneObjectGroup originPrim = null; | ||
1735 | foreach (EntityBase ent in EntityList) | ||
1736 | { | ||
1737 | if (ent is SceneObjectGroup) | ||
1738 | { | ||
1739 | if (((SceneObjectGroup)ent).LocalId == originalPrim) | ||
1740 | { | ||
1741 | originPrim = (SceneObjectGroup)ent; | ||
1742 | break; | ||
1743 | } | ||
1744 | } | ||
1745 | } | ||
1746 | |||
1747 | if (originPrim != null) | ||
1748 | { | ||
1749 | if (m_parentScene.Permissions.CanDuplicateObject(originPrim.Children.Count, originPrim.UUID, AgentID, originPrim.AbsolutePosition)) | ||
1750 | { | ||
1751 | SceneObjectGroup copy = originPrim.Copy(AgentID, GroupID, true); | ||
1752 | copy.AbsolutePosition = copy.AbsolutePosition + offset; | ||
1753 | |||
1754 | Entities.Add(copy); | ||
1755 | |||
1756 | // Since we copy from a source group that is in selected | ||
1757 | // state, but the copy is shown deselected in the viewer, | ||
1758 | // We need to clear the selection flag here, else that | ||
1759 | // prim never gets persisted at all. The client doesn't | ||
1760 | // think it's selected, so it will never send a deselect... | ||
1761 | copy.IsSelected = false; | ||
1762 | |||
1763 | m_numPrim += copy.Children.Count; | ||
1764 | |||
1765 | if (rot != Quaternion.Identity) | ||
1766 | { | ||
1767 | copy.UpdateGroupRotation(rot); | ||
1768 | } | ||
1769 | |||
1770 | copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 0); | ||
1771 | copy.HasGroupChanged = true; | ||
1772 | copy.ScheduleGroupForFullUpdate(); | ||
1773 | |||
1774 | // required for physics to update it's position | ||
1775 | copy.AbsolutePosition = copy.AbsolutePosition; | ||
1776 | |||
1777 | if (OnObjectDuplicate != null) | ||
1778 | OnObjectDuplicate(originPrim, copy); | ||
1779 | |||
1780 | return copy; | ||
1781 | } | ||
1782 | } | ||
1783 | else | ||
1784 | { | ||
1785 | m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID); | ||
1786 | } | ||
1787 | |||
1788 | return null; | ||
1789 | } | ||
1790 | |||
1791 | /// <summary> | ||
1792 | /// Calculates the distance between two Vector3s | ||
1793 | /// </summary> | ||
1794 | /// <param name="v1"></param> | ||
1795 | /// <param name="v2"></param> | ||
1796 | /// <returns></returns> | ||
1797 | protected internal float Vector3Distance(Vector3 v1, Vector3 v2) | ||
1798 | { | ||
1799 | // We don't really need the double floating point precision... | ||
1800 | // so casting it to a single | ||
1801 | |||
1802 | return | ||
1803 | (float) | ||
1804 | 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)); | ||
1805 | } | ||
1806 | |||
1807 | #endregion | ||
1808 | |||
1809 | |||
1810 | } | ||
1811 | } | ||