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-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs722
1 files changed, 569 insertions, 153 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 45cbdd5..fd20c60 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -227,8 +227,8 @@ namespace OpenSim.Region.Framework.Scenes
227 // TODO: need to figure out how allow client agents but deny 227 // TODO: need to figure out how allow client agents but deny
228 // root agents when ACL denies access to root agent 228 // root agents when ACL denies access to root agent
229 public bool m_strictAccessControl = true; 229 public bool m_strictAccessControl = true;
230 230 public bool m_seeIntoBannedRegion = false;
231 public int MaxUndoCount { get; set; } 231 public int MaxUndoCount = 5;
232 232
233 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 233 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
234 public bool LoginLock = false; 234 public bool LoginLock = false;
@@ -244,11 +244,13 @@ namespace OpenSim.Region.Framework.Scenes
244 244
245 protected int m_splitRegionID; 245 protected int m_splitRegionID;
246 protected Timer m_restartWaitTimer = new Timer(); 246 protected Timer m_restartWaitTimer = new Timer();
247 protected Timer m_timerWatchdog = new Timer();
247 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 248 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
248 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 249 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
249 protected string m_simulatorVersion = "OpenSimulator Server"; 250 protected string m_simulatorVersion = "OpenSimulator Server";
250 protected AgentCircuitManager m_authenticateHandler; 251 protected AgentCircuitManager m_authenticateHandler;
251 protected SceneCommunicationService m_sceneGridService; 252 protected SceneCommunicationService m_sceneGridService;
253 protected ISnmpModule m_snmpService = null;
252 254
253 protected ISimulationDataService m_SimulationDataService; 255 protected ISimulationDataService m_SimulationDataService;
254 protected IEstateDataService m_EstateDataService; 256 protected IEstateDataService m_EstateDataService;
@@ -311,8 +313,8 @@ namespace OpenSim.Region.Framework.Scenes
311 private int m_update_presences = 1; // Update scene presence movements 313 private int m_update_presences = 1; // Update scene presence movements
312 private int m_update_events = 1; 314 private int m_update_events = 1;
313 private int m_update_backup = 200; 315 private int m_update_backup = 200;
314 private int m_update_terrain = 50; 316 private int m_update_terrain = 1000;
315// private int m_update_land = 1; 317 private int m_update_land = 10;
316 private int m_update_coarse_locations = 50; 318 private int m_update_coarse_locations = 50;
317 319
318 private int agentMS; 320 private int agentMS;
@@ -325,13 +327,13 @@ namespace OpenSim.Region.Framework.Scenes
325 private int backupMS; 327 private int backupMS;
326 private int terrainMS; 328 private int terrainMS;
327 private int landMS; 329 private int landMS;
328 private int spareMS;
329 330
330 /// <summary> 331 /// <summary>
331 /// Tick at which the last frame was processed. 332 /// Tick at which the last frame was processed.
332 /// </summary> 333 /// </summary>
333 private int m_lastFrameTick; 334 private int m_lastFrameTick;
334 335
336 public bool CombineRegions = false;
335 /// <summary> 337 /// <summary>
336 /// Tick at which the last maintenance run occurred. 338 /// Tick at which the last maintenance run occurred.
337 /// </summary> 339 /// </summary>
@@ -351,7 +353,7 @@ namespace OpenSim.Region.Framework.Scenes
351 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing 353 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
352 private volatile bool m_backingup; 354 private volatile bool m_backingup;
353 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); 355 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
354 private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>(); 356 private Dictionary<UUID, int> m_groupsWithTargets = new Dictionary<UUID, int>();
355 357
356 private string m_defaultScriptEngine; 358 private string m_defaultScriptEngine;
357 359
@@ -360,6 +362,11 @@ namespace OpenSim.Region.Framework.Scenes
360 /// </summary> 362 /// </summary>
361 private int m_LastLogin; 363 private int m_LastLogin;
362 364
365 private int m_lastIncoming;
366 private int m_lastOutgoing;
367 private int m_hbRestarts = 0;
368
369
363 /// <summary> 370 /// <summary>
364 /// Thread that runs the scene loop. 371 /// Thread that runs the scene loop.
365 /// </summary> 372 /// </summary>
@@ -400,7 +407,7 @@ namespace OpenSim.Region.Framework.Scenes
400 private volatile bool m_active; 407 private volatile bool m_active;
401 408
402// private int m_lastUpdate; 409// private int m_lastUpdate;
403// private bool m_firstHeartbeat = true; 410 private bool m_firstHeartbeat = true;
404 411
405 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 412 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
406 private bool m_reprioritizationEnabled = true; 413 private bool m_reprioritizationEnabled = true;
@@ -444,6 +451,19 @@ namespace OpenSim.Region.Framework.Scenes
444 get { return m_sceneGridService; } 451 get { return m_sceneGridService; }
445 } 452 }
446 453
454 public ISnmpModule SnmpService
455 {
456 get
457 {
458 if (m_snmpService == null)
459 {
460 m_snmpService = RequestModuleInterface<ISnmpModule>();
461 }
462
463 return m_snmpService;
464 }
465 }
466
447 public ISimulationDataService SimulationDataService 467 public ISimulationDataService SimulationDataService
448 { 468 {
449 get 469 get
@@ -736,6 +756,8 @@ namespace OpenSim.Region.Framework.Scenes
736 m_SimulationDataService = simDataService; 756 m_SimulationDataService = simDataService;
737 m_EstateDataService = estateDataService; 757 m_EstateDataService = estateDataService;
738 m_regionHandle = RegionInfo.RegionHandle; 758 m_regionHandle = RegionInfo.RegionHandle;
759 m_lastIncoming = 0;
760 m_lastOutgoing = 0;
739 761
740 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 762 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
741 m_asyncSceneObjectDeleter.Enabled = true; 763 m_asyncSceneObjectDeleter.Enabled = true;
@@ -829,7 +851,7 @@ namespace OpenSim.Region.Framework.Scenes
829 851
830 StartDisabled = startupConfig.GetBoolean("StartDisabled", false); 852 StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
831 853
832 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance); 854 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
833 UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup); 855 UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup);
834 if (!UseBackup) 856 if (!UseBackup)
835 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName); 857 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
@@ -837,10 +859,8 @@ namespace OpenSim.Region.Framework.Scenes
837 //Animation states 859 //Animation states
838 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 860 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
839 861
840 MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20); 862 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
841 863 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
842 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
843 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
844 864
845 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys); 865 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
846 if (RegionInfo.NonphysPrimMin > 0) 866 if (RegionInfo.NonphysPrimMin > 0)
@@ -861,11 +881,21 @@ namespace OpenSim.Region.Framework.Scenes
861 } 881 }
862 882
863 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 883 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
884
864 if (RegionInfo.PhysPrimMax > 0) 885 if (RegionInfo.PhysPrimMax > 0)
865 { 886 {
866 m_maxPhys = RegionInfo.PhysPrimMax; 887 m_maxPhys = RegionInfo.PhysPrimMax;
867 } 888 }
868 889
890 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity);
891 if (RegionInfo.LinksetCapacity > 0)
892 {
893 m_linksetCapacity = RegionInfo.LinksetCapacity;
894 }
895
896 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
897 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
898
869 // Here, if clamping is requested in either global or 899 // Here, if clamping is requested in either global or
870 // local config, it will be used 900 // local config, it will be used
871 // 901 //
@@ -875,13 +905,7 @@ namespace OpenSim.Region.Framework.Scenes
875 m_clampPrimSize = true; 905 m_clampPrimSize = true;
876 } 906 }
877 907
878 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity); 908 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
879 if (RegionInfo.LinksetCapacity > 0)
880 {
881 m_linksetCapacity = RegionInfo.LinksetCapacity;
882 }
883
884 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete);
885 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 909 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
886 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 910 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
887 m_dontPersistBefore = 911 m_dontPersistBefore =
@@ -892,11 +916,11 @@ namespace OpenSim.Region.Framework.Scenes
892 m_persistAfter *= 10000000; 916 m_persistAfter *= 10000000;
893 917
894 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 918 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
895 919 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
896 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
897 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
898 920
899 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 921 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
922 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
923 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
900 924
901 string[] possibleMapConfigSections = new string[] { "Map", "Startup" }; 925 string[] possibleMapConfigSections = new string[] { "Map", "Startup" };
902 926
@@ -941,7 +965,7 @@ namespace OpenSim.Region.Framework.Scenes
941 965
942 if (grant.Length > 0) 966 if (grant.Length > 0)
943 { 967 {
944 foreach (string viewer in grant.Split('|')) 968 foreach (string viewer in grant.Split(','))
945 { 969 {
946 m_AllowedViewers.Add(viewer.Trim().ToLower()); 970 m_AllowedViewers.Add(viewer.Trim().ToLower());
947 } 971 }
@@ -953,7 +977,7 @@ namespace OpenSim.Region.Framework.Scenes
953 977
954 if (grant.Length > 0) 978 if (grant.Length > 0)
955 { 979 {
956 foreach (string viewer in grant.Split('|')) 980 foreach (string viewer in grant.Split(','))
957 { 981 {
958 m_BannedViewers.Add(viewer.Trim().ToLower()); 982 m_BannedViewers.Add(viewer.Trim().ToLower());
959 } 983 }
@@ -1013,6 +1037,8 @@ namespace OpenSim.Region.Framework.Scenes
1013 StatsReporter = new SimStatsReporter(this); 1037 StatsReporter = new SimStatsReporter(this);
1014 StatsReporter.OnSendStatsResult += SendSimStatsPackets; 1038 StatsReporter.OnSendStatsResult += SendSimStatsPackets;
1015 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; 1039 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
1040
1041 MainConsole.Instance.Commands.AddCommand("scene", false, "gc collect", "gc collect", "gc collect", "Cause the garbage collector to make a single pass", HandleGcCollect);
1016 } 1042 }
1017 1043
1018 public Scene(RegionInfo regInfo) : base(regInfo) 1044 public Scene(RegionInfo regInfo) : base(regInfo)
@@ -1308,8 +1334,11 @@ namespace OpenSim.Region.Framework.Scenes
1308 // Stop all client threads. 1334 // Stop all client threads.
1309 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); }); 1335 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); });
1310 1336
1311 m_log.Debug("[SCENE]: Persisting changed objects"); 1337 m_log.Debug("[SCENE]: TriggerSceneShuttingDown");
1312 EventManager.TriggerSceneShuttingDown(this); 1338 EventManager.TriggerSceneShuttingDown(this);
1339
1340 m_log.Debug("[SCENE]: Persisting changed objects");
1341
1313 Backup(false); 1342 Backup(false);
1314 m_sceneGraph.Close(); 1343 m_sceneGraph.Close();
1315 1344
@@ -1323,6 +1352,7 @@ namespace OpenSim.Region.Framework.Scenes
1323 // attempt to reference a null or disposed physics scene. 1352 // attempt to reference a null or disposed physics scene.
1324 if (PhysicsScene != null) 1353 if (PhysicsScene != null)
1325 { 1354 {
1355 m_log.Debug("[SCENE]: Dispose Physics");
1326 PhysicsScene phys = PhysicsScene; 1356 PhysicsScene phys = PhysicsScene;
1327 // remove the physics engine from both Scene and SceneGraph 1357 // remove the physics engine from both Scene and SceneGraph
1328 PhysicsScene = null; 1358 PhysicsScene = null;
@@ -1345,11 +1375,29 @@ namespace OpenSim.Region.Framework.Scenes
1345 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1375 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1346 if (m_heartbeatThread != null) 1376 if (m_heartbeatThread != null)
1347 { 1377 {
1378 m_hbRestarts++;
1379 if(m_hbRestarts > 10)
1380 Environment.Exit(1);
1381 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1382
1383//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1384//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1385//proc.EnableRaisingEvents=false;
1386//proc.StartInfo.FileName = "/bin/kill";
1387//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1388//proc.Start();
1389//proc.WaitForExit();
1390//Thread.Sleep(1000);
1391//Environment.Exit(1);
1348 m_heartbeatThread.Abort(); 1392 m_heartbeatThread.Abort();
1393 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1349 m_heartbeatThread = null; 1394 m_heartbeatThread = null;
1350 } 1395 }
1351// m_lastUpdate = Util.EnvironmentTickCount(); 1396// m_lastUpdate = Util.EnvironmentTickCount();
1352 1397
1398// m_sceneGraph.PreparePhysicsSimulation();
1399
1400
1353 m_heartbeatThread 1401 m_heartbeatThread
1354 = Watchdog.StartThread( 1402 = Watchdog.StartThread(
1355 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false); 1403 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false);
@@ -1492,16 +1540,20 @@ namespace OpenSim.Region.Framework.Scenes
1492 endFrame = Frame + frames; 1540 endFrame = Frame + frames;
1493 1541
1494 float physicsFPS = 0f; 1542 float physicsFPS = 0f;
1495 int previousFrameTick, tmpMS; 1543 int tmpMS;
1496 int maintc = Util.EnvironmentTickCount(); 1544 int previousFrameTick;
1545 int maintc;
1546 int sleepMS;
1547 int framestart;
1497 1548
1498 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) 1549 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame))
1499 { 1550 {
1551 framestart = Util.EnvironmentTickCount();
1500 ++Frame; 1552 ++Frame;
1501 1553
1502// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); 1554// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
1503 1555
1504 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0; 1556 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
1505 1557
1506 try 1558 try
1507 { 1559 {
@@ -1553,6 +1605,7 @@ namespace OpenSim.Region.Framework.Scenes
1553 m_sceneGraph.UpdatePresences(); 1605 m_sceneGraph.UpdatePresences();
1554 1606
1555 agentMS += Util.EnvironmentTickCountSubtract(tmpMS); 1607 agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
1608
1556 1609
1557 // Delete temp-on-rez stuff 1610 // Delete temp-on-rez stuff
1558 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) 1611 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
@@ -1634,34 +1687,37 @@ namespace OpenSim.Region.Framework.Scenes
1634 1687
1635 Watchdog.UpdateThread(); 1688 Watchdog.UpdateThread();
1636 1689
1690 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1691
1692 StatsReporter.AddPhysicsFPS(physicsFPS);
1693 StatsReporter.AddTimeDilation(TimeDilation);
1694 StatsReporter.AddFPS(1);
1695
1696 StatsReporter.addAgentMS(agentMS);
1697 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1698 StatsReporter.addOtherMS(otherMS);
1699 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1700
1637 previousFrameTick = m_lastFrameTick; 1701 previousFrameTick = m_lastFrameTick;
1638 m_lastFrameTick = Util.EnvironmentTickCount(); 1702 m_lastFrameTick = Util.EnvironmentTickCount();
1639 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1703 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart);
1640 tmpMS = (int)(MinFrameTime * 1000) - tmpMS; 1704 tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
1641 1705
1706 m_firstHeartbeat = false;
1707
1708 sleepMS = Util.EnvironmentTickCount();
1709
1642 if (tmpMS > 0) 1710 if (tmpMS > 0)
1643 {
1644 Thread.Sleep(tmpMS); 1711 Thread.Sleep(tmpMS);
1645 spareMS += tmpMS;
1646 }
1647
1648 frameMS = Util.EnvironmentTickCountSubtract(maintc);
1649 maintc = Util.EnvironmentTickCount();
1650 1712
1651 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1713 sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
1714 frameMS = Util.EnvironmentTickCountSubtract(framestart);
1715 StatsReporter.addSleepMS(sleepMS);
1716 StatsReporter.addFrameMS(frameMS);
1652 1717
1653 // if (Frame%m_update_avatars == 0) 1718 // if (Frame%m_update_avatars == 0)
1654 // UpdateInWorldTime(); 1719 // UpdateInWorldTime();
1655 StatsReporter.AddPhysicsFPS(physicsFPS);
1656 StatsReporter.AddTimeDilation(TimeDilation);
1657 StatsReporter.AddFPS(1);
1658 1720
1659 StatsReporter.addFrameMS(frameMS);
1660 StatsReporter.addAgentMS(agentMS);
1661 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1662 StatsReporter.addOtherMS(otherMS);
1663 StatsReporter.AddSpareMS(spareMS);
1664 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1665 1721
1666 // Optionally warn if a frame takes double the amount of time that it should. 1722 // Optionally warn if a frame takes double the amount of time that it should.
1667 if (DebugUpdates 1723 if (DebugUpdates
@@ -1678,7 +1734,7 @@ namespace OpenSim.Region.Framework.Scenes
1678 public void AddGroupTarget(SceneObjectGroup grp) 1734 public void AddGroupTarget(SceneObjectGroup grp)
1679 { 1735 {
1680 lock (m_groupsWithTargets) 1736 lock (m_groupsWithTargets)
1681 m_groupsWithTargets[grp.UUID] = grp; 1737 m_groupsWithTargets[grp.UUID] = 0;
1682 } 1738 }
1683 1739
1684 public void RemoveGroupTarget(SceneObjectGroup grp) 1740 public void RemoveGroupTarget(SceneObjectGroup grp)
@@ -1689,18 +1745,24 @@ namespace OpenSim.Region.Framework.Scenes
1689 1745
1690 private void CheckAtTargets() 1746 private void CheckAtTargets()
1691 { 1747 {
1692 List<SceneObjectGroup> objs = null; 1748 List<UUID> objs = null;
1693 1749
1694 lock (m_groupsWithTargets) 1750 lock (m_groupsWithTargets)
1695 { 1751 {
1696 if (m_groupsWithTargets.Count != 0) 1752 if (m_groupsWithTargets.Count != 0)
1697 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values); 1753 objs = new List<UUID>(m_groupsWithTargets.Keys);
1698 } 1754 }
1699 1755
1700 if (objs != null) 1756 if (objs != null)
1701 { 1757 {
1702 foreach (SceneObjectGroup entry in objs) 1758 foreach (UUID entry in objs)
1703 entry.checkAtTargets(); 1759 {
1760 SceneObjectGroup grp = GetSceneObjectGroup(entry);
1761 if (grp == null)
1762 m_groupsWithTargets.Remove(entry);
1763 else
1764 grp.checkAtTargets();
1765 }
1704 } 1766 }
1705 } 1767 }
1706 1768
@@ -1779,7 +1841,7 @@ namespace OpenSim.Region.Framework.Scenes
1779 msg.fromAgentName = "Server"; 1841 msg.fromAgentName = "Server";
1780 msg.dialog = (byte)19; // Object msg 1842 msg.dialog = (byte)19; // Object msg
1781 msg.fromGroup = false; 1843 msg.fromGroup = false;
1782 msg.offline = (byte)0; 1844 msg.offline = (byte)1;
1783 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1845 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1784 msg.Position = Vector3.Zero; 1846 msg.Position = Vector3.Zero;
1785 msg.RegionID = RegionInfo.RegionID.Guid; 1847 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -2008,7 +2070,7 @@ namespace OpenSim.Region.Framework.Scenes
2008 return PhysicsScene.SupportsRaycastWorldFiltered(); 2070 return PhysicsScene.SupportsRaycastWorldFiltered();
2009 } 2071 }
2010 2072
2011 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter) 2073 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
2012 { 2074 {
2013 if (PhysicsScene == null) 2075 if (PhysicsScene == null)
2014 return null; 2076 return null;
@@ -2030,14 +2092,24 @@ namespace OpenSim.Region.Framework.Scenes
2030 /// <returns></returns> 2092 /// <returns></returns>
2031 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 2093 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
2032 { 2094 {
2095
2096 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
2097 Vector3 wpos = Vector3.Zero;
2098 // Check for water surface intersection from above
2099 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
2100 {
2101 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
2102 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
2103 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
2104 wpos.Z = wheight;
2105 }
2106
2033 Vector3 pos = Vector3.Zero; 2107 Vector3 pos = Vector3.Zero;
2034 if (RayEndIsIntersection == (byte)1) 2108 if (RayEndIsIntersection == (byte)1)
2035 { 2109 {
2036 pos = RayEnd; 2110 pos = RayEnd;
2037 return pos;
2038 } 2111 }
2039 2112 else if (RayTargetID != UUID.Zero)
2040 if (RayTargetID != UUID.Zero)
2041 { 2113 {
2042 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 2114 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
2043 2115
@@ -2059,7 +2131,7 @@ namespace OpenSim.Region.Framework.Scenes
2059 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 2131 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
2060 2132
2061 // Un-comment out the following line to Get Raytrace results printed to the console. 2133 // Un-comment out the following line to Get Raytrace results printed to the console.
2062 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 2134 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
2063 float ScaleOffset = 0.5f; 2135 float ScaleOffset = 0.5f;
2064 2136
2065 // If we hit something 2137 // If we hit something
@@ -2082,13 +2154,10 @@ namespace OpenSim.Region.Framework.Scenes
2082 //pos.Z -= 0.25F; 2154 //pos.Z -= 0.25F;
2083 2155
2084 } 2156 }
2085
2086 return pos;
2087 } 2157 }
2088 else 2158 else
2089 { 2159 {
2090 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2160 // We don't have a target here, so we're going to raytrace all the objects in the scene.
2091
2092 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2161 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
2093 2162
2094 // Un-comment the following line to print the raytrace results to the console. 2163 // Un-comment the following line to print the raytrace results to the console.
@@ -2097,13 +2166,12 @@ namespace OpenSim.Region.Framework.Scenes
2097 if (ei.HitTF) 2166 if (ei.HitTF)
2098 { 2167 {
2099 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2168 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
2100 } else 2169 }
2170 else
2101 { 2171 {
2102 // fall back to our stupid functionality 2172 // fall back to our stupid functionality
2103 pos = RayEnd; 2173 pos = RayEnd;
2104 } 2174 }
2105
2106 return pos;
2107 } 2175 }
2108 } 2176 }
2109 else 2177 else
@@ -2114,8 +2182,12 @@ namespace OpenSim.Region.Framework.Scenes
2114 //increase height so its above the ground. 2182 //increase height so its above the ground.
2115 //should be getting the normal of the ground at the rez point and using that? 2183 //should be getting the normal of the ground at the rez point and using that?
2116 pos.Z += scale.Z / 2f; 2184 pos.Z += scale.Z / 2f;
2117 return pos; 2185// return pos;
2118 } 2186 }
2187
2188 // check against posible water intercept
2189 if (wpos.Z > pos.Z) pos = wpos;
2190 return pos;
2119 } 2191 }
2120 2192
2121 2193
@@ -2206,12 +2278,12 @@ namespace OpenSim.Region.Framework.Scenes
2206 { 2278 {
2207 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates)) 2279 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates))
2208 { 2280 {
2281 sceneObject.IsDeleted = false;
2209 EventManager.TriggerObjectAddedToScene(sceneObject); 2282 EventManager.TriggerObjectAddedToScene(sceneObject);
2210 return true; 2283 return true;
2211 } 2284 }
2212 2285
2213 return false; 2286 return false;
2214
2215 } 2287 }
2216 2288
2217 /// <summary> 2289 /// <summary>
@@ -2303,6 +2375,15 @@ namespace OpenSim.Region.Framework.Scenes
2303 /// </summary> 2375 /// </summary>
2304 public void DeleteAllSceneObjects() 2376 public void DeleteAllSceneObjects()
2305 { 2377 {
2378 DeleteAllSceneObjects(false);
2379 }
2380
2381 /// <summary>
2382 /// Delete every object from the scene. This does not include attachments worn by avatars.
2383 /// </summary>
2384 public void DeleteAllSceneObjects(bool exceptNoCopy)
2385 {
2386 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2306 lock (Entities) 2387 lock (Entities)
2307 { 2388 {
2308 EntityBase[] entities = Entities.GetEntities(); 2389 EntityBase[] entities = Entities.GetEntities();
@@ -2311,11 +2392,24 @@ namespace OpenSim.Region.Framework.Scenes
2311 if (e is SceneObjectGroup) 2392 if (e is SceneObjectGroup)
2312 { 2393 {
2313 SceneObjectGroup sog = (SceneObjectGroup)e; 2394 SceneObjectGroup sog = (SceneObjectGroup)e;
2314 if (!sog.IsAttachment) 2395 if (sog != null && !sog.IsAttachment)
2315 DeleteSceneObject((SceneObjectGroup)e, false); 2396 {
2397 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2398 {
2399 DeleteSceneObject((SceneObjectGroup)e, false);
2400 }
2401 else
2402 {
2403 toReturn.Add((SceneObjectGroup)e);
2404 }
2405 }
2316 } 2406 }
2317 } 2407 }
2318 } 2408 }
2409 if (toReturn.Count > 0)
2410 {
2411 returnObjects(toReturn.ToArray(), UUID.Zero);
2412 }
2319 } 2413 }
2320 2414
2321 /// <summary> 2415 /// <summary>
@@ -2350,6 +2444,12 @@ namespace OpenSim.Region.Framework.Scenes
2350 2444
2351 foreach (SceneObjectPart part in partList) 2445 foreach (SceneObjectPart part in partList)
2352 { 2446 {
2447 if (part.KeyframeMotion != null)
2448 {
2449 part.KeyframeMotion.Delete();
2450 part.KeyframeMotion = null;
2451 }
2452
2353 if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0)) 2453 if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
2354 { 2454 {
2355 PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed? 2455 PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
@@ -2367,6 +2467,8 @@ namespace OpenSim.Region.Framework.Scenes
2367 } 2467 }
2368 2468
2369 group.DeleteGroupFromScene(silent); 2469 group.DeleteGroupFromScene(silent);
2470 if (!silent)
2471 SendKillObject(new List<uint>() { group.LocalId });
2370 2472
2371// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2473// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2372 } 2474 }
@@ -2656,7 +2758,7 @@ namespace OpenSim.Region.Framework.Scenes
2656 // If the user is banned, we won't let any of their objects 2758 // If the user is banned, we won't let any of their objects
2657 // enter. Period. 2759 // enter. Period.
2658 // 2760 //
2659 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID)) 2761 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID, 36))
2660 { 2762 {
2661 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID); 2763 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID);
2662 return false; 2764 return false;
@@ -2691,6 +2793,9 @@ namespace OpenSim.Region.Framework.Scenes
2691 // before we restart the scripts, or else some functions won't work. 2793 // before we restart the scripts, or else some functions won't work.
2692 newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject)); 2794 newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject));
2693 newObject.ResumeScripts(); 2795 newObject.ResumeScripts();
2796
2797 if (newObject.RootPart.KeyframeMotion != null)
2798 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2694 } 2799 }
2695 2800
2696 // Do this as late as possible so that listeners have full access to the incoming object 2801 // Do this as late as possible so that listeners have full access to the incoming object
@@ -2708,6 +2813,23 @@ namespace OpenSim.Region.Framework.Scenes
2708 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2813 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2709 public bool AddSceneObject(SceneObjectGroup sceneObject) 2814 public bool AddSceneObject(SceneObjectGroup sceneObject)
2710 { 2815 {
2816 if (sceneObject.OwnerID == UUID.Zero)
2817 {
2818 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2819 return false;
2820 }
2821
2822 // If the user is banned, we won't let any of their objects
2823 // enter. Period.
2824 //
2825 int flags = GetUserFlags(sceneObject.OwnerID);
2826 if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2827 {
2828 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2829
2830 return false;
2831 }
2832
2711 // Force allocation of new LocalId 2833 // Force allocation of new LocalId
2712 // 2834 //
2713 SceneObjectPart[] parts = sceneObject.Parts; 2835 SceneObjectPart[] parts = sceneObject.Parts;
@@ -2741,16 +2863,27 @@ namespace OpenSim.Region.Framework.Scenes
2741 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2863 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2742 2864
2743 if (AttachmentsModule != null) 2865 if (AttachmentsModule != null)
2744 AttachmentsModule.AttachObject(sp, grp, 0, false, false, true); 2866 AttachmentsModule.AttachObject(sp, grp, 0, false, false, false, true);
2745 } 2867 }
2746 else 2868 else
2747 { 2869 {
2870 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2748 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2871 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2749 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2872 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2750 } 2873 }
2874 if (sceneObject.OwnerID == UUID.Zero)
2875 {
2876 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2877 return false;
2878 }
2751 } 2879 }
2752 else 2880 else
2753 { 2881 {
2882 if (sceneObject.OwnerID == UUID.Zero)
2883 {
2884 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2885 return false;
2886 }
2754 AddRestoredSceneObject(sceneObject, true, false); 2887 AddRestoredSceneObject(sceneObject, true, false);
2755 } 2888 }
2756 2889
@@ -2767,6 +2900,24 @@ namespace OpenSim.Region.Framework.Scenes
2767 return 2; // StateSource.PrimCrossing 2900 return 2; // StateSource.PrimCrossing
2768 } 2901 }
2769 2902
2903 public int GetUserFlags(UUID user)
2904 {
2905 //Unfortunately the SP approach means that the value is cached until region is restarted
2906 /*
2907 ScenePresence sp;
2908 if (TryGetScenePresence(user, out sp))
2909 {
2910 return sp.UserFlags;
2911 }
2912 else
2913 {
2914 */
2915 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2916 if (uac == null)
2917 return 0;
2918 return uac.UserFlags;
2919 //}
2920 }
2770 #endregion 2921 #endregion
2771 2922
2772 #region Add/Remove Avatar Methods 2923 #region Add/Remove Avatar Methods
@@ -2799,7 +2950,7 @@ namespace OpenSim.Region.Framework.Scenes
2799 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2950 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2800 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2951 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2801 2952
2802 // CheckHeartbeat(); 2953 CheckHeartbeat();
2803 2954
2804 sp = GetScenePresence(client.AgentId); 2955 sp = GetScenePresence(client.AgentId);
2805 2956
@@ -2817,6 +2968,13 @@ namespace OpenSim.Region.Framework.Scenes
2817 SubscribeToClientEvents(client); 2968 SubscribeToClientEvents(client);
2818 2969
2819 sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type); 2970 sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type);
2971 InventoryFolderBase cof = InventoryService.GetFolderForType(client.AgentId, (AssetType)46);
2972 if (cof == null)
2973 sp.COF = UUID.Zero;
2974 else
2975 sp.COF = cof.ID;
2976
2977 m_log.DebugFormat("[SCENE]: COF for {0} is {1}", client.AgentId, sp.COF);
2820 m_eventManager.TriggerOnNewPresence(sp); 2978 m_eventManager.TriggerOnNewPresence(sp);
2821 2979
2822 sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags; 2980 sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags;
@@ -2830,6 +2988,7 @@ namespace OpenSim.Region.Framework.Scenes
2830 // start the scripts again (since this is done in RezAttachments()). 2988 // start the scripts again (since this is done in RezAttachments()).
2831 // XXX: This is convoluted. 2989 // XXX: This is convoluted.
2832 sp.IsChildAgent = false; 2990 sp.IsChildAgent = false;
2991 sp.IsLoggingIn = true;
2833 2992
2834 // We leave a 5 second pause before attempting to rez attachments to avoid a clash with 2993 // We leave a 5 second pause before attempting to rez attachments to avoid a clash with
2835 // version 3 viewers that maybe doing their own attachment rezzing related to their current 2994 // version 3 viewers that maybe doing their own attachment rezzing related to their current
@@ -2957,19 +3116,14 @@ namespace OpenSim.Region.Framework.Scenes
2957 // and the scene presence and the client, if they exist 3116 // and the scene presence and the client, if they exist
2958 try 3117 try
2959 { 3118 {
2960 // We need to wait for the client to make UDP contact first. 3119 ScenePresence sp = GetScenePresence(agentID);
2961 // It's the UDP contact that creates the scene presence 3120
2962 ScenePresence sp = WaitGetScenePresence(agentID);
2963 if (sp != null) 3121 if (sp != null)
2964 { 3122 {
2965 PresenceService.LogoutAgent(sp.ControllingClient.SessionId); 3123 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2966
2967 sp.ControllingClient.Close(); 3124 sp.ControllingClient.Close();
2968 } 3125 }
2969 else 3126
2970 {
2971 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2972 }
2973 // BANG! SLASH! 3127 // BANG! SLASH!
2974 m_authenticateHandler.RemoveCircuit(agentID); 3128 m_authenticateHandler.RemoveCircuit(agentID);
2975 3129
@@ -3014,6 +3168,8 @@ namespace OpenSim.Region.Framework.Scenes
3014 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 3168 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
3015 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 3169 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
3016 3170
3171 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
3172
3017 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 3173 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
3018 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 3174 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
3019 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 3175 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -3070,6 +3226,7 @@ namespace OpenSim.Region.Framework.Scenes
3070 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3226 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
3071 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3227 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
3072 client.OnCopyInventoryItem += CopyInventoryItem; 3228 client.OnCopyInventoryItem += CopyInventoryItem;
3229 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
3073 client.OnMoveInventoryItem += MoveInventoryItem; 3230 client.OnMoveInventoryItem += MoveInventoryItem;
3074 client.OnRemoveInventoryItem += RemoveInventoryItem; 3231 client.OnRemoveInventoryItem += RemoveInventoryItem;
3075 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3232 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -3141,6 +3298,8 @@ namespace OpenSim.Region.Framework.Scenes
3141 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3298 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
3142 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3299 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
3143 3300
3301 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3302
3144 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3303 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3145 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3304 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3146 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3305 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3243,7 +3402,7 @@ namespace OpenSim.Region.Framework.Scenes
3243 /// </summary> 3402 /// </summary>
3244 /// <param name="agentId">The avatar's Unique ID</param> 3403 /// <param name="agentId">The avatar's Unique ID</param>
3245 /// <param name="client">The IClientAPI for the client</param> 3404 /// <param name="client">The IClientAPI for the client</param>
3246 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3405 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
3247 { 3406 {
3248 if (EntityTransferModule != null) 3407 if (EntityTransferModule != null)
3249 { 3408 {
@@ -3254,6 +3413,7 @@ namespace OpenSim.Region.Framework.Scenes
3254 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3413 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
3255 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3414 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
3256 } 3415 }
3416 return false;
3257 } 3417 }
3258 3418
3259 /// <summary> 3419 /// <summary>
@@ -3363,6 +3523,16 @@ namespace OpenSim.Region.Framework.Scenes
3363 /// <param name="flags"></param> 3523 /// <param name="flags"></param>
3364 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3524 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3365 { 3525 {
3526 //Add half the avatar's height so that the user doesn't fall through prims
3527 ScenePresence presence;
3528 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3529 {
3530 if (presence.Appearance != null)
3531 {
3532 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3533 }
3534 }
3535
3366 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3536 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3367 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3537 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3368 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3538 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3464,7 +3634,7 @@ namespace OpenSim.Region.Framework.Scenes
3464 // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop 3634 // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop
3465 // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI 3635 // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI
3466 if (closeChildAgents && CapsModule != null) 3636 if (closeChildAgents && CapsModule != null)
3467 CapsModule.RemoveCaps(agentID); 3637 CapsModule.RemoveCaps(agentID, avatar.ControllingClient.CircuitCode);
3468 3638
3469// // REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever 3639// // REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever
3470// // this method is doing is HORRIBLE!!! 3640// // this method is doing is HORRIBLE!!!
@@ -3500,6 +3670,7 @@ namespace OpenSim.Region.Framework.Scenes
3500 // It's possible for child agents to have transactions if changes are being made cross-border. 3670 // It's possible for child agents to have transactions if changes are being made cross-border.
3501 if (AgentTransactionsModule != null) 3671 if (AgentTransactionsModule != null)
3502 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID); 3672 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
3673 m_log.Debug("[Scene] The avatar has left the building");
3503 } 3674 }
3504 catch (Exception e) 3675 catch (Exception e)
3505 { 3676 {
@@ -3692,15 +3863,27 @@ namespace OpenSim.Region.Framework.Scenes
3692 agent.firstname, agent.lastname, agent.Viewer); 3863 agent.firstname, agent.lastname, agent.Viewer);
3693 reason = "Access denied, your viewer is banned by the region owner"; 3864 reason = "Access denied, your viewer is banned by the region owner";
3694 return false; 3865 return false;
3695 } 3866 }
3696 3867
3697 ILandObject land; 3868 ScenePresence sp = GetScenePresence(agent.AgentID);
3698 3869
3699 lock (agent) 3870 // If we have noo presence here or if that presence is a zombie root
3871 // presence that will be kicled, we need a new CAPS object.
3872 if (sp == null || (sp != null && !sp.IsChildAgent))
3700 { 3873 {
3701 ScenePresence sp = GetScenePresence(agent.AgentID); 3874 if (CapsModule != null)
3702 3875 {
3703 if (sp != null && !sp.IsChildAgent) 3876 lock (agent)
3877 {
3878 CapsModule.SetAgentCapsSeeds(agent);
3879 CapsModule.CreateCaps(agent.AgentID, agent.circuitcode);
3880 }
3881 }
3882 }
3883
3884 if (sp != null)
3885 {
3886 if (!sp.IsChildAgent)
3704 { 3887 {
3705 // We have a zombie from a crashed session. 3888 // We have a zombie from a crashed session.
3706 // Or the same user is trying to be root twice here, won't work. 3889 // Or the same user is trying to be root twice here, won't work.
@@ -3708,22 +3891,27 @@ namespace OpenSim.Region.Framework.Scenes
3708 m_log.WarnFormat( 3891 m_log.WarnFormat(
3709 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.", 3892 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
3710 sp.Name, sp.UUID, RegionInfo.RegionName); 3893 sp.Name, sp.UUID, RegionInfo.RegionName);
3711 3894
3712 sp.ControllingClient.Close(true); 3895 sp.ControllingClient.Close(true, true);
3713 sp = null; 3896 sp = null;
3714 } 3897 }
3715 3898 }
3716 land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y); 3899
3717 3900 lock (agent)
3901 {
3718 //On login test land permisions 3902 //On login test land permisions
3719 if (vialogin) 3903 if (vialogin)
3720 { 3904 {
3721 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3905 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3906 if (cache != null)
3907 cache.Remove(agent.firstname + " " + agent.lastname);
3908 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3722 { 3909 {
3910 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3723 return false; 3911 return false;
3724 } 3912 }
3725 } 3913 }
3726 3914
3727 if (sp == null) // We don't have an [child] agent here already 3915 if (sp == null) // We don't have an [child] agent here already
3728 { 3916 {
3729 if (requirePresenceLookup) 3917 if (requirePresenceLookup)
@@ -3732,54 +3920,53 @@ namespace OpenSim.Region.Framework.Scenes
3732 { 3920 {
3733 if (!VerifyUserPresence(agent, out reason)) 3921 if (!VerifyUserPresence(agent, out reason))
3734 return false; 3922 return false;
3735 } 3923 } catch (Exception e)
3736 catch (Exception e)
3737 { 3924 {
3738 m_log.ErrorFormat( 3925 m_log.ErrorFormat(
3739 "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace); 3926 "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace);
3740
3741 return false; 3927 return false;
3742 } 3928 }
3743 } 3929 }
3744 3930
3745 try 3931 try
3746 { 3932 {
3747 if (!AuthorizeUser(agent, out reason)) 3933 // Always check estate if this is a login. Always
3748 return false; 3934 // check if banned regions are to be blacked out.
3935 if (vialogin || (!m_seeIntoBannedRegion))
3936 {
3937 if (!AuthorizeUser(agent, out reason))
3938 {
3939 return false;
3940 }
3941 }
3749 } 3942 }
3750 catch (Exception e) 3943 catch (Exception e)
3751 { 3944 {
3752 m_log.ErrorFormat( 3945 m_log.ErrorFormat(
3753 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace); 3946 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace);
3754
3755 return false; 3947 return false;
3756 } 3948 }
3757 3949
3758 m_log.InfoFormat( 3950 m_log.InfoFormat(
3759 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})", 3951 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
3760 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname, 3952 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
3761 agent.AgentID, agent.circuitcode); 3953 agent.AgentID, agent.circuitcode);
3762 3954
3763 if (CapsModule != null)
3764 {
3765 CapsModule.SetAgentCapsSeeds(agent);
3766 CapsModule.CreateCaps(agent.AgentID);
3767 }
3768 } 3955 }
3769 else 3956 else
3770 { 3957 {
3771 // Let the SP know how we got here. This has a lot of interesting 3958 // Let the SP know how we got here. This has a lot of interesting
3772 // uses down the line. 3959 // uses down the line.
3773 sp.TeleportFlags = (TPFlags)teleportFlags; 3960 sp.TeleportFlags = (TPFlags)teleportFlags;
3774 3961
3775 if (sp.IsChildAgent) 3962 if (sp.IsChildAgent)
3776 { 3963 {
3777 m_log.DebugFormat( 3964 m_log.DebugFormat(
3778 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", 3965 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}",
3779 agent.AgentID, RegionInfo.RegionName); 3966 agent.AgentID, RegionInfo.RegionName);
3780 3967
3781 sp.AdjustKnownSeeds(); 3968 sp.AdjustKnownSeeds();
3782 3969
3783 if (CapsModule != null) 3970 if (CapsModule != null)
3784 CapsModule.SetAgentCapsSeeds(agent); 3971 CapsModule.SetAgentCapsSeeds(agent);
3785 } 3972 }
@@ -3790,6 +3977,11 @@ namespace OpenSim.Region.Framework.Scenes
3790 agent.teleportFlags = teleportFlags; 3977 agent.teleportFlags = teleportFlags;
3791 m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent); 3978 m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
3792 3979
3980 if (CapsModule != null)
3981 {
3982 CapsModule.ActivateCaps(agent.circuitcode);
3983 }
3984
3793 if (vialogin) 3985 if (vialogin)
3794 { 3986 {
3795// CleanDroppedAttachments(); 3987// CleanDroppedAttachments();
@@ -3881,6 +4073,8 @@ namespace OpenSim.Region.Framework.Scenes
3881 } 4073 }
3882 4074
3883 // Honor parcel landing type and position. 4075 // Honor parcel landing type and position.
4076 /*
4077 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3884 if (land != null) 4078 if (land != null)
3885 { 4079 {
3886 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 4080 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3888,25 +4082,43 @@ namespace OpenSim.Region.Framework.Scenes
3888 agent.startpos = land.LandData.UserLocation; 4082 agent.startpos = land.LandData.UserLocation;
3889 } 4083 }
3890 } 4084 }
4085 */// This is now handled properly in ScenePresence.MakeRootAgent
3891 } 4086 }
3892 4087
3893 return true; 4088 return true;
3894 } 4089 }
3895 4090
3896 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 4091 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3897 { 4092 {
3898 bool banned = land.IsBannedFromLand(agent.AgentID); 4093 if (posX < 0)
3899 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 4094 posX = 0;
4095 else if (posX >= 256)
4096 posX = 255.999f;
4097 if (posY < 0)
4098 posY = 0;
4099 else if (posY >= 256)
4100 posY = 255.999f;
4101
4102 reason = String.Empty;
4103 if (Permissions.IsGod(agentID))
4104 return true;
4105
4106 ILandObject land = LandChannel.GetLandObject(posX, posY);
4107 if (land == null)
4108 return false;
4109
4110 bool banned = land.IsBannedFromLand(agentID);
4111 bool restricted = land.IsRestrictedFromLand(agentID);
3900 4112
3901 if (banned || restricted) 4113 if (banned || restricted)
3902 { 4114 {
3903 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 4115 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3904 if (nearestParcel != null) 4116 if (nearestParcel != null)
3905 { 4117 {
3906 //Move agent to nearest allowed 4118 //Move agent to nearest allowed
3907 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 4119 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3908 agent.startpos.X = newPosition.X; 4120 posX = newPosition.X;
3909 agent.startpos.Y = newPosition.Y; 4121 posY = newPosition.Y;
3910 } 4122 }
3911 else 4123 else
3912 { 4124 {
@@ -3968,7 +4180,7 @@ namespace OpenSim.Region.Framework.Scenes
3968 4180
3969 if (!m_strictAccessControl) return true; 4181 if (!m_strictAccessControl) return true;
3970 if (Permissions.IsGod(agent.AgentID)) return true; 4182 if (Permissions.IsGod(agent.AgentID)) return true;
3971 4183
3972 if (AuthorizationService != null) 4184 if (AuthorizationService != null)
3973 { 4185 {
3974 if (!AuthorizationService.IsAuthorizedForRegion( 4186 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3983,7 +4195,7 @@ namespace OpenSim.Region.Framework.Scenes
3983 4195
3984 if (RegionInfo.EstateSettings != null) 4196 if (RegionInfo.EstateSettings != null)
3985 { 4197 {
3986 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID)) 4198 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, 0))
3987 { 4199 {
3988 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 4200 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3989 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 4201 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -4173,6 +4385,15 @@ namespace OpenSim.Region.Framework.Scenes
4173 4385
4174 // XPTO: if this agent is not allowed here as root, always return false 4386 // XPTO: if this agent is not allowed here as root, always return false
4175 4387
4388 // We have to wait until the viewer contacts this region after receiving EAC.
4389 // That calls AddNewClient, which finally creates the ScenePresence
4390 int flags = GetUserFlags(cAgentData.AgentID);
4391 if (RegionInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4392 {
4393 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4394 return false;
4395 }
4396
4176 // TODO: This check should probably be in QueryAccess(). 4397 // TODO: This check should probably be in QueryAccess().
4177 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4398 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
4178 if (nearestParcel == null) 4399 if (nearestParcel == null)
@@ -4237,7 +4458,7 @@ namespace OpenSim.Region.Framework.Scenes
4237 /// <param name='agentID'></param> 4458 /// <param name='agentID'></param>
4238 protected virtual ScenePresence WaitGetScenePresence(UUID agentID) 4459 protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
4239 { 4460 {
4240 int ntimes = 10; 4461 int ntimes = 30;
4241 ScenePresence sp = null; 4462 ScenePresence sp = null;
4242 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0)) 4463 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0))
4243 Thread.Sleep(1000); 4464 Thread.Sleep(1000);
@@ -4267,6 +4488,16 @@ namespace OpenSim.Region.Framework.Scenes
4267 return false; 4488 return false;
4268 } 4489 }
4269 4490
4491 public bool IncomingCloseAgent(UUID agentID)
4492 {
4493 return IncomingCloseAgent(agentID, false);
4494 }
4495
4496 public bool IncomingCloseChildAgent(UUID agentID)
4497 {
4498 return IncomingCloseAgent(agentID, true);
4499 }
4500
4270 /// <summary> 4501 /// <summary>
4271 /// Tell a single agent to disconnect from the region. 4502 /// Tell a single agent to disconnect from the region.
4272 /// </summary> 4503 /// </summary>
@@ -4282,7 +4513,7 @@ namespace OpenSim.Region.Framework.Scenes
4282 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID); 4513 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID);
4283 if (presence != null) 4514 if (presence != null)
4284 { 4515 {
4285 presence.ControllingClient.Close(force); 4516 presence.ControllingClient.Close(force, force);
4286 return true; 4517 return true;
4287 } 4518 }
4288 4519
@@ -4915,7 +5146,7 @@ namespace OpenSim.Region.Framework.Scenes
4915 { 5146 {
4916 if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 5147 if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
4917 { 5148 {
4918 if (grp.RootPart.Expires <= DateTime.Now) 5149 if (grp.GetSittingAvatarsCount() == 0 && grp.RootPart.Expires <= DateTime.Now)
4919 DeleteSceneObject(grp, false); 5150 DeleteSceneObject(grp, false);
4920 } 5151 }
4921 } 5152 }
@@ -4929,35 +5160,81 @@ namespace OpenSim.Region.Framework.Scenes
4929 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID); 5160 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID);
4930 } 5161 }
4931 5162
4932 public int GetHealth() 5163 public int GetHealth(out int flags, out string message)
4933 { 5164 {
4934 // Returns: 5165 // Returns:
4935 // 1 = sim is up and accepting http requests. The heartbeat has 5166 // 1 = sim is up and accepting http requests. The heartbeat has
4936 // stopped and the sim is probably locked up, but a remote 5167 // stopped and the sim is probably locked up, but a remote
4937 // admin restart may succeed 5168 // admin restart may succeed
4938 // 5169 //
4939 // 2 = Sim is up and the heartbeat is running. The sim is likely 5170 // 2 = Sim is up and the heartbeat is running. The sim is likely
4940 // usable for people within and logins _may_ work 5171 // usable for people within
5172 //
5173 // 3 = Sim is up and one packet thread is running. Sim is
5174 // unstable and will not accept new logins
4941 // 5175 //
4942 // 3 = We have seen a new user enter within the past 4 minutes 5176 // 4 = Sim is up and both packet threads are running. Sim is
5177 // likely usable
5178 //
5179 // 5 = We have seen a new user enter within the past 4 minutes
4943 // which can be seen as positive confirmation of sim health 5180 // which can be seen as positive confirmation of sim health
4944 // 5181 //
5182
5183 flags = 0;
5184 message = String.Empty;
5185
5186 CheckHeartbeat();
5187
5188 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
5189 {
5190 // We're still starting
5191 // 0 means "in startup", it can't happen another way, since
5192 // to get here, we must be able to accept http connections
5193 return 0;
5194 }
5195
4945 int health=1; // Start at 1, means we're up 5196 int health=1; // Start at 1, means we're up
4946 5197
4947 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 5198 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
4948 health += 1; 5199 {
5200 health+=1;
5201 flags |= 1;
5202 }
5203
5204 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
5205 {
5206 health+=1;
5207 flags |= 2;
5208 }
5209
5210 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
5211 {
5212 health+=1;
5213 flags |= 4;
5214 }
4949 else 5215 else
5216 {
5217int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
5218System.Diagnostics.Process proc = new System.Diagnostics.Process();
5219proc.EnableRaisingEvents=false;
5220proc.StartInfo.FileName = "/bin/kill";
5221proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
5222proc.Start();
5223proc.WaitForExit();
5224Thread.Sleep(1000);
5225Environment.Exit(1);
5226 }
5227
5228 if (flags != 7)
4950 return health; 5229 return health;
4951 5230
4952 // A login in the last 4 mins? We can't be doing too badly 5231 // A login in the last 4 mins? We can't be doing too badly
4953 // 5232 //
4954 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 5233 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4955 health++; 5234 health++;
4956 else 5235 else
4957 return health; 5236 return health;
4958 5237
4959// CheckHeartbeat();
4960
4961 return health; 5238 return health;
4962 } 5239 }
4963 5240
@@ -5045,7 +5322,7 @@ namespace OpenSim.Region.Framework.Scenes
5045 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 5322 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
5046 if (wasUsingPhysics) 5323 if (wasUsingPhysics)
5047 { 5324 {
5048 jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock 5325 jointProxyObject.UpdatePrimFlags(false, false, true, false,false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
5049 } 5326 }
5050 } 5327 }
5051 5328
@@ -5144,14 +5421,14 @@ namespace OpenSim.Region.Framework.Scenes
5144 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5421 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
5145 } 5422 }
5146 5423
5147// private void CheckHeartbeat() 5424 private void CheckHeartbeat()
5148// { 5425 {
5149// if (m_firstHeartbeat) 5426 if (m_firstHeartbeat)
5150// return; 5427 return;
5151// 5428
5152// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5429 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
5153// StartTimer(); 5430 Start();
5154// } 5431 }
5155 5432
5156 public override ISceneObject DeserializeObject(string representation) 5433 public override ISceneObject DeserializeObject(string representation)
5157 { 5434 {
@@ -5163,9 +5440,14 @@ namespace OpenSim.Region.Framework.Scenes
5163 get { return m_allowScriptCrossings; } 5440 get { return m_allowScriptCrossings; }
5164 } 5441 }
5165 5442
5166 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 5443 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
5167 { 5444 {
5168 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 5445 return GetNearestAllowedPosition(avatar, null);
5446 }
5447
5448 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
5449 {
5450 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
5169 5451
5170 if (nearestParcel != null) 5452 if (nearestParcel != null)
5171 { 5453 {
@@ -5174,10 +5456,7 @@ namespace OpenSim.Region.Framework.Scenes
5174 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5456 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
5175 if (nearestPoint != null) 5457 if (nearestPoint != null)
5176 { 5458 {
5177// m_log.DebugFormat( 5459 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
5178// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
5179// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
5180
5181 return nearestPoint.Value; 5460 return nearestPoint.Value;
5182 } 5461 }
5183 5462
@@ -5187,17 +5466,20 @@ namespace OpenSim.Region.Framework.Scenes
5187 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5466 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
5188 if (nearestPoint != null) 5467 if (nearestPoint != null)
5189 { 5468 {
5190// m_log.DebugFormat( 5469 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
5191// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
5192
5193 return nearestPoint.Value; 5470 return nearestPoint.Value;
5194 } 5471 }
5195 5472
5196 //Ultimate backup if we have no idea where they are 5473 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
5197// m_log.DebugFormat( 5474 if (dest != excludeParcel)
5198// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); 5475 {
5476 // Ultimate backup if we have no idea where they are and
5477 // the last allowed position was in another parcel
5478 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
5479 return avatar.lastKnownAllowedPosition;
5480 }
5199 5481
5200 return avatar.lastKnownAllowedPosition; 5482 // else fall through to region edge
5201 } 5483 }
5202 5484
5203 //Go to the edge, this happens in teleporting to a region with no available parcels 5485 //Go to the edge, this happens in teleporting to a region with no available parcels
@@ -5231,13 +5513,18 @@ namespace OpenSim.Region.Framework.Scenes
5231 5513
5232 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 5514 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
5233 { 5515 {
5516 return GetNearestAllowedParcel(avatarId, x, y, null);
5517 }
5518
5519 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
5520 {
5234 List<ILandObject> all = AllParcels(); 5521 List<ILandObject> all = AllParcels();
5235 float minParcelDistance = float.MaxValue; 5522 float minParcelDistance = float.MaxValue;
5236 ILandObject nearestParcel = null; 5523 ILandObject nearestParcel = null;
5237 5524
5238 foreach (var parcel in all) 5525 foreach (var parcel in all)
5239 { 5526 {
5240 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 5527 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
5241 { 5528 {
5242 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 5529 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
5243 if (parcelDistance < minParcelDistance) 5530 if (parcelDistance < minParcelDistance)
@@ -5453,7 +5740,55 @@ namespace OpenSim.Region.Framework.Scenes
5453 mapModule.GenerateMaptile(); 5740 mapModule.GenerateMaptile();
5454 } 5741 }
5455 5742
5456 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5743// public void CleanDroppedAttachments()
5744// {
5745// List<SceneObjectGroup> objectsToDelete =
5746// new List<SceneObjectGroup>();
5747//
5748// lock (m_cleaningAttachments)
5749// {
5750// ForEachSOG(delegate (SceneObjectGroup grp)
5751// {
5752// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5753// {
5754// UUID agentID = grp.OwnerID;
5755// if (agentID == UUID.Zero)
5756// {
5757// objectsToDelete.Add(grp);
5758// return;
5759// }
5760//
5761// ScenePresence sp = GetScenePresence(agentID);
5762// if (sp == null)
5763// {
5764// objectsToDelete.Add(grp);
5765// return;
5766// }
5767// }
5768// });
5769// }
5770//
5771// foreach (SceneObjectGroup grp in objectsToDelete)
5772// {
5773// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5774// DeleteSceneObject(grp, true);
5775// }
5776// }
5777
5778 public void ThreadAlive(int threadCode)
5779 {
5780 switch(threadCode)
5781 {
5782 case 1: // Incoming
5783 m_lastIncoming = Util.EnvironmentTickCount();
5784 break;
5785 case 2: // Incoming
5786 m_lastOutgoing = Util.EnvironmentTickCount();
5787 break;
5788 }
5789 }
5790
5791 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5457 { 5792 {
5458 RegenerateMaptile(); 5793 RegenerateMaptile();
5459 5794
@@ -5481,6 +5816,8 @@ namespace OpenSim.Region.Framework.Scenes
5481 /// <returns></returns> 5816 /// <returns></returns>
5482 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5817 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5483 { 5818 {
5819 reason = "You are banned from the region";
5820
5484 if (EntityTransferModule.IsInTransit(agentID)) 5821 if (EntityTransferModule.IsInTransit(agentID))
5485 { 5822 {
5486 reason = "Agent is still in transit from this region"; 5823 reason = "Agent is still in transit from this region";
@@ -5492,6 +5829,12 @@ namespace OpenSim.Region.Framework.Scenes
5492 return false; 5829 return false;
5493 } 5830 }
5494 5831
5832 if (Permissions.IsGod(agentID))
5833 {
5834 reason = String.Empty;
5835 return true;
5836 }
5837
5495 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. 5838 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
5496 // However, the long term fix is to make sure root agent count is always accurate. 5839 // However, the long term fix is to make sure root agent count is always accurate.
5497 m_sceneGraph.RecalculateStats(); 5840 m_sceneGraph.RecalculateStats();
@@ -5512,6 +5855,41 @@ namespace OpenSim.Region.Framework.Scenes
5512 } 5855 }
5513 } 5856 }
5514 5857
5858 ScenePresence presence = GetScenePresence(agentID);
5859 IClientAPI client = null;
5860 AgentCircuitData aCircuit = null;
5861
5862 if (presence != null)
5863 {
5864 client = presence.ControllingClient;
5865 if (client != null)
5866 aCircuit = client.RequestClientInfo();
5867 }
5868
5869 // We may be called before there is a presence or a client.
5870 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5871 if (client == null)
5872 {
5873 aCircuit = new AgentCircuitData();
5874 aCircuit.AgentID = agentID;
5875 aCircuit.firstname = String.Empty;
5876 aCircuit.lastname = String.Empty;
5877 }
5878
5879 try
5880 {
5881 if (!AuthorizeUser(aCircuit, out reason))
5882 {
5883 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5884 return false;
5885 }
5886 }
5887 catch (Exception e)
5888 {
5889 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5890 return false;
5891 }
5892
5515 if (position == Vector3.Zero) // Teleport 5893 if (position == Vector3.Zero) // Teleport
5516 { 5894 {
5517 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5895 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5545,13 +5923,46 @@ namespace OpenSim.Region.Framework.Scenes
5545 } 5923 }
5546 } 5924 }
5547 } 5925 }
5926
5927 float posX = 128.0f;
5928 float posY = 128.0f;
5929
5930 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5931 {
5932 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5933 return false;
5934 }
5935 }
5936 else // Walking
5937 {
5938 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5939 if (land == null)
5940 return false;
5941
5942 bool banned = land.IsBannedFromLand(agentID);
5943 bool restricted = land.IsRestrictedFromLand(agentID);
5944
5945 if (banned || restricted)
5946 return false;
5548 } 5947 }
5549 5948
5550 reason = String.Empty; 5949 reason = String.Empty;
5551 return true; 5950 return true;
5552 } 5951 }
5553 5952
5554 /// <summary> 5953 public void StartTimerWatchdog()
5954 {
5955 m_timerWatchdog.Interval = 1000;
5956 m_timerWatchdog.Elapsed += TimerWatchdog;
5957 m_timerWatchdog.AutoReset = true;
5958 m_timerWatchdog.Start();
5959 }
5960
5961 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5962 {
5963 CheckHeartbeat();
5964 }
5965
5555 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5966 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5556 /// autopilot that moves an avatar to a sit target!. 5967 /// autopilot that moves an avatar to a sit target!.
5557 /// </summary> 5968 /// </summary>
@@ -5630,6 +6041,11 @@ namespace OpenSim.Region.Framework.Scenes
5630 return m_SpawnPoint - 1; 6041 return m_SpawnPoint - 1;
5631 } 6042 }
5632 6043
6044 private void HandleGcCollect(string module, string[] args)
6045 {
6046 GC.Collect();
6047 }
6048
5633 /// <summary> 6049 /// <summary>
5634 /// Wrappers to get physics modules retrieve assets. 6050 /// Wrappers to get physics modules retrieve assets.
5635 /// </summary> 6051 /// </summary>