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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 c9c0662..6b031ae 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -226,8 +226,8 @@ namespace OpenSim.Region.Framework.Scenes
226 // TODO: need to figure out how allow client agents but deny 226 // TODO: need to figure out how allow client agents but deny
227 // root agents when ACL denies access to root agent 227 // root agents when ACL denies access to root agent
228 public bool m_strictAccessControl = true; 228 public bool m_strictAccessControl = true;
229 229 public bool m_seeIntoBannedRegion = false;
230 public int MaxUndoCount { get; set; } 230 public int MaxUndoCount = 5;
231 231
232 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 232 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
233 public bool LoginLock = false; 233 public bool LoginLock = false;
@@ -243,11 +243,13 @@ namespace OpenSim.Region.Framework.Scenes
243 243
244 protected int m_splitRegionID; 244 protected int m_splitRegionID;
245 protected Timer m_restartWaitTimer = new Timer(); 245 protected Timer m_restartWaitTimer = new Timer();
246 protected Timer m_timerWatchdog = new Timer();
246 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 247 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
247 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 248 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
248 protected string m_simulatorVersion = "OpenSimulator Server"; 249 protected string m_simulatorVersion = "OpenSimulator Server";
249 protected AgentCircuitManager m_authenticateHandler; 250 protected AgentCircuitManager m_authenticateHandler;
250 protected SceneCommunicationService m_sceneGridService; 251 protected SceneCommunicationService m_sceneGridService;
252 protected ISnmpModule m_snmpService = null;
251 253
252 protected ISimulationDataService m_SimulationDataService; 254 protected ISimulationDataService m_SimulationDataService;
253 protected IEstateDataService m_EstateDataService; 255 protected IEstateDataService m_EstateDataService;
@@ -310,8 +312,8 @@ namespace OpenSim.Region.Framework.Scenes
310 private int m_update_presences = 1; // Update scene presence movements 312 private int m_update_presences = 1; // Update scene presence movements
311 private int m_update_events = 1; 313 private int m_update_events = 1;
312 private int m_update_backup = 200; 314 private int m_update_backup = 200;
313 private int m_update_terrain = 50; 315 private int m_update_terrain = 1000;
314// private int m_update_land = 1; 316 private int m_update_land = 10;
315 private int m_update_coarse_locations = 50; 317 private int m_update_coarse_locations = 50;
316 318
317 private int agentMS; 319 private int agentMS;
@@ -324,13 +326,13 @@ namespace OpenSim.Region.Framework.Scenes
324 private int backupMS; 326 private int backupMS;
325 private int terrainMS; 327 private int terrainMS;
326 private int landMS; 328 private int landMS;
327 private int spareMS;
328 329
329 /// <summary> 330 /// <summary>
330 /// Tick at which the last frame was processed. 331 /// Tick at which the last frame was processed.
331 /// </summary> 332 /// </summary>
332 private int m_lastFrameTick; 333 private int m_lastFrameTick;
333 334
335 public bool CombineRegions = false;
334 /// <summary> 336 /// <summary>
335 /// Tick at which the last maintenance run occurred. 337 /// Tick at which the last maintenance run occurred.
336 /// </summary> 338 /// </summary>
@@ -350,7 +352,7 @@ namespace OpenSim.Region.Framework.Scenes
350 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing 352 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
351 private volatile bool m_backingup; 353 private volatile bool m_backingup;
352 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); 354 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
353 private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>(); 355 private Dictionary<UUID, int> m_groupsWithTargets = new Dictionary<UUID, int>();
354 356
355 private string m_defaultScriptEngine; 357 private string m_defaultScriptEngine;
356 358
@@ -359,6 +361,11 @@ namespace OpenSim.Region.Framework.Scenes
359 /// </summary> 361 /// </summary>
360 private int m_LastLogin; 362 private int m_LastLogin;
361 363
364 private int m_lastIncoming;
365 private int m_lastOutgoing;
366 private int m_hbRestarts = 0;
367
368
362 /// <summary> 369 /// <summary>
363 /// Thread that runs the scene loop. 370 /// Thread that runs the scene loop.
364 /// </summary> 371 /// </summary>
@@ -399,7 +406,7 @@ namespace OpenSim.Region.Framework.Scenes
399 private volatile bool m_active; 406 private volatile bool m_active;
400 407
401// private int m_lastUpdate; 408// private int m_lastUpdate;
402// private bool m_firstHeartbeat = true; 409 private bool m_firstHeartbeat = true;
403 410
404 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 411 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
405 private bool m_reprioritizationEnabled = true; 412 private bool m_reprioritizationEnabled = true;
@@ -443,6 +450,19 @@ namespace OpenSim.Region.Framework.Scenes
443 get { return m_sceneGridService; } 450 get { return m_sceneGridService; }
444 } 451 }
445 452
453 public ISnmpModule SnmpService
454 {
455 get
456 {
457 if (m_snmpService == null)
458 {
459 m_snmpService = RequestModuleInterface<ISnmpModule>();
460 }
461
462 return m_snmpService;
463 }
464 }
465
446 public ISimulationDataService SimulationDataService 466 public ISimulationDataService SimulationDataService
447 { 467 {
448 get 468 get
@@ -735,6 +755,8 @@ namespace OpenSim.Region.Framework.Scenes
735 m_SimulationDataService = simDataService; 755 m_SimulationDataService = simDataService;
736 m_EstateDataService = estateDataService; 756 m_EstateDataService = estateDataService;
737 m_regionHandle = RegionInfo.RegionHandle; 757 m_regionHandle = RegionInfo.RegionHandle;
758 m_lastIncoming = 0;
759 m_lastOutgoing = 0;
738 760
739 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 761 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
740 m_asyncSceneObjectDeleter.Enabled = true; 762 m_asyncSceneObjectDeleter.Enabled = true;
@@ -828,7 +850,7 @@ namespace OpenSim.Region.Framework.Scenes
828 850
829 StartDisabled = startupConfig.GetBoolean("StartDisabled", false); 851 StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
830 852
831 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance); 853 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
832 UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup); 854 UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup);
833 if (!UseBackup) 855 if (!UseBackup)
834 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName); 856 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
@@ -836,10 +858,8 @@ namespace OpenSim.Region.Framework.Scenes
836 //Animation states 858 //Animation states
837 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 859 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
838 860
839 MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20); 861 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
840 862 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
841 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
842 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
843 863
844 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys); 864 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
845 if (RegionInfo.NonphysPrimMin > 0) 865 if (RegionInfo.NonphysPrimMin > 0)
@@ -860,11 +880,21 @@ namespace OpenSim.Region.Framework.Scenes
860 } 880 }
861 881
862 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 882 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
883
863 if (RegionInfo.PhysPrimMax > 0) 884 if (RegionInfo.PhysPrimMax > 0)
864 { 885 {
865 m_maxPhys = RegionInfo.PhysPrimMax; 886 m_maxPhys = RegionInfo.PhysPrimMax;
866 } 887 }
867 888
889 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity);
890 if (RegionInfo.LinksetCapacity > 0)
891 {
892 m_linksetCapacity = RegionInfo.LinksetCapacity;
893 }
894
895 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
896 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
897
868 // Here, if clamping is requested in either global or 898 // Here, if clamping is requested in either global or
869 // local config, it will be used 899 // local config, it will be used
870 // 900 //
@@ -874,13 +904,7 @@ namespace OpenSim.Region.Framework.Scenes
874 m_clampPrimSize = true; 904 m_clampPrimSize = true;
875 } 905 }
876 906
877 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity); 907 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
878 if (RegionInfo.LinksetCapacity > 0)
879 {
880 m_linksetCapacity = RegionInfo.LinksetCapacity;
881 }
882
883 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete);
884 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 908 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
885 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 909 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
886 m_dontPersistBefore = 910 m_dontPersistBefore =
@@ -891,11 +915,11 @@ namespace OpenSim.Region.Framework.Scenes
891 m_persistAfter *= 10000000; 915 m_persistAfter *= 10000000;
892 916
893 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 917 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
894 918 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
895 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
896 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
897 919
898 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 920 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
921 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
922 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
899 923
900 string[] possibleMapConfigSections = new string[] { "Map", "Startup" }; 924 string[] possibleMapConfigSections = new string[] { "Map", "Startup" };
901 925
@@ -940,7 +964,7 @@ namespace OpenSim.Region.Framework.Scenes
940 964
941 if (grant.Length > 0) 965 if (grant.Length > 0)
942 { 966 {
943 foreach (string viewer in grant.Split('|')) 967 foreach (string viewer in grant.Split(','))
944 { 968 {
945 m_AllowedViewers.Add(viewer.Trim().ToLower()); 969 m_AllowedViewers.Add(viewer.Trim().ToLower());
946 } 970 }
@@ -952,7 +976,7 @@ namespace OpenSim.Region.Framework.Scenes
952 976
953 if (grant.Length > 0) 977 if (grant.Length > 0)
954 { 978 {
955 foreach (string viewer in grant.Split('|')) 979 foreach (string viewer in grant.Split(','))
956 { 980 {
957 m_BannedViewers.Add(viewer.Trim().ToLower()); 981 m_BannedViewers.Add(viewer.Trim().ToLower());
958 } 982 }
@@ -1012,6 +1036,8 @@ namespace OpenSim.Region.Framework.Scenes
1012 StatsReporter = new SimStatsReporter(this); 1036 StatsReporter = new SimStatsReporter(this);
1013 StatsReporter.OnSendStatsResult += SendSimStatsPackets; 1037 StatsReporter.OnSendStatsResult += SendSimStatsPackets;
1014 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; 1038 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
1039
1040 MainConsole.Instance.Commands.AddCommand("scene", false, "gc collect", "gc collect", "gc collect", "Cause the garbage collector to make a single pass", HandleGcCollect);
1015 } 1041 }
1016 1042
1017 public Scene(RegionInfo regInfo) : base(regInfo) 1043 public Scene(RegionInfo regInfo) : base(regInfo)
@@ -1307,8 +1333,11 @@ namespace OpenSim.Region.Framework.Scenes
1307 // Stop all client threads. 1333 // Stop all client threads.
1308 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); }); 1334 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); });
1309 1335
1310 m_log.Debug("[SCENE]: Persisting changed objects"); 1336 m_log.Debug("[SCENE]: TriggerSceneShuttingDown");
1311 EventManager.TriggerSceneShuttingDown(this); 1337 EventManager.TriggerSceneShuttingDown(this);
1338
1339 m_log.Debug("[SCENE]: Persisting changed objects");
1340
1312 Backup(false); 1341 Backup(false);
1313 m_sceneGraph.Close(); 1342 m_sceneGraph.Close();
1314 1343
@@ -1322,6 +1351,7 @@ namespace OpenSim.Region.Framework.Scenes
1322 // attempt to reference a null or disposed physics scene. 1351 // attempt to reference a null or disposed physics scene.
1323 if (PhysicsScene != null) 1352 if (PhysicsScene != null)
1324 { 1353 {
1354 m_log.Debug("[SCENE]: Dispose Physics");
1325 PhysicsScene phys = PhysicsScene; 1355 PhysicsScene phys = PhysicsScene;
1326 // remove the physics engine from both Scene and SceneGraph 1356 // remove the physics engine from both Scene and SceneGraph
1327 PhysicsScene = null; 1357 PhysicsScene = null;
@@ -1344,11 +1374,29 @@ namespace OpenSim.Region.Framework.Scenes
1344 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1374 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1345 if (m_heartbeatThread != null) 1375 if (m_heartbeatThread != null)
1346 { 1376 {
1377 m_hbRestarts++;
1378 if(m_hbRestarts > 10)
1379 Environment.Exit(1);
1380 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1381
1382//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1383//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1384//proc.EnableRaisingEvents=false;
1385//proc.StartInfo.FileName = "/bin/kill";
1386//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1387//proc.Start();
1388//proc.WaitForExit();
1389//Thread.Sleep(1000);
1390//Environment.Exit(1);
1347 m_heartbeatThread.Abort(); 1391 m_heartbeatThread.Abort();
1392 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1348 m_heartbeatThread = null; 1393 m_heartbeatThread = null;
1349 } 1394 }
1350// m_lastUpdate = Util.EnvironmentTickCount(); 1395// m_lastUpdate = Util.EnvironmentTickCount();
1351 1396
1397// m_sceneGraph.PreparePhysicsSimulation();
1398
1399
1352 m_heartbeatThread 1400 m_heartbeatThread
1353 = Watchdog.StartThread( 1401 = Watchdog.StartThread(
1354 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false); 1402 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false);
@@ -1491,16 +1539,20 @@ namespace OpenSim.Region.Framework.Scenes
1491 endFrame = Frame + frames; 1539 endFrame = Frame + frames;
1492 1540
1493 float physicsFPS = 0f; 1541 float physicsFPS = 0f;
1494 int previousFrameTick, tmpMS; 1542 int tmpMS;
1495 int maintc = Util.EnvironmentTickCount(); 1543 int previousFrameTick;
1544 int maintc;
1545 int sleepMS;
1546 int framestart;
1496 1547
1497 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) 1548 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame))
1498 { 1549 {
1550 framestart = Util.EnvironmentTickCount();
1499 ++Frame; 1551 ++Frame;
1500 1552
1501// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); 1553// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
1502 1554
1503 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0; 1555 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
1504 1556
1505 try 1557 try
1506 { 1558 {
@@ -1552,6 +1604,7 @@ namespace OpenSim.Region.Framework.Scenes
1552 m_sceneGraph.UpdatePresences(); 1604 m_sceneGraph.UpdatePresences();
1553 1605
1554 agentMS += Util.EnvironmentTickCountSubtract(tmpMS); 1606 agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
1607
1555 1608
1556 // Delete temp-on-rez stuff 1609 // Delete temp-on-rez stuff
1557 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) 1610 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
@@ -1633,34 +1686,37 @@ namespace OpenSim.Region.Framework.Scenes
1633 1686
1634 Watchdog.UpdateThread(); 1687 Watchdog.UpdateThread();
1635 1688
1689 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1690
1691 StatsReporter.AddPhysicsFPS(physicsFPS);
1692 StatsReporter.AddTimeDilation(TimeDilation);
1693 StatsReporter.AddFPS(1);
1694
1695 StatsReporter.addAgentMS(agentMS);
1696 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1697 StatsReporter.addOtherMS(otherMS);
1698 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1699
1636 previousFrameTick = m_lastFrameTick; 1700 previousFrameTick = m_lastFrameTick;
1637 m_lastFrameTick = Util.EnvironmentTickCount(); 1701 m_lastFrameTick = Util.EnvironmentTickCount();
1638 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1702 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart);
1639 tmpMS = (int)(MinFrameTime * 1000) - tmpMS; 1703 tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
1640 1704
1705 m_firstHeartbeat = false;
1706
1707 sleepMS = Util.EnvironmentTickCount();
1708
1641 if (tmpMS > 0) 1709 if (tmpMS > 0)
1642 {
1643 Thread.Sleep(tmpMS); 1710 Thread.Sleep(tmpMS);
1644 spareMS += tmpMS;
1645 }
1646
1647 frameMS = Util.EnvironmentTickCountSubtract(maintc);
1648 maintc = Util.EnvironmentTickCount();
1649 1711
1650 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1712 sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
1713 frameMS = Util.EnvironmentTickCountSubtract(framestart);
1714 StatsReporter.addSleepMS(sleepMS);
1715 StatsReporter.addFrameMS(frameMS);
1651 1716
1652 // if (Frame%m_update_avatars == 0) 1717 // if (Frame%m_update_avatars == 0)
1653 // UpdateInWorldTime(); 1718 // UpdateInWorldTime();
1654 StatsReporter.AddPhysicsFPS(physicsFPS);
1655 StatsReporter.AddTimeDilation(TimeDilation);
1656 StatsReporter.AddFPS(1);
1657 1719
1658 StatsReporter.addFrameMS(frameMS);
1659 StatsReporter.addAgentMS(agentMS);
1660 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1661 StatsReporter.addOtherMS(otherMS);
1662 StatsReporter.AddSpareMS(spareMS);
1663 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1664 1720
1665 // Optionally warn if a frame takes double the amount of time that it should. 1721 // Optionally warn if a frame takes double the amount of time that it should.
1666 if (DebugUpdates 1722 if (DebugUpdates
@@ -1677,7 +1733,7 @@ namespace OpenSim.Region.Framework.Scenes
1677 public void AddGroupTarget(SceneObjectGroup grp) 1733 public void AddGroupTarget(SceneObjectGroup grp)
1678 { 1734 {
1679 lock (m_groupsWithTargets) 1735 lock (m_groupsWithTargets)
1680 m_groupsWithTargets[grp.UUID] = grp; 1736 m_groupsWithTargets[grp.UUID] = 0;
1681 } 1737 }
1682 1738
1683 public void RemoveGroupTarget(SceneObjectGroup grp) 1739 public void RemoveGroupTarget(SceneObjectGroup grp)
@@ -1688,18 +1744,24 @@ namespace OpenSim.Region.Framework.Scenes
1688 1744
1689 private void CheckAtTargets() 1745 private void CheckAtTargets()
1690 { 1746 {
1691 List<SceneObjectGroup> objs = null; 1747 List<UUID> objs = null;
1692 1748
1693 lock (m_groupsWithTargets) 1749 lock (m_groupsWithTargets)
1694 { 1750 {
1695 if (m_groupsWithTargets.Count != 0) 1751 if (m_groupsWithTargets.Count != 0)
1696 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values); 1752 objs = new List<UUID>(m_groupsWithTargets.Keys);
1697 } 1753 }
1698 1754
1699 if (objs != null) 1755 if (objs != null)
1700 { 1756 {
1701 foreach (SceneObjectGroup entry in objs) 1757 foreach (UUID entry in objs)
1702 entry.checkAtTargets(); 1758 {
1759 SceneObjectGroup grp = GetSceneObjectGroup(entry);
1760 if (grp == null)
1761 m_groupsWithTargets.Remove(entry);
1762 else
1763 grp.checkAtTargets();
1764 }
1703 } 1765 }
1704 } 1766 }
1705 1767
@@ -1778,7 +1840,7 @@ namespace OpenSim.Region.Framework.Scenes
1778 msg.fromAgentName = "Server"; 1840 msg.fromAgentName = "Server";
1779 msg.dialog = (byte)19; // Object msg 1841 msg.dialog = (byte)19; // Object msg
1780 msg.fromGroup = false; 1842 msg.fromGroup = false;
1781 msg.offline = (byte)0; 1843 msg.offline = (byte)1;
1782 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1844 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1783 msg.Position = Vector3.Zero; 1845 msg.Position = Vector3.Zero;
1784 msg.RegionID = RegionInfo.RegionID.Guid; 1846 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -2007,7 +2069,7 @@ namespace OpenSim.Region.Framework.Scenes
2007 return PhysicsScene.SupportsRaycastWorldFiltered(); 2069 return PhysicsScene.SupportsRaycastWorldFiltered();
2008 } 2070 }
2009 2071
2010 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter) 2072 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
2011 { 2073 {
2012 if (PhysicsScene == null) 2074 if (PhysicsScene == null)
2013 return null; 2075 return null;
@@ -2029,14 +2091,24 @@ namespace OpenSim.Region.Framework.Scenes
2029 /// <returns></returns> 2091 /// <returns></returns>
2030 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 2092 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
2031 { 2093 {
2094
2095 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
2096 Vector3 wpos = Vector3.Zero;
2097 // Check for water surface intersection from above
2098 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
2099 {
2100 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
2101 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
2102 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
2103 wpos.Z = wheight;
2104 }
2105
2032 Vector3 pos = Vector3.Zero; 2106 Vector3 pos = Vector3.Zero;
2033 if (RayEndIsIntersection == (byte)1) 2107 if (RayEndIsIntersection == (byte)1)
2034 { 2108 {
2035 pos = RayEnd; 2109 pos = RayEnd;
2036 return pos;
2037 } 2110 }
2038 2111 else if (RayTargetID != UUID.Zero)
2039 if (RayTargetID != UUID.Zero)
2040 { 2112 {
2041 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 2113 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
2042 2114
@@ -2058,7 +2130,7 @@ namespace OpenSim.Region.Framework.Scenes
2058 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 2130 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
2059 2131
2060 // Un-comment out the following line to Get Raytrace results printed to the console. 2132 // Un-comment out the following line to Get Raytrace results printed to the console.
2061 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 2133 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
2062 float ScaleOffset = 0.5f; 2134 float ScaleOffset = 0.5f;
2063 2135
2064 // If we hit something 2136 // If we hit something
@@ -2081,13 +2153,10 @@ namespace OpenSim.Region.Framework.Scenes
2081 //pos.Z -= 0.25F; 2153 //pos.Z -= 0.25F;
2082 2154
2083 } 2155 }
2084
2085 return pos;
2086 } 2156 }
2087 else 2157 else
2088 { 2158 {
2089 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2159 // We don't have a target here, so we're going to raytrace all the objects in the scene.
2090
2091 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2160 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
2092 2161
2093 // Un-comment the following line to print the raytrace results to the console. 2162 // Un-comment the following line to print the raytrace results to the console.
@@ -2096,13 +2165,12 @@ namespace OpenSim.Region.Framework.Scenes
2096 if (ei.HitTF) 2165 if (ei.HitTF)
2097 { 2166 {
2098 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2167 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
2099 } else 2168 }
2169 else
2100 { 2170 {
2101 // fall back to our stupid functionality 2171 // fall back to our stupid functionality
2102 pos = RayEnd; 2172 pos = RayEnd;
2103 } 2173 }
2104
2105 return pos;
2106 } 2174 }
2107 } 2175 }
2108 else 2176 else
@@ -2113,8 +2181,12 @@ namespace OpenSim.Region.Framework.Scenes
2113 //increase height so its above the ground. 2181 //increase height so its above the ground.
2114 //should be getting the normal of the ground at the rez point and using that? 2182 //should be getting the normal of the ground at the rez point and using that?
2115 pos.Z += scale.Z / 2f; 2183 pos.Z += scale.Z / 2f;
2116 return pos; 2184// return pos;
2117 } 2185 }
2186
2187 // check against posible water intercept
2188 if (wpos.Z > pos.Z) pos = wpos;
2189 return pos;
2118 } 2190 }
2119 2191
2120 2192
@@ -2205,12 +2277,12 @@ namespace OpenSim.Region.Framework.Scenes
2205 { 2277 {
2206 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates)) 2278 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates))
2207 { 2279 {
2280 sceneObject.IsDeleted = false;
2208 EventManager.TriggerObjectAddedToScene(sceneObject); 2281 EventManager.TriggerObjectAddedToScene(sceneObject);
2209 return true; 2282 return true;
2210 } 2283 }
2211 2284
2212 return false; 2285 return false;
2213
2214 } 2286 }
2215 2287
2216 /// <summary> 2288 /// <summary>
@@ -2302,6 +2374,15 @@ namespace OpenSim.Region.Framework.Scenes
2302 /// </summary> 2374 /// </summary>
2303 public void DeleteAllSceneObjects() 2375 public void DeleteAllSceneObjects()
2304 { 2376 {
2377 DeleteAllSceneObjects(false);
2378 }
2379
2380 /// <summary>
2381 /// Delete every object from the scene. This does not include attachments worn by avatars.
2382 /// </summary>
2383 public void DeleteAllSceneObjects(bool exceptNoCopy)
2384 {
2385 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2305 lock (Entities) 2386 lock (Entities)
2306 { 2387 {
2307 EntityBase[] entities = Entities.GetEntities(); 2388 EntityBase[] entities = Entities.GetEntities();
@@ -2310,11 +2391,24 @@ namespace OpenSim.Region.Framework.Scenes
2310 if (e is SceneObjectGroup) 2391 if (e is SceneObjectGroup)
2311 { 2392 {
2312 SceneObjectGroup sog = (SceneObjectGroup)e; 2393 SceneObjectGroup sog = (SceneObjectGroup)e;
2313 if (!sog.IsAttachment) 2394 if (sog != null && !sog.IsAttachment)
2314 DeleteSceneObject((SceneObjectGroup)e, false); 2395 {
2396 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2397 {
2398 DeleteSceneObject((SceneObjectGroup)e, false);
2399 }
2400 else
2401 {
2402 toReturn.Add((SceneObjectGroup)e);
2403 }
2404 }
2315 } 2405 }
2316 } 2406 }
2317 } 2407 }
2408 if (toReturn.Count > 0)
2409 {
2410 returnObjects(toReturn.ToArray(), UUID.Zero);
2411 }
2318 } 2412 }
2319 2413
2320 /// <summary> 2414 /// <summary>
@@ -2349,6 +2443,12 @@ namespace OpenSim.Region.Framework.Scenes
2349 2443
2350 foreach (SceneObjectPart part in partList) 2444 foreach (SceneObjectPart part in partList)
2351 { 2445 {
2446 if (part.KeyframeMotion != null)
2447 {
2448 part.KeyframeMotion.Delete();
2449 part.KeyframeMotion = null;
2450 }
2451
2352 if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0)) 2452 if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
2353 { 2453 {
2354 PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed? 2454 PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
@@ -2366,6 +2466,8 @@ namespace OpenSim.Region.Framework.Scenes
2366 } 2466 }
2367 2467
2368 group.DeleteGroupFromScene(silent); 2468 group.DeleteGroupFromScene(silent);
2469 if (!silent)
2470 SendKillObject(new List<uint>() { group.LocalId });
2369 2471
2370// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2472// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2371 } 2473 }
@@ -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>