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-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs830
1 files changed, 483 insertions, 347 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 48aca98..f437bc8 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -77,7 +77,12 @@ namespace OpenSim.Region.Framework.Scenes
77 public bool DebugUpdates { get; private set; } 77 public bool DebugUpdates { get; private set; }
78 78
79 public SynchronizeSceneHandler SynchronizeScene; 79 public SynchronizeSceneHandler SynchronizeScene;
80 public SimStatsReporter StatsReporter; 80
81 /// <summary>
82 /// Statistical information for this scene.
83 /// </summary>
84 public SimStatsReporter StatsReporter { get; private set; }
85
81 public List<Border> NorthBorders = new List<Border>(); 86 public List<Border> NorthBorders = new List<Border>();
82 public List<Border> EastBorders = new List<Border>(); 87 public List<Border> EastBorders = new List<Border>();
83 public List<Border> SouthBorders = new List<Border>(); 88 public List<Border> SouthBorders = new List<Border>();
@@ -103,6 +108,7 @@ namespace OpenSim.Region.Framework.Scenes
103 public bool m_trustBinaries; 108 public bool m_trustBinaries;
104 public bool m_allowScriptCrossings; 109 public bool m_allowScriptCrossings;
105 public bool m_useFlySlow; 110 public bool m_useFlySlow;
111 public bool m_useTrashOnDelete = true;
106 112
107 /// <summary> 113 /// <summary>
108 /// Temporarily setting to trigger appearance resends at 60 second intervals. 114 /// Temporarily setting to trigger appearance resends at 60 second intervals.
@@ -114,6 +120,9 @@ namespace OpenSim.Region.Framework.Scenes
114 { 120 {
115 get { return m_defaultDrawDistance; } 121 get { return m_defaultDrawDistance; }
116 } 122 }
123
124 private List<string> m_AllowedViewers = new List<string>();
125 private List<string> m_BannedViewers = new List<string>();
117 126
118 // TODO: need to figure out how allow client agents but deny 127 // TODO: need to figure out how allow client agents but deny
119 // root agents when ACL denies access to root agent 128 // root agents when ACL denies access to root agent
@@ -163,7 +172,6 @@ namespace OpenSim.Region.Framework.Scenes
163 protected IConfigSource m_config; 172 protected IConfigSource m_config;
164 protected IRegionSerialiserModule m_serialiser; 173 protected IRegionSerialiserModule m_serialiser;
165 protected IDialogModule m_dialogModule; 174 protected IDialogModule m_dialogModule;
166 protected IEntityTransferModule m_teleportModule;
167 protected ICapabilitiesModule m_capsModule; 175 protected ICapabilitiesModule m_capsModule;
168 protected IGroupsModule m_groupsModule; 176 protected IGroupsModule m_groupsModule;
169 177
@@ -217,6 +225,7 @@ namespace OpenSim.Region.Framework.Scenes
217 private int backupMS; 225 private int backupMS;
218 private int terrainMS; 226 private int terrainMS;
219 private int landMS; 227 private int landMS;
228 private int spareMS;
220 229
221 /// <summary> 230 /// <summary>
222 /// Tick at which the last frame was processed. 231 /// Tick at which the last frame was processed.
@@ -458,6 +467,7 @@ namespace OpenSim.Region.Framework.Scenes
458 { 467 {
459 if (m_simulationService == null) 468 if (m_simulationService == null)
460 m_simulationService = RequestModuleInterface<ISimulationService>(); 469 m_simulationService = RequestModuleInterface<ISimulationService>();
470
461 return m_simulationService; 471 return m_simulationService;
462 } 472 }
463 } 473 }
@@ -513,6 +523,9 @@ namespace OpenSim.Region.Framework.Scenes
513 } 523 }
514 524
515 public IAttachmentsModule AttachmentsModule { get; set; } 525 public IAttachmentsModule AttachmentsModule { get; set; }
526 public IEntityTransferModule EntityTransferModule { get; private set; }
527 public IAgentAssetTransactions AgentTransactionsModule { get; private set; }
528 public IUserManagement UserManagementModule { get; private set; }
516 529
517 public IAvatarFactoryModule AvatarFactory 530 public IAvatarFactoryModule AvatarFactory
518 { 531 {
@@ -589,6 +602,20 @@ namespace OpenSim.Region.Framework.Scenes
589 get { return m_sceneGraph.Entities; } 602 get { return m_sceneGraph.Entities; }
590 } 603 }
591 604
605
606 // used in sequence see: SpawnPoint()
607 private int m_SpawnPoint;
608 // can be closest/random/sequence
609 public string SpawnPointRouting
610 {
611 get; private set;
612 }
613 // allow landmarks to pass
614 public bool TelehubAllowLandmarks
615 {
616 get; private set;
617 }
618
592 #endregion Properties 619 #endregion Properties
593 620
594 #region Constructors 621 #region Constructors
@@ -606,14 +633,13 @@ namespace OpenSim.Region.Framework.Scenes
606 633
607 Random random = new Random(); 634 Random random = new Random();
608 635
609 m_lastAllocatedLocalId = (uint)(random.NextDouble() * (double)(uint.MaxValue/2))+(uint)(uint.MaxValue/4); 636 m_lastAllocatedLocalId = (uint)(random.NextDouble() * (double)(uint.MaxValue / 2)) + (uint)(uint.MaxValue / 4);
610 m_moduleLoader = moduleLoader; 637 m_moduleLoader = moduleLoader;
611 m_authenticateHandler = authen; 638 m_authenticateHandler = authen;
612 m_sceneGridService = sceneGridService; 639 m_sceneGridService = sceneGridService;
613 m_SimulationDataService = simDataService; 640 m_SimulationDataService = simDataService;
614 m_EstateDataService = estateDataService; 641 m_EstateDataService = estateDataService;
615 m_regionHandle = m_regInfo.RegionHandle; 642 m_regionHandle = m_regInfo.RegionHandle;
616 m_regionName = m_regInfo.RegionName;
617 m_lastIncoming = 0; 643 m_lastIncoming = 0;
618 m_lastOutgoing = 0; 644 m_lastOutgoing = 0;
619 645
@@ -630,7 +656,7 @@ namespace OpenSim.Region.Framework.Scenes
630 // resave. 656 // resave.
631 // FIXME: It shouldn't be up to the database plugins to create this data - we should do it when a new 657 // FIXME: It shouldn't be up to the database plugins to create this data - we should do it when a new
632 // region is set up and avoid these gyrations. 658 // region is set up and avoid these gyrations.
633 RegionSettings rs = simDataService.LoadRegionSettings(m_regInfo.RegionID); 659 RegionSettings rs = simDataService.LoadRegionSettings(RegionInfo.RegionID);
634 bool updatedTerrainTextures = false; 660 bool updatedTerrainTextures = false;
635 if (rs.TerrainTexture1 == UUID.Zero) 661 if (rs.TerrainTexture1 == UUID.Zero)
636 { 662 {
@@ -659,10 +685,10 @@ namespace OpenSim.Region.Framework.Scenes
659 if (updatedTerrainTextures) 685 if (updatedTerrainTextures)
660 rs.Save(); 686 rs.Save();
661 687
662 m_regInfo.RegionSettings = rs; 688 RegionInfo.RegionSettings = rs;
663 689
664 if (estateDataService != null) 690 if (estateDataService != null)
665 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false); 691 RegionInfo.EstateSettings = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false);
666 692
667 #endregion Region Settings 693 #endregion Region Settings
668 694
@@ -726,6 +752,9 @@ namespace OpenSim.Region.Framework.Scenes
726 m_maxPhys = RegionInfo.PhysPrimMax; 752 m_maxPhys = RegionInfo.PhysPrimMax;
727 } 753 }
728 754
755 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
756 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
757
729 // Here, if clamping is requested in either global or 758 // Here, if clamping is requested in either global or
730 // local config, it will be used 759 // local config, it will be used
731 // 760 //
@@ -735,6 +764,7 @@ namespace OpenSim.Region.Framework.Scenes
735 m_clampPrimSize = true; 764 m_clampPrimSize = true;
736 } 765 }
737 766
767 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
738 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 768 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
739 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 769 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
740 m_dontPersistBefore = 770 m_dontPersistBefore =
@@ -781,6 +811,24 @@ namespace OpenSim.Region.Framework.Scenes
781 } 811 }
782 } 812 }
783 813
814 string grant = startupConfig.GetString("AllowedClients", String.Empty);
815 if (grant.Length > 0)
816 {
817 foreach (string viewer in grant.Split(','))
818 {
819 m_AllowedViewers.Add(viewer.Trim().ToLower());
820 }
821 }
822
823 grant = startupConfig.GetString("BannedClients", String.Empty);
824 if (grant.Length > 0)
825 {
826 foreach (string viewer in grant.Split(','))
827 {
828 m_BannedViewers.Add(viewer.Trim().ToLower());
829 }
830 }
831
784 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime); 832 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
785 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup); 833 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup);
786 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); 834 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
@@ -835,13 +883,11 @@ namespace OpenSim.Region.Framework.Scenes
835 MainConsole.Instance.Commands.AddCommand("scene", false, "gc collect", "gc collect", "gc collect", "Cause the garbage collector to make a single pass", HandleGcCollect); 883 MainConsole.Instance.Commands.AddCommand("scene", false, "gc collect", "gc collect", "gc collect", "Cause the garbage collector to make a single pass", HandleGcCollect);
836 } 884 }
837 885
838 /// <summary> 886 public Scene(RegionInfo regInfo) : base(regInfo)
839 /// Mock constructor for scene group persistency unit tests.
840 /// SceneObjectGroup RegionId property is delegated to Scene.
841 /// </summary>
842 /// <param name="regInfo"></param>
843 public Scene(RegionInfo regInfo)
844 { 887 {
888 PhysicalPrims = true;
889 CollidablePrims = true;
890
845 BordersLocked = true; 891 BordersLocked = true;
846 Border northBorder = new Border(); 892 Border northBorder = new Border();
847 northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize); //<--- 893 northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize); //<---
@@ -864,12 +910,9 @@ namespace OpenSim.Region.Framework.Scenes
864 WestBorders.Add(westBorder); 910 WestBorders.Add(westBorder);
865 BordersLocked = false; 911 BordersLocked = false;
866 912
867 m_regInfo = regInfo;
868 m_eventManager = new EventManager(); 913 m_eventManager = new EventManager();
869 914
870 m_permissions = new ScenePermissions(this); 915 m_permissions = new ScenePermissions(this);
871
872// m_lastUpdate = Util.EnvironmentTickCount();
873 } 916 }
874 917
875 #endregion 918 #endregion
@@ -938,8 +981,8 @@ namespace OpenSim.Region.Framework.Scenes
938 List<ulong> old = new List<ulong>(); 981 List<ulong> old = new List<ulong>();
939 old.Add(otherRegion.RegionHandle); 982 old.Add(otherRegion.RegionHandle);
940 agent.DropOldNeighbours(old); 983 agent.DropOldNeighbours(old);
941 if (m_teleportModule != null && agent.PresenceType != PresenceType.Npc) 984 if (EntityTransferModule != null && agent.PresenceType != PresenceType.Npc)
942 m_teleportModule.EnableChildAgent(agent, otherRegion); 985 EntityTransferModule.EnableChildAgent(agent, otherRegion);
943 }); 986 });
944 } 987 }
945 catch (NullReferenceException) 988 catch (NullReferenceException)
@@ -952,7 +995,7 @@ namespace OpenSim.Region.Framework.Scenes
952 else 995 else
953 { 996 {
954 m_log.InfoFormat( 997 m_log.InfoFormat(
955 "[INTERGRID]: Got notice about far away Region: {0} at ({1}, {2})", 998 "[SCENE]: Got notice about far away Region: {0} at ({1}, {2})",
956 otherRegion.RegionName, otherRegion.RegionLocX, otherRegion.RegionLocY); 999 otherRegion.RegionName, otherRegion.RegionLocX, otherRegion.RegionLocY);
957 } 1000 }
958 } 1001 }
@@ -1046,13 +1089,13 @@ namespace OpenSim.Region.Framework.Scenes
1046 } 1089 }
1047 } 1090 }
1048 1091
1092 m_log.Error("[REGION]: Closing");
1093 Close();
1094
1049 if (PhysicsScene != null) 1095 if (PhysicsScene != null)
1050 { 1096 {
1051 PhysicsScene.Dispose(); 1097 PhysicsScene.Dispose();
1052 } 1098 }
1053
1054 m_log.Error("[REGION]: Closing");
1055 Close();
1056 1099
1057 m_log.Error("[REGION]: Firing Region Restart Message"); 1100 m_log.Error("[REGION]: Firing Region Restart Message");
1058 1101
@@ -1076,8 +1119,8 @@ namespace OpenSim.Region.Framework.Scenes
1076 { 1119 {
1077 ForEachRootScenePresence(delegate(ScenePresence agent) 1120 ForEachRootScenePresence(delegate(ScenePresence agent)
1078 { 1121 {
1079 if (m_teleportModule != null && agent.PresenceType != PresenceType.Npc) 1122 if (EntityTransferModule != null && agent.PresenceType != PresenceType.Npc)
1080 m_teleportModule.EnableChildAgent(agent, r); 1123 EntityTransferModule.EnableChildAgent(agent, r);
1081 }); 1124 });
1082 } 1125 }
1083 catch (NullReferenceException) 1126 catch (NullReferenceException)
@@ -1210,8 +1253,8 @@ namespace OpenSim.Region.Framework.Scenes
1210 1253
1211 m_sceneGraph.Close(); 1254 m_sceneGraph.Close();
1212 1255
1213 if (!GridService.DeregisterRegion(m_regInfo.RegionID)) 1256 if (!GridService.DeregisterRegion(RegionInfo.RegionID))
1214 m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", m_regInfo.RegionName); 1257 m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", Name);
1215 1258
1216 // call the base class Close method. 1259 // call the base class Close method.
1217 base.Close(); 1260 base.Close();
@@ -1267,8 +1310,10 @@ namespace OpenSim.Region.Framework.Scenes
1267 m_serialiser = RequestModuleInterface<IRegionSerialiserModule>(); 1310 m_serialiser = RequestModuleInterface<IRegionSerialiserModule>();
1268 m_dialogModule = RequestModuleInterface<IDialogModule>(); 1311 m_dialogModule = RequestModuleInterface<IDialogModule>();
1269 m_capsModule = RequestModuleInterface<ICapabilitiesModule>(); 1312 m_capsModule = RequestModuleInterface<ICapabilitiesModule>();
1270 m_teleportModule = RequestModuleInterface<IEntityTransferModule>(); 1313 EntityTransferModule = RequestModuleInterface<IEntityTransferModule>();
1271 m_groupsModule = RequestModuleInterface<IGroupsModule>(); 1314 m_groupsModule = RequestModuleInterface<IGroupsModule>();
1315 AgentTransactionsModule = RequestModuleInterface<IAgentAssetTransactions>();
1316 UserManagementModule = RequestModuleInterface<IUserManagement>();
1272 } 1317 }
1273 1318
1274 #endregion 1319 #endregion
@@ -1389,37 +1434,41 @@ namespace OpenSim.Region.Framework.Scenes
1389 endFrame = Frame + frames; 1434 endFrame = Frame + frames;
1390 1435
1391 float physicsFPS = 0f; 1436 float physicsFPS = 0f;
1392 int tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS; 1437 int previousFrameTick, tmpMS;
1393 int previousFrameTick; 1438 int maintc = Util.EnvironmentTickCount();
1394 int maintc;
1395 int sleepMS;
1396 int framestart;
1397 1439
1398 while (!m_shuttingDown && (endFrame == null || Frame < endFrame)) 1440 while (!m_shuttingDown && (endFrame == null || Frame < endFrame))
1399 { 1441 {
1400 framestart = Util.EnvironmentTickCount();
1401 ++Frame; 1442 ++Frame;
1402 1443
1403// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); 1444// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
1404 1445
1405 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0; 1446 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0;
1406 1447
1407 try 1448 try
1408 { 1449 {
1409 tmpPhysicsMS2 = Util.EnvironmentTickCount(); 1450 // Apply taints in terrain module to terrain in physics scene
1451 if (Frame % m_update_terrain == 0)
1452 {
1453 tmpMS = Util.EnvironmentTickCount();
1454 UpdateTerrain();
1455 terrainMS = Util.EnvironmentTickCountSubtract(tmpMS);
1456 }
1457
1458 tmpMS = Util.EnvironmentTickCount();
1410 if ((Frame % m_update_physics == 0) && m_physics_enabled) 1459 if ((Frame % m_update_physics == 0) && m_physics_enabled)
1411 m_sceneGraph.UpdatePreparePhysics(); 1460 m_sceneGraph.UpdatePreparePhysics();
1412 physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2); 1461 physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS);
1413 1462
1414 // Apply any pending avatar force input to the avatar's velocity 1463 // Apply any pending avatar force input to the avatar's velocity
1415 tmpAgentMS = Util.EnvironmentTickCount(); 1464 tmpMS = Util.EnvironmentTickCount();
1416 if (Frame % m_update_entitymovement == 0) 1465 if (Frame % m_update_entitymovement == 0)
1417 m_sceneGraph.UpdateScenePresenceMovement(); 1466 m_sceneGraph.UpdateScenePresenceMovement();
1418 agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS); 1467 agentMS = Util.EnvironmentTickCountSubtract(tmpMS);
1419 1468
1420 // Perform the main physics update. This will do the actual work of moving objects and avatars according to their 1469 // Perform the main physics update. This will do the actual work of moving objects and avatars according to their
1421 // velocity 1470 // velocity
1422 tmpPhysicsMS = Util.EnvironmentTickCount(); 1471 tmpMS = Util.EnvironmentTickCount();
1423 if (Frame % m_update_physics == 0) 1472 if (Frame % m_update_physics == 0)
1424 { 1473 {
1425 if (m_physics_enabled) 1474 if (m_physics_enabled)
@@ -1428,9 +1477,9 @@ namespace OpenSim.Region.Framework.Scenes
1428 if (SynchronizeScene != null) 1477 if (SynchronizeScene != null)
1429 SynchronizeScene(this); 1478 SynchronizeScene(this);
1430 } 1479 }
1431 physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS); 1480 physicsMS = Util.EnvironmentTickCountSubtract(tmpMS);
1432 1481
1433 tmpAgentMS = Util.EnvironmentTickCount(); 1482 tmpMS = Util.EnvironmentTickCount();
1434 1483
1435 // Check if any objects have reached their targets 1484 // Check if any objects have reached their targets
1436 CheckAtTargets(); 1485 CheckAtTargets();
@@ -1445,36 +1494,29 @@ namespace OpenSim.Region.Framework.Scenes
1445 if (Frame % m_update_presences == 0) 1494 if (Frame % m_update_presences == 0)
1446 m_sceneGraph.UpdatePresences(); 1495 m_sceneGraph.UpdatePresences();
1447 1496
1448 agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS); 1497 agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
1449 1498
1450 // Delete temp-on-rez stuff 1499 // Delete temp-on-rez stuff
1451 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) 1500 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
1452 { 1501 {
1453 tmpTempOnRezMS = Util.EnvironmentTickCount(); 1502 tmpMS = Util.EnvironmentTickCount();
1454 m_cleaningTemps = true; 1503 m_cleaningTemps = true;
1455 Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; }); 1504 Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
1456 tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS); 1505 tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpMS);
1457 } 1506 }
1458 1507
1459 if (Frame % m_update_events == 0) 1508 if (Frame % m_update_events == 0)
1460 { 1509 {
1461 evMS = Util.EnvironmentTickCount(); 1510 tmpMS = Util.EnvironmentTickCount();
1462 UpdateEvents(); 1511 UpdateEvents();
1463 eventMS = Util.EnvironmentTickCountSubtract(evMS); 1512 eventMS = Util.EnvironmentTickCountSubtract(tmpMS);
1464 } 1513 }
1465 1514
1466 if (Frame % m_update_backup == 0) 1515 if (Frame % m_update_backup == 0)
1467 { 1516 {
1468 backMS = Util.EnvironmentTickCount(); 1517 tmpMS = Util.EnvironmentTickCount();
1469 UpdateStorageBackup(); 1518 UpdateStorageBackup();
1470 backupMS = Util.EnvironmentTickCountSubtract(backMS); 1519 backupMS = Util.EnvironmentTickCountSubtract(tmpMS);
1471 }
1472
1473 if (Frame % m_update_terrain == 0)
1474 {
1475 terMS = Util.EnvironmentTickCount();
1476 UpdateTerrain();
1477 terrainMS = Util.EnvironmentTickCountSubtract(terMS);
1478 } 1520 }
1479 1521
1480 //if (Frame % m_update_land == 0) 1522 //if (Frame % m_update_land == 0)
@@ -1483,29 +1525,6 @@ namespace OpenSim.Region.Framework.Scenes
1483 // UpdateLand(); 1525 // UpdateLand();
1484 // landMS = Util.EnvironmentTickCountSubtract(ldMS); 1526 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1485 //} 1527 //}
1486
1487 // frameMS = Util.EnvironmentTickCountSubtract(maintc);
1488 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1489
1490 // if (Frame%m_update_avatars == 0)
1491 // UpdateInWorldTime();
1492 StatsReporter.AddPhysicsFPS(physicsFPS);
1493 StatsReporter.AddTimeDilation(TimeDilation);
1494 StatsReporter.AddFPS(1);
1495 StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount());
1496 StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount());
1497 StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount());
1498 StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount());
1499
1500 // frameMS currently records work frame times, not total frame times (work + any required sleep to
1501 // reach min frame time.
1502 // StatsReporter.addFrameMS(frameMS);
1503
1504 StatsReporter.addAgentMS(agentMS);
1505 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1506 StatsReporter.addOtherMS(otherMS);
1507 StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount());
1508 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1509 1528
1510 if (LoginsDisabled && Frame == 20) 1529 if (LoginsDisabled && Frame == 20)
1511 { 1530 {
@@ -1526,11 +1545,11 @@ namespace OpenSim.Region.Framework.Scenes
1526 LoginLock = false; 1545 LoginLock = false;
1527 EventManager.TriggerLoginsEnabled(RegionInfo.RegionName); 1546 EventManager.TriggerLoginsEnabled(RegionInfo.RegionName);
1528 } 1547 }
1529 m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName);
1530 1548
1531 // For RegionReady lockouts 1549 // For RegionReady lockouts
1532 if(LoginLock == false) 1550 if (!LoginLock)
1533 { 1551 {
1552 m_log.InfoFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName);
1534 LoginsDisabled = false; 1553 LoginsDisabled = false;
1535 } 1554 }
1536 1555
@@ -1556,23 +1575,36 @@ namespace OpenSim.Region.Framework.Scenes
1556 1575
1557 previousFrameTick = m_lastFrameTick; 1576 previousFrameTick = m_lastFrameTick;
1558 m_lastFrameTick = Util.EnvironmentTickCount(); 1577 m_lastFrameTick = Util.EnvironmentTickCount();
1559 maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart); 1578 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc);
1560 maintc = (int)(MinFrameTime * 1000) - maintc; 1579 tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
1561 1580
1562 m_firstHeartbeat = false; 1581 m_firstHeartbeat = false;
1563 1582
1583 if (tmpMS > 0)
1584 {
1585 Thread.Sleep(tmpMS);
1586 spareMS += tmpMS;
1587 }
1588
1589 frameMS = Util.EnvironmentTickCountSubtract(maintc);
1590 maintc = Util.EnvironmentTickCount();
1564 1591
1565 sleepMS = Util.EnvironmentTickCount(); 1592 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1566 1593
1567 if (maintc > 0) 1594 // if (Frame%m_update_avatars == 0)
1568 Thread.Sleep(maintc); 1595 // UpdateInWorldTime();
1596 StatsReporter.AddPhysicsFPS(physicsFPS);
1597 StatsReporter.AddTimeDilation(TimeDilation);
1598 StatsReporter.AddFPS(1);
1569 1599
1570 sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
1571 frameMS = Util.EnvironmentTickCountSubtract(framestart);
1572 StatsReporter.addSleepMS(sleepMS);
1573 StatsReporter.addFrameMS(frameMS); 1600 StatsReporter.addFrameMS(frameMS);
1574 1601 StatsReporter.addAgentMS(agentMS);
1575 // Optionally warn if a frame takes double the amount of time that it should. 1602 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1603 StatsReporter.addOtherMS(otherMS);
1604 StatsReporter.AddSpareMS(spareMS);
1605 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1606
1607 // Optionally warn if a frame takes double the amount of time that it should.
1576 if (DebugUpdates 1608 if (DebugUpdates
1577 && Util.EnvironmentTickCountSubtract( 1609 && Util.EnvironmentTickCountSubtract(
1578 m_lastFrameTick, previousFrameTick) > (int)(MinFrameTime * 1000 * 2)) 1610 m_lastFrameTick, previousFrameTick) > (int)(MinFrameTime * 1000 * 2))
@@ -1759,14 +1791,14 @@ namespace OpenSim.Region.Framework.Scenes
1759 1791
1760 public void StoreWindlightProfile(RegionLightShareData wl) 1792 public void StoreWindlightProfile(RegionLightShareData wl)
1761 { 1793 {
1762 m_regInfo.WindlightSettings = wl; 1794 RegionInfo.WindlightSettings = wl;
1763 SimulationDataService.StoreRegionWindlightSettings(wl); 1795 SimulationDataService.StoreRegionWindlightSettings(wl);
1764 m_eventManager.TriggerOnSaveNewWindlightProfile(); 1796 m_eventManager.TriggerOnSaveNewWindlightProfile();
1765 } 1797 }
1766 1798
1767 public void LoadWindlightProfile() 1799 public void LoadWindlightProfile()
1768 { 1800 {
1769 m_regInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(RegionInfo.RegionID); 1801 RegionInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(RegionInfo.RegionID);
1770 m_eventManager.TriggerOnSaveNewWindlightProfile(); 1802 m_eventManager.TriggerOnSaveNewWindlightProfile();
1771 } 1803 }
1772 1804
@@ -2085,9 +2117,8 @@ namespace OpenSim.Region.Framework.Scenes
2085 sceneObject.SetGroup(groupID, null); 2117 sceneObject.SetGroup(groupID, null);
2086 } 2118 }
2087 2119
2088 IUserManagement uman = RequestModuleInterface<IUserManagement>(); 2120 if (UserManagementModule != null)
2089 if (uman != null) 2121 sceneObject.RootPart.CreatorIdentification = UserManagementModule.GetUserUUI(ownerID);
2090 sceneObject.RootPart.CreatorIdentification = uman.GetUserUUI(ownerID);
2091 2122
2092 sceneObject.ScheduleGroupForFullUpdate(); 2123 sceneObject.ScheduleGroupForFullUpdate();
2093 2124
@@ -2252,13 +2283,30 @@ namespace OpenSim.Region.Framework.Scenes
2252 /// <summary> 2283 /// <summary>
2253 /// Synchronously delete the given object from the scene. 2284 /// Synchronously delete the given object from the scene.
2254 /// </summary> 2285 /// </summary>
2286 /// <remarks>
2287 /// Scripts are also removed.
2288 /// </remarks>
2255 /// <param name="group">Object Id</param> 2289 /// <param name="group">Object Id</param>
2256 /// <param name="silent">Suppress broadcasting changes to other clients.</param> 2290 /// <param name="silent">Suppress broadcasting changes to other clients.</param>
2257 public void DeleteSceneObject(SceneObjectGroup group, bool silent) 2291 public void DeleteSceneObject(SceneObjectGroup group, bool silent)
2292 {
2293 DeleteSceneObject(group, silent, true);
2294 }
2295
2296 /// <summary>
2297 /// Synchronously delete the given object from the scene.
2298 /// </summary>
2299 /// <param name="group">Object Id</param>
2300 /// <param name="silent">Suppress broadcasting changes to other clients.</param>
2301 /// <param name="removeScripts">If true, then scripts are removed. If false, then they are only stopped.</para>
2302 public void DeleteSceneObject(SceneObjectGroup group, bool silent, bool removeScripts)
2258 { 2303 {
2259// m_log.DebugFormat("[SCENE]: Deleting scene object {0} {1}", group.Name, group.UUID); 2304// m_log.DebugFormat("[SCENE]: Deleting scene object {0} {1}", group.Name, group.UUID);
2260 2305
2261 group.RemoveScriptInstances(true); 2306 if (removeScripts)
2307 group.RemoveScriptInstances(true);
2308 else
2309 group.StopScriptInstances();
2262 2310
2263 SceneObjectPart[] partList = group.Parts; 2311 SceneObjectPart[] partList = group.Parts;
2264 2312
@@ -2308,7 +2356,7 @@ namespace OpenSim.Region.Framework.Scenes
2308 ForceSceneObjectBackup(so); 2356 ForceSceneObjectBackup(so);
2309 2357
2310 so.DetachFromBackup(); 2358 so.DetachFromBackup();
2311 SimulationDataService.RemoveObject(so.UUID, m_regInfo.RegionID); 2359 SimulationDataService.RemoveObject(so.UUID, RegionInfo.RegionID);
2312 } 2360 }
2313 2361
2314 // We need to keep track of this state in case this group is still queued for further backup. 2362 // We need to keep track of this state in case this group is still queued for further backup.
@@ -2365,8 +2413,8 @@ namespace OpenSim.Region.Framework.Scenes
2365 return; 2413 return;
2366 } 2414 }
2367 2415
2368 if (m_teleportModule != null) 2416 if (EntityTransferModule != null)
2369 m_teleportModule.Cross(grp, attemptedPosition, silent); 2417 EntityTransferModule.Cross(grp, attemptedPosition, silent);
2370 } 2418 }
2371 2419
2372 public Border GetCrossedBorder(Vector3 position, Cardinals gridline) 2420 public Border GetCrossedBorder(Vector3 position, Cardinals gridline)
@@ -2566,7 +2614,16 @@ namespace OpenSim.Region.Framework.Scenes
2566 } 2614 }
2567 catch (Exception e) 2615 catch (Exception e)
2568 { 2616 {
2569 m_log.WarnFormat("[SCENE]: Problem casting object, exception {0}{1}", e.Message, e.StackTrace); 2617 m_log.WarnFormat("[INTERREGION]: Problem casting object, exception {0}{1}", e.Message, e.StackTrace);
2618 return false;
2619 }
2620
2621 // If the user is banned, we won't let any of their objects
2622 // enter. Period.
2623 //
2624 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID, 36))
2625 {
2626 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID);
2570 return false; 2627 return false;
2571 } 2628 }
2572 2629
@@ -2577,32 +2634,30 @@ namespace OpenSim.Region.Framework.Scenes
2577 2634
2578 if (!AddSceneObject(newObject)) 2635 if (!AddSceneObject(newObject))
2579 { 2636 {
2580 m_log.DebugFormat("[SCENE]: Problem adding scene object {0} in {1} ", sog.UUID, RegionInfo.RegionName); 2637 m_log.DebugFormat(
2638 "[INTERREGION]: Problem adding scene object {0} in {1} ", newObject.UUID, RegionInfo.RegionName);
2581 return false; 2639 return false;
2582 } 2640 }
2583 2641
2584 // For attachments, we need to wait until the agent is root
2585 // before we restart the scripts, or else some functions won't work.
2586 if (!newObject.IsAttachment) 2642 if (!newObject.IsAttachment)
2587 { 2643 {
2588 newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject)); 2644 // FIXME: It would be better to never add the scene object at all rather than add it and then delete
2589 newObject.ResumeScripts(); 2645 // it
2590 } 2646 if (!Permissions.CanObjectEntry(newObject.UUID, true, newObject.AbsolutePosition))
2591 else
2592 {
2593 ScenePresence sp;
2594 if (TryGetScenePresence(newObject.OwnerID, out sp))
2595 { 2647 {
2596 // If the scene presence is here and already a root 2648 // Deny non attachments based on parcel settings
2597 // agent, we came from a ;egacy region. Start the scripts 2649 //
2598 // here as they used to start. 2650 m_log.Info("[INTERREGION]: Denied prim crossing because of parcel settings");
2599 // TODO: Remove in 0.7.3 2651
2600 if (!sp.IsChildAgent) 2652 DeleteSceneObject(newObject, false);
2601 { 2653
2602 newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject)); 2654 return false;
2603 newObject.ResumeScripts();
2604 }
2605 } 2655 }
2656
2657 // For attachments, we need to wait until the agent is root
2658 // before we restart the scripts, or else some functions won't work.
2659 newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject));
2660 newObject.ResumeScripts();
2606 } 2661 }
2607 2662
2608 // Do this as late as possible so that listeners have full access to the incoming object 2663 // Do this as late as possible so that listeners have full access to the incoming object
@@ -2612,28 +2667,6 @@ namespace OpenSim.Region.Framework.Scenes
2612 } 2667 }
2613 2668
2614 /// <summary> 2669 /// <summary>
2615 /// Attachment rezzing
2616 /// </summary>
2617 /// <param name="userID">Agent Unique ID</param>
2618 /// <param name="itemID">Object ID</param>
2619 /// <returns>False</returns>
2620 public virtual bool IncomingCreateObject(UUID userID, UUID itemID)
2621 {
2622 m_log.DebugFormat(" >>> IncomingCreateObject(userID, itemID) <<< {0} {1}", userID, itemID);
2623
2624 // Commented out since this is as yet unused and is arguably not the appropriate place to do this, as
2625 // attachments are being rezzed elsewhere in AddNewClient()
2626// ScenePresence sp = GetScenePresence(userID);
2627// if (sp != null && AttachmentsModule != null)
2628// {
2629// uint attPt = (uint)sp.Appearance.GetAttachpoint(itemID);
2630// AttachmentsModule.RezSingleAttachmentFromInventory(sp.ControllingClient, itemID, attPt);
2631// }
2632
2633 return false;
2634 }
2635
2636 /// <summary>
2637 /// Adds a Scene Object group to the Scene. 2670 /// Adds a Scene Object group to the Scene.
2638 /// Verifies that the creator of the object is not banned from the simulator. 2671 /// Verifies that the creator of the object is not banned from the simulator.
2639 /// Checks if the item is an Attachment 2672 /// Checks if the item is an Attachment
@@ -2652,15 +2685,13 @@ namespace OpenSim.Region.Framework.Scenes
2652 // enter. Period. 2685 // enter. Period.
2653 // 2686 //
2654 int flags = GetUserFlags(sceneObject.OwnerID); 2687 int flags = GetUserFlags(sceneObject.OwnerID);
2655 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags)) 2688 if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2656 { 2689 {
2657 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID); 2690 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2658 2691
2659 return false; 2692 return false;
2660 } 2693 }
2661 2694
2662 sceneObject.SetScene(this);
2663
2664 // Force allocation of new LocalId 2695 // Force allocation of new LocalId
2665 // 2696 //
2666 SceneObjectPart[] parts = sceneObject.Parts; 2697 SceneObjectPart[] parts = sceneObject.Parts;
@@ -2686,10 +2717,10 @@ namespace OpenSim.Region.Framework.Scenes
2686 { 2717 {
2687 SceneObjectGroup grp = sceneObject; 2718 SceneObjectGroup grp = sceneObject;
2688 2719
2689 m_log.DebugFormat( 2720// m_log.DebugFormat(
2690 "[ATTACHMENT]: Received attachment {0}, inworld asset id {1}", grp.FromItemID, grp.UUID); 2721// "[ATTACHMENT]: Received attachment {0}, inworld asset id {1}", grp.FromItemID, grp.UUID);
2691 m_log.DebugFormat( 2722// m_log.DebugFormat(
2692 "[ATTACHMENT]: Attach to avatar {0} at position {1}", sp.UUID, grp.AbsolutePosition); 2723// "[ATTACHMENT]: Attach to avatar {0} at position {1}", sp.UUID, grp.AbsolutePosition);
2693 2724
2694 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2725 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2695 2726
@@ -2716,18 +2747,6 @@ namespace OpenSim.Region.Framework.Scenes
2716 return false; 2747 return false;
2717 } 2748 }
2718 AddRestoredSceneObject(sceneObject, true, false); 2749 AddRestoredSceneObject(sceneObject, true, false);
2719
2720 if (!Permissions.CanObjectEntry(sceneObject.UUID,
2721 true, sceneObject.AbsolutePosition))
2722 {
2723 // Deny non attachments based on parcel settings
2724 //
2725 m_log.Info("[INTERREGION]: Denied prim crossing because of parcel settings");
2726
2727 DeleteSceneObject(sceneObject, false);
2728
2729 return false;
2730 }
2731 } 2750 }
2732 2751
2733 return true; 2752 return true;
@@ -2785,7 +2804,8 @@ namespace OpenSim.Region.Framework.Scenes
2785 if (sp == null) 2804 if (sp == null)
2786 { 2805 {
2787 m_log.DebugFormat( 2806 m_log.DebugFormat(
2788 "[SCENE]: Adding new child scene presence {0} to scene {1} at pos {2}", client.Name, RegionInfo.RegionName, client.StartPos); 2807 "[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}",
2808 client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos);
2789 2809
2790 m_clientManager.Add(client); 2810 m_clientManager.Add(client);
2791 SubscribeToClientEvents(client); 2811 SubscribeToClientEvents(client);
@@ -2845,14 +2865,13 @@ namespace OpenSim.Region.Framework.Scenes
2845 /// <param name="aCircuit"></param> 2865 /// <param name="aCircuit"></param>
2846 private void CacheUserName(ScenePresence sp, AgentCircuitData aCircuit) 2866 private void CacheUserName(ScenePresence sp, AgentCircuitData aCircuit)
2847 { 2867 {
2848 IUserManagement uMan = RequestModuleInterface<IUserManagement>(); 2868 if (UserManagementModule != null)
2849 if (uMan != null)
2850 { 2869 {
2851 string first = aCircuit.firstname, last = aCircuit.lastname; 2870 string first = aCircuit.firstname, last = aCircuit.lastname;
2852 2871
2853 if (sp.PresenceType == PresenceType.Npc) 2872 if (sp.PresenceType == PresenceType.Npc)
2854 { 2873 {
2855 uMan.AddUser(aCircuit.AgentID, first, last); 2874 UserManagementModule.AddUser(aCircuit.AgentID, first, last);
2856 } 2875 }
2857 else 2876 else
2858 { 2877 {
@@ -2871,7 +2890,7 @@ namespace OpenSim.Region.Framework.Scenes
2871 } 2890 }
2872 } 2891 }
2873 2892
2874 uMan.AddUser(aCircuit.AgentID, first, last, homeURL); 2893 UserManagementModule.AddUser(aCircuit.AgentID, first, last, homeURL);
2875 } 2894 }
2876 } 2895 }
2877 } 2896 }
@@ -3209,8 +3228,10 @@ namespace OpenSim.Region.Framework.Scenes
3209 /// <param name="client">The IClientAPI for the client</param> 3228 /// <param name="client">The IClientAPI for the client</param>
3210 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client) 3229 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
3211 { 3230 {
3212 if (m_teleportModule != null) 3231 if (EntityTransferModule != null)
3213 return m_teleportModule.TeleportHome(agentId, client); 3232 {
3233 EntityTransferModule.TeleportHome(agentId, client);
3234 }
3214 else 3235 else
3215 { 3236 {
3216 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3237 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
@@ -3372,65 +3393,82 @@ namespace OpenSim.Region.Framework.Scenes
3372// CheckHeartbeat(); 3393// CheckHeartbeat();
3373 bool isChildAgent = false; 3394 bool isChildAgent = false;
3374 ScenePresence avatar = GetScenePresence(agentID); 3395 ScenePresence avatar = GetScenePresence(agentID);
3375 if (avatar != null) 3396
3397 if (avatar == null)
3398 {
3399 m_log.WarnFormat(
3400 "[SCENE]: Called RemoveClient() with agent ID {0} but no such presence is in the scene.", agentID);
3401
3402 return;
3403 }
3404
3405 try
3376 { 3406 {
3377 isChildAgent = avatar.IsChildAgent; 3407 isChildAgent = avatar.IsChildAgent;
3378 3408
3379 if (avatar.ParentID != 0) 3409 m_log.DebugFormat(
3410 "[SCENE]: Removing {0} agent {1} {2} from {3}",
3411 (isChildAgent ? "child" : "root"), avatar.Name, agentID, RegionInfo.RegionName);
3412
3413 // Don't do this to root agents, it's not nice for the viewer
3414 if (closeChildAgents && isChildAgent)
3380 { 3415 {
3381 avatar.StandUp(); 3416 // Tell a single agent to disconnect from the region.
3417 IEventQueue eq = RequestModuleInterface<IEventQueue>();
3418 if (eq != null)
3419 {
3420 eq.DisableSimulator(RegionInfo.RegionHandle, avatar.UUID);
3421 }
3422 else
3423 {
3424 avatar.ControllingClient.SendShutdownConnectionNotice();
3425 }
3382 } 3426 }
3383 3427
3384 try 3428 // Only applies to root agents.
3429 if (avatar.ParentID != 0)
3385 { 3430 {
3386 m_log.DebugFormat( 3431 avatar.StandUp();
3387 "[SCENE]: Removing {0} agent {1} from region {2}", 3432 }
3388 (isChildAgent ? "child" : "root"), agentID, RegionInfo.RegionName);
3389 3433
3390 m_sceneGraph.removeUserCount(!isChildAgent); 3434 m_sceneGraph.removeUserCount(!isChildAgent);
3391 3435
3392 // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop 3436 // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop
3393 // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI 3437 // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI
3394 if (closeChildAgents && CapsModule != null) 3438 if (closeChildAgents && CapsModule != null)
3395 CapsModule.RemoveCaps(agentID); 3439 CapsModule.RemoveCaps(agentID);
3396 3440
3397 // REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever 3441 // REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever
3398 // this method is doing is HORRIBLE!!! 3442 // this method is doing is HORRIBLE!!!
3399 avatar.Scene.NeedSceneCacheClear(avatar.UUID); 3443 avatar.Scene.NeedSceneCacheClear(avatar.UUID);
3400 3444
3401 if (closeChildAgents && !avatar.IsChildAgent) 3445 if (closeChildAgents && !isChildAgent)
3402 {
3403 List<ulong> regions = avatar.KnownRegionHandles;
3404 regions.Remove(RegionInfo.RegionHandle);
3405 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3406 }
3407 m_log.Debug("[Scene] Beginning ClientClosed");
3408 m_eventManager.TriggerClientClosed(agentID, this);
3409 m_log.Debug("[Scene] Finished ClientClosed");
3410 }
3411 catch (NullReferenceException)
3412 { 3446 {
3413 // We don't know which count to remove it from 3447 List<ulong> regions = avatar.KnownRegionHandles;
3414 // Avatar is already disposed :/ 3448 regions.Remove(RegionInfo.RegionHandle);
3449 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3415 } 3450 }
3416 3451
3417 try 3452 m_eventManager.TriggerClientClosed(agentID, this);
3453 m_eventManager.TriggerOnRemovePresence(agentID);
3454
3455 if (!isChildAgent)
3418 { 3456 {
3419 m_eventManager.TriggerOnRemovePresence(agentID); 3457 if (AttachmentsModule != null)
3420
3421 if (AttachmentsModule != null && !isChildAgent && avatar.PresenceType != PresenceType.Npc)
3422 { 3458 {
3423 IUserManagement uMan = RequestModuleInterface<IUserManagement>();
3424 // Don't save attachments for HG visitors, it 3459 // Don't save attachments for HG visitors, it
3425 // messes up their inventory. When a HG visitor logs 3460 // messes up their inventory. When a HG visitor logs
3426 // out on a foreign grid, their attachments will be 3461 // out on a foreign grid, their attachments will be
3427 // reloaded in the state they were in when they left 3462 // reloaded in the state they were in when they left
3428 // the home grid. This is best anyway as the visited 3463 // the home grid. This is best anyway as the visited
3429 // grid may use an incompatible script engine. 3464 // grid may use an incompatible script engine.
3430 if (uMan == null || uMan.IsLocalGridUser(avatar.UUID)) 3465 bool saveChanged
3431 AttachmentsModule.SaveChangedAttachments(avatar, false); 3466 = avatar.PresenceType != PresenceType.Npc
3467 && (UserManagementModule == null || UserManagementModule.IsLocalGridUser(avatar.UUID));
3468
3469 AttachmentsModule.DeRezAttachments(avatar, saveChanged, false);
3432 } 3470 }
3433 3471
3434 ForEachClient( 3472 ForEachClient(
3435 delegate(IClientAPI client) 3473 delegate(IClientAPI client)
3436 { 3474 {
@@ -3438,43 +3476,35 @@ namespace OpenSim.Region.Framework.Scenes
3438 try { client.SendKillObject(avatar.RegionHandle, new List<uint> { avatar.LocalId }); } 3476 try { client.SendKillObject(avatar.RegionHandle, new List<uint> { avatar.LocalId }); }
3439 catch (NullReferenceException) { } 3477 catch (NullReferenceException) { }
3440 }); 3478 });
3441
3442 IAgentAssetTransactions agentTransactions = this.RequestModuleInterface<IAgentAssetTransactions>();
3443 if (agentTransactions != null)
3444 {
3445 agentTransactions.RemoveAgentAssetTransactions(agentID);
3446 }
3447 }
3448 finally
3449 {
3450 // Always clean these structures up so that any failure above doesn't cause them to remain in the
3451 // scene with possibly bad effects (e.g. continually timing out on unacked packets and triggering
3452 // the same cleanup exception continually.
3453 // TODO: This should probably extend to the whole method, but we don't want to also catch the NRE
3454 // since this would hide the underlying failure and other associated problems.
3455 m_sceneGraph.RemoveScenePresence(agentID);
3456 m_clientManager.Remove(agentID);
3457 } 3479 }
3458 3480
3459 try 3481 // It's possible for child agents to have transactions if changes are being made cross-border.
3460 { 3482 if (AgentTransactionsModule != null)
3461 avatar.Close(); 3483 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
3462 } 3484
3463 catch (NullReferenceException) 3485 avatar.Close();
3464 { 3486
3465 //We can safely ignore null reference exceptions. It means the avatar are dead and cleaned up anyway.
3466 }
3467 catch (Exception e)
3468 {
3469 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace);
3470 }
3471 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3472 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3487 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3473// CleanDroppedAttachments();
3474 m_log.Debug("[Scene] The avatar has left the building"); 3488 m_log.Debug("[Scene] The avatar has left the building");
3475 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3476 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3477 } 3489 }
3490 catch (Exception e)
3491 {
3492 m_log.Error(
3493 string.Format("[SCENE]: Exception removing {0} from {1}, ", avatar.Name, RegionInfo.RegionName), e);
3494 }
3495 finally
3496 {
3497 // Always clean these structures up so that any failure above doesn't cause them to remain in the
3498 // scene with possibly bad effects (e.g. continually timing out on unacked packets and triggering
3499 // the same cleanup exception continually.
3500 // TODO: This should probably extend to the whole method, but we don't want to also catch the NRE
3501 // since this would hide the underlying failure and other associated problems.
3502 m_sceneGraph.RemoveScenePresence(agentID);
3503 m_clientManager.Remove(agentID);
3504 }
3505
3506 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3507 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3478 } 3508 }
3479 3509
3480 /// <summary> 3510 /// <summary>
@@ -3556,7 +3586,7 @@ namespace OpenSim.Region.Framework.Scenes
3556 public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, out string reason, bool requirePresenceLookup) 3586 public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, out string reason, bool requirePresenceLookup)
3557 { 3587 {
3558 bool vialogin = ((teleportFlags & (uint)TPFlags.ViaLogin) != 0 || 3588 bool vialogin = ((teleportFlags & (uint)TPFlags.ViaLogin) != 0 ||
3559 (teleportFlags & (uint)TPFlags.ViaHGLogin) != 0); 3589 (teleportFlags & (uint)TPFlags.ViaHGLogin) != 0);
3560 bool viahome = ((teleportFlags & (uint)TPFlags.ViaHome) != 0); 3590 bool viahome = ((teleportFlags & (uint)TPFlags.ViaHome) != 0);
3561 bool godlike = ((teleportFlags & (uint)TPFlags.Godlike) != 0); 3591 bool godlike = ((teleportFlags & (uint)TPFlags.Godlike) != 0);
3562 3592
@@ -3572,8 +3602,17 @@ namespace OpenSim.Region.Framework.Scenes
3572 // Don't disable this log message - it's too helpful 3602 // Don't disable this log message - it's too helpful
3573 m_log.DebugFormat( 3603 m_log.DebugFormat(
3574 "[SCENE]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, IP {6}, viewer {7}, teleportflags ({8}), position {9})", 3604 "[SCENE]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, IP {6}, viewer {7}, teleportflags ({8}), position {9})",
3575 RegionInfo.RegionName, (agent.child ? "child" : "root"),agent.firstname, agent.lastname, 3605 RegionInfo.RegionName,
3576 agent.AgentID, agent.circuitcode, agent.IPAddress, agent.Viewer, ((TPFlags)teleportFlags).ToString(), agent.startpos); 3606 (agent.child ? "child" : "root"),
3607 agent.firstname,
3608 agent.lastname,
3609 agent.AgentID,
3610 agent.circuitcode,
3611 agent.IPAddress,
3612 agent.Viewer,
3613 ((TPFlags)teleportFlags).ToString(),
3614 agent.startpos
3615 );
3577 3616
3578 if (LoginsDisabled) 3617 if (LoginsDisabled)
3579 { 3618 {
@@ -3581,6 +3620,50 @@ namespace OpenSim.Region.Framework.Scenes
3581 return false; 3620 return false;
3582 } 3621 }
3583 3622
3623 //Check if the viewer is banned or in the viewer access list
3624 //We check if the substring is listed for higher flexebility
3625 bool ViewerDenied = true;
3626
3627 //Check if the specific viewer is listed in the allowed viewer list
3628 if (m_AllowedViewers.Count > 0)
3629 {
3630 foreach (string viewer in m_AllowedViewers)
3631 {
3632 if (viewer == agent.Viewer.Substring(0, viewer.Length).Trim().ToLower())
3633 {
3634 ViewerDenied = false;
3635 break;
3636 }
3637 }
3638 }
3639 else
3640 {
3641 ViewerDenied = false;
3642 }
3643
3644 //Check if the viewer is in the banned list
3645 if (m_BannedViewers.Count > 0)
3646 {
3647 foreach (string viewer in m_BannedViewers)
3648 {
3649 if (viewer == agent.Viewer.Substring(0, viewer.Length).Trim().ToLower())
3650 {
3651 ViewerDenied = true;
3652 break;
3653 }
3654 }
3655 }
3656
3657 if (ViewerDenied)
3658 {
3659 m_log.DebugFormat(
3660 "[SCENE]: Access denied for {0} {1} using {2}",
3661 agent.firstname, agent.lastname, agent.Viewer);
3662 reason = "Access denied, your viewer is banned by the region owner";
3663 return false;
3664 }
3665
3666
3584 ScenePresence sp = GetScenePresence(agent.AgentID); 3667 ScenePresence sp = GetScenePresence(agent.AgentID);
3585 3668
3586 if (sp != null && !sp.IsChildAgent) 3669 if (sp != null && !sp.IsChildAgent)
@@ -3588,7 +3671,10 @@ namespace OpenSim.Region.Framework.Scenes
3588 // We have a zombie from a crashed session. 3671 // We have a zombie from a crashed session.
3589 // Or the same user is trying to be root twice here, won't work. 3672 // Or the same user is trying to be root twice here, won't work.
3590 // Kill it. 3673 // Kill it.
3591 m_log.DebugFormat("[SCENE]: Zombie scene presence detected for {0} in {1}", agent.AgentID, RegionInfo.RegionName); 3674 m_log.DebugFormat(
3675 "[SCENE]: Zombie scene presence detected for {0} {1} in {2}",
3676 sp.Name, sp.UUID, RegionInfo.RegionName);
3677
3592 sp.ControllingClient.Close(); 3678 sp.ControllingClient.Close();
3593 sp = null; 3679 sp = null;
3594 } 3680 }
@@ -3615,8 +3701,7 @@ namespace OpenSim.Region.Framework.Scenes
3615 { 3701 {
3616 if (!VerifyUserPresence(agent, out reason)) 3702 if (!VerifyUserPresence(agent, out reason))
3617 return false; 3703 return false;
3618 } 3704 } catch (Exception e)
3619 catch (Exception e)
3620 { 3705 {
3621 m_log.ErrorFormat( 3706 m_log.ErrorFormat(
3622 "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace); 3707 "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace);
@@ -3651,8 +3736,7 @@ namespace OpenSim.Region.Framework.Scenes
3651 CapsModule.SetAgentCapsSeeds(agent); 3736 CapsModule.SetAgentCapsSeeds(agent);
3652 CapsModule.CreateCaps(agent.AgentID); 3737 CapsModule.CreateCaps(agent.AgentID);
3653 } 3738 }
3654 } 3739 } else
3655 else
3656 { 3740 {
3657 // Let the SP know how we got here. This has a lot of interesting 3741 // Let the SP know how we got here. This has a lot of interesting
3658 // uses down the line. 3742 // uses down the line.
@@ -3675,7 +3759,7 @@ namespace OpenSim.Region.Framework.Scenes
3675 agent.teleportFlags = teleportFlags; 3759 agent.teleportFlags = teleportFlags;
3676 m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent); 3760 m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
3677 3761
3678 if (vialogin) 3762 if (vialogin)
3679 { 3763 {
3680// CleanDroppedAttachments(); 3764// CleanDroppedAttachments();
3681 3765
@@ -3716,8 +3800,7 @@ namespace OpenSim.Region.Framework.Scenes
3716 agent.startpos.Z = 720; 3800 agent.startpos.Z = 720;
3717 } 3801 }
3718 } 3802 }
3719 } 3803 } else
3720 else
3721 { 3804 {
3722 if (agent.startpos.X > EastBorders[0].BorderLine.Z) 3805 if (agent.startpos.X > EastBorders[0].BorderLine.Z)
3723 { 3806 {
@@ -3743,10 +3826,19 @@ namespace OpenSim.Region.Framework.Scenes
3743 SceneObjectGroup telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject); 3826 SceneObjectGroup telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject);
3744 // Can have multiple SpawnPoints 3827 // Can have multiple SpawnPoints
3745 List<SpawnPoint> spawnpoints = RegionInfo.RegionSettings.SpawnPoints(); 3828 List<SpawnPoint> spawnpoints = RegionInfo.RegionSettings.SpawnPoints();
3746 if ( spawnpoints.Count > 1) 3829 if (spawnpoints.Count > 1)
3747 { 3830 {
3748 // We have multiple SpawnPoints, Route the agent to a random one 3831 // We have multiple SpawnPoints, Route the agent to a random or sequential one
3749 agent.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count)].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation); 3832 if (SpawnPointRouting == "random")
3833 agent.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation(
3834 telehub.AbsolutePosition,
3835 telehub.GroupRotation
3836 );
3837 else
3838 agent.startpos = spawnpoints[SpawnPoint()].GetLocation(
3839 telehub.AbsolutePosition,
3840 telehub.GroupRotation
3841 );
3750 } 3842 }
3751 else 3843 else
3752 { 3844 {
@@ -3869,9 +3961,9 @@ namespace OpenSim.Region.Framework.Scenes
3869 } 3961 }
3870 } 3962 }
3871 3963
3872 if (m_regInfo.EstateSettings != null) 3964 if (RegionInfo.EstateSettings != null)
3873 { 3965 {
3874 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0)) 3966 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, 0))
3875 { 3967 {
3876 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3968 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3877 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3969 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3903,7 +3995,7 @@ namespace OpenSim.Region.Framework.Scenes
3903 } 3995 }
3904 3996
3905 bool groupAccess = false; 3997 bool groupAccess = false;
3906 UUID[] estateGroups = m_regInfo.EstateSettings.EstateGroups; 3998 UUID[] estateGroups = RegionInfo.EstateSettings.EstateGroups;
3907 3999
3908 if (estateGroups != null) 4000 if (estateGroups != null)
3909 { 4001 {
@@ -3921,8 +4013,8 @@ namespace OpenSim.Region.Framework.Scenes
3921 m_log.ErrorFormat("[CONNECTION BEGIN]: EstateGroups is null!"); 4013 m_log.ErrorFormat("[CONNECTION BEGIN]: EstateGroups is null!");
3922 } 4014 }
3923 4015
3924 if (!m_regInfo.EstateSettings.PublicAccess && 4016 if (!RegionInfo.EstateSettings.PublicAccess &&
3925 !m_regInfo.EstateSettings.HasAccess(agent.AgentID) && 4017 !RegionInfo.EstateSettings.HasAccess(agent.AgentID) &&
3926 !groupAccess) 4018 !groupAccess)
3927 { 4019 {
3928 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate", 4020 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate",
@@ -3983,41 +4075,41 @@ namespace OpenSim.Region.Framework.Scenes
3983 return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc); 4075 return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc);
3984 } 4076 }
3985 4077
3986 /// <summary> 4078// /// <summary>
3987 /// The Grid has requested that we log-off a user. Log them off. 4079// /// The Grid has requested that we log-off a user. Log them off.
3988 /// </summary> 4080// /// </summary>
3989 /// <param name="AvatarID">Unique ID of the avatar to log-off</param> 4081// /// <param name="AvatarID">Unique ID of the avatar to log-off</param>
3990 /// <param name="RegionSecret">SecureSessionID of the user, or the RegionSecret text when logging on to the grid</param> 4082// /// <param name="RegionSecret">SecureSessionID of the user, or the RegionSecret text when logging on to the grid</param>
3991 /// <param name="message">message to display to the user. Reason for being logged off</param> 4083// /// <param name="message">message to display to the user. Reason for being logged off</param>
3992 public void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message) 4084// public void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message)
3993 { 4085// {
3994 ScenePresence loggingOffUser = GetScenePresence(AvatarID); 4086// ScenePresence loggingOffUser = GetScenePresence(AvatarID);
3995 if (loggingOffUser != null) 4087// if (loggingOffUser != null)
3996 { 4088// {
3997 UUID localRegionSecret = UUID.Zero; 4089// UUID localRegionSecret = UUID.Zero;
3998 bool parsedsecret = UUID.TryParse(m_regInfo.regionSecret, out localRegionSecret); 4090// bool parsedsecret = UUID.TryParse(RegionInfo.regionSecret, out localRegionSecret);
3999 4091//
4000 // Region Secret is used here in case a new sessionid overwrites an old one on the user server. 4092// // Region Secret is used here in case a new sessionid overwrites an old one on the user server.
4001 // Will update the user server in a few revisions to use it. 4093// // Will update the user server in a few revisions to use it.
4002 4094//
4003 if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId || (parsedsecret && RegionSecret == localRegionSecret)) 4095// if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId || (parsedsecret && RegionSecret == localRegionSecret))
4004 { 4096// {
4005 m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, loggingOffUser.KnownRegionHandles); 4097// m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, loggingOffUser.KnownRegionHandles);
4006 loggingOffUser.ControllingClient.Kick(message); 4098// loggingOffUser.ControllingClient.Kick(message);
4007 // Give them a second to receive the message! 4099// // Give them a second to receive the message!
4008 Thread.Sleep(1000); 4100// Thread.Sleep(1000);
4009 loggingOffUser.ControllingClient.Close(); 4101// loggingOffUser.ControllingClient.Close();
4010 } 4102// }
4011 else 4103// else
4012 { 4104// {
4013 m_log.Info("[USERLOGOFF]: System sending the LogOff user message failed to sucessfully authenticate"); 4105// m_log.Info("[USERLOGOFF]: System sending the LogOff user message failed to sucessfully authenticate");
4014 } 4106// }
4015 } 4107// }
4016 else 4108// else
4017 { 4109// {
4018 m_log.InfoFormat("[USERLOGOFF]: Got a logoff request for {0} but the user isn't here. The user might already have been logged out", AvatarID.ToString()); 4110// m_log.InfoFormat("[USERLOGOFF]: Got a logoff request for {0} but the user isn't here. The user might already have been logged out", AvatarID.ToString());
4019 } 4111// }
4020 } 4112// }
4021 4113
4022 /// <summary> 4114 /// <summary>
4023 /// Triggered when an agent crosses into this sim. Also happens on initial login. 4115 /// Triggered when an agent crosses into this sim. Also happens on initial login.
@@ -4070,21 +4162,19 @@ namespace OpenSim.Region.Framework.Scenes
4070 return false; 4162 return false;
4071 } 4163 }
4072 4164
4165 // TODO: This check should probably be in QueryAccess().
4073 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4166 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
4074 if (nearestParcel == null) 4167 if (nearestParcel == null)
4075 { 4168 {
4076 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: no allowed parcel", cAgentData.AgentID); 4169 m_log.DebugFormat(
4077 return false; 4170 "[SCENE]: Denying root agent entry to {0} in {1}: no allowed parcel",
4078 } 4171 cAgentData.AgentID, RegionInfo.RegionName);
4079
4080 int num = m_sceneGraph.GetNumberOfScenePresences();
4081 4172
4082 if (num >= RegionInfo.RegionSettings.AgentLimit) 4173 return false;
4083 {
4084 if (!Permissions.IsAdministrator(cAgentData.AgentID))
4085 return false;
4086 } 4174 }
4087 4175
4176 // We have to wait until the viewer contacts this region after receiving EAC.
4177 // That calls AddNewClient, which finally creates the ScenePresence
4088 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID); 4178 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
4089 4179
4090 if (childAgentUpdate != null) 4180 if (childAgentUpdate != null)
@@ -4128,14 +4218,28 @@ namespace OpenSim.Region.Framework.Scenes
4128 return false; 4218 return false;
4129 } 4219 }
4130 4220
4221 /// <summary>
4222 /// Poll until the requested ScenePresence appears or we timeout.
4223 /// </summary>
4224 /// <returns>The scene presence is found, else null.</returns>
4225 /// <param name='agentID'></param>
4131 protected virtual ScenePresence WaitGetScenePresence(UUID agentID) 4226 protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
4132 { 4227 {
4133 int ntimes = 10; 4228 int ntimes = 10;
4134 ScenePresence childAgentUpdate = null; 4229 ScenePresence sp = null;
4135 while ((childAgentUpdate = GetScenePresence(agentID)) == null && (ntimes-- > 0)) 4230 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0))
4136 Thread.Sleep(1000); 4231 Thread.Sleep(1000);
4137 return childAgentUpdate;
4138 4232
4233 if (sp == null)
4234 m_log.WarnFormat(
4235 "[SCENE PRESENCE]: Did not find presence with id {0} in {1} before timeout",
4236 agentID, RegionInfo.RegionName);
4237// else
4238// m_log.DebugFormat(
4239// "[SCENE PRESENCE]: Found presence {0} {1} {2} in {3} after {4} waits",
4240// sp.Name, sp.UUID, sp.IsChildAgent ? "child" : "root", RegionInfo.RegionName, 10 - ntimes);
4241
4242 return sp;
4139 } 4243 }
4140 4244
4141 public virtual bool IncomingRetrieveRootAgent(UUID id, out IAgentData agent) 4245 public virtual bool IncomingRetrieveRootAgent(UUID id, out IAgentData agent)
@@ -4173,33 +4277,7 @@ namespace OpenSim.Region.Framework.Scenes
4173 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID); 4277 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID);
4174 if (presence != null) 4278 if (presence != null)
4175 { 4279 {
4176 // Nothing is removed here, so down count it as such 4280 presence.ControllingClient.Close();
4177 if (presence.IsChildAgent)
4178 {
4179 m_sceneGraph.removeUserCount(false);
4180 }
4181 else if (!childOnly)
4182 {
4183 m_sceneGraph.removeUserCount(true);
4184 }
4185
4186 // Don't do this to root agents on logout, it's not nice for the viewer
4187 if (presence.IsChildAgent)
4188 {
4189 // Tell a single agent to disconnect from the region.
4190 IEventQueue eq = RequestModuleInterface<IEventQueue>();
4191 if (eq != null)
4192 {
4193 eq.DisableSimulator(RegionInfo.RegionHandle, agentID);
4194 }
4195 else
4196 presence.ControllingClient.SendShutdownConnectionNotice();
4197 presence.ControllingClient.Close(false);
4198 }
4199 else if (!childOnly)
4200 {
4201 presence.ControllingClient.Close(true);
4202 }
4203 return true; 4281 return true;
4204 } 4282 }
4205 4283
@@ -4247,13 +4325,13 @@ namespace OpenSim.Region.Framework.Scenes
4247 ScenePresence sp = GetScenePresence(remoteClient.AgentId); 4325 ScenePresence sp = GetScenePresence(remoteClient.AgentId);
4248 if (sp != null) 4326 if (sp != null)
4249 { 4327 {
4250 uint regionX = m_regInfo.RegionLocX; 4328 uint regionX = RegionInfo.RegionLocX;
4251 uint regionY = m_regInfo.RegionLocY; 4329 uint regionY = RegionInfo.RegionLocY;
4252 4330
4253 Utils.LongToUInts(regionHandle, out regionX, out regionY); 4331 Utils.LongToUInts(regionHandle, out regionX, out regionY);
4254 4332
4255 int shiftx = (int) regionX - (int) m_regInfo.RegionLocX * (int)Constants.RegionSize; 4333 int shiftx = (int) regionX - (int) RegionInfo.RegionLocX * (int)Constants.RegionSize;
4256 int shifty = (int) regionY - (int) m_regInfo.RegionLocY * (int)Constants.RegionSize; 4334 int shifty = (int) regionY - (int) RegionInfo.RegionLocY * (int)Constants.RegionSize;
4257 4335
4258 position.X += shiftx; 4336 position.X += shiftx;
4259 position.Y += shifty; 4337 position.Y += shifty;
@@ -4276,7 +4354,7 @@ namespace OpenSim.Region.Framework.Scenes
4276 4354
4277 if (!result) 4355 if (!result)
4278 { 4356 {
4279 regionHandle = m_regInfo.RegionHandle; 4357 regionHandle = RegionInfo.RegionHandle;
4280 } 4358 }
4281 else 4359 else
4282 { 4360 {
@@ -4285,8 +4363,10 @@ namespace OpenSim.Region.Framework.Scenes
4285 position.Y -= shifty; 4363 position.Y -= shifty;
4286 } 4364 }
4287 4365
4288 if (m_teleportModule != null) 4366 if (EntityTransferModule != null)
4289 m_teleportModule.Teleport(sp, regionHandle, position, lookAt, teleportFlags); 4367 {
4368 EntityTransferModule.Teleport(sp, regionHandle, position, lookAt, teleportFlags);
4369 }
4290 else 4370 else
4291 { 4371 {
4292 m_log.DebugFormat("[SCENE]: Unable to perform teleports: no AgentTransferModule is active"); 4372 m_log.DebugFormat("[SCENE]: Unable to perform teleports: no AgentTransferModule is active");
@@ -4297,8 +4377,10 @@ namespace OpenSim.Region.Framework.Scenes
4297 4377
4298 public bool CrossAgentToNewRegion(ScenePresence agent, bool isFlying) 4378 public bool CrossAgentToNewRegion(ScenePresence agent, bool isFlying)
4299 { 4379 {
4300 if (m_teleportModule != null) 4380 if (EntityTransferModule != null)
4301 return m_teleportModule.Cross(agent, isFlying); 4381 {
4382 return EntityTransferModule.Cross(agent, isFlying);
4383 }
4302 else 4384 else
4303 { 4385 {
4304 m_log.DebugFormat("[SCENE]: Unable to cross agent to neighbouring region, because there is no AgentTransferModule"); 4386 m_log.DebugFormat("[SCENE]: Unable to cross agent to neighbouring region, because there is no AgentTransferModule");
@@ -4600,6 +4682,17 @@ namespace OpenSim.Region.Framework.Scenes
4600 } 4682 }
4601 4683
4602 /// <summary> 4684 /// <summary>
4685 /// Get all the scene object groups.
4686 /// </summary>
4687 /// <returns>
4688 /// The scene object groups. If the scene is empty then an empty list is returned.
4689 /// </returns>
4690 public List<SceneObjectGroup> GetSceneObjectGroups()
4691 {
4692 return m_sceneGraph.GetSceneObjectGroups();
4693 }
4694
4695 /// <summary>
4603 /// Get a group via its UUID 4696 /// Get a group via its UUID
4604 /// </summary> 4697 /// </summary>
4605 /// <param name="fullID"></param> 4698 /// <param name="fullID"></param>
@@ -4778,7 +4871,7 @@ namespace OpenSim.Region.Framework.Scenes
4778 4871
4779 public void DeleteFromStorage(UUID uuid) 4872 public void DeleteFromStorage(UUID uuid)
4780 { 4873 {
4781 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4874 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID);
4782 } 4875 }
4783 4876
4784 public int GetHealth(out int flags, out string message) 4877 public int GetHealth(out int flags, out string message)
@@ -5259,7 +5352,7 @@ Environment.Exit(1);
5259 IEstateDataService estateDataService = EstateDataService; 5352 IEstateDataService estateDataService = EstateDataService;
5260 if (estateDataService != null) 5353 if (estateDataService != null)
5261 { 5354 {
5262 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false); 5355 RegionInfo.EstateSettings = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false);
5263 TriggerEstateSunUpdate(); 5356 TriggerEstateSunUpdate();
5264 } 5357 }
5265 } 5358 }
@@ -5446,29 +5539,58 @@ Environment.Exit(1);
5446 throw new Exception(error); 5539 throw new Exception(error);
5447 } 5540 }
5448 5541
5449 // This method is called across the simulation connector to 5542 /// <summary>
5450 // determine if a given agent is allowed in this region 5543 /// This method is called across the simulation connector to
5451 // AS A ROOT AGENT. Returning false here will prevent them 5544 /// determine if a given agent is allowed in this region
5452 // from logging into the region, teleporting into the region 5545 /// AS A ROOT AGENT
5453 // or corssing the broder walking, but will NOT prevent 5546 /// </summary>
5454 // child agent creation, thereby emulating the SL behavior. 5547 /// <remarks>
5548 /// Returning false here will prevent them
5549 /// from logging into the region, teleporting into the region
5550 /// or corssing the broder walking, but will NOT prevent
5551 /// child agent creation, thereby emulating the SL behavior.
5552 /// </remarks>
5553 /// <param name='agentID'></param>
5554 /// <param name='position'></param>
5555 /// <param name='reason'></param>
5556 /// <returns></returns>
5455 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5557 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5456 { 5558 {
5457 reason = "You are banned from the region"; 5559 reason = "You are banned from the region";
5458 5560
5561 if (EntityTransferModule.IsInTransit(agentID))
5562 {
5563 reason = "Agent is still in transit from this region";
5564
5565 m_log.WarnFormat(
5566 "[SCENE]: Denying agent {0} entry into {1} since region still has them registered as in transit",
5567 agentID, RegionInfo.RegionName);
5568
5569 return false;
5570 }
5571
5459 if (Permissions.IsGod(agentID)) 5572 if (Permissions.IsGod(agentID))
5460 { 5573 {
5461 reason = String.Empty; 5574 reason = String.Empty;
5462 return true; 5575 return true;
5463 } 5576 }
5464 5577
5465 int num = m_sceneGraph.GetNumberOfScenePresences(); 5578 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
5579 // However, the long term fix is to make sure root agent count is always accurate.
5580 m_sceneGraph.RecalculateStats();
5581
5582 int num = m_sceneGraph.GetRootAgentCount();
5466 5583
5467 if (num >= RegionInfo.RegionSettings.AgentLimit) 5584 if (num >= RegionInfo.RegionSettings.AgentLimit)
5468 { 5585 {
5469 if (!Permissions.IsAdministrator(agentID)) 5586 if (!Permissions.IsAdministrator(agentID))
5470 { 5587 {
5471 reason = "The region is full"; 5588 reason = "The region is full";
5589
5590 m_log.DebugFormat(
5591 "[SCENE]: Denying presence with id {0} entry into {1} since region is at agent limit of {2}",
5592 agentID, RegionInfo.RegionName, RegionInfo.RegionSettings.AgentLimit);
5593
5472 return false; 5594 return false;
5473 } 5595 }
5474 } 5596 }
@@ -5640,6 +5762,20 @@ Environment.Exit(1);
5640 } 5762 }
5641 } 5763 }
5642 5764
5765 // manage and select spawn points in sequence
5766 public int SpawnPoint()
5767 {
5768 int spawnpoints = RegionInfo.RegionSettings.SpawnPoints().Count;
5769
5770 if (spawnpoints == 0)
5771 return 0;
5772
5773 m_SpawnPoint++;
5774 if (m_SpawnPoint > spawnpoints)
5775 m_SpawnPoint = 1;
5776 return m_SpawnPoint - 1;
5777 }
5778
5643 private void HandleGcCollect(string module, string[] args) 5779 private void HandleGcCollect(string module, string[] args)
5644 { 5780 {
5645 GC.Collect(); 5781 GC.Collect();