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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs')
-rwxr-xr-x | OpenSim/Region/Framework/Scenes/Scene.cs | 6102 |
1 files changed, 6102 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs new file mode 100755 index 0000000..fe99ae5 --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -0,0 +1,6102 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Diagnostics; | ||
31 | using System.Drawing; | ||
32 | using System.Drawing.Imaging; | ||
33 | using System.IO; | ||
34 | using System.Text; | ||
35 | using System.Threading; | ||
36 | using System.Timers; | ||
37 | using System.Xml; | ||
38 | using Nini.Config; | ||
39 | using OpenMetaverse; | ||
40 | using OpenMetaverse.Packets; | ||
41 | using OpenMetaverse.Imaging; | ||
42 | using OpenSim.Framework; | ||
43 | using OpenSim.Framework.Monitoring; | ||
44 | using OpenSim.Services.Interfaces; | ||
45 | using OpenSim.Framework.Communications; | ||
46 | using OpenSim.Framework.Console; | ||
47 | using OpenSim.Region.Framework.Interfaces; | ||
48 | using OpenSim.Region.Framework.Scenes.Scripting; | ||
49 | using OpenSim.Region.Framework.Scenes.Serialization; | ||
50 | using OpenSim.Region.Physics.Manager; | ||
51 | using Timer = System.Timers.Timer; | ||
52 | using TPFlags = OpenSim.Framework.Constants.TeleportFlags; | ||
53 | using GridRegion = OpenSim.Services.Interfaces.GridRegion; | ||
54 | using PermissionMask = OpenSim.Framework.PermissionMask; | ||
55 | |||
56 | namespace OpenSim.Region.Framework.Scenes | ||
57 | { | ||
58 | public delegate bool FilterAvatarList(ScenePresence avatar); | ||
59 | |||
60 | public partial class Scene : SceneBase | ||
61 | { | ||
62 | private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L; | ||
63 | private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L; | ||
64 | |||
65 | public const int m_defaultNumberFramesStored = 10; | ||
66 | |||
67 | public delegate void SynchronizeSceneHandler(Scene scene); | ||
68 | |||
69 | #region Fields | ||
70 | |||
71 | public bool EmergencyMonitoring = false; | ||
72 | |||
73 | /// <summary> | ||
74 | /// Show debug information about animations. | ||
75 | /// </summary> | ||
76 | public bool DebugAnimations { get; set; } | ||
77 | |||
78 | /// <summary> | ||
79 | /// Show debug information about teleports. | ||
80 | /// </summary> | ||
81 | public bool DebugTeleporting { get; set; } | ||
82 | |||
83 | /// <summary> | ||
84 | /// Show debug information about the scene loop. | ||
85 | /// </summary> | ||
86 | public bool DebugUpdates { get; set; } | ||
87 | |||
88 | /// <summary> | ||
89 | /// If true then the scene is saved to persistent storage periodically, every m_update_backup frames and | ||
90 | /// if objects meet required conditions (m_dontPersistBefore and m_dontPersistAfter). | ||
91 | /// </summary> | ||
92 | /// <remarks> | ||
93 | /// Even if false, the scene will still be saved on clean shutdown. | ||
94 | /// FIXME: Currently, setting this to false will mean that objects are not periodically returned from parcels. | ||
95 | /// This needs to be fixed. | ||
96 | /// </remarks> | ||
97 | public bool PeriodicBackup { get; set; } | ||
98 | |||
99 | /// <summary> | ||
100 | /// If false then the scene is never saved to persistence storage even if PeriodicBackup == true and even | ||
101 | /// if the scene is being shut down for the final time. | ||
102 | /// </summary> | ||
103 | public bool UseBackup { get; set; } | ||
104 | |||
105 | /// <summary> | ||
106 | /// If false then physical objects are disabled, though collisions will continue as normal. | ||
107 | /// </summary> | ||
108 | public bool PhysicsEnabled | ||
109 | { | ||
110 | get | ||
111 | { | ||
112 | return m_physicsEnabled; | ||
113 | } | ||
114 | |||
115 | set | ||
116 | { | ||
117 | m_physicsEnabled = value; | ||
118 | |||
119 | if (PhysicsScene != null) | ||
120 | { | ||
121 | IPhysicsParameters physScene = PhysicsScene as IPhysicsParameters; | ||
122 | |||
123 | if (physScene != null) | ||
124 | physScene.SetPhysicsParameter( | ||
125 | "Active", m_physicsEnabled.ToString(), PhysParameterEntry.APPLY_TO_NONE); | ||
126 | } | ||
127 | } | ||
128 | } | ||
129 | |||
130 | private bool m_physicsEnabled; | ||
131 | |||
132 | /// <summary> | ||
133 | /// If false then scripts are not enabled on the smiulator | ||
134 | /// </summary> | ||
135 | public bool ScriptsEnabled | ||
136 | { | ||
137 | get { return m_scripts_enabled; } | ||
138 | set | ||
139 | { | ||
140 | if (m_scripts_enabled != value) | ||
141 | { | ||
142 | if (!value) | ||
143 | { | ||
144 | m_log.Info("Stopping all Scripts in Scene"); | ||
145 | |||
146 | EntityBase[] entities = Entities.GetEntities(); | ||
147 | foreach (EntityBase ent in entities) | ||
148 | { | ||
149 | if (ent is SceneObjectGroup) | ||
150 | ((SceneObjectGroup)ent).RemoveScriptInstances(false); | ||
151 | } | ||
152 | } | ||
153 | else | ||
154 | { | ||
155 | m_log.Info("Starting all Scripts in Scene"); | ||
156 | |||
157 | EntityBase[] entities = Entities.GetEntities(); | ||
158 | foreach (EntityBase ent in entities) | ||
159 | { | ||
160 | if (ent is SceneObjectGroup) | ||
161 | { | ||
162 | SceneObjectGroup sog = (SceneObjectGroup)ent; | ||
163 | sog.CreateScriptInstances(0, false, DefaultScriptEngine, 0); | ||
164 | sog.ResumeScripts(); | ||
165 | } | ||
166 | } | ||
167 | } | ||
168 | |||
169 | m_scripts_enabled = value; | ||
170 | } | ||
171 | } | ||
172 | } | ||
173 | private bool m_scripts_enabled; | ||
174 | |||
175 | public SynchronizeSceneHandler SynchronizeScene; | ||
176 | |||
177 | /// <summary> | ||
178 | /// Used to prevent simultaneous calls to code that adds and removes agents. | ||
179 | /// </summary> | ||
180 | private object m_removeClientLock = new object(); | ||
181 | |||
182 | /// <summary> | ||
183 | /// Statistical information for this scene. | ||
184 | /// </summary> | ||
185 | public SimStatsReporter StatsReporter { get; private set; } | ||
186 | |||
187 | /// <summary> | ||
188 | /// Controls whether physics can be applied to prims. Even if false, prims still have entries in a | ||
189 | /// PhysicsScene in order to perform collision detection | ||
190 | /// </summary> | ||
191 | public bool PhysicalPrims { get; private set; } | ||
192 | |||
193 | /// <summary> | ||
194 | /// Controls whether prims can be collided with. | ||
195 | /// </summary> | ||
196 | /// <remarks> | ||
197 | /// If this is set to false then prims cannot be subject to physics either. | ||
198 | /// </summary> | ||
199 | public bool CollidablePrims { get; private set; } | ||
200 | |||
201 | /// <summary> | ||
202 | /// Minimum value of the size of a non-physical prim in each axis | ||
203 | /// </summary> | ||
204 | public float m_minNonphys = 0.001f; | ||
205 | |||
206 | /// <summary> | ||
207 | /// Maximum value of the size of a non-physical prim in each axis | ||
208 | /// </summary> | ||
209 | public float m_maxNonphys = 256; | ||
210 | |||
211 | /// <summary> | ||
212 | /// Minimum value of the size of a physical prim in each axis | ||
213 | /// </summary> | ||
214 | public float m_minPhys = 0.01f; | ||
215 | |||
216 | /// <summary> | ||
217 | /// Maximum value of the size of a physical prim in each axis | ||
218 | /// </summary> | ||
219 | public float m_maxPhys = 64; | ||
220 | |||
221 | /// <summary> | ||
222 | /// Max prims an object will hold | ||
223 | /// </summary> | ||
224 | public int m_linksetCapacity = 0; | ||
225 | |||
226 | public bool m_clampPrimSize; | ||
227 | public bool m_trustBinaries; | ||
228 | public bool m_allowScriptCrossings = true; | ||
229 | |||
230 | /// <summary> | ||
231 | /// Can avatars cross from and to this region? | ||
232 | /// </summary> | ||
233 | public bool AllowAvatarCrossing { get; set; } | ||
234 | |||
235 | public bool m_useFlySlow; | ||
236 | public bool m_useTrashOnDelete = true; | ||
237 | |||
238 | /// <summary> | ||
239 | /// Temporarily setting to trigger appearance resends at 60 second intervals. | ||
240 | /// </summary> | ||
241 | public bool SendPeriodicAppearanceUpdates { get; set; } | ||
242 | |||
243 | /// <summary> | ||
244 | /// How much a root agent has to change position before updates are sent to viewers. | ||
245 | /// </summary> | ||
246 | public float RootPositionUpdateTolerance { get; set; } | ||
247 | |||
248 | /// <summary> | ||
249 | /// How much a root agent has to rotate before updates are sent to viewers. | ||
250 | /// </summary> | ||
251 | public float RootRotationUpdateTolerance { get; set; } | ||
252 | |||
253 | /// <summary> | ||
254 | /// How much a root agent has to change velocity before updates are sent to viewers. | ||
255 | /// </summary> | ||
256 | public float RootVelocityUpdateTolerance { get; set; } | ||
257 | |||
258 | /// <summary> | ||
259 | /// If greater than 1, we only send terse updates to other root agents on every n updates. | ||
260 | /// </summary> | ||
261 | public int RootTerseUpdatePeriod { get; set; } | ||
262 | |||
263 | /// <summary> | ||
264 | /// If greater than 1, we only send terse updates to child agents on every n updates. | ||
265 | /// </summary> | ||
266 | public int ChildTerseUpdatePeriod { get; set; } | ||
267 | |||
268 | protected float m_defaultDrawDistance = 255.0f; | ||
269 | public float DefaultDrawDistance | ||
270 | { | ||
271 | // get { return m_defaultDrawDistance; } | ||
272 | get | ||
273 | { | ||
274 | if (RegionInfo != null) | ||
275 | { | ||
276 | float largestDimension = Math.Max(RegionInfo.RegionSizeX, RegionInfo.RegionSizeY); | ||
277 | m_defaultDrawDistance = Math.Max(m_defaultDrawDistance, largestDimension); | ||
278 | |||
279 | } | ||
280 | return m_defaultDrawDistance; | ||
281 | } | ||
282 | } | ||
283 | |||
284 | private List<string> m_AllowedViewers = new List<string>(); | ||
285 | private List<string> m_BannedViewers = new List<string>(); | ||
286 | |||
287 | // TODO: need to figure out how allow client agents but deny | ||
288 | // root agents when ACL denies access to root agent | ||
289 | public bool m_strictAccessControl = true; | ||
290 | |||
291 | public int MaxUndoCount { get; set; } | ||
292 | |||
293 | public bool SeeIntoRegion { get; set; } | ||
294 | |||
295 | // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; | ||
296 | public bool LoginLock = false; | ||
297 | |||
298 | public bool StartDisabled = false; | ||
299 | public bool LoadingPrims; | ||
300 | public IXfer XferManager; | ||
301 | |||
302 | // the minimum time that must elapse before a changed object will be considered for persisted | ||
303 | public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L; | ||
304 | // the maximum time that must elapse before a changed object will be considered for persisted | ||
305 | public long m_persistAfter = DEFAULT_MAX_TIME_FOR_PERSISTENCE * 10000000L; | ||
306 | |||
307 | protected int m_splitRegionID; | ||
308 | protected Timer m_restartWaitTimer = new Timer(); | ||
309 | protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); | ||
310 | protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); | ||
311 | protected string m_simulatorVersion = "OpenSimulator Server"; | ||
312 | protected AgentCircuitManager m_authenticateHandler; | ||
313 | protected SceneCommunicationService m_sceneGridService; | ||
314 | |||
315 | protected ISimulationDataService m_SimulationDataService; | ||
316 | protected IEstateDataService m_EstateDataService; | ||
317 | protected IAssetService m_AssetService; | ||
318 | protected IAuthorizationService m_AuthorizationService; | ||
319 | protected IInventoryService m_InventoryService; | ||
320 | protected IGridService m_GridService; | ||
321 | protected ILibraryService m_LibraryService; | ||
322 | protected ISimulationService m_simulationService; | ||
323 | protected IAuthenticationService m_AuthenticationService; | ||
324 | protected IPresenceService m_PresenceService; | ||
325 | protected IUserAccountService m_UserAccountService; | ||
326 | protected IAvatarService m_AvatarService; | ||
327 | protected IGridUserService m_GridUserService; | ||
328 | protected IAgentPreferencesService m_AgentPreferencesService; | ||
329 | |||
330 | protected IXMLRPC m_xmlrpcModule; | ||
331 | protected IWorldComm m_worldCommModule; | ||
332 | protected IAvatarFactoryModule m_AvatarFactory; | ||
333 | protected IConfigSource m_config; | ||
334 | protected IRegionSerialiserModule m_serialiser; | ||
335 | protected IDialogModule m_dialogModule; | ||
336 | protected ICapabilitiesModule m_capsModule; | ||
337 | protected IGroupsModule m_groupsModule; | ||
338 | |||
339 | private Dictionary<string, string> m_extraSettings; | ||
340 | |||
341 | /// <summary> | ||
342 | /// If true then the next time the scene loop is activated, updates will be performed by firing of a timer | ||
343 | /// rather than on a single thread that sleeps. | ||
344 | /// </summary> | ||
345 | public bool UpdateOnTimer { get; set; } | ||
346 | |||
347 | /// <summary> | ||
348 | /// Only used if we are updating scene on a timer rather than sleeping a thread. | ||
349 | /// </summary> | ||
350 | private Timer m_sceneUpdateTimer; | ||
351 | |||
352 | /// <summary> | ||
353 | /// Current scene frame number | ||
354 | /// </summary> | ||
355 | public uint Frame | ||
356 | { | ||
357 | get; | ||
358 | protected set; | ||
359 | } | ||
360 | |||
361 | /// <summary> | ||
362 | /// Current maintenance run number | ||
363 | /// </summary> | ||
364 | public uint MaintenanceRun { get; private set; } | ||
365 | |||
366 | /// <summary> | ||
367 | /// The minimum length of time in milliseconds that will be taken for a scene frame. If the frame takes less time then we | ||
368 | /// will sleep for the remaining period. | ||
369 | /// </summary> | ||
370 | /// <remarks> | ||
371 | /// One can tweak this number to experiment. One current effect of reducing it is to make avatar animations | ||
372 | /// occur too quickly (viewer 1) or with even more slide (viewer 2). | ||
373 | /// </remarks> | ||
374 | public int MinFrameTicks | ||
375 | { | ||
376 | get { return m_minFrameTicks; } | ||
377 | private set | ||
378 | { | ||
379 | m_minFrameTicks = value; | ||
380 | MinFrameSeconds = (float)m_minFrameTicks / 1000; | ||
381 | } | ||
382 | } | ||
383 | private int m_minFrameTicks; | ||
384 | |||
385 | /// <summary> | ||
386 | /// The minimum length of time in seconds that will be taken for a scene frame. | ||
387 | /// </summary> | ||
388 | /// <remarks> | ||
389 | /// Always derived from MinFrameTicks. | ||
390 | /// </remarks> | ||
391 | public float MinFrameSeconds { get; private set; } | ||
392 | |||
393 | /// <summary> | ||
394 | /// The minimum length of time in milliseconds that will be taken for a scene frame. If the frame takes less time then we | ||
395 | /// will sleep for the remaining period. | ||
396 | /// </summary> | ||
397 | /// <remarks> | ||
398 | /// One can tweak this number to experiment. One current effect of reducing it is to make avatar animations | ||
399 | /// occur too quickly (viewer 1) or with even more slide (viewer 2). | ||
400 | /// </remarks> | ||
401 | public int MinMaintenanceTicks { get; set; } | ||
402 | |||
403 | private int m_update_physics = 1; | ||
404 | private int m_update_entitymovement = 1; | ||
405 | private int m_update_objects = 1; | ||
406 | private int m_update_presences = 1; // Update scene presence movements | ||
407 | private int m_update_events = 1; | ||
408 | private int m_update_backup = 200; | ||
409 | private int m_update_terrain = 50; | ||
410 | // private int m_update_land = 1; | ||
411 | private int m_update_coarse_locations = 50; | ||
412 | private int m_update_temp_cleaning = 180; | ||
413 | |||
414 | private int agentMS; | ||
415 | private int frameMS; | ||
416 | private int physicsMS2; | ||
417 | private int physicsMS; | ||
418 | private int otherMS; | ||
419 | private int tempOnRezMS; | ||
420 | private int eventMS; | ||
421 | private int backupMS; | ||
422 | private int terrainMS; | ||
423 | private int landMS; | ||
424 | private int spareMS; | ||
425 | |||
426 | // A temporary configuration flag to enable using FireAndForget to process | ||
427 | // collisions from the physics engine. There is a problem with collisions | ||
428 | // stopping sometimes and MB's suspicion is some race condition passing | ||
429 | // collisions from the physics engine callback to the script engine. | ||
430 | // This causes the collision events to be passed with a FireAndForget | ||
431 | // call which should eliminate that linkage. Testers can turn this on | ||
432 | // and see if collisions stop. If they don't, the problem is somewhere else. | ||
433 | // This feature defaults to 'off' so, by default, the simulator operation | ||
434 | // is not changed. | ||
435 | public bool ShouldUseFireAndForgetForCollisions = false; | ||
436 | |||
437 | /// <summary> | ||
438 | /// Tick at which the last frame was processed. | ||
439 | /// </summary> | ||
440 | private int m_lastFrameTick; | ||
441 | |||
442 | /// <summary> | ||
443 | /// Tick at which the last maintenance run occurred. | ||
444 | /// </summary> | ||
445 | private int m_lastMaintenanceTick; | ||
446 | |||
447 | /// <summary> | ||
448 | /// Total script execution time (in Stopwatch Ticks) since the last frame | ||
449 | /// </summary> | ||
450 | private long m_scriptExecutionTime = 0; | ||
451 | |||
452 | /// <summary> | ||
453 | /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched | ||
454 | /// asynchronously from the update loop. | ||
455 | /// </summary> | ||
456 | private bool m_cleaningTemps = false; | ||
457 | |||
458 | /// <summary> | ||
459 | /// Used to control main scene thread looping time when not updating via timer. | ||
460 | /// </summary> | ||
461 | private ManualResetEvent m_updateWaitEvent = new ManualResetEvent(false); | ||
462 | |||
463 | /// <summary> | ||
464 | /// Used to control maintenance thread runs. | ||
465 | /// </summary> | ||
466 | private ManualResetEvent m_maintenanceWaitEvent = new ManualResetEvent(false); | ||
467 | |||
468 | // TODO: Possibly stop other classes being able to manipulate this directly. | ||
469 | private SceneGraph m_sceneGraph; | ||
470 | private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing | ||
471 | private volatile bool m_backingup; | ||
472 | private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); | ||
473 | private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>(); | ||
474 | |||
475 | private string m_defaultScriptEngine; | ||
476 | |||
477 | private int m_unixStartTime; | ||
478 | public int UnixStartTime | ||
479 | { | ||
480 | get { return m_unixStartTime; } | ||
481 | } | ||
482 | |||
483 | /// <summary> | ||
484 | /// Tick at which the last login occurred. | ||
485 | /// </summary> | ||
486 | private int m_LastLogin; | ||
487 | |||
488 | /// <summary> | ||
489 | /// Thread that runs the scene loop. | ||
490 | /// </summary> | ||
491 | private Thread m_heartbeatThread; | ||
492 | |||
493 | /// <summary> | ||
494 | /// True if these scene is in the process of shutting down or is shutdown. | ||
495 | /// </summary> | ||
496 | public bool ShuttingDown | ||
497 | { | ||
498 | get { return m_shuttingDown; } | ||
499 | } | ||
500 | private volatile bool m_shuttingDown; | ||
501 | |||
502 | /// <summary> | ||
503 | /// Is the scene active? | ||
504 | /// </summary> | ||
505 | /// <remarks> | ||
506 | /// If false, maintenance and update loops are not being run, though after setting to false update may still | ||
507 | /// be active for a period (and IsRunning will still be true). Updates can still be triggered manually if | ||
508 | /// the scene is not active. | ||
509 | /// </remarks> | ||
510 | public bool Active | ||
511 | { | ||
512 | get { return m_active; } | ||
513 | set | ||
514 | { | ||
515 | if (value) | ||
516 | { | ||
517 | if (!m_active) | ||
518 | Start(false); | ||
519 | } | ||
520 | else | ||
521 | { | ||
522 | // This appears assymetric with Start() above but is not - setting m_active = false stops the loops | ||
523 | // XXX: Possibly this should be in an explicit Stop() method for symmetry. | ||
524 | m_active = false; | ||
525 | } | ||
526 | } | ||
527 | } | ||
528 | private volatile bool m_active; | ||
529 | |||
530 | /// <summary> | ||
531 | /// If true then updates are running. This may be true for a short period after a scene is de-activated. | ||
532 | /// </summary> | ||
533 | public bool IsRunning { get { return m_isRunning; } } | ||
534 | private volatile bool m_isRunning; | ||
535 | |||
536 | private Timer m_mapGenerationTimer = new Timer(); | ||
537 | private bool m_generateMaptiles; | ||
538 | |||
539 | #endregion Fields | ||
540 | |||
541 | #region Properties | ||
542 | |||
543 | /* Used by the loadbalancer plugin on GForge */ | ||
544 | public int SplitRegionID | ||
545 | { | ||
546 | get { return m_splitRegionID; } | ||
547 | set { m_splitRegionID = value; } | ||
548 | } | ||
549 | |||
550 | public new float TimeDilation | ||
551 | { | ||
552 | get { return m_sceneGraph.PhysicsScene.TimeDilation; } | ||
553 | } | ||
554 | |||
555 | public void setThreadCount(int inUseThreads) | ||
556 | { | ||
557 | // Just pass the thread count information on its way as the Scene | ||
558 | // does not require the value for anything at this time | ||
559 | StatsReporter.SetThreadCount(inUseThreads); | ||
560 | } | ||
561 | |||
562 | public SceneCommunicationService SceneGridService | ||
563 | { | ||
564 | get { return m_sceneGridService; } | ||
565 | } | ||
566 | |||
567 | public ISimulationDataService SimulationDataService | ||
568 | { | ||
569 | get | ||
570 | { | ||
571 | if (m_SimulationDataService == null) | ||
572 | { | ||
573 | m_SimulationDataService = RequestModuleInterface<ISimulationDataService>(); | ||
574 | |||
575 | if (m_SimulationDataService == null) | ||
576 | { | ||
577 | throw new Exception("No ISimulationDataService available."); | ||
578 | } | ||
579 | } | ||
580 | |||
581 | return m_SimulationDataService; | ||
582 | } | ||
583 | } | ||
584 | |||
585 | public IEstateDataService EstateDataService | ||
586 | { | ||
587 | get | ||
588 | { | ||
589 | if (m_EstateDataService == null) | ||
590 | { | ||
591 | m_EstateDataService = RequestModuleInterface<IEstateDataService>(); | ||
592 | |||
593 | if (m_EstateDataService == null) | ||
594 | { | ||
595 | throw new Exception("No IEstateDataService available."); | ||
596 | } | ||
597 | } | ||
598 | |||
599 | return m_EstateDataService; | ||
600 | } | ||
601 | } | ||
602 | |||
603 | public IAssetService AssetService | ||
604 | { | ||
605 | get | ||
606 | { | ||
607 | if (m_AssetService == null) | ||
608 | { | ||
609 | m_AssetService = RequestModuleInterface<IAssetService>(); | ||
610 | |||
611 | if (m_AssetService == null) | ||
612 | { | ||
613 | throw new Exception("No IAssetService available."); | ||
614 | } | ||
615 | } | ||
616 | |||
617 | return m_AssetService; | ||
618 | } | ||
619 | } | ||
620 | |||
621 | public IAuthorizationService AuthorizationService | ||
622 | { | ||
623 | get | ||
624 | { | ||
625 | if (m_AuthorizationService == null) | ||
626 | { | ||
627 | m_AuthorizationService = RequestModuleInterface<IAuthorizationService>(); | ||
628 | |||
629 | //if (m_AuthorizationService == null) | ||
630 | //{ | ||
631 | // // don't throw an exception if no authorization service is set for the time being | ||
632 | // m_log.InfoFormat("[SCENE]: No Authorization service is configured"); | ||
633 | //} | ||
634 | } | ||
635 | |||
636 | return m_AuthorizationService; | ||
637 | } | ||
638 | } | ||
639 | |||
640 | public IInventoryService InventoryService | ||
641 | { | ||
642 | get | ||
643 | { | ||
644 | if (m_InventoryService == null) | ||
645 | { | ||
646 | m_InventoryService = RequestModuleInterface<IInventoryService>(); | ||
647 | |||
648 | if (m_InventoryService == null) | ||
649 | { | ||
650 | throw new Exception("No IInventoryService available. This could happen if the config_include folder doesn't exist or if the OpenSim.ini [Architecture] section isn't set. Please also check that you have the correct version of your inventory service dll. Sometimes old versions of this dll will still exist. Do a clean checkout and re-create the opensim.ini from the opensim.ini.example."); | ||
651 | } | ||
652 | } | ||
653 | |||
654 | return m_InventoryService; | ||
655 | } | ||
656 | } | ||
657 | |||
658 | public IGridService GridService | ||
659 | { | ||
660 | get | ||
661 | { | ||
662 | if (m_GridService == null) | ||
663 | { | ||
664 | m_GridService = RequestModuleInterface<IGridService>(); | ||
665 | |||
666 | if (m_GridService == null) | ||
667 | { | ||
668 | throw new Exception("No IGridService available. This could happen if the config_include folder doesn't exist or if the OpenSim.ini [Architecture] section isn't set. Please also check that you have the correct version of your inventory service dll. Sometimes old versions of this dll will still exist. Do a clean checkout and re-create the opensim.ini from the opensim.ini.example."); | ||
669 | } | ||
670 | } | ||
671 | |||
672 | return m_GridService; | ||
673 | } | ||
674 | } | ||
675 | |||
676 | public ILibraryService LibraryService | ||
677 | { | ||
678 | get | ||
679 | { | ||
680 | if (m_LibraryService == null) | ||
681 | m_LibraryService = RequestModuleInterface<ILibraryService>(); | ||
682 | |||
683 | return m_LibraryService; | ||
684 | } | ||
685 | } | ||
686 | |||
687 | public ISimulationService SimulationService | ||
688 | { | ||
689 | get | ||
690 | { | ||
691 | if (m_simulationService == null) | ||
692 | m_simulationService = RequestModuleInterface<ISimulationService>(); | ||
693 | |||
694 | return m_simulationService; | ||
695 | } | ||
696 | } | ||
697 | |||
698 | public IAuthenticationService AuthenticationService | ||
699 | { | ||
700 | get | ||
701 | { | ||
702 | if (m_AuthenticationService == null) | ||
703 | m_AuthenticationService = RequestModuleInterface<IAuthenticationService>(); | ||
704 | return m_AuthenticationService; | ||
705 | } | ||
706 | } | ||
707 | |||
708 | public IPresenceService PresenceService | ||
709 | { | ||
710 | get | ||
711 | { | ||
712 | if (m_PresenceService == null) | ||
713 | m_PresenceService = RequestModuleInterface<IPresenceService>(); | ||
714 | return m_PresenceService; | ||
715 | } | ||
716 | } | ||
717 | |||
718 | public IUserAccountService UserAccountService | ||
719 | { | ||
720 | get | ||
721 | { | ||
722 | if (m_UserAccountService == null) | ||
723 | m_UserAccountService = RequestModuleInterface<IUserAccountService>(); | ||
724 | return m_UserAccountService; | ||
725 | } | ||
726 | } | ||
727 | |||
728 | public IAvatarService AvatarService | ||
729 | { | ||
730 | get | ||
731 | { | ||
732 | if (m_AvatarService == null) | ||
733 | m_AvatarService = RequestModuleInterface<IAvatarService>(); | ||
734 | return m_AvatarService; | ||
735 | } | ||
736 | } | ||
737 | |||
738 | public IGridUserService GridUserService | ||
739 | { | ||
740 | get | ||
741 | { | ||
742 | if (m_GridUserService == null) | ||
743 | m_GridUserService = RequestModuleInterface<IGridUserService>(); | ||
744 | return m_GridUserService; | ||
745 | } | ||
746 | } | ||
747 | |||
748 | public IAgentPreferencesService AgentPreferencesService | ||
749 | { | ||
750 | get | ||
751 | { | ||
752 | if (m_AgentPreferencesService == null) | ||
753 | m_AgentPreferencesService = RequestModuleInterface<IAgentPreferencesService>(); | ||
754 | return m_AgentPreferencesService; | ||
755 | } | ||
756 | } | ||
757 | |||
758 | public IAttachmentsModule AttachmentsModule { get; set; } | ||
759 | public IEntityTransferModule EntityTransferModule { get; private set; } | ||
760 | public IAgentAssetTransactions AgentTransactionsModule { get; private set; } | ||
761 | public IUserManagement UserManagementModule { get; private set; } | ||
762 | |||
763 | public IAvatarFactoryModule AvatarFactory | ||
764 | { | ||
765 | get { return m_AvatarFactory; } | ||
766 | } | ||
767 | |||
768 | public ICapabilitiesModule CapsModule | ||
769 | { | ||
770 | get { return m_capsModule; } | ||
771 | } | ||
772 | |||
773 | public int MonitorFrameTime { get { return frameMS; } } | ||
774 | public int MonitorPhysicsUpdateTime { get { return physicsMS; } } | ||
775 | public int MonitorPhysicsSyncTime { get { return physicsMS2; } } | ||
776 | public int MonitorOtherTime { get { return otherMS; } } | ||
777 | public int MonitorTempOnRezTime { get { return tempOnRezMS; } } | ||
778 | public int MonitorEventTime { get { return eventMS; } } // This may need to be divided into each event? | ||
779 | public int MonitorBackupTime { get { return backupMS; } } | ||
780 | public int MonitorTerrainTime { get { return terrainMS; } } | ||
781 | public int MonitorLandTime { get { return landMS; } } | ||
782 | public int MonitorLastFrameTick { get { return m_lastFrameTick; } } | ||
783 | |||
784 | public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get; set; } | ||
785 | public bool IsReprioritizationEnabled { get; set; } | ||
786 | public double ReprioritizationInterval { get; set; } | ||
787 | public double RootReprioritizationDistance { get; set; } | ||
788 | public double ChildReprioritizationDistance { get; set; } | ||
789 | |||
790 | public AgentCircuitManager AuthenticateHandler | ||
791 | { | ||
792 | get { return m_authenticateHandler; } | ||
793 | } | ||
794 | |||
795 | // an instance to the physics plugin's Scene object. | ||
796 | public PhysicsScene PhysicsScene | ||
797 | { | ||
798 | get { return m_sceneGraph.PhysicsScene; } | ||
799 | set | ||
800 | { | ||
801 | // If we're not doing the initial set | ||
802 | // Then we've got to remove the previous | ||
803 | // event handler | ||
804 | if (PhysicsScene != null && PhysicsScene.SupportsNINJAJoints) | ||
805 | { | ||
806 | PhysicsScene.OnJointMoved -= jointMoved; | ||
807 | PhysicsScene.OnJointDeactivated -= jointDeactivated; | ||
808 | PhysicsScene.OnJointErrorMessage -= jointErrorMessage; | ||
809 | } | ||
810 | |||
811 | m_sceneGraph.PhysicsScene = value; | ||
812 | |||
813 | if (PhysicsScene != null && m_sceneGraph.PhysicsScene.SupportsNINJAJoints) | ||
814 | { | ||
815 | // register event handlers to respond to joint movement/deactivation | ||
816 | PhysicsScene.OnJointMoved += jointMoved; | ||
817 | PhysicsScene.OnJointDeactivated += jointDeactivated; | ||
818 | PhysicsScene.OnJointErrorMessage += jointErrorMessage; | ||
819 | } | ||
820 | } | ||
821 | } | ||
822 | |||
823 | public string DefaultScriptEngine | ||
824 | { | ||
825 | get { return m_defaultScriptEngine; } | ||
826 | } | ||
827 | |||
828 | public EntityManager Entities | ||
829 | { | ||
830 | get { return m_sceneGraph.Entities; } | ||
831 | } | ||
832 | |||
833 | |||
834 | // used in sequence see: SpawnPoint() | ||
835 | private int m_SpawnPoint; | ||
836 | // can be closest/random/sequence | ||
837 | public string SpawnPointRouting | ||
838 | { | ||
839 | get; | ||
840 | private set; | ||
841 | } | ||
842 | // allow landmarks to pass | ||
843 | public bool TelehubAllowLandmarks | ||
844 | { | ||
845 | get; | ||
846 | private set; | ||
847 | } | ||
848 | |||
849 | #endregion Properties | ||
850 | |||
851 | #region Constructors | ||
852 | |||
853 | public Scene(RegionInfo regInfo, AgentCircuitManager authen, PhysicsScene physicsScene, | ||
854 | SceneCommunicationService sceneGridService, | ||
855 | ISimulationDataService simDataService, IEstateDataService estateDataService, | ||
856 | IConfigSource config, string simulatorVersion) | ||
857 | : this(regInfo, physicsScene) | ||
858 | { | ||
859 | m_config = config; | ||
860 | MinFrameTicks = 89; | ||
861 | MinMaintenanceTicks = 1000; | ||
862 | SeeIntoRegion = true; | ||
863 | |||
864 | Random random = new Random(); | ||
865 | |||
866 | m_lastAllocatedLocalId = (uint)(random.NextDouble() * (double)(uint.MaxValue / 2)) + (uint)(uint.MaxValue / 4); | ||
867 | m_authenticateHandler = authen; | ||
868 | m_sceneGridService = sceneGridService; | ||
869 | m_SimulationDataService = simDataService; | ||
870 | m_EstateDataService = estateDataService; | ||
871 | |||
872 | m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); | ||
873 | m_asyncSceneObjectDeleter.Enabled = true; | ||
874 | |||
875 | m_asyncInventorySender = new AsyncInventorySender(this); | ||
876 | |||
877 | #region Region Settings | ||
878 | |||
879 | // Load region settings | ||
880 | // LoadRegionSettings creates new region settings in persistence if they don't already exist for this region. | ||
881 | // However, in this case, the default textures are not set in memory properly, so we need to do it here and | ||
882 | // resave. | ||
883 | // FIXME: It shouldn't be up to the database plugins to create this data - we should do it when a new | ||
884 | // region is set up and avoid these gyrations. | ||
885 | RegionSettings rs = simDataService.LoadRegionSettings(RegionInfo.RegionID); | ||
886 | m_extraSettings = simDataService.GetExtra(RegionInfo.RegionID); | ||
887 | |||
888 | bool updatedTerrainTextures = false; | ||
889 | if (rs.TerrainTexture1 == UUID.Zero) | ||
890 | { | ||
891 | rs.TerrainTexture1 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_1; | ||
892 | updatedTerrainTextures = true; | ||
893 | } | ||
894 | |||
895 | if (rs.TerrainTexture2 == UUID.Zero) | ||
896 | { | ||
897 | rs.TerrainTexture2 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_2; | ||
898 | updatedTerrainTextures = true; | ||
899 | } | ||
900 | |||
901 | if (rs.TerrainTexture3 == UUID.Zero) | ||
902 | { | ||
903 | rs.TerrainTexture3 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_3; | ||
904 | updatedTerrainTextures = true; | ||
905 | } | ||
906 | |||
907 | if (rs.TerrainTexture4 == UUID.Zero) | ||
908 | { | ||
909 | rs.TerrainTexture4 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_4; | ||
910 | updatedTerrainTextures = true; | ||
911 | } | ||
912 | |||
913 | if (updatedTerrainTextures) | ||
914 | rs.Save(); | ||
915 | |||
916 | RegionInfo.RegionSettings = rs; | ||
917 | |||
918 | if (estateDataService != null) | ||
919 | RegionInfo.EstateSettings = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false); | ||
920 | |||
921 | #endregion Region Settings | ||
922 | |||
923 | //Bind Storage Manager functions to some land manager functions for this scene | ||
924 | EventManager.OnLandObjectAdded += | ||
925 | new EventManager.LandObjectAdded(simDataService.StoreLandObject); | ||
926 | EventManager.OnLandObjectRemoved += | ||
927 | new EventManager.LandObjectRemoved(simDataService.RemoveLandObject); | ||
928 | |||
929 | RegisterDefaultSceneEvents(); | ||
930 | |||
931 | // XXX: Don't set the public property since we don't want to activate here. This needs to be handled | ||
932 | // better in the future. | ||
933 | m_scripts_enabled = !RegionInfo.RegionSettings.DisableScripts; | ||
934 | |||
935 | PhysicsEnabled = !RegionInfo.RegionSettings.DisablePhysics; | ||
936 | |||
937 | m_simulatorVersion = simulatorVersion + " (" + Util.GetRuntimeInformation() + ")"; | ||
938 | |||
939 | #region Region Config | ||
940 | |||
941 | // Region config overrides global config | ||
942 | // | ||
943 | if (m_config.Configs["Startup"] != null) | ||
944 | { | ||
945 | IConfig startupConfig = m_config.Configs["Startup"]; | ||
946 | |||
947 | StartDisabled = startupConfig.GetBoolean("StartDisabled", false); | ||
948 | |||
949 | m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance); | ||
950 | UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup); | ||
951 | if (!UseBackup) | ||
952 | m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName); | ||
953 | |||
954 | //Animation states | ||
955 | m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); | ||
956 | |||
957 | SeeIntoRegion = startupConfig.GetBoolean("see_into_region", SeeIntoRegion); | ||
958 | |||
959 | MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20); | ||
960 | |||
961 | PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims); | ||
962 | CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims); | ||
963 | |||
964 | m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys); | ||
965 | if (RegionInfo.NonphysPrimMin > 0) | ||
966 | { | ||
967 | m_minNonphys = RegionInfo.NonphysPrimMin; | ||
968 | } | ||
969 | |||
970 | m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); | ||
971 | if (RegionInfo.NonphysPrimMax > 0) | ||
972 | { | ||
973 | m_maxNonphys = RegionInfo.NonphysPrimMax; | ||
974 | } | ||
975 | |||
976 | m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys); | ||
977 | if (RegionInfo.PhysPrimMin > 0) | ||
978 | { | ||
979 | m_minPhys = RegionInfo.PhysPrimMin; | ||
980 | } | ||
981 | |||
982 | m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); | ||
983 | if (RegionInfo.PhysPrimMax > 0) | ||
984 | { | ||
985 | m_maxPhys = RegionInfo.PhysPrimMax; | ||
986 | } | ||
987 | |||
988 | // Here, if clamping is requested in either global or | ||
989 | // local config, it will be used | ||
990 | // | ||
991 | m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize); | ||
992 | if (RegionInfo.ClampPrimSize) | ||
993 | { | ||
994 | m_clampPrimSize = true; | ||
995 | } | ||
996 | |||
997 | m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity); | ||
998 | if (RegionInfo.LinksetCapacity > 0) | ||
999 | { | ||
1000 | m_linksetCapacity = RegionInfo.LinksetCapacity; | ||
1001 | } | ||
1002 | |||
1003 | m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete); | ||
1004 | m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); | ||
1005 | m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); | ||
1006 | m_dontPersistBefore = | ||
1007 | startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE); | ||
1008 | m_dontPersistBefore *= 10000000; | ||
1009 | m_persistAfter = | ||
1010 | startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE); | ||
1011 | m_persistAfter *= 10000000; | ||
1012 | |||
1013 | m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); | ||
1014 | |||
1015 | SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest"); | ||
1016 | TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false); | ||
1017 | |||
1018 | m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); | ||
1019 | |||
1020 | string[] possibleMapConfigSections = new string[] { "Map", "Startup" }; | ||
1021 | |||
1022 | m_generateMaptiles | ||
1023 | = Util.GetConfigVarFromSections<bool>(config, "GenerateMaptiles", possibleMapConfigSections, true); | ||
1024 | |||
1025 | if (m_generateMaptiles) | ||
1026 | { | ||
1027 | int maptileRefresh = Util.GetConfigVarFromSections<int>(config, "MaptileRefresh", possibleMapConfigSections, 0); | ||
1028 | m_log.InfoFormat("[SCENE]: Region {0}, WORLD MAP refresh time set to {1} seconds", RegionInfo.RegionName, maptileRefresh); | ||
1029 | if (maptileRefresh != 0) | ||
1030 | { | ||
1031 | m_mapGenerationTimer.Interval = maptileRefresh * 1000; | ||
1032 | m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister; | ||
1033 | m_mapGenerationTimer.AutoReset = true; | ||
1034 | m_mapGenerationTimer.Start(); | ||
1035 | } | ||
1036 | } | ||
1037 | else | ||
1038 | { | ||
1039 | string tile | ||
1040 | = Util.GetConfigVarFromSections<string>( | ||
1041 | config, "MaptileStaticUUID", possibleMapConfigSections, UUID.Zero.ToString()); | ||
1042 | |||
1043 | UUID tileID; | ||
1044 | |||
1045 | if (tile != UUID.Zero.ToString() && UUID.TryParse(tile, out tileID)) | ||
1046 | { | ||
1047 | RegionInfo.RegionSettings.TerrainImageID = tileID; | ||
1048 | } | ||
1049 | else | ||
1050 | { | ||
1051 | RegionInfo.RegionSettings.TerrainImageID = RegionInfo.MaptileStaticUUID; | ||
1052 | m_log.InfoFormat("[SCENE]: Region {0}, maptile set to {1}", RegionInfo.RegionName, RegionInfo.MaptileStaticUUID.ToString()); | ||
1053 | } | ||
1054 | } | ||
1055 | |||
1056 | string[] possibleAccessControlConfigSections = new string[] { "AccessControl", "Startup" }; | ||
1057 | |||
1058 | string grant | ||
1059 | = Util.GetConfigVarFromSections<string>( | ||
1060 | config, "AllowedClients", possibleAccessControlConfigSections, ""); | ||
1061 | |||
1062 | if (grant.Length > 0) | ||
1063 | { | ||
1064 | foreach (string viewer in grant.Split('|')) | ||
1065 | { | ||
1066 | m_AllowedViewers.Add(viewer.Trim().ToLower()); | ||
1067 | } | ||
1068 | } | ||
1069 | |||
1070 | grant | ||
1071 | = Util.GetConfigVarFromSections<string>( | ||
1072 | config, "BannedClients", possibleAccessControlConfigSections, ""); | ||
1073 | |||
1074 | if (grant.Length > 0) | ||
1075 | { | ||
1076 | foreach (string viewer in grant.Split('|')) | ||
1077 | { | ||
1078 | m_BannedViewers.Add(viewer.Trim().ToLower()); | ||
1079 | } | ||
1080 | } | ||
1081 | |||
1082 | if (startupConfig.Contains("MinFrameTime")) | ||
1083 | MinFrameTicks = (int)(startupConfig.GetFloat("MinFrameTime") * 1000); | ||
1084 | |||
1085 | m_update_backup = startupConfig.GetInt("UpdateStorageEveryNFrames", m_update_backup); | ||
1086 | m_update_coarse_locations = startupConfig.GetInt("UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); | ||
1087 | m_update_entitymovement = startupConfig.GetInt("UpdateEntityMovementEveryNFrames", m_update_entitymovement); | ||
1088 | m_update_events = startupConfig.GetInt("UpdateEventsEveryNFrames", m_update_events); | ||
1089 | m_update_objects = startupConfig.GetInt("UpdateObjectsEveryNFrames", m_update_objects); | ||
1090 | m_update_physics = startupConfig.GetInt("UpdatePhysicsEveryNFrames", m_update_physics); | ||
1091 | m_update_presences = startupConfig.GetInt("UpdateAgentsEveryNFrames", m_update_presences); | ||
1092 | m_update_terrain = startupConfig.GetInt("UpdateTerrainEveryNFrames", m_update_terrain); | ||
1093 | m_update_temp_cleaning = startupConfig.GetInt("UpdateTempCleaningEveryNSeconds", m_update_temp_cleaning); | ||
1094 | |||
1095 | if (startupConfig.Contains("ShouldUseFireAndForgetForCollisions")) | ||
1096 | { | ||
1097 | ShouldUseFireAndForgetForCollisions = startupConfig.GetBoolean("ShouldUseFireAndForgetForCollisions", false); | ||
1098 | } | ||
1099 | } | ||
1100 | |||
1101 | |||
1102 | // FIXME: Ultimately this should be in a module. | ||
1103 | SendPeriodicAppearanceUpdates = false; | ||
1104 | |||
1105 | IConfig appearanceConfig = m_config.Configs["Appearance"]; | ||
1106 | if (appearanceConfig != null) | ||
1107 | { | ||
1108 | SendPeriodicAppearanceUpdates | ||
1109 | = appearanceConfig.GetBoolean("ResendAppearanceUpdates", SendPeriodicAppearanceUpdates); | ||
1110 | } | ||
1111 | |||
1112 | #endregion Region Config | ||
1113 | |||
1114 | IConfig entityTransferConfig = m_config.Configs["EntityTransfer"]; | ||
1115 | if (entityTransferConfig != null) | ||
1116 | { | ||
1117 | AllowAvatarCrossing = entityTransferConfig.GetBoolean("AllowAvatarCrossing", AllowAvatarCrossing); | ||
1118 | } | ||
1119 | |||
1120 | #region Interest Management | ||
1121 | |||
1122 | IConfig interestConfig = m_config.Configs["InterestManagement"]; | ||
1123 | if (interestConfig != null) | ||
1124 | { | ||
1125 | string update_prioritization_scheme = interestConfig.GetString("UpdatePrioritizationScheme", "Time").Trim().ToLower(); | ||
1126 | |||
1127 | try | ||
1128 | { | ||
1129 | UpdatePrioritizationScheme = (UpdatePrioritizationSchemes)Enum.Parse(typeof(UpdatePrioritizationSchemes), update_prioritization_scheme, true); | ||
1130 | } | ||
1131 | catch (Exception) | ||
1132 | { | ||
1133 | m_log.Warn("[PRIORITIZER]: UpdatePrioritizationScheme was not recognized, setting to default prioritizer Time"); | ||
1134 | UpdatePrioritizationScheme = UpdatePrioritizationSchemes.Time; | ||
1135 | } | ||
1136 | |||
1137 | IsReprioritizationEnabled | ||
1138 | = interestConfig.GetBoolean("ReprioritizationEnabled", IsReprioritizationEnabled); | ||
1139 | ReprioritizationInterval | ||
1140 | = interestConfig.GetDouble("ReprioritizationInterval", ReprioritizationInterval); | ||
1141 | RootReprioritizationDistance | ||
1142 | = interestConfig.GetDouble("RootReprioritizationDistance", RootReprioritizationDistance); | ||
1143 | ChildReprioritizationDistance | ||
1144 | = interestConfig.GetDouble("ChildReprioritizationDistance", ChildReprioritizationDistance); | ||
1145 | |||
1146 | RootTerseUpdatePeriod = interestConfig.GetInt("RootTerseUpdatePeriod", RootTerseUpdatePeriod); | ||
1147 | ChildTerseUpdatePeriod = interestConfig.GetInt("ChildTerseUpdatePeriod", ChildTerseUpdatePeriod); | ||
1148 | |||
1149 | RootPositionUpdateTolerance | ||
1150 | = interestConfig.GetFloat("RootPositionUpdateTolerance", RootPositionUpdateTolerance); | ||
1151 | RootRotationUpdateTolerance | ||
1152 | = interestConfig.GetFloat("RootRotationUpdateTolerance", RootRotationUpdateTolerance); | ||
1153 | RootVelocityUpdateTolerance | ||
1154 | = interestConfig.GetFloat("RootVelocityUpdateTolerance", RootVelocityUpdateTolerance); | ||
1155 | } | ||
1156 | |||
1157 | m_log.DebugFormat("[SCENE]: Using the {0} prioritization scheme", UpdatePrioritizationScheme); | ||
1158 | |||
1159 | #endregion Interest Management | ||
1160 | |||
1161 | // The timer used by the Stopwatch class depends on the system hardware and operating system; inform | ||
1162 | // if the timer is based on a high-resolution performance counter or based on the system timer; | ||
1163 | // the performance counter will provide a more precise time than the system timer | ||
1164 | if (Stopwatch.IsHighResolution) | ||
1165 | m_log.InfoFormat("[SCENE]: Using high-resolution performance counter for statistics."); | ||
1166 | else | ||
1167 | m_log.InfoFormat("[SCENE]: Using system timer for statistics."); | ||
1168 | |||
1169 | // Acquire the statistics section of the OpenSim.ini file located | ||
1170 | // in the bin directory | ||
1171 | IConfig statisticsConfig = m_config.Configs["Statistics"]; | ||
1172 | |||
1173 | // Confirm that the statistics section existed in the configuration | ||
1174 | // file | ||
1175 | if (statisticsConfig != null) | ||
1176 | { | ||
1177 | // Create the StatsReporter using the number of frames to store | ||
1178 | // for the frame time statistics, or 10 frames if the config | ||
1179 | // file doesn't contain a value | ||
1180 | StatsReporter = new SimStatsReporter(this, | ||
1181 | statisticsConfig.GetInt("NumberOfFrames", | ||
1182 | m_defaultNumberFramesStored)); | ||
1183 | } | ||
1184 | else | ||
1185 | { | ||
1186 | // Create a StatsReporter with the current scene and a default | ||
1187 | // 10 frames stored for the frame time statistics | ||
1188 | StatsReporter = new SimStatsReporter(this); | ||
1189 | } | ||
1190 | |||
1191 | StatsReporter.OnSendStatsResult += SendSimStatsPackets; | ||
1192 | StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; | ||
1193 | |||
1194 | } | ||
1195 | |||
1196 | public Scene(RegionInfo regInfo, PhysicsScene physicsScene) | ||
1197 | : base(regInfo) | ||
1198 | { | ||
1199 | m_sceneGraph = new SceneGraph(this); | ||
1200 | m_sceneGraph.PhysicsScene = physicsScene; | ||
1201 | |||
1202 | // If the scene graph has an Unrecoverable error, restart this sim. | ||
1203 | // Currently the only thing that causes it to happen is two kinds of specific | ||
1204 | // Physics based crashes. | ||
1205 | // | ||
1206 | // Out of memory | ||
1207 | // Operating system has killed the plugin | ||
1208 | m_sceneGraph.UnRecoverableError | ||
1209 | += () => | ||
1210 | { | ||
1211 | m_log.ErrorFormat("[SCENE]: Restarting region {0} due to unrecoverable physics crash", Name); | ||
1212 | RestartNow(); | ||
1213 | }; | ||
1214 | |||
1215 | PhysicalPrims = true; | ||
1216 | CollidablePrims = true; | ||
1217 | PhysicsEnabled = true; | ||
1218 | |||
1219 | AllowAvatarCrossing = true; | ||
1220 | |||
1221 | PeriodicBackup = true; | ||
1222 | UseBackup = true; | ||
1223 | |||
1224 | IsReprioritizationEnabled = true; | ||
1225 | UpdatePrioritizationScheme = UpdatePrioritizationSchemes.Time; | ||
1226 | ReprioritizationInterval = 5000; | ||
1227 | |||
1228 | RootRotationUpdateTolerance = 0.1f; | ||
1229 | RootVelocityUpdateTolerance = 0.001f; | ||
1230 | RootPositionUpdateTolerance = 0.05f; | ||
1231 | RootReprioritizationDistance = 10.0; | ||
1232 | ChildReprioritizationDistance = 20.0; | ||
1233 | |||
1234 | m_eventManager = new EventManager(); | ||
1235 | |||
1236 | m_permissions = new ScenePermissions(this); | ||
1237 | } | ||
1238 | |||
1239 | #endregion | ||
1240 | |||
1241 | #region Startup / Close Methods | ||
1242 | |||
1243 | /// <value> | ||
1244 | /// The scene graph for this scene | ||
1245 | /// </value> | ||
1246 | /// TODO: Possibly stop other classes being able to manipulate this directly. | ||
1247 | public SceneGraph SceneGraph | ||
1248 | { | ||
1249 | get { return m_sceneGraph; } | ||
1250 | } | ||
1251 | |||
1252 | protected virtual void RegisterDefaultSceneEvents() | ||
1253 | { | ||
1254 | IDialogModule dm = RequestModuleInterface<IDialogModule>(); | ||
1255 | |||
1256 | if (dm != null) | ||
1257 | m_eventManager.OnPermissionError += dm.SendAlertToUser; | ||
1258 | |||
1259 | m_eventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement; | ||
1260 | } | ||
1261 | |||
1262 | public override string GetSimulatorVersion() | ||
1263 | { | ||
1264 | return m_simulatorVersion; | ||
1265 | } | ||
1266 | |||
1267 | /// <summary> | ||
1268 | /// Process the fact that a neighbouring region has come up. | ||
1269 | /// </summary> | ||
1270 | /// <remarks> | ||
1271 | /// We only add it to the neighbor list if it's within 1 region from here. | ||
1272 | /// Agents may have draw distance values that cross two regions though, so | ||
1273 | /// we add it to the notify list regardless of distance. We'll check | ||
1274 | /// the agent's draw distance before notifying them though. | ||
1275 | /// </remarks> | ||
1276 | /// <param name="otherRegion">RegionInfo handle for the new region.</param> | ||
1277 | /// <returns>True after all operations complete, throws exceptions otherwise.</returns> | ||
1278 | public override void OtherRegionUp(GridRegion otherRegion) | ||
1279 | { | ||
1280 | if (RegionInfo.RegionHandle != otherRegion.RegionHandle) | ||
1281 | { | ||
1282 | //// If these are cast to INT because long + negative values + abs returns invalid data | ||
1283 | //int resultX = Math.Abs((int)xcell - (int)RegionInfo.RegionLocX); | ||
1284 | //int resultY = Math.Abs((int)ycell - (int)RegionInfo.RegionLocY); | ||
1285 | //if (resultX <= 1 && resultY <= 1) | ||
1286 | float dist = (float)Math.Max(DefaultDrawDistance, | ||
1287 | (float)Math.Max(RegionInfo.RegionSizeX, RegionInfo.RegionSizeY)); | ||
1288 | uint newRegionX, newRegionY, thisRegionX, thisRegionY; | ||
1289 | Util.RegionHandleToRegionLoc(otherRegion.RegionHandle, out newRegionX, out newRegionY); | ||
1290 | Util.RegionHandleToRegionLoc(RegionInfo.RegionHandle, out thisRegionX, out thisRegionY); | ||
1291 | |||
1292 | //m_log.InfoFormat("[SCENE]: (on region {0}): Region {1} up in coords {2}-{3}", | ||
1293 | // RegionInfo.RegionName, otherRegion.RegionName, newRegionX, newRegionY); | ||
1294 | |||
1295 | if (!Util.IsOutsideView(dist, thisRegionX, newRegionX, thisRegionY, newRegionY)) | ||
1296 | { | ||
1297 | // Let the grid service module know, so this can be cached | ||
1298 | m_eventManager.TriggerOnRegionUp(otherRegion); | ||
1299 | |||
1300 | try | ||
1301 | { | ||
1302 | ForEachRootScenePresence(delegate(ScenePresence agent) | ||
1303 | { | ||
1304 | //agent.ControllingClient.new | ||
1305 | //this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo()); | ||
1306 | |||
1307 | List<ulong> old = new List<ulong>(); | ||
1308 | old.Add(otherRegion.RegionHandle); | ||
1309 | agent.DropOldNeighbours(old); | ||
1310 | if (EntityTransferModule != null && agent.PresenceType != PresenceType.Npc) | ||
1311 | EntityTransferModule.EnableChildAgent(agent, otherRegion); | ||
1312 | }); | ||
1313 | } | ||
1314 | catch (NullReferenceException) | ||
1315 | { | ||
1316 | // This means that we're not booted up completely yet. | ||
1317 | // This shouldn't happen too often anymore. | ||
1318 | m_log.Error("[SCENE]: Couldn't inform client of regionup because we got a null reference exception"); | ||
1319 | } | ||
1320 | } | ||
1321 | else | ||
1322 | { | ||
1323 | m_log.InfoFormat( | ||
1324 | "[SCENE]: Got notice about far away Region: {0} at ({1}, {2})", | ||
1325 | otherRegion.RegionName, otherRegion.RegionLocX, otherRegion.RegionLocY); | ||
1326 | } | ||
1327 | } | ||
1328 | } | ||
1329 | |||
1330 | public void AddNeighborRegion(RegionInfo region) | ||
1331 | { | ||
1332 | lock (m_neighbours) | ||
1333 | { | ||
1334 | if (!CheckNeighborRegion(region)) | ||
1335 | { | ||
1336 | m_neighbours.Add(region); | ||
1337 | } | ||
1338 | } | ||
1339 | } | ||
1340 | |||
1341 | public bool CheckNeighborRegion(RegionInfo region) | ||
1342 | { | ||
1343 | bool found = false; | ||
1344 | lock (m_neighbours) | ||
1345 | { | ||
1346 | foreach (RegionInfo reg in m_neighbours) | ||
1347 | { | ||
1348 | if (reg.RegionHandle == region.RegionHandle) | ||
1349 | { | ||
1350 | found = true; | ||
1351 | break; | ||
1352 | } | ||
1353 | } | ||
1354 | } | ||
1355 | return found; | ||
1356 | } | ||
1357 | |||
1358 | // Alias IncomingHelloNeighbour OtherRegionUp, for now | ||
1359 | public GridRegion IncomingHelloNeighbour(RegionInfo neighbour) | ||
1360 | { | ||
1361 | OtherRegionUp(new GridRegion(neighbour)); | ||
1362 | return new GridRegion(RegionInfo); | ||
1363 | } | ||
1364 | |||
1365 | // This causes the region to restart immediatley. | ||
1366 | public void RestartNow() | ||
1367 | { | ||
1368 | IConfig startupConfig = m_config.Configs["Startup"]; | ||
1369 | if (startupConfig != null) | ||
1370 | { | ||
1371 | if (startupConfig.GetBoolean("InworldRestartShutsDown", false)) | ||
1372 | { | ||
1373 | MainConsole.Instance.RunCommand("shutdown"); | ||
1374 | return; | ||
1375 | } | ||
1376 | } | ||
1377 | |||
1378 | m_log.InfoFormat("[REGION]: Restarting region {0}", Name); | ||
1379 | |||
1380 | Close(); | ||
1381 | |||
1382 | base.Restart(); | ||
1383 | } | ||
1384 | |||
1385 | // This is a helper function that notifies root agents in this region that a new sim near them has come up | ||
1386 | // This is in the form of a timer because when an instance of OpenSim.exe is started, | ||
1387 | // Even though the sims initialize, they don't listen until 'all of the sims are initialized' | ||
1388 | // If we tell an agent about a sim that's not listening yet, the agent will not be able to connect to it. | ||
1389 | // subsequently the agent will never see the region come back online. | ||
1390 | public void RestartNotifyWaitElapsed(object sender, ElapsedEventArgs e) | ||
1391 | { | ||
1392 | m_restartWaitTimer.Stop(); | ||
1393 | lock (m_regionRestartNotifyList) | ||
1394 | { | ||
1395 | foreach (RegionInfo region in m_regionRestartNotifyList) | ||
1396 | { | ||
1397 | GridRegion r = new GridRegion(region); | ||
1398 | try | ||
1399 | { | ||
1400 | ForEachRootScenePresence(delegate(ScenePresence agent) | ||
1401 | { | ||
1402 | if (EntityTransferModule != null && agent.PresenceType != PresenceType.Npc) | ||
1403 | EntityTransferModule.EnableChildAgent(agent, r); | ||
1404 | }); | ||
1405 | } | ||
1406 | catch (NullReferenceException) | ||
1407 | { | ||
1408 | // This means that we're not booted up completely yet. | ||
1409 | // This shouldn't happen too often anymore. | ||
1410 | } | ||
1411 | } | ||
1412 | |||
1413 | // Reset list to nothing. | ||
1414 | m_regionRestartNotifyList.Clear(); | ||
1415 | } | ||
1416 | } | ||
1417 | |||
1418 | public int GetInaccurateNeighborCount() | ||
1419 | { | ||
1420 | return m_neighbours.Count; | ||
1421 | } | ||
1422 | |||
1423 | // This is the method that shuts down the scene. | ||
1424 | public override void Close() | ||
1425 | { | ||
1426 | if (m_shuttingDown) | ||
1427 | { | ||
1428 | m_log.WarnFormat("[SCENE]: Ignoring close request because already closing {0}", Name); | ||
1429 | return; | ||
1430 | } | ||
1431 | |||
1432 | m_log.InfoFormat("[SCENE]: Closing down the single simulator: {0}", RegionInfo.RegionName); | ||
1433 | |||
1434 | StatsReporter.Close(); | ||
1435 | |||
1436 | m_restartTimer.Stop(); | ||
1437 | m_restartTimer.Close(); | ||
1438 | |||
1439 | // Kick all ROOT agents with the message, 'The simulator is going down' | ||
1440 | ForEachScenePresence(delegate(ScenePresence avatar) | ||
1441 | { | ||
1442 | avatar.RemoveNeighbourRegion(RegionInfo.RegionHandle); | ||
1443 | |||
1444 | if (!avatar.IsChildAgent) | ||
1445 | avatar.ControllingClient.Kick("The simulator is going down."); | ||
1446 | |||
1447 | avatar.ControllingClient.SendShutdownConnectionNotice(); | ||
1448 | }); | ||
1449 | |||
1450 | // Stop updating the scene objects and agents. | ||
1451 | m_shuttingDown = true; | ||
1452 | |||
1453 | // Wait here, or the kick messages won't actually get to the agents before the scene terminates. | ||
1454 | // We also need to wait to avoid a race condition with the scene update loop which might not yet | ||
1455 | // have checked ShuttingDown. | ||
1456 | Thread.Sleep(500); | ||
1457 | |||
1458 | // Stop all client threads. | ||
1459 | ForEachScenePresence(delegate(ScenePresence avatar) { CloseAgent(avatar.UUID, false); }); | ||
1460 | |||
1461 | m_log.Debug("[SCENE]: Persisting changed objects"); | ||
1462 | EventManager.TriggerSceneShuttingDown(this); | ||
1463 | Backup(false); | ||
1464 | m_sceneGraph.Close(); | ||
1465 | |||
1466 | if (!GridService.DeregisterRegion(RegionInfo.RegionID)) | ||
1467 | m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", Name); | ||
1468 | |||
1469 | base.Close(); | ||
1470 | |||
1471 | // XEngine currently listens to the EventManager.OnShutdown event to trigger script stop and persistence. | ||
1472 | // Therefore. we must dispose of the PhysicsScene after this to prevent a window where script code can | ||
1473 | // attempt to reference a null or disposed physics scene. | ||
1474 | if (PhysicsScene != null) | ||
1475 | { | ||
1476 | PhysicsScene phys = PhysicsScene; | ||
1477 | // remove the physics engine from both Scene and SceneGraph | ||
1478 | PhysicsScene = null; | ||
1479 | phys.Dispose(); | ||
1480 | phys = null; | ||
1481 | } | ||
1482 | } | ||
1483 | |||
1484 | public override void Start() | ||
1485 | { | ||
1486 | Start(true); | ||
1487 | } | ||
1488 | |||
1489 | /// <summary> | ||
1490 | /// Start the scene | ||
1491 | /// </summary> | ||
1492 | /// <param name='startScripts'> | ||
1493 | /// Start the scripts within the scene. | ||
1494 | /// </param> | ||
1495 | public void Start(bool startScripts) | ||
1496 | { | ||
1497 | if (IsRunning) | ||
1498 | return; | ||
1499 | |||
1500 | m_isRunning = true; | ||
1501 | m_active = true; | ||
1502 | |||
1503 | m_unixStartTime = Util.UnixTimeSinceEpoch(); | ||
1504 | // m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName); | ||
1505 | if (m_heartbeatThread != null) | ||
1506 | { | ||
1507 | m_heartbeatThread.Abort(); | ||
1508 | m_heartbeatThread = null; | ||
1509 | } | ||
1510 | |||
1511 | m_heartbeatThread | ||
1512 | = WorkManager.StartThread( | ||
1513 | Heartbeat, string.Format("Heartbeat-({0})", RegionInfo.RegionName.Replace(" ", "_")), ThreadPriority.Normal, false, false); | ||
1514 | |||
1515 | StartScripts(); | ||
1516 | } | ||
1517 | |||
1518 | /// <summary> | ||
1519 | /// Sets up references to modules required by the scene | ||
1520 | /// </summary> | ||
1521 | public void SetModuleInterfaces() | ||
1522 | { | ||
1523 | m_xmlrpcModule = RequestModuleInterface<IXMLRPC>(); | ||
1524 | m_worldCommModule = RequestModuleInterface<IWorldComm>(); | ||
1525 | XferManager = RequestModuleInterface<IXfer>(); | ||
1526 | m_AvatarFactory = RequestModuleInterface<IAvatarFactoryModule>(); | ||
1527 | AttachmentsModule = RequestModuleInterface<IAttachmentsModule>(); | ||
1528 | m_serialiser = RequestModuleInterface<IRegionSerialiserModule>(); | ||
1529 | m_dialogModule = RequestModuleInterface<IDialogModule>(); | ||
1530 | m_capsModule = RequestModuleInterface<ICapabilitiesModule>(); | ||
1531 | EntityTransferModule = RequestModuleInterface<IEntityTransferModule>(); | ||
1532 | m_groupsModule = RequestModuleInterface<IGroupsModule>(); | ||
1533 | AgentTransactionsModule = RequestModuleInterface<IAgentAssetTransactions>(); | ||
1534 | UserManagementModule = RequestModuleInterface<IUserManagement>(); | ||
1535 | } | ||
1536 | |||
1537 | #endregion | ||
1538 | |||
1539 | #region Update Methods | ||
1540 | |||
1541 | /// <summary> | ||
1542 | /// Activate the various loops necessary to continually update the scene. | ||
1543 | /// </summary> | ||
1544 | private void Heartbeat() | ||
1545 | { | ||
1546 | m_eventManager.TriggerOnRegionStarted(this); | ||
1547 | |||
1548 | // The first frame can take a very long time due to physics actors being added on startup. Therefore, | ||
1549 | // don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false | ||
1550 | // alarms for scenes with many objects. | ||
1551 | Update(1); | ||
1552 | |||
1553 | WorkManager.StartThread( | ||
1554 | Maintenance, string.Format("Maintenance ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, true); | ||
1555 | |||
1556 | Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true; | ||
1557 | m_lastFrameTick = Util.EnvironmentTickCount(); | ||
1558 | |||
1559 | if (UpdateOnTimer) | ||
1560 | { | ||
1561 | m_sceneUpdateTimer = new Timer(MinFrameTicks); | ||
1562 | m_sceneUpdateTimer.AutoReset = true; | ||
1563 | m_sceneUpdateTimer.Elapsed += Update; | ||
1564 | m_sceneUpdateTimer.Start(); | ||
1565 | } | ||
1566 | else | ||
1567 | { | ||
1568 | Thread.CurrentThread.Priority = ThreadPriority.Highest; | ||
1569 | Update(-1); | ||
1570 | Watchdog.RemoveThread(); | ||
1571 | m_isRunning = false; | ||
1572 | } | ||
1573 | } | ||
1574 | |||
1575 | private volatile bool m_isTimerUpdateRunning; | ||
1576 | |||
1577 | private void Update(object sender, ElapsedEventArgs e) | ||
1578 | { | ||
1579 | if (m_isTimerUpdateRunning) | ||
1580 | return; | ||
1581 | |||
1582 | m_isTimerUpdateRunning = true; | ||
1583 | |||
1584 | // If the last frame did not complete on time, then immediately start the next update on the same thread | ||
1585 | // and ignore further timed updates until we have a frame that had spare time. | ||
1586 | while (!Update(1) && Active) { } | ||
1587 | |||
1588 | if (!Active || m_shuttingDown) | ||
1589 | { | ||
1590 | m_sceneUpdateTimer.Stop(); | ||
1591 | m_sceneUpdateTimer = null; | ||
1592 | m_isRunning = false; | ||
1593 | } | ||
1594 | |||
1595 | m_isTimerUpdateRunning = false; | ||
1596 | } | ||
1597 | |||
1598 | private void Maintenance() | ||
1599 | { | ||
1600 | DoMaintenance(-1); | ||
1601 | |||
1602 | Watchdog.RemoveThread(); | ||
1603 | } | ||
1604 | |||
1605 | public void DoMaintenance(int runs) | ||
1606 | { | ||
1607 | long? endRun = null; | ||
1608 | int runtc, tmpMS; | ||
1609 | int previousMaintenanceTick; | ||
1610 | |||
1611 | if (runs >= 0) | ||
1612 | endRun = MaintenanceRun + runs; | ||
1613 | |||
1614 | List<Vector3> coarseLocations; | ||
1615 | List<UUID> avatarUUIDs; | ||
1616 | |||
1617 | while (!m_shuttingDown && ((endRun == null && Active) || MaintenanceRun < endRun)) | ||
1618 | { | ||
1619 | runtc = Util.EnvironmentTickCount(); | ||
1620 | ++MaintenanceRun; | ||
1621 | |||
1622 | // m_log.DebugFormat("[SCENE]: Maintenance run {0} in {1}", MaintenanceRun, Name); | ||
1623 | |||
1624 | // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client) | ||
1625 | if (MaintenanceRun % (m_update_coarse_locations / 10) == 0) | ||
1626 | { | ||
1627 | SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60); | ||
1628 | // Send coarse locations to clients | ||
1629 | ForEachScenePresence(delegate(ScenePresence presence) | ||
1630 | { | ||
1631 | presence.SendCoarseLocations(coarseLocations, avatarUUIDs); | ||
1632 | }); | ||
1633 | } | ||
1634 | |||
1635 | if (SendPeriodicAppearanceUpdates && MaintenanceRun % 60 == 0) | ||
1636 | { | ||
1637 | // m_log.DebugFormat("[SCENE]: Sending periodic appearance updates"); | ||
1638 | |||
1639 | if (AvatarFactory != null) | ||
1640 | { | ||
1641 | ForEachRootScenePresence(sp => AvatarFactory.SendAppearance(sp.UUID)); | ||
1642 | } | ||
1643 | } | ||
1644 | |||
1645 | // Delete temp-on-rez stuff | ||
1646 | if (MaintenanceRun % m_update_temp_cleaning == 0 && !m_cleaningTemps) | ||
1647 | { | ||
1648 | // m_log.DebugFormat("[SCENE]: Running temp-on-rez cleaning in {0}", Name); | ||
1649 | tmpMS = Util.EnvironmentTickCount(); | ||
1650 | m_cleaningTemps = true; | ||
1651 | |||
1652 | WorkManager.RunInThread( | ||
1653 | delegate { CleanTempObjects(); m_cleaningTemps = false; }, | ||
1654 | null, | ||
1655 | string.Format("CleanTempObjects ({0})", Name)); | ||
1656 | |||
1657 | tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpMS); | ||
1658 | } | ||
1659 | |||
1660 | Watchdog.UpdateThread(); | ||
1661 | |||
1662 | previousMaintenanceTick = m_lastMaintenanceTick; | ||
1663 | m_lastMaintenanceTick = Util.EnvironmentTickCount(); | ||
1664 | runtc = Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, runtc); | ||
1665 | runtc = MinMaintenanceTicks - runtc; | ||
1666 | |||
1667 | if (runtc > 0) | ||
1668 | m_maintenanceWaitEvent.WaitOne(runtc); | ||
1669 | |||
1670 | // Optionally warn if a frame takes double the amount of time that it should. | ||
1671 | if (DebugUpdates | ||
1672 | && Util.EnvironmentTickCountSubtract( | ||
1673 | m_lastMaintenanceTick, previousMaintenanceTick) > MinMaintenanceTicks * 2) | ||
1674 | m_log.WarnFormat( | ||
1675 | "[SCENE]: Maintenance took {0} ms (desired max {1} ms) in {2}", | ||
1676 | Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, previousMaintenanceTick), | ||
1677 | MinMaintenanceTicks, | ||
1678 | RegionInfo.RegionName); | ||
1679 | } | ||
1680 | } | ||
1681 | |||
1682 | public override bool Update(int frames) | ||
1683 | { | ||
1684 | long? endFrame = null; | ||
1685 | |||
1686 | if (frames >= 0) | ||
1687 | endFrame = Frame + frames; | ||
1688 | |||
1689 | float physicsFPS = 0f; | ||
1690 | int previousFrameTick, tmpMS; | ||
1691 | |||
1692 | // These variables will be used to save the precise frame time using the | ||
1693 | // Stopwatch class of Microsoft SDK; the times are recorded at the start | ||
1694 | // and end of a particular section of code, and then used to calculate | ||
1695 | // the frame times, which are the sums of the sections for each given name | ||
1696 | double preciseTotalFrameTime = 0.0; | ||
1697 | double preciseSimFrameTime = 0.0; | ||
1698 | double precisePhysicsFrameTime = 0.0; | ||
1699 | Stopwatch totalFrameStopwatch = new Stopwatch(); | ||
1700 | Stopwatch simFrameStopwatch = new Stopwatch(); | ||
1701 | Stopwatch physicsFrameStopwatch = new Stopwatch(); | ||
1702 | |||
1703 | // Begin the stopwatch to keep track of the time that the frame | ||
1704 | // started running to determine how long the frame took to complete | ||
1705 | totalFrameStopwatch.Start(); | ||
1706 | |||
1707 | while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) | ||
1708 | { | ||
1709 | ++Frame; | ||
1710 | |||
1711 | // m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); | ||
1712 | |||
1713 | agentMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0; | ||
1714 | |||
1715 | try | ||
1716 | { | ||
1717 | EventManager.TriggerRegionHeartbeatStart(this); | ||
1718 | |||
1719 | // Apply taints in terrain module to terrain in physics scene | ||
1720 | if (Frame % m_update_terrain == 0) | ||
1721 | { | ||
1722 | // At several points inside the code there was a need to | ||
1723 | // create a more precise measurement of time elapsed. | ||
1724 | // This led to the addition of variables that have a | ||
1725 | // similar function and thus remain tightly connected to | ||
1726 | // their original counterparts. However, the original | ||
1727 | // code is not receiving comments from our group because | ||
1728 | // we don't feel right modifying the code to that degree | ||
1729 | // at this point in time, the precise values all begin | ||
1730 | // with the keyword precise | ||
1731 | tmpMS = Util.EnvironmentTickCount(); | ||
1732 | simFrameStopwatch.Start(); | ||
1733 | UpdateTerrain(); | ||
1734 | |||
1735 | // Get the simulation frame time that the avatar force | ||
1736 | // input took | ||
1737 | simFrameStopwatch.Stop(); | ||
1738 | preciseSimFrameTime = | ||
1739 | simFrameStopwatch.Elapsed.TotalMilliseconds; | ||
1740 | terrainMS = Util.EnvironmentTickCountSubtract(tmpMS); | ||
1741 | } | ||
1742 | |||
1743 | // At several points inside the code there was a need to | ||
1744 | // create a more precise measurement of time elapsed. This | ||
1745 | // led to the addition of variables that have a similar | ||
1746 | // function and thus remain tightly connected to their | ||
1747 | // original counterparts. However, the original code is | ||
1748 | // not receiving comments from our group because we don't | ||
1749 | // feel right modifying the code to that degree at this | ||
1750 | // point in time, the precise values all begin with the | ||
1751 | // keyword precise | ||
1752 | |||
1753 | tmpMS = Util.EnvironmentTickCount(); | ||
1754 | |||
1755 | // Begin the stopwatch to track the time to prepare physics | ||
1756 | physicsFrameStopwatch.Start(); | ||
1757 | if (PhysicsEnabled && Frame % m_update_physics == 0) | ||
1758 | m_sceneGraph.UpdatePreparePhysics(); | ||
1759 | |||
1760 | // Get the time it took to prepare the physics, this | ||
1761 | // would report the most precise time that physics was | ||
1762 | // running on the machine and should the physics not be | ||
1763 | // enabled will report the time it took to check if physics | ||
1764 | // was enabled | ||
1765 | physicsFrameStopwatch.Stop(); | ||
1766 | precisePhysicsFrameTime = physicsFrameStopwatch.Elapsed.TotalMilliseconds; | ||
1767 | physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS); | ||
1768 | |||
1769 | // Apply any pending avatar force input to the avatar's velocity | ||
1770 | tmpMS = Util.EnvironmentTickCount(); | ||
1771 | simFrameStopwatch.Restart(); | ||
1772 | if (Frame % m_update_entitymovement == 0) | ||
1773 | m_sceneGraph.UpdateScenePresenceMovement(); | ||
1774 | |||
1775 | // Get the simulation frame time that the avatar force input | ||
1776 | // took | ||
1777 | simFrameStopwatch.Stop(); | ||
1778 | preciseSimFrameTime += | ||
1779 | simFrameStopwatch.Elapsed.TotalMilliseconds; | ||
1780 | agentMS = Util.EnvironmentTickCountSubtract(tmpMS); | ||
1781 | |||
1782 | // Perform the main physics update. This will do the actual work of moving objects and avatars according to their | ||
1783 | // velocity | ||
1784 | tmpMS = Util.EnvironmentTickCount(); | ||
1785 | physicsFrameStopwatch.Restart(); | ||
1786 | if (Frame % m_update_physics == 0) | ||
1787 | { | ||
1788 | if (PhysicsEnabled) | ||
1789 | physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameSeconds); | ||
1790 | |||
1791 | if (SynchronizeScene != null) | ||
1792 | SynchronizeScene(this); | ||
1793 | } | ||
1794 | |||
1795 | // Add the main physics update time to the prepare physics time | ||
1796 | physicsFrameStopwatch.Stop(); | ||
1797 | precisePhysicsFrameTime += physicsFrameStopwatch.Elapsed.TotalMilliseconds; | ||
1798 | physicsMS = Util.EnvironmentTickCountSubtract(tmpMS); | ||
1799 | |||
1800 | // Start the stopwatch for the remainder of the simulation | ||
1801 | simFrameStopwatch.Restart(); | ||
1802 | tmpMS = Util.EnvironmentTickCount(); | ||
1803 | |||
1804 | // Check if any objects have reached their targets | ||
1805 | CheckAtTargets(); | ||
1806 | |||
1807 | // Update SceneObjectGroups that have scheduled themselves for updates | ||
1808 | // Objects queue their updates onto all scene presences | ||
1809 | if (Frame % m_update_objects == 0) | ||
1810 | m_sceneGraph.UpdateObjectGroups(); | ||
1811 | |||
1812 | // Run through all ScenePresences looking for updates | ||
1813 | // Presence updates and queued object updates for each presence are sent to clients | ||
1814 | if (Frame % m_update_presences == 0) | ||
1815 | m_sceneGraph.UpdatePresences(); | ||
1816 | |||
1817 | agentMS += Util.EnvironmentTickCountSubtract(tmpMS); | ||
1818 | |||
1819 | if (Frame % m_update_events == 0) | ||
1820 | { | ||
1821 | tmpMS = Util.EnvironmentTickCount(); | ||
1822 | UpdateEvents(); | ||
1823 | eventMS = Util.EnvironmentTickCountSubtract(tmpMS); | ||
1824 | } | ||
1825 | |||
1826 | if (PeriodicBackup && Frame % m_update_backup == 0) | ||
1827 | { | ||
1828 | tmpMS = Util.EnvironmentTickCount(); | ||
1829 | UpdateStorageBackup(); | ||
1830 | backupMS = Util.EnvironmentTickCountSubtract(tmpMS); | ||
1831 | } | ||
1832 | |||
1833 | //if (Frame % m_update_land == 0) | ||
1834 | //{ | ||
1835 | // int ldMS = Util.EnvironmentTickCount(); | ||
1836 | // UpdateLand(); | ||
1837 | // landMS = Util.EnvironmentTickCountSubtract(ldMS); | ||
1838 | //} | ||
1839 | |||
1840 | if (!LoginsEnabled && Frame == 20) | ||
1841 | { | ||
1842 | // m_log.DebugFormat("{0} {1} {2}", LoginsDisabled, m_sceneGraph.GetActiveScriptsCount(), LoginLock); | ||
1843 | |||
1844 | // In 99.9% of cases it is a bad idea to manually force garbage collection. However, | ||
1845 | // this is a rare case where we know we have just went through a long cycle of heap | ||
1846 | // allocations, and there is no more work to be done until someone logs in | ||
1847 | GC.Collect(); | ||
1848 | |||
1849 | if (!LoginLock) | ||
1850 | { | ||
1851 | if (!StartDisabled) | ||
1852 | { | ||
1853 | m_log.InfoFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName); | ||
1854 | LoginsEnabled = true; | ||
1855 | } | ||
1856 | |||
1857 | m_sceneGridService.InformNeighborsThatRegionisUp( | ||
1858 | RequestModuleInterface<INeighbourService>(), RegionInfo); | ||
1859 | |||
1860 | // Region ready should always be set | ||
1861 | Ready = true; | ||
1862 | } | ||
1863 | else | ||
1864 | { | ||
1865 | // This handles a case of a region having no scripts for the RegionReady module | ||
1866 | if (m_sceneGraph.GetActiveScriptsCount() == 0) | ||
1867 | { | ||
1868 | // In this case, we leave it to the IRegionReadyModule to enable logins | ||
1869 | |||
1870 | // LoginLock can currently only be set by a region module implementation. | ||
1871 | // If somehow this hasn't been done then the quickest way to bugfix is to see the | ||
1872 | // NullReferenceException | ||
1873 | IRegionReadyModule rrm = RequestModuleInterface<IRegionReadyModule>(); | ||
1874 | rrm.TriggerRegionReady(this); | ||
1875 | } | ||
1876 | } | ||
1877 | } | ||
1878 | } | ||
1879 | catch (Exception e) | ||
1880 | { | ||
1881 | m_log.ErrorFormat( | ||
1882 | "[SCENE]: Failed on region {0} with exception {1}{2}", | ||
1883 | RegionInfo.RegionName, e.Message, e.StackTrace); | ||
1884 | } | ||
1885 | |||
1886 | EventManager.TriggerRegionHeartbeatEnd(this); | ||
1887 | otherMS = eventMS + backupMS + terrainMS + landMS; | ||
1888 | |||
1889 | // Get the elapsed time for the simulation frame | ||
1890 | simFrameStopwatch.Stop(); | ||
1891 | preciseSimFrameTime += | ||
1892 | simFrameStopwatch.Elapsed.TotalMilliseconds; | ||
1893 | |||
1894 | if (!UpdateOnTimer) | ||
1895 | { | ||
1896 | Watchdog.UpdateThread(); | ||
1897 | |||
1898 | spareMS = MinFrameTicks - Util.EnvironmentTickCountSubtract(m_lastFrameTick); | ||
1899 | |||
1900 | if (spareMS > 0) | ||
1901 | m_updateWaitEvent.WaitOne(spareMS); | ||
1902 | else | ||
1903 | spareMS = 0; | ||
1904 | } | ||
1905 | else | ||
1906 | { | ||
1907 | spareMS = Math.Max(0, MinFrameTicks - physicsMS2 - agentMS - physicsMS - otherMS); | ||
1908 | } | ||
1909 | |||
1910 | // Get the total frame time | ||
1911 | totalFrameStopwatch.Stop(); | ||
1912 | preciseTotalFrameTime = | ||
1913 | totalFrameStopwatch.Elapsed.TotalMilliseconds; | ||
1914 | |||
1915 | // Restart the stopwatch for the total time of the next frame | ||
1916 | totalFrameStopwatch.Restart(); | ||
1917 | |||
1918 | previousFrameTick = m_lastFrameTick; | ||
1919 | frameMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick); | ||
1920 | m_lastFrameTick = Util.EnvironmentTickCount(); | ||
1921 | |||
1922 | // if (Frame%m_update_avatars == 0) | ||
1923 | // UpdateInWorldTime(); | ||
1924 | StatsReporter.AddPhysicsFPS(physicsFPS); | ||
1925 | StatsReporter.AddTimeDilation(TimeDilation); | ||
1926 | StatsReporter.AddFPS(1); | ||
1927 | |||
1928 | StatsReporter.addFrameMS(frameMS); | ||
1929 | StatsReporter.addAgentMS(agentMS); | ||
1930 | StatsReporter.addPhysicsMS(physicsMS + physicsMS2); | ||
1931 | StatsReporter.addOtherMS(otherMS); | ||
1932 | StatsReporter.AddSpareMS(spareMS); | ||
1933 | StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS()); | ||
1934 | StatsReporter.AddScriptMS((int) GetAndResetScriptExecutionTime()); | ||
1935 | |||
1936 | // Send the correct time values to the stats reporter for the | ||
1937 | // frame times | ||
1938 | StatsReporter.addFrameTimeMilliseconds(preciseTotalFrameTime, | ||
1939 | preciseSimFrameTime, precisePhysicsFrameTime, 0.0); | ||
1940 | |||
1941 | // Send the correct number of frames that the physics library | ||
1942 | // has processed to the stats reporter | ||
1943 | StatsReporter.addPhysicsFrame(1); | ||
1944 | |||
1945 | // Optionally warn if a frame takes double the amount of time that it should. | ||
1946 | if (DebugUpdates | ||
1947 | && Util.EnvironmentTickCountSubtract( | ||
1948 | m_lastFrameTick, previousFrameTick) > MinFrameTicks * 2) | ||
1949 | m_log.WarnFormat( | ||
1950 | "[SCENE]: Frame took {0} ms (desired max {1} ms) in {2}", | ||
1951 | Util.EnvironmentTickCountSubtract(m_lastFrameTick, previousFrameTick), | ||
1952 | MinFrameTicks, | ||
1953 | RegionInfo.RegionName); | ||
1954 | } | ||
1955 | |||
1956 | // Finished updating scene frame, so stop the total frame's Stopwatch | ||
1957 | totalFrameStopwatch.Stop(); | ||
1958 | |||
1959 | return spareMS >= 0; | ||
1960 | } | ||
1961 | |||
1962 | /// <summary> | ||
1963 | /// Adds the execution time of one script to the total scripts execution time for this region. | ||
1964 | /// </summary> | ||
1965 | /// <param name="ticks">Elapsed Stopwatch ticks</param> | ||
1966 | public void AddScriptExecutionTime(long ticks) | ||
1967 | { | ||
1968 | Interlocked.Add(ref m_scriptExecutionTime, ticks); | ||
1969 | } | ||
1970 | |||
1971 | /// <summary> | ||
1972 | /// Returns the total execution time of all the scripts in the region since the last frame | ||
1973 | /// (in milliseconds), and clears the value in preparation for the next frame. | ||
1974 | /// </summary> | ||
1975 | /// <returns>Time in milliseconds</returns> | ||
1976 | private long GetAndResetScriptExecutionTime() | ||
1977 | { | ||
1978 | long ticks = Interlocked.Exchange(ref m_scriptExecutionTime, 0); | ||
1979 | return (ticks * 1000) / Stopwatch.Frequency; | ||
1980 | } | ||
1981 | |||
1982 | public void AddGroupTarget(SceneObjectGroup grp) | ||
1983 | { | ||
1984 | lock (m_groupsWithTargets) | ||
1985 | m_groupsWithTargets[grp.UUID] = grp; | ||
1986 | } | ||
1987 | |||
1988 | public void RemoveGroupTarget(SceneObjectGroup grp) | ||
1989 | { | ||
1990 | lock (m_groupsWithTargets) | ||
1991 | m_groupsWithTargets.Remove(grp.UUID); | ||
1992 | } | ||
1993 | |||
1994 | private void CheckAtTargets() | ||
1995 | { | ||
1996 | List<SceneObjectGroup> objs = null; | ||
1997 | |||
1998 | lock (m_groupsWithTargets) | ||
1999 | { | ||
2000 | if (m_groupsWithTargets.Count != 0) | ||
2001 | objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values); | ||
2002 | } | ||
2003 | |||
2004 | if (objs != null) | ||
2005 | { | ||
2006 | foreach (SceneObjectGroup entry in objs) | ||
2007 | entry.checkAtTargets(); | ||
2008 | } | ||
2009 | } | ||
2010 | |||
2011 | /// <summary> | ||
2012 | /// Send out simstats data to all clients | ||
2013 | /// </summary> | ||
2014 | /// <param name="stats">Stats on the Simulator's performance</param> | ||
2015 | private void SendSimStatsPackets(SimStats stats) | ||
2016 | { | ||
2017 | ForEachRootClient(delegate(IClientAPI client) | ||
2018 | { | ||
2019 | client.SendSimStats(stats); | ||
2020 | }); | ||
2021 | } | ||
2022 | |||
2023 | /// <summary> | ||
2024 | /// Update the terrain if it needs to be updated. | ||
2025 | /// </summary> | ||
2026 | private void UpdateTerrain() | ||
2027 | { | ||
2028 | EventManager.TriggerTerrainTick(); | ||
2029 | } | ||
2030 | |||
2031 | /// <summary> | ||
2032 | /// Back up queued up changes | ||
2033 | /// </summary> | ||
2034 | private void UpdateStorageBackup() | ||
2035 | { | ||
2036 | if (!m_backingup) | ||
2037 | { | ||
2038 | m_backingup = true; | ||
2039 | WorkManager.RunInThread(o => Backup(false), null, string.Format("BackupWaitCallback ({0})", Name)); | ||
2040 | } | ||
2041 | } | ||
2042 | |||
2043 | /// <summary> | ||
2044 | /// Sends out the OnFrame event to the modules | ||
2045 | /// </summary> | ||
2046 | private void UpdateEvents() | ||
2047 | { | ||
2048 | m_eventManager.TriggerOnFrame(); | ||
2049 | } | ||
2050 | |||
2051 | /// <summary> | ||
2052 | /// Backup the scene. | ||
2053 | /// </summary> | ||
2054 | /// <remarks> | ||
2055 | /// This acts as the main method of the backup thread. In a regression test whether the backup thread is not | ||
2056 | /// running independently this can be invoked directly. | ||
2057 | /// </remarks> | ||
2058 | /// <param name="forced"> | ||
2059 | /// If true, then any changes that have not yet been persisted are persisted. If false, | ||
2060 | /// then the persistence decision is left to the backup code (in some situations, such as object persistence, | ||
2061 | /// it's much more efficient to backup multiple changes at once rather than every single one). | ||
2062 | /// <returns></returns> | ||
2063 | public void Backup(bool forced) | ||
2064 | { | ||
2065 | lock (m_returns) | ||
2066 | { | ||
2067 | EventManager.TriggerOnBackup(SimulationDataService, forced); | ||
2068 | m_backingup = false; | ||
2069 | |||
2070 | foreach (KeyValuePair<UUID, ReturnInfo> ret in m_returns) | ||
2071 | { | ||
2072 | UUID transaction = UUID.Random(); | ||
2073 | |||
2074 | GridInstantMessage msg = new GridInstantMessage(); | ||
2075 | msg.fromAgentID = new Guid(UUID.Zero.ToString()); // From server | ||
2076 | msg.toAgentID = new Guid(ret.Key.ToString()); | ||
2077 | msg.imSessionID = new Guid(transaction.ToString()); | ||
2078 | msg.timestamp = (uint)Util.UnixTimeSinceEpoch(); | ||
2079 | msg.fromAgentName = "Server"; | ||
2080 | msg.dialog = (byte)19; // Object msg | ||
2081 | msg.fromGroup = false; | ||
2082 | msg.offline = (byte)0; | ||
2083 | msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; | ||
2084 | msg.Position = Vector3.Zero; | ||
2085 | msg.RegionID = RegionInfo.RegionID.Guid; | ||
2086 | |||
2087 | // We must fill in a null-terminated 'empty' string here since bytes[0] will crash viewer 3. | ||
2088 | msg.binaryBucket = Util.StringToBytes256("\0"); | ||
2089 | if (ret.Value.count > 1) | ||
2090 | msg.message = string.Format("Your {0} objects were returned from {1} in region {2} due to {3}", ret.Value.count, ret.Value.location.ToString(), RegionInfo.RegionName, ret.Value.reason); | ||
2091 | else | ||
2092 | msg.message = string.Format("Your object {0} was returned from {1} in region {2} due to {3}", ret.Value.objectName, ret.Value.location.ToString(), RegionInfo.RegionName, ret.Value.reason); | ||
2093 | |||
2094 | IMessageTransferModule tr = RequestModuleInterface<IMessageTransferModule>(); | ||
2095 | if (tr != null) | ||
2096 | tr.SendInstantMessage(msg, delegate(bool success) { }); | ||
2097 | } | ||
2098 | m_returns.Clear(); | ||
2099 | } | ||
2100 | } | ||
2101 | |||
2102 | /// <summary> | ||
2103 | /// Synchronous force backup. For deletes and links/unlinks | ||
2104 | /// </summary> | ||
2105 | /// <param name="group">Object to be backed up</param> | ||
2106 | public void ForceSceneObjectBackup(SceneObjectGroup group) | ||
2107 | { | ||
2108 | if (group != null) | ||
2109 | { | ||
2110 | group.HasGroupChanged = true; | ||
2111 | group.ProcessBackup(SimulationDataService, true); | ||
2112 | } | ||
2113 | } | ||
2114 | |||
2115 | /// <summary> | ||
2116 | /// Tell an agent that their object has been returned. | ||
2117 | /// </summary> | ||
2118 | /// <remarks> | ||
2119 | /// The actual return is handled by the caller. | ||
2120 | /// </remarks> | ||
2121 | /// <param name="agentID">Avatar Unique Id</param> | ||
2122 | /// <param name="objectName">Name of object returned</param> | ||
2123 | /// <param name="location">Location of object returned</param> | ||
2124 | /// <param name="reason">Reasion for object return</param> | ||
2125 | public void AddReturn(UUID agentID, string objectName, Vector3 location, string reason) | ||
2126 | { | ||
2127 | lock (m_returns) | ||
2128 | { | ||
2129 | if (m_returns.ContainsKey(agentID)) | ||
2130 | { | ||
2131 | ReturnInfo info = m_returns[agentID]; | ||
2132 | info.count++; | ||
2133 | m_returns[agentID] = info; | ||
2134 | } | ||
2135 | else | ||
2136 | { | ||
2137 | ReturnInfo info = new ReturnInfo(); | ||
2138 | info.count = 1; | ||
2139 | info.objectName = objectName; | ||
2140 | info.location = location; | ||
2141 | info.reason = reason; | ||
2142 | m_returns[agentID] = info; | ||
2143 | } | ||
2144 | } | ||
2145 | } | ||
2146 | |||
2147 | #endregion | ||
2148 | |||
2149 | #region Load Terrain | ||
2150 | |||
2151 | /// <summary> | ||
2152 | /// Store the terrain in the persistant data store | ||
2153 | /// </summary> | ||
2154 | public void SaveTerrain() | ||
2155 | { | ||
2156 | SimulationDataService.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID); | ||
2157 | } | ||
2158 | |||
2159 | public void StoreWindlightProfile(RegionLightShareData wl) | ||
2160 | { | ||
2161 | RegionInfo.WindlightSettings = wl; | ||
2162 | SimulationDataService.StoreRegionWindlightSettings(wl); | ||
2163 | m_eventManager.TriggerOnSaveNewWindlightProfile(); | ||
2164 | } | ||
2165 | |||
2166 | public void LoadWindlightProfile() | ||
2167 | { | ||
2168 | RegionInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(RegionInfo.RegionID); | ||
2169 | m_eventManager.TriggerOnSaveNewWindlightProfile(); | ||
2170 | } | ||
2171 | |||
2172 | /// <summary> | ||
2173 | /// Loads the World heightmap | ||
2174 | /// </summary> | ||
2175 | public override void LoadWorldMap() | ||
2176 | { | ||
2177 | try | ||
2178 | { | ||
2179 | TerrainData map = SimulationDataService.LoadTerrain(RegionInfo.RegionID, (int)RegionInfo.RegionSizeX, (int)RegionInfo.RegionSizeY, (int)RegionInfo.RegionSizeZ); | ||
2180 | if (map == null) | ||
2181 | { | ||
2182 | // This should be in the Terrain module, but it isn't because | ||
2183 | // the heightmap is needed _way_ before the modules are initialized... | ||
2184 | IConfig terrainConfig = m_config.Configs["Terrain"]; | ||
2185 | String m_InitialTerrain = "pinhead-island"; | ||
2186 | if (terrainConfig != null) | ||
2187 | m_InitialTerrain = terrainConfig.GetString("InitialTerrain", m_InitialTerrain); | ||
2188 | |||
2189 | m_log.InfoFormat("[TERRAIN]: No default terrain. Generating a new terrain {0}.", m_InitialTerrain); | ||
2190 | Heightmap = new TerrainChannel(m_InitialTerrain, (int)RegionInfo.RegionSizeX, (int)RegionInfo.RegionSizeY, (int)RegionInfo.RegionSizeZ); | ||
2191 | |||
2192 | SimulationDataService.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID); | ||
2193 | } | ||
2194 | else | ||
2195 | { | ||
2196 | Heightmap = new TerrainChannel(map); | ||
2197 | } | ||
2198 | } | ||
2199 | catch (IOException e) | ||
2200 | { | ||
2201 | m_log.WarnFormat( | ||
2202 | "[TERRAIN]: Scene.cs: LoadWorldMap() - Regenerating as failed with exception {0}{1}", | ||
2203 | e.Message, e.StackTrace); | ||
2204 | |||
2205 | // Non standard region size. If there's an old terrain in the database, it might read past the buffer | ||
2206 | #pragma warning disable 0162 | ||
2207 | if ((int)Constants.RegionSize != 256) | ||
2208 | { | ||
2209 | Heightmap = new TerrainChannel(); | ||
2210 | |||
2211 | SimulationDataService.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID); | ||
2212 | } | ||
2213 | } | ||
2214 | catch (Exception e) | ||
2215 | { | ||
2216 | m_log.WarnFormat( | ||
2217 | "[TERRAIN]: Scene.cs: LoadWorldMap() - Failed with exception {0}{1}", e.Message, e.StackTrace); | ||
2218 | } | ||
2219 | } | ||
2220 | |||
2221 | /// <summary> | ||
2222 | /// Register this region with a grid service | ||
2223 | /// </summary> | ||
2224 | /// <exception cref="System.Exception">Thrown if registration of the region itself fails.</exception> | ||
2225 | public void RegisterRegionWithGrid() | ||
2226 | { | ||
2227 | m_sceneGridService.SetScene(this); | ||
2228 | |||
2229 | //// Unfortunately this needs to be here and it can't be async. | ||
2230 | //// The map tile image is stored in RegionSettings, but it also needs to be | ||
2231 | //// stored in the GridService, because that's what the world map module uses | ||
2232 | //// to send the map image UUIDs (of other regions) to the viewer... | ||
2233 | if (m_generateMaptiles) | ||
2234 | RegenerateMaptile(); | ||
2235 | |||
2236 | GridRegion region = new GridRegion(RegionInfo); | ||
2237 | string error = GridService.RegisterRegion(RegionInfo.ScopeID, region); | ||
2238 | // m_log.DebugFormat("[SCENE]: RegisterRegionWithGrid. name={0},id={1},loc=<{2},{3}>,size=<{4},{5}>", | ||
2239 | // m_regionName, | ||
2240 | // RegionInfo.RegionID, | ||
2241 | // RegionInfo.RegionLocX, RegionInfo.RegionLocY, | ||
2242 | // RegionInfo.RegionSizeX, RegionInfo.RegionSizeY); | ||
2243 | |||
2244 | if (error != String.Empty) | ||
2245 | throw new Exception(error); | ||
2246 | } | ||
2247 | |||
2248 | #endregion | ||
2249 | |||
2250 | #region Load Land | ||
2251 | |||
2252 | /// <summary> | ||
2253 | /// Loads all Parcel data from the datastore for region identified by regionID | ||
2254 | /// </summary> | ||
2255 | /// <param name="regionID">Unique Identifier of the Region to load parcel data for</param> | ||
2256 | public void loadAllLandObjectsFromStorage(UUID regionID) | ||
2257 | { | ||
2258 | m_log.Info("[SCENE]: Loading land objects from storage"); | ||
2259 | List<LandData> landData = SimulationDataService.LoadLandObjects(regionID); | ||
2260 | |||
2261 | if (LandChannel != null) | ||
2262 | { | ||
2263 | if (landData.Count == 0) | ||
2264 | { | ||
2265 | EventManager.TriggerNoticeNoLandDataFromStorage(); | ||
2266 | } | ||
2267 | else | ||
2268 | { | ||
2269 | EventManager.TriggerIncomingLandDataFromStorage(landData); | ||
2270 | } | ||
2271 | } | ||
2272 | else | ||
2273 | { | ||
2274 | m_log.Error("[SCENE]: Land Channel is not defined. Cannot load from storage!"); | ||
2275 | } | ||
2276 | } | ||
2277 | |||
2278 | #endregion | ||
2279 | |||
2280 | #region Primitives Methods | ||
2281 | |||
2282 | /// <summary> | ||
2283 | /// Loads the World's objects | ||
2284 | /// </summary> | ||
2285 | /// <param name="regionID"></param> | ||
2286 | public virtual void LoadPrimsFromStorage(UUID regionID) | ||
2287 | { | ||
2288 | LoadingPrims = true; | ||
2289 | m_log.Info("[SCENE]: Loading objects from datastore"); | ||
2290 | |||
2291 | List<SceneObjectGroup> PrimsFromDB = SimulationDataService.LoadObjects(regionID); | ||
2292 | |||
2293 | m_log.InfoFormat("[SCENE]: Loaded {0} objects from the datastore", PrimsFromDB.Count); | ||
2294 | |||
2295 | foreach (SceneObjectGroup group in PrimsFromDB) | ||
2296 | { | ||
2297 | AddRestoredSceneObject(group, true, true); | ||
2298 | EventManager.TriggerOnSceneObjectLoaded(group); | ||
2299 | SceneObjectPart rootPart = group.GetPart(group.UUID); | ||
2300 | rootPart.Flags &= ~PrimFlags.Scripted; | ||
2301 | rootPart.TrimPermissions(); | ||
2302 | |||
2303 | // Don't do this here - it will get done later on when sculpt data is loaded. | ||
2304 | // group.CheckSculptAndLoad(); | ||
2305 | } | ||
2306 | |||
2307 | LoadingPrims = false; | ||
2308 | EventManager.TriggerPrimsLoaded(this); | ||
2309 | } | ||
2310 | |||
2311 | public bool SupportsRayCastFiltered() | ||
2312 | { | ||
2313 | if (PhysicsScene == null) | ||
2314 | return false; | ||
2315 | return PhysicsScene.SupportsRaycastWorldFiltered(); | ||
2316 | } | ||
2317 | |||
2318 | public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter) | ||
2319 | { | ||
2320 | if (PhysicsScene == null) | ||
2321 | return null; | ||
2322 | return PhysicsScene.RaycastWorld(position, direction, length, Count, filter); | ||
2323 | } | ||
2324 | |||
2325 | /// <summary> | ||
2326 | /// Gets a new rez location based on the raycast and the size of the object that is being rezzed. | ||
2327 | /// </summary> | ||
2328 | /// <param name="RayStart"></param> | ||
2329 | /// <param name="RayEnd"></param> | ||
2330 | /// <param name="RayTargetID"></param> | ||
2331 | /// <param name="rot"></param> | ||
2332 | /// <param name="bypassRayCast"></param> | ||
2333 | /// <param name="RayEndIsIntersection"></param> | ||
2334 | /// <param name="frontFacesOnly"></param> | ||
2335 | /// <param name="scale"></param> | ||
2336 | /// <param name="FaceCenter"></param> | ||
2337 | /// <returns></returns> | ||
2338 | public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) | ||
2339 | { | ||
2340 | Vector3 pos = Vector3.Zero; | ||
2341 | if (RayEndIsIntersection == (byte)1) | ||
2342 | { | ||
2343 | pos = RayEnd; | ||
2344 | return pos; | ||
2345 | } | ||
2346 | |||
2347 | if (RayTargetID != UUID.Zero) | ||
2348 | { | ||
2349 | SceneObjectPart target = GetSceneObjectPart(RayTargetID); | ||
2350 | |||
2351 | Vector3 direction = Vector3.Normalize(RayEnd - RayStart); | ||
2352 | Vector3 AXOrigin = RayStart; | ||
2353 | Vector3 AXdirection = direction; | ||
2354 | |||
2355 | if (target != null) | ||
2356 | { | ||
2357 | pos = target.AbsolutePosition; | ||
2358 | //m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString()); | ||
2359 | |||
2360 | // TODO: Raytrace better here | ||
2361 | |||
2362 | //EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection)); | ||
2363 | Ray NewRay = new Ray(AXOrigin, AXdirection); | ||
2364 | |||
2365 | // Ray Trace against target here | ||
2366 | EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); | ||
2367 | |||
2368 | // Un-comment out the following line to Get Raytrace results printed to the console. | ||
2369 | // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); | ||
2370 | float ScaleOffset = 0.5f; | ||
2371 | |||
2372 | // If we hit something | ||
2373 | if (ei.HitTF) | ||
2374 | { | ||
2375 | Vector3 scaleComponent = ei.AAfaceNormal; | ||
2376 | if (scaleComponent.X != 0) ScaleOffset = scale.X; | ||
2377 | if (scaleComponent.Y != 0) ScaleOffset = scale.Y; | ||
2378 | if (scaleComponent.Z != 0) ScaleOffset = scale.Z; | ||
2379 | ScaleOffset = Math.Abs(ScaleOffset); | ||
2380 | Vector3 intersectionpoint = ei.ipoint; | ||
2381 | Vector3 normal = ei.normal; | ||
2382 | // Set the position to the intersection point | ||
2383 | Vector3 offset = (normal * (ScaleOffset / 2f)); | ||
2384 | pos = (intersectionpoint + offset); | ||
2385 | |||
2386 | //Seems to make no sense to do this as this call is used for rezzing from inventory as well, and with inventory items their size is not always 0.5f | ||
2387 | //And in cases when we weren't rezzing from inventory we were re-adding the 0.25 straight after calling this method | ||
2388 | // Un-offset the prim (it gets offset later by the consumer method) | ||
2389 | //pos.Z -= 0.25F; | ||
2390 | |||
2391 | } | ||
2392 | |||
2393 | return pos; | ||
2394 | } | ||
2395 | else | ||
2396 | { | ||
2397 | // We don't have a target here, so we're going to raytrace all the objects in the scene. | ||
2398 | |||
2399 | EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); | ||
2400 | |||
2401 | // Un-comment the following line to print the raytrace results to the console. | ||
2402 | //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); | ||
2403 | |||
2404 | if (ei.HitTF) | ||
2405 | { | ||
2406 | pos = ei.ipoint; | ||
2407 | } | ||
2408 | else | ||
2409 | { | ||
2410 | // fall back to our stupid functionality | ||
2411 | pos = RayEnd; | ||
2412 | } | ||
2413 | |||
2414 | return pos; | ||
2415 | } | ||
2416 | } | ||
2417 | else | ||
2418 | { | ||
2419 | // fall back to our stupid functionality | ||
2420 | pos = RayEnd; | ||
2421 | |||
2422 | //increase height so its above the ground. | ||
2423 | //should be getting the normal of the ground at the rez point and using that? | ||
2424 | pos.Z += scale.Z / 2f; | ||
2425 | return pos; | ||
2426 | } | ||
2427 | } | ||
2428 | |||
2429 | |||
2430 | /// <summary> | ||
2431 | /// Create a New SceneObjectGroup/Part by raycasting | ||
2432 | /// </summary> | ||
2433 | /// <param name="ownerID"></param> | ||
2434 | /// <param name="groupID"></param> | ||
2435 | /// <param name="RayEnd"></param> | ||
2436 | /// <param name="rot"></param> | ||
2437 | /// <param name="shape"></param> | ||
2438 | /// <param name="bypassRaycast"></param> | ||
2439 | /// <param name="RayStart"></param> | ||
2440 | /// <param name="RayTargetID"></param> | ||
2441 | /// <param name="RayEndIsIntersection"></param> | ||
2442 | public virtual void AddNewPrim(UUID ownerID, UUID groupID, Vector3 RayEnd, Quaternion rot, PrimitiveBaseShape shape, | ||
2443 | byte bypassRaycast, Vector3 RayStart, UUID RayTargetID, | ||
2444 | byte RayEndIsIntersection) | ||
2445 | { | ||
2446 | Vector3 pos = GetNewRezLocation(RayStart, RayEnd, RayTargetID, rot, bypassRaycast, RayEndIsIntersection, true, new Vector3(0.5f, 0.5f, 0.5f), false); | ||
2447 | |||
2448 | if (Permissions.CanRezObject(1, ownerID, pos)) | ||
2449 | { | ||
2450 | // rez ON the ground, not IN the ground | ||
2451 | // pos.Z += 0.25F; The rez point should now be correct so that its not in the ground | ||
2452 | |||
2453 | AddNewPrim(ownerID, groupID, pos, rot, shape); | ||
2454 | } | ||
2455 | else | ||
2456 | { | ||
2457 | IClientAPI client = null; | ||
2458 | if (TryGetClient(ownerID, out client)) | ||
2459 | client.SendAlertMessage("You cannot create objects here."); | ||
2460 | } | ||
2461 | } | ||
2462 | |||
2463 | public virtual SceneObjectGroup AddNewPrim( | ||
2464 | UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) | ||
2465 | { | ||
2466 | //m_log.DebugFormat( | ||
2467 | // "[SCENE]: Scene.AddNewPrim() pcode {0} called for {1} in {2}", shape.PCode, ownerID, RegionInfo.RegionName); | ||
2468 | |||
2469 | SceneObjectGroup sceneObject = null; | ||
2470 | |||
2471 | // If an entity creator has been registered for this prim type then use that | ||
2472 | if (m_entityCreators.ContainsKey((PCode)shape.PCode)) | ||
2473 | { | ||
2474 | sceneObject = m_entityCreators[(PCode)shape.PCode].CreateEntity(ownerID, groupID, pos, rot, shape); | ||
2475 | } | ||
2476 | else | ||
2477 | { | ||
2478 | // Otherwise, use this default creation code; | ||
2479 | sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape); | ||
2480 | AddNewSceneObject(sceneObject, true); | ||
2481 | sceneObject.SetGroup(groupID, null); | ||
2482 | } | ||
2483 | |||
2484 | if (UserManagementModule != null) | ||
2485 | sceneObject.RootPart.CreatorIdentification = UserManagementModule.GetUserUUI(ownerID); | ||
2486 | |||
2487 | sceneObject.ScheduleGroupForFullUpdate(); | ||
2488 | |||
2489 | return sceneObject; | ||
2490 | } | ||
2491 | |||
2492 | /// <summary> | ||
2493 | /// Add an object into the scene that has come from storage | ||
2494 | /// </summary> | ||
2495 | /// | ||
2496 | /// <param name="sceneObject"></param> | ||
2497 | /// <param name="attachToBackup"> | ||
2498 | /// If true, changes to the object will be reflected in its persisted data | ||
2499 | /// If false, the persisted data will not be changed even if the object in the scene is changed | ||
2500 | /// </param> | ||
2501 | /// <param name="alreadyPersisted"> | ||
2502 | /// If true, we won't persist this object until it changes | ||
2503 | /// If false, we'll persist this object immediately | ||
2504 | /// </param> | ||
2505 | /// <param name="sendClientUpdates"> | ||
2506 | /// If true, we send updates to the client to tell it about this object | ||
2507 | /// If false, we leave it up to the caller to do this | ||
2508 | /// </param> | ||
2509 | /// <returns> | ||
2510 | /// true if the object was added, false if an object with the same uuid was already in the scene | ||
2511 | /// </returns> | ||
2512 | public bool AddRestoredSceneObject( | ||
2513 | SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) | ||
2514 | { | ||
2515 | if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates)) | ||
2516 | { | ||
2517 | EventManager.TriggerObjectAddedToScene(sceneObject); | ||
2518 | return true; | ||
2519 | } | ||
2520 | |||
2521 | return false; | ||
2522 | |||
2523 | } | ||
2524 | |||
2525 | /// <summary> | ||
2526 | /// Add an object into the scene that has come from storage | ||
2527 | /// </summary> | ||
2528 | /// | ||
2529 | /// <param name="sceneObject"></param> | ||
2530 | /// <param name="attachToBackup"> | ||
2531 | /// If true, changes to the object will be reflected in its persisted data | ||
2532 | /// If false, the persisted data will not be changed even if the object in the scene is changed | ||
2533 | /// </param> | ||
2534 | /// <param name="alreadyPersisted"> | ||
2535 | /// If true, we won't persist this object until it changes | ||
2536 | /// If false, we'll persist this object immediately | ||
2537 | /// </param> | ||
2538 | /// <returns> | ||
2539 | /// true if the object was added, false if an object with the same uuid was already in the scene | ||
2540 | /// </returns> | ||
2541 | public bool AddRestoredSceneObject( | ||
2542 | SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted) | ||
2543 | { | ||
2544 | return AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, true); | ||
2545 | } | ||
2546 | |||
2547 | /// <summary> | ||
2548 | /// Add a newly created object to the scene. Updates are also sent to viewers. | ||
2549 | /// </summary> | ||
2550 | /// <param name="sceneObject"></param> | ||
2551 | /// <param name="attachToBackup"> | ||
2552 | /// If true, the object is made persistent into the scene. | ||
2553 | /// If false, the object will not persist over server restarts | ||
2554 | /// </param> | ||
2555 | /// <returns>true if the object was added. false if not</returns> | ||
2556 | public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup) | ||
2557 | { | ||
2558 | return AddNewSceneObject(sceneObject, attachToBackup, true); | ||
2559 | } | ||
2560 | |||
2561 | /// <summary> | ||
2562 | /// Add a newly created object to the scene | ||
2563 | /// </summary> | ||
2564 | /// <param name="sceneObject"></param> | ||
2565 | /// <param name="attachToBackup"> | ||
2566 | /// If true, the object is made persistent into the scene. | ||
2567 | /// If false, the object will not persist over server restarts | ||
2568 | /// </param> | ||
2569 | /// <param name="sendClientUpdates"> | ||
2570 | /// If true, updates for the new scene object are sent to all viewers in range. | ||
2571 | /// If false, it is left to the caller to schedule the update | ||
2572 | /// </param> | ||
2573 | /// <returns>true if the object was added. false if not</returns> | ||
2574 | public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) | ||
2575 | { | ||
2576 | if (m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates)) | ||
2577 | { | ||
2578 | EventManager.TriggerObjectAddedToScene(sceneObject); | ||
2579 | return true; | ||
2580 | } | ||
2581 | |||
2582 | return false; | ||
2583 | } | ||
2584 | |||
2585 | /// <summary> | ||
2586 | /// Add a newly created object to the scene. | ||
2587 | /// </summary> | ||
2588 | /// <remarks> | ||
2589 | /// This method does not send updates to the client - callers need to handle this themselves. | ||
2590 | /// </remarks> | ||
2591 | /// <param name="sceneObject"></param> | ||
2592 | /// <param name="attachToBackup"></param> | ||
2593 | /// <param name="pos">Position of the object. If null then the position stored in the object is used.</param> | ||
2594 | /// <param name="rot">Rotation of the object. If null then the rotation stored in the object is used.</param> | ||
2595 | /// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param> | ||
2596 | /// <returns></returns> | ||
2597 | public bool AddNewSceneObject( | ||
2598 | SceneObjectGroup sceneObject, bool attachToBackup, Vector3? pos, Quaternion? rot, Vector3 vel) | ||
2599 | { | ||
2600 | if (m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, pos, rot, vel)) | ||
2601 | { | ||
2602 | EventManager.TriggerObjectAddedToScene(sceneObject); | ||
2603 | return true; | ||
2604 | } | ||
2605 | |||
2606 | return false; | ||
2607 | } | ||
2608 | |||
2609 | /// <summary> | ||
2610 | /// Delete every object from the scene. This does not include attachments worn by avatars. | ||
2611 | /// </summary> | ||
2612 | public void DeleteAllSceneObjects() | ||
2613 | { | ||
2614 | lock (Entities) | ||
2615 | { | ||
2616 | EntityBase[] entities = Entities.GetEntities(); | ||
2617 | foreach (EntityBase e in entities) | ||
2618 | { | ||
2619 | if (e is SceneObjectGroup) | ||
2620 | { | ||
2621 | SceneObjectGroup sog = (SceneObjectGroup)e; | ||
2622 | if (!sog.IsAttachment) | ||
2623 | DeleteSceneObject((SceneObjectGroup)e, false); | ||
2624 | } | ||
2625 | } | ||
2626 | } | ||
2627 | } | ||
2628 | |||
2629 | /// <summary> | ||
2630 | /// Synchronously delete the given object from the scene. | ||
2631 | /// </summary> | ||
2632 | /// <remarks> | ||
2633 | /// Scripts are also removed. | ||
2634 | /// </remarks> | ||
2635 | /// <param name="group">Object Id</param> | ||
2636 | /// <param name="silent">Suppress broadcasting changes to other clients.</param> | ||
2637 | public void DeleteSceneObject(SceneObjectGroup group, bool silent) | ||
2638 | { | ||
2639 | DeleteSceneObject(group, silent, true); | ||
2640 | } | ||
2641 | |||
2642 | /// <summary> | ||
2643 | /// Synchronously delete the given object from the scene. | ||
2644 | /// </summary> | ||
2645 | /// <param name="group">Object Id</param> | ||
2646 | /// <param name="silent">Suppress broadcasting changes to other clients.</param> | ||
2647 | /// <param name="removeScripts">If true, then scripts are removed. If false, then they are only stopped.</para> | ||
2648 | public void DeleteSceneObject(SceneObjectGroup group, bool silent, bool removeScripts) | ||
2649 | { | ||
2650 | // m_log.DebugFormat("[SCENE]: Deleting scene object {0} {1}", group.Name, group.UUID); | ||
2651 | |||
2652 | if (removeScripts) | ||
2653 | group.RemoveScriptInstances(true); | ||
2654 | else | ||
2655 | group.StopScriptInstances(); | ||
2656 | |||
2657 | SceneObjectPart[] partList = group.Parts; | ||
2658 | |||
2659 | foreach (SceneObjectPart part in partList) | ||
2660 | { | ||
2661 | if (part.KeyframeMotion != null) | ||
2662 | { | ||
2663 | part.KeyframeMotion.Delete(); | ||
2664 | part.KeyframeMotion = null; | ||
2665 | } | ||
2666 | |||
2667 | if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0)) | ||
2668 | { | ||
2669 | PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed? | ||
2670 | } | ||
2671 | else if (part.PhysActor != null) | ||
2672 | { | ||
2673 | part.RemoveFromPhysics(); | ||
2674 | } | ||
2675 | } | ||
2676 | |||
2677 | if (UnlinkSceneObject(group, false)) | ||
2678 | { | ||
2679 | EventManager.TriggerObjectBeingRemovedFromScene(group); | ||
2680 | EventManager.TriggerParcelPrimCountTainted(); | ||
2681 | } | ||
2682 | |||
2683 | group.DeleteGroupFromScene(silent); | ||
2684 | |||
2685 | // m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); | ||
2686 | } | ||
2687 | |||
2688 | /// <summary> | ||
2689 | /// Unlink the given object from the scene. Unlike delete, this just removes the record of the object - the | ||
2690 | /// object itself is not destroyed. | ||
2691 | /// </summary> | ||
2692 | /// <param name="so">The scene object.</param> | ||
2693 | /// <param name="softDelete">If true, only deletes from scene, but keeps the object in the database.</param> | ||
2694 | /// <returns>true if the object was in the scene, false if it was not</returns> | ||
2695 | public bool UnlinkSceneObject(SceneObjectGroup so, bool softDelete) | ||
2696 | { | ||
2697 | if (m_sceneGraph.DeleteSceneObject(so.UUID, softDelete)) | ||
2698 | { | ||
2699 | if (!softDelete) | ||
2700 | { | ||
2701 | // If the group contains prims whose SceneGroupID is incorrect then force a | ||
2702 | // database update, because RemoveObject() works by searching on the SceneGroupID. | ||
2703 | // This is an expensive thing to do so only do it if absolutely necessary. | ||
2704 | if (so.GroupContainsForeignPrims) | ||
2705 | ForceSceneObjectBackup(so); | ||
2706 | |||
2707 | so.DetachFromBackup(); | ||
2708 | SimulationDataService.RemoveObject(so.UUID, RegionInfo.RegionID); | ||
2709 | } | ||
2710 | |||
2711 | // We need to keep track of this state in case this group is still queued for further backup. | ||
2712 | so.IsDeleted = true; | ||
2713 | |||
2714 | return true; | ||
2715 | } | ||
2716 | |||
2717 | return false; | ||
2718 | } | ||
2719 | |||
2720 | /// <summary> | ||
2721 | /// Move the given scene object into a new region depending on which region its absolute position has moved | ||
2722 | /// into. | ||
2723 | /// | ||
2724 | /// </summary> | ||
2725 | /// <param name="attemptedPosition">the attempted out of region position of the scene object</param> | ||
2726 | /// <param name="grp">the scene object that we're crossing</param> | ||
2727 | public void CrossPrimGroupIntoNewRegion(Vector3 attemptedPosition, SceneObjectGroup grp, bool silent) | ||
2728 | { | ||
2729 | if (grp == null) | ||
2730 | return; | ||
2731 | if (grp.IsDeleted) | ||
2732 | return; | ||
2733 | |||
2734 | if (grp.RootPart.DIE_AT_EDGE) | ||
2735 | { | ||
2736 | // We remove the object here | ||
2737 | try | ||
2738 | { | ||
2739 | DeleteSceneObject(grp, false); | ||
2740 | } | ||
2741 | catch (Exception) | ||
2742 | { | ||
2743 | m_log.Warn("[SCENE]: exception when trying to remove the prim that crossed the border."); | ||
2744 | } | ||
2745 | return; | ||
2746 | } | ||
2747 | |||
2748 | if (grp.RootPart.RETURN_AT_EDGE) | ||
2749 | { | ||
2750 | // We remove the object here | ||
2751 | try | ||
2752 | { | ||
2753 | List<SceneObjectGroup> objects = new List<SceneObjectGroup>(); | ||
2754 | objects.Add(grp); | ||
2755 | SceneObjectGroup[] objectsArray = objects.ToArray(); | ||
2756 | returnObjects(objectsArray, UUID.Zero); | ||
2757 | } | ||
2758 | catch (Exception) | ||
2759 | { | ||
2760 | m_log.Warn("[SCENE]: exception when trying to return the prim that crossed the border."); | ||
2761 | } | ||
2762 | return; | ||
2763 | } | ||
2764 | |||
2765 | if (EntityTransferModule != null) | ||
2766 | EntityTransferModule.Cross(grp, attemptedPosition, silent); | ||
2767 | } | ||
2768 | |||
2769 | // Simple test to see if a position is in the current region. | ||
2770 | // This test is mostly used to see if a region crossing is necessary. | ||
2771 | // Assuming the position is relative to the region so anything outside its bounds. | ||
2772 | // Return 'true' if position inside region. | ||
2773 | public bool PositionIsInCurrentRegion(Vector3 pos) | ||
2774 | { | ||
2775 | bool ret = false; | ||
2776 | int xx = (int)Math.Floor(pos.X); | ||
2777 | int yy = (int)Math.Floor(pos.Y); | ||
2778 | if (xx < 0 || yy < 0) | ||
2779 | return false; | ||
2780 | |||
2781 | IRegionCombinerModule regionCombinerModule = RequestModuleInterface<IRegionCombinerModule>(); | ||
2782 | if (regionCombinerModule == null) | ||
2783 | { | ||
2784 | // Regular region. Just check for region size | ||
2785 | if (xx < RegionInfo.RegionSizeX && yy < RegionInfo.RegionSizeY) | ||
2786 | ret = true; | ||
2787 | } | ||
2788 | else | ||
2789 | { | ||
2790 | // We're in a mega-region so see if we are still in that larger region | ||
2791 | ret = regionCombinerModule.PositionIsInMegaregion(this.RegionInfo.RegionID, xx, yy); | ||
2792 | } | ||
2793 | |||
2794 | return ret; | ||
2795 | |||
2796 | } | ||
2797 | |||
2798 | /// <summary> | ||
2799 | /// Called when objects or attachments cross the border, or teleport, between regions. | ||
2800 | /// </summary> | ||
2801 | /// <param name="sog"></param> | ||
2802 | /// <returns></returns> | ||
2803 | public bool IncomingCreateObject(Vector3 newPosition, ISceneObject sog) | ||
2804 | { | ||
2805 | //m_log.DebugFormat(" >>> IncomingCreateObject(sog) <<< {0} deleted? {1} isAttach? {2}", ((SceneObjectGroup)sog).AbsolutePosition, | ||
2806 | // ((SceneObjectGroup)sog).IsDeleted, ((SceneObjectGroup)sog).RootPart.IsAttachment); | ||
2807 | |||
2808 | SceneObjectGroup newObject; | ||
2809 | try | ||
2810 | { | ||
2811 | newObject = (SceneObjectGroup)sog; | ||
2812 | } | ||
2813 | catch (Exception e) | ||
2814 | { | ||
2815 | m_log.WarnFormat("[INTERREGION]: Problem casting object, exception {0}{1}", e.Message, e.StackTrace); | ||
2816 | return false; | ||
2817 | } | ||
2818 | |||
2819 | if (!EntityTransferModule.HandleIncomingSceneObject(newObject, newPosition)) | ||
2820 | return false; | ||
2821 | |||
2822 | // Do this as late as possible so that listeners have full access to the incoming object | ||
2823 | EventManager.TriggerOnIncomingSceneObject(newObject); | ||
2824 | |||
2825 | return true; | ||
2826 | } | ||
2827 | |||
2828 | /// <summary> | ||
2829 | /// Adds a Scene Object group to the Scene. | ||
2830 | /// Verifies that the creator of the object is not banned from the simulator. | ||
2831 | /// Checks if the item is an Attachment | ||
2832 | /// </summary> | ||
2833 | /// <param name="sceneObject"></param> | ||
2834 | /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> | ||
2835 | public bool AddSceneObject(SceneObjectGroup sceneObject) | ||
2836 | { | ||
2837 | // Force allocation of new LocalId | ||
2838 | // | ||
2839 | SceneObjectPart[] parts = sceneObject.Parts; | ||
2840 | for (int i = 0; i < parts.Length; i++) | ||
2841 | parts[i].LocalId = 0; | ||
2842 | |||
2843 | if (sceneObject.IsAttachmentCheckFull()) // Attachment | ||
2844 | { | ||
2845 | sceneObject.RootPart.AddFlag(PrimFlags.TemporaryOnRez); | ||
2846 | sceneObject.RootPart.AddFlag(PrimFlags.Phantom); | ||
2847 | |||
2848 | // Don't sent a full update here because this will cause full updates to be sent twice for | ||
2849 | // attachments on region crossings, resulting in viewer glitches. | ||
2850 | AddRestoredSceneObject(sceneObject, false, false, false); | ||
2851 | |||
2852 | // Handle attachment special case | ||
2853 | SceneObjectPart RootPrim = sceneObject.RootPart; | ||
2854 | |||
2855 | // Fix up attachment Parent Local ID | ||
2856 | ScenePresence sp = GetScenePresence(sceneObject.OwnerID); | ||
2857 | |||
2858 | if (sp != null) | ||
2859 | { | ||
2860 | SceneObjectGroup grp = sceneObject; | ||
2861 | |||
2862 | // m_log.DebugFormat( | ||
2863 | // "[ATTACHMENT]: Received attachment {0}, inworld asset id {1}", grp.FromItemID, grp.UUID); | ||
2864 | // m_log.DebugFormat( | ||
2865 | // "[ATTACHMENT]: Attach to avatar {0} at position {1}", sp.UUID, grp.AbsolutePosition); | ||
2866 | |||
2867 | RootPrim.RemFlag(PrimFlags.TemporaryOnRez); | ||
2868 | |||
2869 | // We must currently not resume scripts at this stage since AttachmentsModule does not have the | ||
2870 | // information that this is due to a teleport/border cross rather than an ordinary attachment. | ||
2871 | // We currently do this in Scene.MakeRootAgent() instead. | ||
2872 | if (AttachmentsModule != null) | ||
2873 | AttachmentsModule.AttachObject(sp, grp, 0, false, false, true); | ||
2874 | } | ||
2875 | else | ||
2876 | { | ||
2877 | RootPrim.RemFlag(PrimFlags.TemporaryOnRez); | ||
2878 | RootPrim.AddFlag(PrimFlags.TemporaryOnRez); | ||
2879 | } | ||
2880 | } | ||
2881 | else | ||
2882 | { | ||
2883 | AddRestoredSceneObject(sceneObject, true, false); | ||
2884 | } | ||
2885 | |||
2886 | return true; | ||
2887 | } | ||
2888 | |||
2889 | #endregion | ||
2890 | |||
2891 | #region Add/Remove Avatar Methods | ||
2892 | |||
2893 | public override ISceneAgent AddNewAgent(IClientAPI client, PresenceType type) | ||
2894 | { | ||
2895 | ScenePresence sp; | ||
2896 | bool vialogin; | ||
2897 | bool reallyNew = true; | ||
2898 | |||
2899 | // Update the number of users attempting to login | ||
2900 | StatsReporter.UpdateUsersLoggingIn(true); | ||
2901 | |||
2902 | // Validation occurs in LLUDPServer | ||
2903 | // | ||
2904 | // XXX: A race condition exists here where two simultaneous calls to AddNewAgent can interfere with | ||
2905 | // each other. In practice, this does not currently occur in the code. | ||
2906 | AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode); | ||
2907 | |||
2908 | // We lock here on AgentCircuitData to prevent a race condition between the thread adding a new connection | ||
2909 | // and a simultaneous one that removes it (as can happen if the client is closed at a particular point | ||
2910 | // whilst connecting). | ||
2911 | // | ||
2912 | // It would be easier to lock across all NewUserConnection(), AddNewAgent() and | ||
2913 | // RemoveClient() calls for all agents, but this would allow a slow call (e.g. because of slow service | ||
2914 | // response in some module listening to AddNewAgent()) from holding up unrelated agent calls. | ||
2915 | // | ||
2916 | // In practice, the lock (this) in LLUDPServer.AddNewClient() currently lock across all | ||
2917 | // AddNewClient() operations (though not other ops). | ||
2918 | // In the future this can be relieved once locking per agent (not necessarily on AgentCircuitData) is improved. | ||
2919 | lock (aCircuit) | ||
2920 | { | ||
2921 | vialogin | ||
2922 | = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 | ||
2923 | || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; | ||
2924 | |||
2925 | // CheckHeartbeat(); | ||
2926 | |||
2927 | sp = GetScenePresence(client.AgentId); | ||
2928 | |||
2929 | // XXX: Not sure how good it is to add a new client if a scene presence already exists. Possibly this | ||
2930 | // could occur if a viewer crashes and relogs before the old client is kicked out. But this could cause | ||
2931 | // other problems, and possibly the code calling AddNewAgent() should ensure that no client is already | ||
2932 | // connected. | ||
2933 | if (sp == null) | ||
2934 | { | ||
2935 | m_log.DebugFormat( | ||
2936 | "[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}", | ||
2937 | client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos); | ||
2938 | |||
2939 | sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type); | ||
2940 | |||
2941 | // We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the | ||
2942 | // client is for a root or child agent. | ||
2943 | // We must also set this before adding the client to the client manager so that an exception later on | ||
2944 | // does not leave a client manager entry without the scene agent set, which will cause other code | ||
2945 | // to fail since any entry in the client manager should have a ScenePresence | ||
2946 | // | ||
2947 | // XXX: This may be better set for a new client before that client is added to the client manager. | ||
2948 | // But need to know what happens in the case where a ScenePresence is already present (and if this | ||
2949 | // actually occurs). | ||
2950 | client.SceneAgent = sp; | ||
2951 | |||
2952 | m_clientManager.Add(client); | ||
2953 | SubscribeToClientEvents(client); | ||
2954 | m_eventManager.TriggerOnNewPresence(sp); | ||
2955 | |||
2956 | sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags; | ||
2957 | } | ||
2958 | else | ||
2959 | { | ||
2960 | // We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the | ||
2961 | // client is for a root or child agent. | ||
2962 | // XXX: This may be better set for a new client before that client is added to the client manager. | ||
2963 | // But need to know what happens in the case where a ScenePresence is already present (and if this | ||
2964 | // actually occurs). | ||
2965 | client.SceneAgent = sp; | ||
2966 | |||
2967 | m_log.WarnFormat( | ||
2968 | "[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence", | ||
2969 | sp.IsChildAgent ? "child" : "root", sp.Name, RegionInfo.RegionName); | ||
2970 | |||
2971 | reallyNew = false; | ||
2972 | } | ||
2973 | |||
2974 | // This is currently also being done earlier in NewUserConnection for real users to see if this | ||
2975 | // resolves problems where HG agents are occasionally seen by others as "Unknown user" in chat and other | ||
2976 | // places. However, we still need to do it here for NPCs. | ||
2977 | CacheUserName(sp, aCircuit); | ||
2978 | |||
2979 | if (reallyNew) | ||
2980 | EventManager.TriggerOnNewClient(client); | ||
2981 | |||
2982 | if (vialogin) | ||
2983 | EventManager.TriggerOnClientLogin(client); | ||
2984 | } | ||
2985 | |||
2986 | // User has logged into the scene so update the list of users logging | ||
2987 | // in | ||
2988 | StatsReporter.UpdateUsersLoggingIn(false); | ||
2989 | |||
2990 | m_LastLogin = Util.EnvironmentTickCount(); | ||
2991 | |||
2992 | return sp; | ||
2993 | } | ||
2994 | |||
2995 | /// <summary> | ||
2996 | /// Returns the Home URI of the agent, or null if unknown. | ||
2997 | /// </summary> | ||
2998 | public string GetAgentHomeURI(UUID agentID) | ||
2999 | { | ||
3000 | AgentCircuitData circuit = AuthenticateHandler.GetAgentCircuitData(agentID); | ||
3001 | if (circuit != null && circuit.ServiceURLs != null && circuit.ServiceURLs.ContainsKey("HomeURI")) | ||
3002 | return circuit.ServiceURLs["HomeURI"].ToString(); | ||
3003 | else | ||
3004 | return null; | ||
3005 | } | ||
3006 | |||
3007 | /// <summary> | ||
3008 | /// Cache the user name for later use. | ||
3009 | /// </summary> | ||
3010 | /// <param name="sp"></param> | ||
3011 | /// <param name="aCircuit"></param> | ||
3012 | private void CacheUserName(ScenePresence sp, AgentCircuitData aCircuit) | ||
3013 | { | ||
3014 | if (UserManagementModule != null) | ||
3015 | { | ||
3016 | string first = aCircuit.firstname, last = aCircuit.lastname; | ||
3017 | |||
3018 | if (sp != null && sp.PresenceType == PresenceType.Npc) | ||
3019 | { | ||
3020 | UserManagementModule.AddUser(aCircuit.AgentID, first, last); | ||
3021 | } | ||
3022 | else | ||
3023 | { | ||
3024 | string homeURL = string.Empty; | ||
3025 | |||
3026 | if (aCircuit.ServiceURLs.ContainsKey("HomeURI")) | ||
3027 | homeURL = aCircuit.ServiceURLs["HomeURI"].ToString(); | ||
3028 | |||
3029 | if (aCircuit.lastname.StartsWith("@")) | ||
3030 | { | ||
3031 | string[] parts = aCircuit.firstname.Split('.'); | ||
3032 | if (parts.Length >= 2) | ||
3033 | { | ||
3034 | first = parts[0]; | ||
3035 | last = parts[1]; | ||
3036 | } | ||
3037 | } | ||
3038 | |||
3039 | UserManagementModule.AddUser(aCircuit.AgentID, first, last, homeURL); | ||
3040 | } | ||
3041 | } | ||
3042 | } | ||
3043 | |||
3044 | private bool VerifyClient(AgentCircuitData aCircuit, System.Net.IPEndPoint ep, out bool vialogin) | ||
3045 | { | ||
3046 | vialogin = false; | ||
3047 | |||
3048 | // Do the verification here | ||
3049 | if ((aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0) | ||
3050 | { | ||
3051 | m_log.DebugFormat("[SCENE]: Incoming client {0} {1} in region {2} via HG login", aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName); | ||
3052 | vialogin = true; | ||
3053 | IUserAgentVerificationModule userVerification = RequestModuleInterface<IUserAgentVerificationModule>(); | ||
3054 | if (userVerification != null && ep != null) | ||
3055 | { | ||
3056 | if (!userVerification.VerifyClient(aCircuit, ep.Address.ToString())) | ||
3057 | { | ||
3058 | // uh-oh, this is fishy | ||
3059 | m_log.DebugFormat("[SCENE]: User Client Verification for {0} {1} in {2} returned false", aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName); | ||
3060 | return false; | ||
3061 | } | ||
3062 | else | ||
3063 | m_log.DebugFormat("[SCENE]: User Client Verification for {0} {1} in {2} returned true", aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName); | ||
3064 | |||
3065 | } | ||
3066 | } | ||
3067 | |||
3068 | else if ((aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0) | ||
3069 | { | ||
3070 | m_log.DebugFormat("[SCENE]: Incoming client {0} {1} in region {2} via regular login. Client IP verification not performed.", | ||
3071 | aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName); | ||
3072 | vialogin = true; | ||
3073 | } | ||
3074 | |||
3075 | return true; | ||
3076 | } | ||
3077 | |||
3078 | // Called by Caps, on the first HTTP contact from the client | ||
3079 | public override bool CheckClient(UUID agentID, System.Net.IPEndPoint ep) | ||
3080 | { | ||
3081 | AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(agentID); | ||
3082 | if (aCircuit != null) | ||
3083 | { | ||
3084 | bool vialogin = false; | ||
3085 | if (!VerifyClient(aCircuit, ep, out vialogin)) | ||
3086 | { | ||
3087 | // if it doesn't pass, we remove the agentcircuitdata altogether | ||
3088 | // and the scene presence and the client, if they exist | ||
3089 | try | ||
3090 | { | ||
3091 | // We need to wait for the client to make UDP contact first. | ||
3092 | // It's the UDP contact that creates the scene presence | ||
3093 | ScenePresence sp = WaitGetScenePresence(agentID); | ||
3094 | if (sp != null) | ||
3095 | { | ||
3096 | PresenceService.LogoutAgent(sp.ControllingClient.SessionId); | ||
3097 | |||
3098 | CloseAgent(sp.UUID, false); | ||
3099 | } | ||
3100 | else | ||
3101 | { | ||
3102 | m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID); | ||
3103 | } | ||
3104 | // BANG! SLASH! | ||
3105 | m_authenticateHandler.RemoveCircuit(agentID); | ||
3106 | |||
3107 | return false; | ||
3108 | } | ||
3109 | catch (Exception e) | ||
3110 | { | ||
3111 | m_log.DebugFormat("[SCENE]: Exception while closing aborted client: {0}", e.StackTrace); | ||
3112 | } | ||
3113 | } | ||
3114 | else | ||
3115 | return true; | ||
3116 | } | ||
3117 | |||
3118 | return false; | ||
3119 | } | ||
3120 | |||
3121 | /// <summary> | ||
3122 | /// Register for events from the client | ||
3123 | /// </summary> | ||
3124 | /// <param name="client">The IClientAPI of the connected client</param> | ||
3125 | public virtual void SubscribeToClientEvents(IClientAPI client) | ||
3126 | { | ||
3127 | SubscribeToClientTerrainEvents(client); | ||
3128 | SubscribeToClientPrimEvents(client); | ||
3129 | SubscribeToClientPrimRezEvents(client); | ||
3130 | SubscribeToClientInventoryEvents(client); | ||
3131 | SubscribeToClientTeleportEvents(client); | ||
3132 | SubscribeToClientScriptEvents(client); | ||
3133 | SubscribeToClientParcelEvents(client); | ||
3134 | SubscribeToClientGridEvents(client); | ||
3135 | SubscribeToClientNetworkEvents(client); | ||
3136 | } | ||
3137 | |||
3138 | public virtual void SubscribeToClientTerrainEvents(IClientAPI client) | ||
3139 | { | ||
3140 | client.OnRegionHandShakeReply += SendLayerData; | ||
3141 | } | ||
3142 | |||
3143 | public virtual void SubscribeToClientPrimEvents(IClientAPI client) | ||
3144 | { | ||
3145 | client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; | ||
3146 | client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; | ||
3147 | |||
3148 | client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; | ||
3149 | client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; | ||
3150 | client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; | ||
3151 | client.OnUpdatePrimSingleRotationPosition += m_sceneGraph.UpdatePrimSingleRotationPosition; | ||
3152 | |||
3153 | client.OnUpdatePrimScale += m_sceneGraph.UpdatePrimScale; | ||
3154 | client.OnUpdatePrimGroupScale += m_sceneGraph.UpdatePrimGroupScale; | ||
3155 | client.OnUpdateExtraParams += m_sceneGraph.UpdateExtraParam; | ||
3156 | client.OnUpdatePrimShape += m_sceneGraph.UpdatePrimShape; | ||
3157 | client.OnUpdatePrimTexture += m_sceneGraph.UpdatePrimTexture; | ||
3158 | client.OnObjectRequest += RequestPrim; | ||
3159 | client.OnObjectSelect += SelectPrim; | ||
3160 | client.OnObjectDeselect += DeselectPrim; | ||
3161 | client.OnGrabUpdate += m_sceneGraph.MoveObject; | ||
3162 | client.OnSpinStart += m_sceneGraph.SpinStart; | ||
3163 | client.OnSpinUpdate += m_sceneGraph.SpinObject; | ||
3164 | client.OnDeRezObject += DeRezObjects; | ||
3165 | |||
3166 | client.OnObjectName += m_sceneGraph.PrimName; | ||
3167 | client.OnObjectClickAction += m_sceneGraph.PrimClickAction; | ||
3168 | client.OnObjectMaterial += m_sceneGraph.PrimMaterial; | ||
3169 | client.OnLinkObjects += LinkObjects; | ||
3170 | client.OnDelinkObjects += DelinkObjects; | ||
3171 | client.OnObjectDuplicate += DuplicateObject; | ||
3172 | client.OnObjectDuplicateOnRay += doObjectDuplicateOnRay; | ||
3173 | client.OnUpdatePrimFlags += m_sceneGraph.UpdatePrimFlags; | ||
3174 | client.OnRequestObjectPropertiesFamily += m_sceneGraph.RequestObjectPropertiesFamily; | ||
3175 | client.OnObjectPermissions += HandleObjectPermissionsUpdate; | ||
3176 | client.OnGrabObject += ProcessObjectGrab; | ||
3177 | client.OnGrabUpdate += ProcessObjectGrabUpdate; | ||
3178 | client.OnDeGrabObject += ProcessObjectDeGrab; | ||
3179 | client.OnUndo += m_sceneGraph.HandleUndo; | ||
3180 | client.OnRedo += m_sceneGraph.HandleRedo; | ||
3181 | client.OnObjectDescription += m_sceneGraph.PrimDescription; | ||
3182 | client.OnObjectIncludeInSearch += m_sceneGraph.MakeObjectSearchable; | ||
3183 | client.OnObjectOwner += ObjectOwner; | ||
3184 | client.OnObjectGroupRequest += HandleObjectGroupUpdate; | ||
3185 | } | ||
3186 | |||
3187 | public virtual void SubscribeToClientPrimRezEvents(IClientAPI client) | ||
3188 | { | ||
3189 | client.OnAddPrim += AddNewPrim; | ||
3190 | client.OnRezObject += RezObject; | ||
3191 | } | ||
3192 | |||
3193 | public virtual void SubscribeToClientInventoryEvents(IClientAPI client) | ||
3194 | { | ||
3195 | client.OnLinkInventoryItem += HandleLinkInventoryItem; | ||
3196 | client.OnCreateNewInventoryFolder += HandleCreateInventoryFolder; | ||
3197 | client.OnUpdateInventoryFolder += HandleUpdateInventoryFolder; | ||
3198 | client.OnMoveInventoryFolder += HandleMoveInventoryFolder; // 2; //!! | ||
3199 | client.OnFetchInventoryDescendents += HandleFetchInventoryDescendents; | ||
3200 | client.OnPurgeInventoryDescendents += HandlePurgeInventoryDescendents; // 2; //!! | ||
3201 | client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; | ||
3202 | client.OnUpdateInventoryItem += UpdateInventoryItemAsset; | ||
3203 | client.OnCopyInventoryItem += CopyInventoryItem; | ||
3204 | client.OnMoveInventoryItem += MoveInventoryItem; | ||
3205 | client.OnRemoveInventoryItem += RemoveInventoryItem; | ||
3206 | client.OnRemoveInventoryFolder += RemoveInventoryFolder; | ||
3207 | client.OnRezScript += RezScript; | ||
3208 | client.OnRequestTaskInventory += RequestTaskInventory; | ||
3209 | client.OnRemoveTaskItem += RemoveTaskInventory; | ||
3210 | client.OnUpdateTaskInventory += UpdateTaskInventory; | ||
3211 | client.OnMoveTaskItem += ClientMoveTaskInventoryItem; | ||
3212 | } | ||
3213 | |||
3214 | public virtual void SubscribeToClientTeleportEvents(IClientAPI client) | ||
3215 | { | ||
3216 | client.OnTeleportLocationRequest += RequestTeleportLocation; | ||
3217 | } | ||
3218 | |||
3219 | public virtual void SubscribeToClientScriptEvents(IClientAPI client) | ||
3220 | { | ||
3221 | client.OnScriptReset += ProcessScriptReset; | ||
3222 | client.OnGetScriptRunning += GetScriptRunning; | ||
3223 | client.OnSetScriptRunning += SetScriptRunning; | ||
3224 | } | ||
3225 | |||
3226 | public virtual void SubscribeToClientParcelEvents(IClientAPI client) | ||
3227 | { | ||
3228 | client.OnParcelReturnObjectsRequest += LandChannel.ReturnObjectsInParcel; | ||
3229 | client.OnParcelSetOtherCleanTime += LandChannel.SetParcelOtherCleanTime; | ||
3230 | client.OnParcelBuy += ProcessParcelBuy; | ||
3231 | } | ||
3232 | |||
3233 | public virtual void SubscribeToClientGridEvents(IClientAPI client) | ||
3234 | { | ||
3235 | //client.OnNameFromUUIDRequest += HandleUUIDNameRequest; | ||
3236 | client.OnMoneyTransferRequest += ProcessMoneyTransferRequest; | ||
3237 | } | ||
3238 | |||
3239 | public virtual void SubscribeToClientNetworkEvents(IClientAPI client) | ||
3240 | { | ||
3241 | client.OnNetworkStatsUpdate += StatsReporter.AddPacketsStats; | ||
3242 | client.OnViewerEffect += ProcessViewerEffect; | ||
3243 | } | ||
3244 | |||
3245 | /// <summary> | ||
3246 | /// Unsubscribe the client from events. | ||
3247 | /// </summary> | ||
3248 | /// FIXME: Not called anywhere! | ||
3249 | /// <param name="client">The IClientAPI of the client</param> | ||
3250 | public virtual void UnSubscribeToClientEvents(IClientAPI client) | ||
3251 | { | ||
3252 | UnSubscribeToClientTerrainEvents(client); | ||
3253 | UnSubscribeToClientPrimEvents(client); | ||
3254 | UnSubscribeToClientPrimRezEvents(client); | ||
3255 | UnSubscribeToClientInventoryEvents(client); | ||
3256 | UnSubscribeToClientTeleportEvents(client); | ||
3257 | UnSubscribeToClientScriptEvents(client); | ||
3258 | UnSubscribeToClientParcelEvents(client); | ||
3259 | UnSubscribeToClientGridEvents(client); | ||
3260 | UnSubscribeToClientNetworkEvents(client); | ||
3261 | } | ||
3262 | |||
3263 | public virtual void UnSubscribeToClientTerrainEvents(IClientAPI client) | ||
3264 | { | ||
3265 | client.OnRegionHandShakeReply -= SendLayerData; | ||
3266 | } | ||
3267 | |||
3268 | public virtual void UnSubscribeToClientPrimEvents(IClientAPI client) | ||
3269 | { | ||
3270 | client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; | ||
3271 | client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; | ||
3272 | |||
3273 | client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; | ||
3274 | client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; | ||
3275 | client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; | ||
3276 | client.OnUpdatePrimSingleRotationPosition -= m_sceneGraph.UpdatePrimSingleRotationPosition; | ||
3277 | |||
3278 | client.OnUpdatePrimScale -= m_sceneGraph.UpdatePrimScale; | ||
3279 | client.OnUpdatePrimGroupScale -= m_sceneGraph.UpdatePrimGroupScale; | ||
3280 | client.OnUpdateExtraParams -= m_sceneGraph.UpdateExtraParam; | ||
3281 | client.OnUpdatePrimShape -= m_sceneGraph.UpdatePrimShape; | ||
3282 | client.OnUpdatePrimTexture -= m_sceneGraph.UpdatePrimTexture; | ||
3283 | client.OnObjectRequest -= RequestPrim; | ||
3284 | client.OnObjectSelect -= SelectPrim; | ||
3285 | client.OnObjectDeselect -= DeselectPrim; | ||
3286 | client.OnGrabUpdate -= m_sceneGraph.MoveObject; | ||
3287 | client.OnSpinStart -= m_sceneGraph.SpinStart; | ||
3288 | client.OnSpinUpdate -= m_sceneGraph.SpinObject; | ||
3289 | client.OnDeRezObject -= DeRezObjects; | ||
3290 | client.OnObjectName -= m_sceneGraph.PrimName; | ||
3291 | client.OnObjectClickAction -= m_sceneGraph.PrimClickAction; | ||
3292 | client.OnObjectMaterial -= m_sceneGraph.PrimMaterial; | ||
3293 | client.OnLinkObjects -= LinkObjects; | ||
3294 | client.OnDelinkObjects -= DelinkObjects; | ||
3295 | client.OnObjectDuplicate -= DuplicateObject; | ||
3296 | client.OnObjectDuplicateOnRay -= doObjectDuplicateOnRay; | ||
3297 | client.OnUpdatePrimFlags -= m_sceneGraph.UpdatePrimFlags; | ||
3298 | client.OnRequestObjectPropertiesFamily -= m_sceneGraph.RequestObjectPropertiesFamily; | ||
3299 | client.OnObjectPermissions -= HandleObjectPermissionsUpdate; | ||
3300 | client.OnGrabObject -= ProcessObjectGrab; | ||
3301 | client.OnDeGrabObject -= ProcessObjectDeGrab; | ||
3302 | client.OnUndo -= m_sceneGraph.HandleUndo; | ||
3303 | client.OnRedo -= m_sceneGraph.HandleRedo; | ||
3304 | client.OnObjectDescription -= m_sceneGraph.PrimDescription; | ||
3305 | client.OnObjectIncludeInSearch -= m_sceneGraph.MakeObjectSearchable; | ||
3306 | client.OnObjectOwner -= ObjectOwner; | ||
3307 | } | ||
3308 | |||
3309 | public virtual void UnSubscribeToClientPrimRezEvents(IClientAPI client) | ||
3310 | { | ||
3311 | client.OnAddPrim -= AddNewPrim; | ||
3312 | client.OnRezObject -= RezObject; | ||
3313 | } | ||
3314 | |||
3315 | public virtual void UnSubscribeToClientInventoryEvents(IClientAPI client) | ||
3316 | { | ||
3317 | client.OnCreateNewInventoryFolder -= HandleCreateInventoryFolder; | ||
3318 | client.OnUpdateInventoryFolder -= HandleUpdateInventoryFolder; | ||
3319 | client.OnMoveInventoryFolder -= HandleMoveInventoryFolder; // 2; //!! | ||
3320 | client.OnFetchInventoryDescendents -= HandleFetchInventoryDescendents; | ||
3321 | client.OnPurgeInventoryDescendents -= HandlePurgeInventoryDescendents; // 2; //!! | ||
3322 | client.OnFetchInventory -= m_asyncInventorySender.HandleFetchInventory; | ||
3323 | client.OnUpdateInventoryItem -= UpdateInventoryItemAsset; | ||
3324 | client.OnCopyInventoryItem -= CopyInventoryItem; | ||
3325 | client.OnMoveInventoryItem -= MoveInventoryItem; | ||
3326 | client.OnRemoveInventoryItem -= RemoveInventoryItem; | ||
3327 | client.OnRemoveInventoryFolder -= RemoveInventoryFolder; | ||
3328 | client.OnRezScript -= RezScript; | ||
3329 | client.OnRequestTaskInventory -= RequestTaskInventory; | ||
3330 | client.OnRemoveTaskItem -= RemoveTaskInventory; | ||
3331 | client.OnUpdateTaskInventory -= UpdateTaskInventory; | ||
3332 | client.OnMoveTaskItem -= ClientMoveTaskInventoryItem; | ||
3333 | } | ||
3334 | |||
3335 | public virtual void UnSubscribeToClientTeleportEvents(IClientAPI client) | ||
3336 | { | ||
3337 | client.OnTeleportLocationRequest -= RequestTeleportLocation; | ||
3338 | //client.OnTeleportLandmarkRequest -= RequestTeleportLandmark; | ||
3339 | //client.OnTeleportHomeRequest -= TeleportClientHome; | ||
3340 | } | ||
3341 | |||
3342 | public virtual void UnSubscribeToClientScriptEvents(IClientAPI client) | ||
3343 | { | ||
3344 | client.OnScriptReset -= ProcessScriptReset; | ||
3345 | client.OnGetScriptRunning -= GetScriptRunning; | ||
3346 | client.OnSetScriptRunning -= SetScriptRunning; | ||
3347 | } | ||
3348 | |||
3349 | public virtual void UnSubscribeToClientParcelEvents(IClientAPI client) | ||
3350 | { | ||
3351 | client.OnParcelReturnObjectsRequest -= LandChannel.ReturnObjectsInParcel; | ||
3352 | client.OnParcelSetOtherCleanTime -= LandChannel.SetParcelOtherCleanTime; | ||
3353 | client.OnParcelBuy -= ProcessParcelBuy; | ||
3354 | } | ||
3355 | |||
3356 | public virtual void UnSubscribeToClientGridEvents(IClientAPI client) | ||
3357 | { | ||
3358 | //client.OnNameFromUUIDRequest -= HandleUUIDNameRequest; | ||
3359 | client.OnMoneyTransferRequest -= ProcessMoneyTransferRequest; | ||
3360 | } | ||
3361 | |||
3362 | public virtual void UnSubscribeToClientNetworkEvents(IClientAPI client) | ||
3363 | { | ||
3364 | client.OnNetworkStatsUpdate -= StatsReporter.AddPacketsStats; | ||
3365 | client.OnViewerEffect -= ProcessViewerEffect; | ||
3366 | } | ||
3367 | |||
3368 | /// <summary> | ||
3369 | /// Teleport an avatar to their home region | ||
3370 | /// </summary> | ||
3371 | /// <param name="agentId">The avatar's Unique ID</param> | ||
3372 | /// <param name="client">The IClientAPI for the client</param> | ||
3373 | public virtual bool TeleportClientHome(UUID agentId, IClientAPI client) | ||
3374 | { | ||
3375 | if (EntityTransferModule != null) | ||
3376 | { | ||
3377 | return EntityTransferModule.TeleportHome(agentId, client); | ||
3378 | } | ||
3379 | else | ||
3380 | { | ||
3381 | m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); | ||
3382 | client.SendTeleportFailed("Unable to perform teleports on this simulator."); | ||
3383 | } | ||
3384 | return false; | ||
3385 | } | ||
3386 | |||
3387 | /// <summary> | ||
3388 | /// Duplicates object specified by localID. This is the event handler for IClientAPI. | ||
3389 | /// </summary> | ||
3390 | /// <param name="originalPrim">ID of object to duplicate</param> | ||
3391 | /// <param name="offset"></param> | ||
3392 | /// <param name="flags"></param> | ||
3393 | /// <param name="AgentID">Agent doing the duplication</param> | ||
3394 | /// <param name="GroupID">Group of new object</param> | ||
3395 | public void DuplicateObject(uint originalPrim, Vector3 offset, uint flags, UUID AgentID, UUID GroupID) | ||
3396 | { | ||
3397 | SceneObjectGroup copy = SceneGraph.DuplicateObject(originalPrim, offset, flags, AgentID, GroupID, Quaternion.Identity); | ||
3398 | if (copy != null) | ||
3399 | EventManager.TriggerObjectAddedToScene(copy); | ||
3400 | } | ||
3401 | |||
3402 | /// <summary> | ||
3403 | /// Duplicates object specified by localID at position raycasted against RayTargetObject using | ||
3404 | /// RayEnd and RayStart to determine what the angle of the ray is | ||
3405 | /// </summary> | ||
3406 | /// <param name="localID">ID of object to duplicate</param> | ||
3407 | /// <param name="dupeFlags"></param> | ||
3408 | /// <param name="AgentID">Agent doing the duplication</param> | ||
3409 | /// <param name="GroupID">Group of new object</param> | ||
3410 | /// <param name="RayTargetObj">The target of the Ray</param> | ||
3411 | /// <param name="RayEnd">The ending of the ray (farthest away point)</param> | ||
3412 | /// <param name="RayStart">The Beginning of the ray (closest point)</param> | ||
3413 | /// <param name="BypassRaycast">Bool to bypass raycasting</param> | ||
3414 | /// <param name="RayEndIsIntersection">The End specified is the place to add the object</param> | ||
3415 | /// <param name="CopyCenters">Position the object at the center of the face that it's colliding with</param> | ||
3416 | /// <param name="CopyRotates">Rotate the object the same as the localID object</param> | ||
3417 | public void doObjectDuplicateOnRay(uint localID, uint dupeFlags, UUID AgentID, UUID GroupID, | ||
3418 | UUID RayTargetObj, Vector3 RayEnd, Vector3 RayStart, | ||
3419 | bool BypassRaycast, bool RayEndIsIntersection, bool CopyCenters, bool CopyRotates) | ||
3420 | { | ||
3421 | Vector3 pos; | ||
3422 | const bool frontFacesOnly = true; | ||
3423 | //m_log.Info("HITTARGET: " + RayTargetObj.ToString() + ", COPYTARGET: " + localID.ToString()); | ||
3424 | SceneObjectPart target = GetSceneObjectPart(localID); | ||
3425 | SceneObjectPart target2 = GetSceneObjectPart(RayTargetObj); | ||
3426 | |||
3427 | if (target != null && target2 != null) | ||
3428 | { | ||
3429 | Vector3 direction = Vector3.Normalize(RayEnd - RayStart); | ||
3430 | Vector3 AXOrigin = RayStart; | ||
3431 | Vector3 AXdirection = direction; | ||
3432 | |||
3433 | pos = target2.AbsolutePosition; | ||
3434 | //m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString()); | ||
3435 | |||
3436 | // TODO: Raytrace better here | ||
3437 | |||
3438 | //EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection)); | ||
3439 | Ray NewRay = new Ray(AXOrigin, AXdirection); | ||
3440 | |||
3441 | // Ray Trace against target here | ||
3442 | EntityIntersection ei = target2.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, CopyCenters); | ||
3443 | |||
3444 | // Un-comment out the following line to Get Raytrace results printed to the console. | ||
3445 | //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); | ||
3446 | float ScaleOffset = 0.5f; | ||
3447 | |||
3448 | // If we hit something | ||
3449 | if (ei.HitTF) | ||
3450 | { | ||
3451 | Vector3 scale = target.Scale; | ||
3452 | Vector3 scaleComponent = ei.AAfaceNormal; | ||
3453 | if (scaleComponent.X != 0) ScaleOffset = scale.X; | ||
3454 | if (scaleComponent.Y != 0) ScaleOffset = scale.Y; | ||
3455 | if (scaleComponent.Z != 0) ScaleOffset = scale.Z; | ||
3456 | ScaleOffset = Math.Abs(ScaleOffset); | ||
3457 | Vector3 intersectionpoint = ei.ipoint; | ||
3458 | Vector3 normal = ei.normal; | ||
3459 | Vector3 offset = normal * (ScaleOffset / 2f); | ||
3460 | pos = intersectionpoint + offset; | ||
3461 | |||
3462 | // stick in offset format from the original prim | ||
3463 | pos = pos - target.ParentGroup.AbsolutePosition; | ||
3464 | SceneObjectGroup copy; | ||
3465 | if (CopyRotates) | ||
3466 | { | ||
3467 | Quaternion worldRot = target2.GetWorldRotation(); | ||
3468 | |||
3469 | // SceneObjectGroup obj = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot); | ||
3470 | copy = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot); | ||
3471 | //obj.Rotation = worldRot; | ||
3472 | //obj.UpdateGroupRotationR(worldRot); | ||
3473 | } | ||
3474 | else | ||
3475 | { | ||
3476 | copy = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, Quaternion.Identity); | ||
3477 | } | ||
3478 | |||
3479 | if (copy != null) | ||
3480 | EventManager.TriggerObjectAddedToScene(copy); | ||
3481 | } | ||
3482 | } | ||
3483 | } | ||
3484 | |||
3485 | /// <summary> | ||
3486 | /// Get the avatar appearance for the given client. | ||
3487 | /// </summary> | ||
3488 | /// <param name="client"></param> | ||
3489 | /// <param name="appearance"></param> | ||
3490 | public void GetAvatarAppearance(IClientAPI client, out AvatarAppearance appearance) | ||
3491 | { | ||
3492 | AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode); | ||
3493 | |||
3494 | if (aCircuit == null) | ||
3495 | { | ||
3496 | m_log.DebugFormat("[APPEARANCE] Client did not supply a circuit. Non-Linden? Creating default appearance."); | ||
3497 | appearance = new AvatarAppearance(); | ||
3498 | return; | ||
3499 | } | ||
3500 | |||
3501 | appearance = aCircuit.Appearance; | ||
3502 | if (appearance == null) | ||
3503 | { | ||
3504 | m_log.DebugFormat("[APPEARANCE]: Appearance not found in {0}, returning default", RegionInfo.RegionName); | ||
3505 | appearance = new AvatarAppearance(); | ||
3506 | } | ||
3507 | } | ||
3508 | |||
3509 | /// <summary> | ||
3510 | /// Remove the given client from the scene. | ||
3511 | /// </summary> | ||
3512 | /// <remarks> | ||
3513 | /// Only clientstack code should call this directly. All other code should call IncomingCloseAgent() instead | ||
3514 | /// to properly operate the state machine and avoid race conditions with other close requests (such as directly | ||
3515 | /// from viewers). | ||
3516 | /// </remarks> | ||
3517 | /// <param name='agentID'>ID of agent to close</param> | ||
3518 | /// <param name='closeChildAgents'> | ||
3519 | /// Close the neighbour child agents associated with this client. | ||
3520 | /// </param> | ||
3521 | public void RemoveClient(UUID agentID, bool closeChildAgents) | ||
3522 | { | ||
3523 | AgentCircuitData acd = m_authenticateHandler.GetAgentCircuitData(agentID); | ||
3524 | |||
3525 | // Shouldn't be necessary since RemoveClient() is currently only called by IClientAPI.Close() which | ||
3526 | // in turn is only called by Scene.IncomingCloseAgent() which checks whether the presence exists or not | ||
3527 | // However, will keep for now just in case. | ||
3528 | if (acd == null) | ||
3529 | { | ||
3530 | m_log.ErrorFormat( | ||
3531 | "[SCENE]: No agent circuit found for {0} in {1}, aborting Scene.RemoveClient", agentID, Name); | ||
3532 | |||
3533 | return; | ||
3534 | } | ||
3535 | |||
3536 | // TODO: Can we now remove this lock? | ||
3537 | lock (acd) | ||
3538 | { | ||
3539 | bool isChildAgent = false; | ||
3540 | |||
3541 | ScenePresence avatar = GetScenePresence(agentID); | ||
3542 | |||
3543 | // Shouldn't be necessary since RemoveClient() is currently only called by IClientAPI.Close() which | ||
3544 | // in turn is only called by Scene.IncomingCloseAgent() which checks whether the presence exists or not | ||
3545 | // However, will keep for now just in case. | ||
3546 | if (avatar == null) | ||
3547 | { | ||
3548 | m_log.ErrorFormat( | ||
3549 | "[SCENE]: Called RemoveClient() with agent ID {0} but no such presence is in the scene.", agentID); | ||
3550 | m_authenticateHandler.RemoveCircuit(agentID); | ||
3551 | |||
3552 | return; | ||
3553 | } | ||
3554 | |||
3555 | try | ||
3556 | { | ||
3557 | isChildAgent = avatar.IsChildAgent; | ||
3558 | |||
3559 | m_log.DebugFormat( | ||
3560 | "[SCENE]: Removing {0} agent {1} {2} from {3}", | ||
3561 | isChildAgent ? "child" : "root", avatar.Name, agentID, Name); | ||
3562 | |||
3563 | // Don't do this to root agents, it's not nice for the viewer | ||
3564 | if (closeChildAgents && isChildAgent) | ||
3565 | { | ||
3566 | // Tell a single agent to disconnect from the region. | ||
3567 | // Let's do this via UDP | ||
3568 | avatar.ControllingClient.SendShutdownConnectionNotice(); | ||
3569 | } | ||
3570 | |||
3571 | // Only applies to root agents. | ||
3572 | if (avatar.ParentID != 0) | ||
3573 | { | ||
3574 | avatar.StandUp(); | ||
3575 | } | ||
3576 | |||
3577 | m_sceneGraph.removeUserCount(!isChildAgent); | ||
3578 | |||
3579 | // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop | ||
3580 | // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI | ||
3581 | if (closeChildAgents && CapsModule != null) | ||
3582 | CapsModule.RemoveCaps(agentID); | ||
3583 | |||
3584 | if (closeChildAgents && !isChildAgent) | ||
3585 | { | ||
3586 | List<ulong> regions = avatar.KnownRegionHandles; | ||
3587 | regions.Remove(RegionInfo.RegionHandle); | ||
3588 | |||
3589 | // This ends up being done asynchronously so that a logout isn't held up where there are many present but unresponsive neighbours. | ||
3590 | m_sceneGridService.SendCloseChildAgentConnections(agentID, acd.SessionID.ToString(), regions); | ||
3591 | } | ||
3592 | |||
3593 | m_eventManager.TriggerClientClosed(agentID, this); | ||
3594 | m_eventManager.TriggerOnRemovePresence(agentID); | ||
3595 | |||
3596 | if (!isChildAgent) | ||
3597 | { | ||
3598 | if (AttachmentsModule != null) | ||
3599 | { | ||
3600 | AttachmentsModule.DeRezAttachments(avatar); | ||
3601 | } | ||
3602 | |||
3603 | ForEachClient( | ||
3604 | delegate(IClientAPI client) | ||
3605 | { | ||
3606 | //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway | ||
3607 | try { client.SendKillObject(new List<uint> { avatar.LocalId }); } | ||
3608 | catch (NullReferenceException) { } | ||
3609 | }); | ||
3610 | } | ||
3611 | |||
3612 | // It's possible for child agents to have transactions if changes are being made cross-border. | ||
3613 | if (AgentTransactionsModule != null) | ||
3614 | AgentTransactionsModule.RemoveAgentAssetTransactions(agentID); | ||
3615 | } | ||
3616 | catch (Exception e) | ||
3617 | { | ||
3618 | m_log.Error( | ||
3619 | string.Format("[SCENE]: Exception removing {0} from {1}. Cleaning up. Exception ", avatar.Name, Name), e); | ||
3620 | } | ||
3621 | finally | ||
3622 | { | ||
3623 | try | ||
3624 | { | ||
3625 | // Always clean these structures up so that any failure above doesn't cause them to remain in the | ||
3626 | // scene with possibly bad effects (e.g. continually timing out on unacked packets and triggering | ||
3627 | // the same cleanup exception continually. | ||
3628 | m_authenticateHandler.RemoveCircuit(agentID); | ||
3629 | m_sceneGraph.RemoveScenePresence(agentID); | ||
3630 | m_clientManager.Remove(agentID); | ||
3631 | |||
3632 | avatar.Close(); | ||
3633 | } | ||
3634 | catch (Exception e) | ||
3635 | { | ||
3636 | m_log.Error( | ||
3637 | string.Format("[SCENE]: Exception in final clean up of {0} in {1}. Exception ", avatar.Name, Name), e); | ||
3638 | } | ||
3639 | } | ||
3640 | } | ||
3641 | |||
3642 | //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); | ||
3643 | //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); | ||
3644 | } | ||
3645 | |||
3646 | /// <summary> | ||
3647 | /// Removes region from an avatar's known region list. This coincides with child agents. For each child agent, there will be a known region entry. | ||
3648 | /// | ||
3649 | /// </summary> | ||
3650 | /// <param name="avatarID"></param> | ||
3651 | /// <param name="regionslst"></param> | ||
3652 | public void HandleRemoveKnownRegionsFromAvatar(UUID avatarID, List<ulong> regionslst) | ||
3653 | { | ||
3654 | ScenePresence av = GetScenePresence(avatarID); | ||
3655 | if (av != null) | ||
3656 | { | ||
3657 | lock (av) | ||
3658 | { | ||
3659 | for (int i = 0; i < regionslst.Count; i++) | ||
3660 | { | ||
3661 | av.RemoveNeighbourRegion(regionslst[i]); | ||
3662 | } | ||
3663 | } | ||
3664 | } | ||
3665 | } | ||
3666 | |||
3667 | #endregion | ||
3668 | |||
3669 | #region Entities | ||
3670 | |||
3671 | public void SendKillObject(List<uint> localIDs) | ||
3672 | { | ||
3673 | List<uint> deleteIDs = new List<uint>(); | ||
3674 | |||
3675 | foreach (uint localID in localIDs) | ||
3676 | { | ||
3677 | SceneObjectPart part = GetSceneObjectPart(localID); | ||
3678 | if (part != null) // It is a prim | ||
3679 | { | ||
3680 | if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid | ||
3681 | { | ||
3682 | if (part.ParentGroup.RootPart != part) // Child part | ||
3683 | continue; | ||
3684 | } | ||
3685 | } | ||
3686 | deleteIDs.Add(localID); | ||
3687 | } | ||
3688 | |||
3689 | ForEachClient(c => c.SendKillObject(deleteIDs)); | ||
3690 | } | ||
3691 | |||
3692 | #endregion | ||
3693 | |||
3694 | #region RegionComms | ||
3695 | |||
3696 | /// <summary> | ||
3697 | /// Do the work necessary to initiate a new user connection for a particular scene. | ||
3698 | /// </summary> | ||
3699 | /// <param name="agent">CircuitData of the agent who is connecting</param> | ||
3700 | /// <param name="teleportFlags"></param> | ||
3701 | /// <param name="source">Source region (may be null)</param> | ||
3702 | /// <param name="reason">Outputs the reason for the false response on this string</param> | ||
3703 | /// <returns>True if the region accepts this agent. False if it does not. False will | ||
3704 | /// also return a reason.</returns> | ||
3705 | public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, GridRegion source, out string reason) | ||
3706 | { | ||
3707 | return NewUserConnection(agent, teleportFlags, source, out reason, true); | ||
3708 | } | ||
3709 | |||
3710 | /// <summary> | ||
3711 | /// Do the work necessary to initiate a new user connection for a particular scene. | ||
3712 | /// </summary> | ||
3713 | /// <remarks> | ||
3714 | /// The return bool should allow for connections to be refused, but as not all calling paths | ||
3715 | /// take proper notice of it yet, we still allowed banned users in. | ||
3716 | /// | ||
3717 | /// At the moment this method consists of setting up the caps infrastructure | ||
3718 | /// The return bool should allow for connections to be refused, but as not all calling paths | ||
3719 | /// take proper notice of it let, we allowed banned users in still. | ||
3720 | /// | ||
3721 | /// This method is called by the login service (in the case of login) or another simulator (in the case of region | ||
3722 | /// cross or teleport) to initiate the connection. It is not triggered by the viewer itself - the connection | ||
3723 | /// is activated later when the viewer sends the initial UseCircuitCodePacket UDP packet (in the case of | ||
3724 | /// the LLUDP stack). | ||
3725 | /// </remarks> | ||
3726 | /// <param name="acd">CircuitData of the agent who is connecting</param> | ||
3727 | /// <param name="source">Source region (may be null)</param> | ||
3728 | /// <param name="reason">Outputs the reason for the false response on this string</param> | ||
3729 | /// <param name="requirePresenceLookup">True for normal presence. False for NPC | ||
3730 | /// or other applications where a full grid/Hypergrid presence may not be required.</param> | ||
3731 | /// <returns>True if the region accepts this agent. False if it does not. False will | ||
3732 | /// also return a reason.</returns> | ||
3733 | public bool NewUserConnection(AgentCircuitData acd, uint teleportFlags, GridRegion source, out string reason, bool requirePresenceLookup) | ||
3734 | { | ||
3735 | bool vialogin = ((teleportFlags & (uint)TPFlags.ViaLogin) != 0 || | ||
3736 | (teleportFlags & (uint)TPFlags.ViaHGLogin) != 0); | ||
3737 | bool viahome = ((teleportFlags & (uint)TPFlags.ViaHome) != 0); | ||
3738 | bool godlike = ((teleportFlags & (uint)TPFlags.Godlike) != 0); | ||
3739 | |||
3740 | reason = String.Empty; | ||
3741 | |||
3742 | //Teleport flags: | ||
3743 | // | ||
3744 | // TeleportFlags.ViaGodlikeLure - Border Crossing | ||
3745 | // TeleportFlags.ViaLogin - Login | ||
3746 | // TeleportFlags.TeleportFlags.ViaLure - Teleport request sent by another user | ||
3747 | // TeleportFlags.ViaLandmark | TeleportFlags.ViaLocation | TeleportFlags.ViaLandmark | TeleportFlags.Default - Regular Teleport | ||
3748 | |||
3749 | // Don't disable this log message - it's too helpful | ||
3750 | string curViewer = Util.GetViewerName(acd); | ||
3751 | m_log.DebugFormat( | ||
3752 | "[SCENE]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, IP {6}, viewer {7}, teleportflags ({8}), position {9}. {10}", | ||
3753 | RegionInfo.RegionName, | ||
3754 | (acd.child ? "child" : "root"), | ||
3755 | acd.firstname, | ||
3756 | acd.lastname, | ||
3757 | acd.AgentID, | ||
3758 | acd.circuitcode, | ||
3759 | acd.IPAddress, | ||
3760 | curViewer, | ||
3761 | ((TPFlags)teleportFlags).ToString(), | ||
3762 | acd.startpos, | ||
3763 | (source == null) ? "" : string.Format("From region {0} ({1}){2}", source.RegionName, source.RegionID, (source.RawServerURI == null) ? "" : " @ " + source.ServerURI) | ||
3764 | ); | ||
3765 | |||
3766 | if (!LoginsEnabled) | ||
3767 | { | ||
3768 | reason = "Logins Disabled"; | ||
3769 | return false; | ||
3770 | } | ||
3771 | |||
3772 | //Check if the viewer is banned or in the viewer access list | ||
3773 | //We check if the substring is listed for higher flexebility | ||
3774 | bool ViewerDenied = true; | ||
3775 | |||
3776 | //Check if the specific viewer is listed in the allowed viewer list | ||
3777 | if (m_AllowedViewers.Count > 0) | ||
3778 | { | ||
3779 | foreach (string viewer in m_AllowedViewers) | ||
3780 | { | ||
3781 | if (viewer == curViewer.Substring(0, Math.Min(viewer.Length, curViewer.Length)).Trim().ToLower()) | ||
3782 | { | ||
3783 | ViewerDenied = false; | ||
3784 | break; | ||
3785 | } | ||
3786 | } | ||
3787 | } | ||
3788 | else | ||
3789 | { | ||
3790 | ViewerDenied = false; | ||
3791 | } | ||
3792 | |||
3793 | //Check if the viewer is in the banned list | ||
3794 | if (m_BannedViewers.Count > 0) | ||
3795 | { | ||
3796 | foreach (string viewer in m_BannedViewers) | ||
3797 | { | ||
3798 | if (viewer == curViewer.Substring(0, Math.Min(viewer.Length, curViewer.Length)).Trim().ToLower()) | ||
3799 | { | ||
3800 | ViewerDenied = true; | ||
3801 | break; | ||
3802 | } | ||
3803 | } | ||
3804 | } | ||
3805 | |||
3806 | if (ViewerDenied) | ||
3807 | { | ||
3808 | m_log.DebugFormat( | ||
3809 | "[SCENE]: Access denied for {0} {1} using {2}", | ||
3810 | acd.firstname, acd.lastname, curViewer); | ||
3811 | reason = "Access denied, your viewer is banned by the region owner"; | ||
3812 | return false; | ||
3813 | } | ||
3814 | |||
3815 | ILandObject land; | ||
3816 | ScenePresence sp; | ||
3817 | |||
3818 | lock (m_removeClientLock) | ||
3819 | { | ||
3820 | sp = GetScenePresence(acd.AgentID); | ||
3821 | |||
3822 | // We need to ensure that we are not already removing the scene presence before we ask it not to be | ||
3823 | // closed. | ||
3824 | if (sp != null && sp.IsChildAgent | ||
3825 | && (sp.LifecycleState == ScenePresenceState.Running | ||
3826 | || sp.LifecycleState == ScenePresenceState.PreRemove)) | ||
3827 | { | ||
3828 | m_log.DebugFormat( | ||
3829 | "[SCENE]: Reusing existing child scene presence for {0}, state {1} in {2}", | ||
3830 | sp.Name, sp.LifecycleState, Name); | ||
3831 | |||
3832 | // In the case where, for example, an A B C D region layout, an avatar may | ||
3833 | // teleport from A -> D, but then -> C before A has asked B to close its old child agent. When C | ||
3834 | // renews the lease on the child agent at B, we must make sure that the close from A does not succeed. | ||
3835 | // | ||
3836 | // XXX: In the end, this should not be necessary if child agents are closed without delay on | ||
3837 | // teleport, since realistically, the close request should always be processed before any other | ||
3838 | // region tried to re-establish a child agent. This is much simpler since the logic below is | ||
3839 | // vulnerable to an issue when a viewer quits a region without sending a proper logout but then | ||
3840 | // re-establishes the connection on a relogin. This could wrongly set the DoNotCloseAfterTeleport | ||
3841 | // flag when no teleport had taken place (and hence no close was going to come). | ||
3842 | // if (!acd.ChildrenCapSeeds.ContainsKey(RegionInfo.RegionHandle)) | ||
3843 | // { | ||
3844 | // m_log.DebugFormat( | ||
3845 | // "[SCENE]: Setting DoNotCloseAfterTeleport for child scene presence {0} in {1} because source will attempt close.", | ||
3846 | // sp.Name, Name); | ||
3847 | // | ||
3848 | // sp.DoNotCloseAfterTeleport = true; | ||
3849 | // } | ||
3850 | // else if (EntityTransferModule.IsInTransit(sp.UUID)) | ||
3851 | |||
3852 | sp.LifecycleState = ScenePresenceState.Running; | ||
3853 | |||
3854 | if (EntityTransferModule.IsInTransit(sp.UUID)) | ||
3855 | { | ||
3856 | sp.DoNotCloseAfterTeleport = true; | ||
3857 | |||
3858 | m_log.DebugFormat( | ||
3859 | "[SCENE]: Set DoNotCloseAfterTeleport for child scene presence {0} in {1} because this region will attempt end-of-teleport close from a previous close.", | ||
3860 | sp.Name, Name); | ||
3861 | } | ||
3862 | } | ||
3863 | } | ||
3864 | |||
3865 | // Need to poll here in case we are currently deleting an sp. Letting threads run over each other will | ||
3866 | // allow unpredictable things to happen. | ||
3867 | if (sp != null) | ||
3868 | { | ||
3869 | const int polls = 10; | ||
3870 | const int pollInterval = 1000; | ||
3871 | int pollsLeft = polls; | ||
3872 | |||
3873 | while (sp.LifecycleState == ScenePresenceState.Removing && pollsLeft-- > 0) | ||
3874 | Thread.Sleep(pollInterval); | ||
3875 | |||
3876 | if (sp.LifecycleState == ScenePresenceState.Removing) | ||
3877 | { | ||
3878 | m_log.WarnFormat( | ||
3879 | "[SCENE]: Agent {0} in {1} was still being removed after {2}s. Aborting NewUserConnection.", | ||
3880 | sp.Name, Name, polls * pollInterval / 1000); | ||
3881 | |||
3882 | return false; | ||
3883 | } | ||
3884 | else if (polls != pollsLeft) | ||
3885 | { | ||
3886 | m_log.DebugFormat( | ||
3887 | "[SCENE]: NewUserConnection for agent {0} in {1} had to wait {2}s for in-progress removal to complete on an old presence.", | ||
3888 | sp.Name, Name, polls * pollInterval / 1000); | ||
3889 | } | ||
3890 | } | ||
3891 | |||
3892 | // TODO: can we remove this lock? | ||
3893 | lock (acd) | ||
3894 | { | ||
3895 | if (sp != null && !sp.IsChildAgent) | ||
3896 | { | ||
3897 | // We have a root agent. Is it in transit? | ||
3898 | if (!EntityTransferModule.IsInTransit(sp.UUID)) | ||
3899 | { | ||
3900 | // We have a zombie from a crashed session. | ||
3901 | // Or the same user is trying to be root twice here, won't work. | ||
3902 | // Kill it. | ||
3903 | m_log.WarnFormat( | ||
3904 | "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.", | ||
3905 | sp.Name, sp.UUID, RegionInfo.RegionName); | ||
3906 | |||
3907 | if (sp.ControllingClient != null) | ||
3908 | CloseAgent(sp.UUID, true); | ||
3909 | |||
3910 | sp = null; | ||
3911 | } | ||
3912 | //else | ||
3913 | // m_log.WarnFormat("[SCENE]: Existing root scene presence for {0} {1} in {2}, but agent is in trasit", sp.Name, sp.UUID, RegionInfo.RegionName); | ||
3914 | } | ||
3915 | |||
3916 | // Optimistic: add or update the circuit data with the new agent circuit data and teleport flags. | ||
3917 | // We need the circuit data here for some of the subsequent checks. (groups, for example) | ||
3918 | // If the checks fail, we remove the circuit. | ||
3919 | acd.teleportFlags = teleportFlags; | ||
3920 | m_authenticateHandler.AddNewCircuit(acd.circuitcode, acd); | ||
3921 | |||
3922 | land = LandChannel.GetLandObject(acd.startpos.X, acd.startpos.Y); | ||
3923 | |||
3924 | // On login test land permisions | ||
3925 | if (vialogin) | ||
3926 | { | ||
3927 | if (land != null && !TestLandRestrictions(acd.AgentID, out reason, ref acd.startpos.X, ref acd.startpos.Y)) | ||
3928 | { | ||
3929 | m_authenticateHandler.RemoveCircuit(acd.circuitcode); | ||
3930 | return false; | ||
3931 | } | ||
3932 | } | ||
3933 | |||
3934 | if (sp == null) // We don't have an [child] agent here already | ||
3935 | { | ||
3936 | if (requirePresenceLookup) | ||
3937 | { | ||
3938 | try | ||
3939 | { | ||
3940 | if (!VerifyUserPresence(acd, out reason)) | ||
3941 | { | ||
3942 | m_authenticateHandler.RemoveCircuit(acd.circuitcode); | ||
3943 | return false; | ||
3944 | } | ||
3945 | } | ||
3946 | catch (Exception e) | ||
3947 | { | ||
3948 | m_log.ErrorFormat( | ||
3949 | "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace); | ||
3950 | |||
3951 | m_authenticateHandler.RemoveCircuit(acd.circuitcode); | ||
3952 | return false; | ||
3953 | } | ||
3954 | } | ||
3955 | |||
3956 | try | ||
3957 | { | ||
3958 | if (!AuthorizeUser(acd, (vialogin ? false : SeeIntoRegion), out reason)) | ||
3959 | { | ||
3960 | m_authenticateHandler.RemoveCircuit(acd.circuitcode); | ||
3961 | return false; | ||
3962 | } | ||
3963 | } | ||
3964 | catch (Exception e) | ||
3965 | { | ||
3966 | m_log.ErrorFormat( | ||
3967 | "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace); | ||
3968 | |||
3969 | m_authenticateHandler.RemoveCircuit(acd.circuitcode); | ||
3970 | return false; | ||
3971 | } | ||
3972 | |||
3973 | m_log.InfoFormat( | ||
3974 | "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})", | ||
3975 | Name, (acd.child ? "child" : "root"), acd.firstname, acd.lastname, | ||
3976 | acd.AgentID, acd.circuitcode); | ||
3977 | |||
3978 | if (CapsModule != null) | ||
3979 | { | ||
3980 | CapsModule.SetAgentCapsSeeds(acd); | ||
3981 | CapsModule.CreateCaps(acd.AgentID); | ||
3982 | } | ||
3983 | } | ||
3984 | else | ||
3985 | { | ||
3986 | // Let the SP know how we got here. This has a lot of interesting | ||
3987 | // uses down the line. | ||
3988 | sp.TeleportFlags = (TPFlags)teleportFlags; | ||
3989 | |||
3990 | if (sp.IsChildAgent) | ||
3991 | { | ||
3992 | m_log.DebugFormat( | ||
3993 | "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", | ||
3994 | acd.AgentID, RegionInfo.RegionName); | ||
3995 | |||
3996 | sp.AdjustKnownSeeds(); | ||
3997 | |||
3998 | if (CapsModule != null) | ||
3999 | { | ||
4000 | CapsModule.SetAgentCapsSeeds(acd); | ||
4001 | CapsModule.CreateCaps(acd.AgentID); | ||
4002 | } | ||
4003 | } | ||
4004 | } | ||
4005 | |||
4006 | // Try caching an incoming user name much earlier on to see if this helps with an issue | ||
4007 | // where HG users are occasionally seen by others as "Unknown User" because their UUIDName | ||
4008 | // request for the HG avatar appears to trigger before the user name is cached. | ||
4009 | CacheUserName(null, acd); | ||
4010 | } | ||
4011 | |||
4012 | if (vialogin) | ||
4013 | { | ||
4014 | // CleanDroppedAttachments(); | ||
4015 | |||
4016 | // Make sure avatar position is in the region (why it wouldn't be is a mystery but do sanity checking) | ||
4017 | if (acd.startpos.X < 0) acd.startpos.X = 1f; | ||
4018 | if (acd.startpos.X >= RegionInfo.RegionSizeX) acd.startpos.X = RegionInfo.RegionSizeX - 1f; | ||
4019 | if (acd.startpos.Y < 0) acd.startpos.Y = 1f; | ||
4020 | if (acd.startpos.Y >= RegionInfo.RegionSizeY) acd.startpos.Y = RegionInfo.RegionSizeY - 1f; | ||
4021 | |||
4022 | // m_log.DebugFormat( | ||
4023 | // "[SCENE]: Found telehub object {0} for new user connection {1} to {2}", | ||
4024 | // RegionInfo.RegionSettings.TelehubObject, acd.Name, Name); | ||
4025 | |||
4026 | // Honor Estate teleport routing via Telehubs excluding ViaHome and GodLike TeleportFlags | ||
4027 | if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero && | ||
4028 | RegionInfo.EstateSettings.AllowDirectTeleport == false && | ||
4029 | !viahome && !godlike) | ||
4030 | { | ||
4031 | SceneObjectGroup telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject); | ||
4032 | |||
4033 | if (telehub != null) | ||
4034 | { | ||
4035 | // Can have multiple SpawnPoints | ||
4036 | List<SpawnPoint> spawnpoints = RegionInfo.RegionSettings.SpawnPoints(); | ||
4037 | if (spawnpoints.Count > 1) | ||
4038 | { | ||
4039 | // We have multiple SpawnPoints, Route the agent to a random or sequential one | ||
4040 | if (SpawnPointRouting == "random") | ||
4041 | acd.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation( | ||
4042 | telehub.AbsolutePosition, | ||
4043 | telehub.GroupRotation | ||
4044 | ); | ||
4045 | else | ||
4046 | acd.startpos = spawnpoints[SpawnPoint()].GetLocation( | ||
4047 | telehub.AbsolutePosition, | ||
4048 | telehub.GroupRotation | ||
4049 | ); | ||
4050 | } | ||
4051 | else if (spawnpoints.Count == 1) | ||
4052 | { | ||
4053 | // We have a single SpawnPoint and will route the agent to it | ||
4054 | acd.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation); | ||
4055 | } | ||
4056 | else | ||
4057 | { | ||
4058 | m_log.DebugFormat( | ||
4059 | "[SCENE]: No spawnpoints defined for telehub {0} for {1} in {2}. Continuing.", | ||
4060 | RegionInfo.RegionSettings.TelehubObject, acd.Name, Name); | ||
4061 | } | ||
4062 | } | ||
4063 | else | ||
4064 | { | ||
4065 | m_log.DebugFormat( | ||
4066 | "[SCENE]: No telehub {0} found to direct {1} in {2}. Continuing.", | ||
4067 | RegionInfo.RegionSettings.TelehubObject, acd.Name, Name); | ||
4068 | } | ||
4069 | |||
4070 | // Final permissions check; this time we don't allow changing the position | ||
4071 | if (!IsPositionAllowed(acd.AgentID, acd.startpos, ref reason)) | ||
4072 | { | ||
4073 | m_authenticateHandler.RemoveCircuit(acd.circuitcode); | ||
4074 | return false; | ||
4075 | } | ||
4076 | |||
4077 | return true; | ||
4078 | } | ||
4079 | |||
4080 | // Honor parcel landing type and position. | ||
4081 | if (land != null) | ||
4082 | { | ||
4083 | if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) | ||
4084 | { | ||
4085 | acd.startpos = land.LandData.UserLocation; | ||
4086 | |||
4087 | // Final permissions check; this time we don't allow changing the position | ||
4088 | if (!IsPositionAllowed(acd.AgentID, acd.startpos, ref reason)) | ||
4089 | { | ||
4090 | m_authenticateHandler.RemoveCircuit(acd.circuitcode); | ||
4091 | return false; | ||
4092 | } | ||
4093 | } | ||
4094 | } | ||
4095 | } | ||
4096 | |||
4097 | return true; | ||
4098 | } | ||
4099 | |||
4100 | private bool IsPositionAllowed(UUID agentID, Vector3 pos, ref string reason) | ||
4101 | { | ||
4102 | ILandObject land = LandChannel.GetLandObject(pos); | ||
4103 | if (land == null) | ||
4104 | return true; | ||
4105 | |||
4106 | if (land.IsBannedFromLand(agentID) || land.IsRestrictedFromLand(agentID)) | ||
4107 | { | ||
4108 | reason = "You are banned from the region."; | ||
4109 | return false; | ||
4110 | } | ||
4111 | |||
4112 | return true; | ||
4113 | } | ||
4114 | |||
4115 | public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY) | ||
4116 | { | ||
4117 | if (posX < 0) | ||
4118 | posX = 0; | ||
4119 | else if (posX >= (float)RegionInfo.RegionSizeX) | ||
4120 | posX = (float)RegionInfo.RegionSizeX - 0.001f; | ||
4121 | if (posY < 0) | ||
4122 | posY = 0; | ||
4123 | else if (posY >= (float)RegionInfo.RegionSizeY) | ||
4124 | posY = (float)RegionInfo.RegionSizeY - 0.001f; | ||
4125 | |||
4126 | reason = String.Empty; | ||
4127 | if (Permissions.IsGod(agentID)) | ||
4128 | return true; | ||
4129 | |||
4130 | ILandObject land = LandChannel.GetLandObject(posX, posY); | ||
4131 | if (land == null) | ||
4132 | return false; | ||
4133 | |||
4134 | bool banned = land.IsBannedFromLand(agentID); | ||
4135 | bool restricted = land.IsRestrictedFromLand(agentID); | ||
4136 | |||
4137 | if (banned || restricted) | ||
4138 | { | ||
4139 | ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY); | ||
4140 | if (nearestParcel != null) | ||
4141 | { | ||
4142 | //Move agent to nearest allowed | ||
4143 | Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); | ||
4144 | posX = newPosition.X; | ||
4145 | posY = newPosition.Y; | ||
4146 | } | ||
4147 | else | ||
4148 | { | ||
4149 | if (banned) | ||
4150 | { | ||
4151 | reason = "Cannot regioncross into banned parcel."; | ||
4152 | } | ||
4153 | else | ||
4154 | { | ||
4155 | reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.", | ||
4156 | RegionInfo.RegionName); | ||
4157 | } | ||
4158 | return false; | ||
4159 | } | ||
4160 | } | ||
4161 | reason = ""; | ||
4162 | return true; | ||
4163 | } | ||
4164 | |||
4165 | /// <summary> | ||
4166 | /// Verifies that the user has a presence on the Grid | ||
4167 | /// </summary> | ||
4168 | /// <param name="agent">Circuit Data of the Agent we're verifying</param> | ||
4169 | /// <param name="reason">Outputs the reason for the false response on this string</param> | ||
4170 | /// <returns>True if the user has a session on the grid. False if it does not. False will | ||
4171 | /// also return a reason.</returns> | ||
4172 | public virtual bool VerifyUserPresence(AgentCircuitData agent, out string reason) | ||
4173 | { | ||
4174 | reason = String.Empty; | ||
4175 | |||
4176 | IPresenceService presence = RequestModuleInterface<IPresenceService>(); | ||
4177 | if (presence == null) | ||
4178 | { | ||
4179 | reason = String.Format("Failed to verify user presence in the grid for {0} {1} in region {2}. Presence service does not exist.", agent.firstname, agent.lastname, RegionInfo.RegionName); | ||
4180 | return false; | ||
4181 | } | ||
4182 | |||
4183 | OpenSim.Services.Interfaces.PresenceInfo pinfo = presence.GetAgent(agent.SessionID); | ||
4184 | |||
4185 | if (pinfo == null) | ||
4186 | { | ||
4187 | reason = String.Format("Failed to verify user presence in the grid for {0} {1}, access denied to region {2}.", agent.firstname, agent.lastname, RegionInfo.RegionName); | ||
4188 | return false; | ||
4189 | } | ||
4190 | |||
4191 | return true; | ||
4192 | } | ||
4193 | |||
4194 | /// <summary> | ||
4195 | /// Verify if the user can connect to this region. Checks the banlist and ensures that the region is set for public access | ||
4196 | /// </summary> | ||
4197 | /// <param name="agent">The circuit data for the agent</param> | ||
4198 | /// <param name="reason">outputs the reason to this string</param> | ||
4199 | /// <returns>True if the region accepts this agent. False if it does not. False will | ||
4200 | /// also return a reason.</returns> | ||
4201 | protected virtual bool AuthorizeUser(AgentCircuitData agent, bool bypassAccessControl, out string reason) | ||
4202 | { | ||
4203 | reason = String.Empty; | ||
4204 | |||
4205 | if (!m_strictAccessControl) return true; | ||
4206 | if (Permissions.IsGod(agent.AgentID)) return true; | ||
4207 | |||
4208 | if (AuthorizationService != null) | ||
4209 | { | ||
4210 | if (!AuthorizationService.IsAuthorizedForRegion( | ||
4211 | agent.AgentID.ToString(), agent.firstname, agent.lastname, RegionInfo.RegionID.ToString(), out reason)) | ||
4212 | { | ||
4213 | m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because: {4}", | ||
4214 | agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName, reason); | ||
4215 | |||
4216 | return false; | ||
4217 | } | ||
4218 | } | ||
4219 | |||
4220 | // We only test the things below when we want to cut off | ||
4221 | // child agents from being present in the scene for which their root | ||
4222 | // agent isn't allowed. Otherwise, we allow child agents. The test for | ||
4223 | // the root is done elsewhere (QueryAccess) | ||
4224 | if (!bypassAccessControl) | ||
4225 | { | ||
4226 | if (RegionInfo.EstateSettings != null) | ||
4227 | { | ||
4228 | if (RegionInfo.EstateSettings.IsBanned(agent.AgentID)) | ||
4229 | { | ||
4230 | m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", | ||
4231 | agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); | ||
4232 | reason = String.Format("Denied access to region {0}: You have been banned from that region.", | ||
4233 | RegionInfo.RegionName); | ||
4234 | return false; | ||
4235 | } | ||
4236 | } | ||
4237 | else | ||
4238 | { | ||
4239 | m_log.ErrorFormat("[CONNECTION BEGIN]: Estate Settings is null!"); | ||
4240 | } | ||
4241 | |||
4242 | List<UUID> agentGroups = new List<UUID>(); | ||
4243 | |||
4244 | if (m_groupsModule != null) | ||
4245 | { | ||
4246 | GroupMembershipData[] GroupMembership = m_groupsModule.GetMembershipData(agent.AgentID); | ||
4247 | |||
4248 | if (GroupMembership != null) | ||
4249 | { | ||
4250 | for (int i = 0; i < GroupMembership.Length; i++) | ||
4251 | agentGroups.Add(GroupMembership[i].GroupID); | ||
4252 | } | ||
4253 | else | ||
4254 | { | ||
4255 | m_log.ErrorFormat("[CONNECTION BEGIN]: GroupMembership is null!"); | ||
4256 | } | ||
4257 | } | ||
4258 | |||
4259 | bool groupAccess = false; | ||
4260 | UUID[] estateGroups = RegionInfo.EstateSettings.EstateGroups; | ||
4261 | |||
4262 | if (estateGroups != null) | ||
4263 | { | ||
4264 | foreach (UUID group in estateGroups) | ||
4265 | { | ||
4266 | if (agentGroups.Contains(group)) | ||
4267 | { | ||
4268 | groupAccess = true; | ||
4269 | break; | ||
4270 | } | ||
4271 | } | ||
4272 | } | ||
4273 | else | ||
4274 | { | ||
4275 | m_log.ErrorFormat("[CONNECTION BEGIN]: EstateGroups is null!"); | ||
4276 | } | ||
4277 | |||
4278 | if (!RegionInfo.EstateSettings.PublicAccess && | ||
4279 | !RegionInfo.EstateSettings.HasAccess(agent.AgentID) && | ||
4280 | !groupAccess) | ||
4281 | { | ||
4282 | m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate", | ||
4283 | agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); | ||
4284 | reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.", | ||
4285 | RegionInfo.RegionName); | ||
4286 | return false; | ||
4287 | } | ||
4288 | } | ||
4289 | |||
4290 | // TODO: estate/region settings are not properly hooked up | ||
4291 | // to ILandObject.isRestrictedFromLand() | ||
4292 | // if (null != LandChannel) | ||
4293 | // { | ||
4294 | // // region seems to have local Id of 1 | ||
4295 | // ILandObject land = LandChannel.GetLandObject(1); | ||
4296 | // if (null != land) | ||
4297 | // { | ||
4298 | // if (land.isBannedFromLand(agent.AgentID)) | ||
4299 | // { | ||
4300 | // m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user has been banned from land", | ||
4301 | // agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); | ||
4302 | // reason = String.Format("Denied access to private region {0}: You are banned from that region.", | ||
4303 | // RegionInfo.RegionName); | ||
4304 | // return false; | ||
4305 | // } | ||
4306 | |||
4307 | // if (land.isRestrictedFromLand(agent.AgentID)) | ||
4308 | // { | ||
4309 | // m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region", | ||
4310 | // agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); | ||
4311 | // reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.", | ||
4312 | // RegionInfo.RegionName); | ||
4313 | // return false; | ||
4314 | // } | ||
4315 | // } | ||
4316 | // } | ||
4317 | |||
4318 | return true; | ||
4319 | } | ||
4320 | |||
4321 | /// <summary> | ||
4322 | /// Update an AgentCircuitData object with new information | ||
4323 | /// </summary> | ||
4324 | /// <param name="data">Information to update the AgentCircuitData with</param> | ||
4325 | public void UpdateCircuitData(AgentCircuitData data) | ||
4326 | { | ||
4327 | m_authenticateHandler.UpdateAgentData(data); | ||
4328 | } | ||
4329 | |||
4330 | /// <summary> | ||
4331 | /// Change the Circuit Code for the user's Circuit Data | ||
4332 | /// </summary> | ||
4333 | /// <param name="oldcc">The old Circuit Code. Must match a previous circuit code</param> | ||
4334 | /// <param name="newcc">The new Circuit Code. Must not be an already existing circuit code</param> | ||
4335 | /// <returns>True if we successfully changed it. False if we did not</returns> | ||
4336 | public bool ChangeCircuitCode(uint oldcc, uint newcc) | ||
4337 | { | ||
4338 | return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc); | ||
4339 | } | ||
4340 | |||
4341 | // /// <summary> | ||
4342 | // /// The Grid has requested that we log-off a user. Log them off. | ||
4343 | // /// </summary> | ||
4344 | // /// <param name="AvatarID">Unique ID of the avatar to log-off</param> | ||
4345 | // /// <param name="RegionSecret">SecureSessionID of the user, or the RegionSecret text when logging on to the grid</param> | ||
4346 | // /// <param name="message">message to display to the user. Reason for being logged off</param> | ||
4347 | // public void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message) | ||
4348 | // { | ||
4349 | // ScenePresence loggingOffUser = GetScenePresence(AvatarID); | ||
4350 | // if (loggingOffUser != null) | ||
4351 | // { | ||
4352 | // UUID localRegionSecret = UUID.Zero; | ||
4353 | // bool parsedsecret = UUID.TryParse(RegionInfo.regionSecret, out localRegionSecret); | ||
4354 | // | ||
4355 | // // Region Secret is used here in case a new sessionid overwrites an old one on the user server. | ||
4356 | // // Will update the user server in a few revisions to use it. | ||
4357 | // | ||
4358 | // if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId || (parsedsecret && RegionSecret == localRegionSecret)) | ||
4359 | // { | ||
4360 | // m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, loggingOffUser.KnownRegionHandles); | ||
4361 | // loggingOffUser.ControllingClient.Kick(message); | ||
4362 | // // Give them a second to receive the message! | ||
4363 | // Thread.Sleep(1000); | ||
4364 | // loggingOffUser.ControllingClient.Close(); | ||
4365 | // } | ||
4366 | // else | ||
4367 | // { | ||
4368 | // m_log.Info("[USERLOGOFF]: System sending the LogOff user message failed to sucessfully authenticate"); | ||
4369 | // } | ||
4370 | // } | ||
4371 | // else | ||
4372 | // { | ||
4373 | // m_log.InfoFormat("[USERLOGOFF]: Got a logoff request for {0} but the user isn't here. The user might already have been logged out", AvatarID.ToString()); | ||
4374 | // } | ||
4375 | // } | ||
4376 | |||
4377 | // /// <summary> | ||
4378 | // /// Triggered when an agent crosses into this sim. Also happens on initial login. | ||
4379 | // /// </summary> | ||
4380 | // /// <param name="agentID"></param> | ||
4381 | // /// <param name="position"></param> | ||
4382 | // /// <param name="isFlying"></param> | ||
4383 | // public virtual void AgentCrossing(UUID agentID, Vector3 position, bool isFlying) | ||
4384 | // { | ||
4385 | // ScenePresence presence = GetScenePresence(agentID); | ||
4386 | // if (presence != null) | ||
4387 | // { | ||
4388 | // try | ||
4389 | // { | ||
4390 | // presence.MakeRootAgent(position, isFlying); | ||
4391 | // } | ||
4392 | // catch (Exception e) | ||
4393 | // { | ||
4394 | // m_log.ErrorFormat("[SCENE]: Unable to do agent crossing, exception {0}{1}", e.Message, e.StackTrace); | ||
4395 | // } | ||
4396 | // } | ||
4397 | // else | ||
4398 | // { | ||
4399 | // m_log.ErrorFormat( | ||
4400 | // "[SCENE]: Could not find presence for agent {0} crossing into scene {1}", | ||
4401 | // agentID, RegionInfo.RegionName); | ||
4402 | // } | ||
4403 | // } | ||
4404 | |||
4405 | /// <summary> | ||
4406 | /// We've got an update about an agent that sees into this region, | ||
4407 | /// send it to ScenePresence for processing It's the full data. | ||
4408 | /// </summary> | ||
4409 | /// <param name="cAgentData">Agent that contains all of the relevant things about an agent. | ||
4410 | /// Appearance, animations, position, etc.</param> | ||
4411 | /// <returns>true if we handled it.</returns> | ||
4412 | public virtual bool IncomingUpdateChildAgent(AgentData cAgentData) | ||
4413 | { | ||
4414 | m_log.DebugFormat( | ||
4415 | "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName); | ||
4416 | |||
4417 | // TODO: This check should probably be in QueryAccess(). | ||
4418 | ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, RegionInfo.RegionSizeX / 2, RegionInfo.RegionSizeY / 2); | ||
4419 | if (nearestParcel == null) | ||
4420 | { | ||
4421 | m_log.InfoFormat( | ||
4422 | "[SCENE]: Denying root agent entry to {0} in {1}: no allowed parcel", | ||
4423 | cAgentData.AgentID, RegionInfo.RegionName); | ||
4424 | |||
4425 | return false; | ||
4426 | } | ||
4427 | |||
4428 | // We have to wait until the viewer contacts this region | ||
4429 | // after receiving the EnableSimulator HTTP Event Queue message (for the v1 teleport protocol) | ||
4430 | // or TeleportFinish (for the v2 teleport protocol). This triggers the viewer to send | ||
4431 | // a UseCircuitCode packet which in turn calls AddNewAgent which finally creates the ScenePresence. | ||
4432 | ScenePresence sp = WaitGetScenePresence(cAgentData.AgentID); | ||
4433 | |||
4434 | if (sp != null) | ||
4435 | { | ||
4436 | if (cAgentData.SessionID != sp.ControllingClient.SessionId) | ||
4437 | { | ||
4438 | m_log.WarnFormat( | ||
4439 | "[SCENE]: Attempt to update agent {0} with invalid session id {1} (possibly from simulator in older version; tell them to update).", | ||
4440 | sp.UUID, cAgentData.SessionID); | ||
4441 | |||
4442 | Console.WriteLine(String.Format("[SCENE]: Attempt to update agent {0} ({1}) with invalid session id {2}", | ||
4443 | sp.UUID, sp.ControllingClient.SessionId, cAgentData.SessionID)); | ||
4444 | } | ||
4445 | |||
4446 | sp.UpdateChildAgent(cAgentData); | ||
4447 | |||
4448 | int ntimes = 20; | ||
4449 | if (cAgentData.SenderWantsToWaitForRoot) | ||
4450 | { | ||
4451 | while (sp.IsChildAgent && ntimes-- > 0) | ||
4452 | Thread.Sleep(1000); | ||
4453 | |||
4454 | if (sp.IsChildAgent) | ||
4455 | m_log.WarnFormat( | ||
4456 | "[SCENE]: Found presence {0} {1} unexpectedly still child in {2}", | ||
4457 | sp.Name, sp.UUID, Name); | ||
4458 | else | ||
4459 | m_log.InfoFormat( | ||
4460 | "[SCENE]: Found presence {0} {1} as root in {2} after {3} waits", | ||
4461 | sp.Name, sp.UUID, Name, 20 - ntimes); | ||
4462 | |||
4463 | if (sp.IsChildAgent) | ||
4464 | return false; | ||
4465 | } | ||
4466 | |||
4467 | return true; | ||
4468 | } | ||
4469 | |||
4470 | return false; | ||
4471 | } | ||
4472 | |||
4473 | /// <summary> | ||
4474 | /// We've got an update about an agent that sees into this region, | ||
4475 | /// send it to ScenePresence for processing It's only positional data | ||
4476 | /// </summary> | ||
4477 | /// <param name="cAgentData">AgentPosition that contains agent positional data so we can know what to send</param> | ||
4478 | /// <returns>true if we handled it.</returns> | ||
4479 | public virtual bool IncomingUpdateChildAgent(AgentPosition cAgentData) | ||
4480 | { | ||
4481 | // m_log.DebugFormat( | ||
4482 | // "[SCENE PRESENCE]: IncomingChildAgentDataUpdate POSITION for {0} in {1}, position {2}", | ||
4483 | // cAgentData.AgentID, Name, cAgentData.Position); | ||
4484 | |||
4485 | ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID); | ||
4486 | if (childAgentUpdate != null) | ||
4487 | { | ||
4488 | // if (childAgentUpdate.ControllingClient.SessionId != cAgentData.SessionID) | ||
4489 | // // Only warn for now | ||
4490 | // m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}. Neighbor running older version?", | ||
4491 | // childAgentUpdate.UUID, cAgentData.SessionID); | ||
4492 | |||
4493 | // I can't imagine *yet* why we would get an update if the agent is a root agent.. | ||
4494 | // however to avoid a race condition crossing borders.. | ||
4495 | if (childAgentUpdate.IsChildAgent) | ||
4496 | { | ||
4497 | uint rRegionX = (uint)(cAgentData.RegionHandle >> 40); | ||
4498 | uint rRegionY = (((uint)(cAgentData.RegionHandle)) >> 8); | ||
4499 | uint tRegionX = RegionInfo.RegionLocX; | ||
4500 | uint tRegionY = RegionInfo.RegionLocY; | ||
4501 | //Send Data to ScenePresence | ||
4502 | childAgentUpdate.UpdateChildAgent(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY); | ||
4503 | // Not Implemented: | ||
4504 | //TODO: Do we need to pass the message on to one of our neighbors? | ||
4505 | } | ||
4506 | |||
4507 | return true; | ||
4508 | } | ||
4509 | |||
4510 | return false; | ||
4511 | } | ||
4512 | |||
4513 | /// <summary> | ||
4514 | /// Poll until the requested ScenePresence appears or we timeout. | ||
4515 | /// </summary> | ||
4516 | /// <returns>The scene presence is found, else null.</returns> | ||
4517 | /// <param name='agentID'></param> | ||
4518 | protected virtual ScenePresence WaitGetScenePresence(UUID agentID) | ||
4519 | { | ||
4520 | int ntimes = 20; | ||
4521 | ScenePresence sp = null; | ||
4522 | while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0)) | ||
4523 | Thread.Sleep(1000); | ||
4524 | |||
4525 | if (sp == null) | ||
4526 | m_log.WarnFormat( | ||
4527 | "[SCENE PRESENCE]: Did not find presence with id {0} in {1} before timeout", | ||
4528 | agentID, RegionInfo.RegionName); | ||
4529 | |||
4530 | return sp; | ||
4531 | } | ||
4532 | |||
4533 | /// <summary> | ||
4534 | /// Authenticated close (via network) | ||
4535 | /// </summary> | ||
4536 | /// <param name="agentID"></param> | ||
4537 | /// <param name="force"></param> | ||
4538 | /// <param name="auth_token"></param> | ||
4539 | /// <returns></returns> | ||
4540 | public bool CloseAgent(UUID agentID, bool force, string auth_token) | ||
4541 | { | ||
4542 | //m_log.DebugFormat("[SCENE]: Processing incoming close agent {0} in region {1} with auth_token {2}", agentID, RegionInfo.RegionName, auth_token); | ||
4543 | |||
4544 | // Check that the auth_token is valid | ||
4545 | AgentCircuitData acd = AuthenticateHandler.GetAgentCircuitData(agentID); | ||
4546 | |||
4547 | if (acd == null) | ||
4548 | { | ||
4549 | m_log.DebugFormat( | ||
4550 | "[SCENE]: Request to close agent {0} but no such agent in scene {1}. May have been closed previously.", | ||
4551 | agentID, Name); | ||
4552 | |||
4553 | return false; | ||
4554 | } | ||
4555 | |||
4556 | if (acd.SessionID.ToString() == auth_token) | ||
4557 | { | ||
4558 | return CloseAgent(agentID, force); | ||
4559 | } | ||
4560 | else | ||
4561 | { | ||
4562 | m_log.WarnFormat( | ||
4563 | "[SCENE]: Request to close agent {0} with invalid authorization token {1} in {2}", | ||
4564 | agentID, auth_token, Name); | ||
4565 | } | ||
4566 | |||
4567 | return false; | ||
4568 | } | ||
4569 | |||
4570 | /// <summary> | ||
4571 | /// Tell a single client to prepare to close. | ||
4572 | /// </summary> | ||
4573 | /// <remarks> | ||
4574 | /// This should only be called if we may close the client but there will be some delay in so doing. Meant for | ||
4575 | /// internal use - other callers should almost certainly called CloseClient(). | ||
4576 | /// </remarks> | ||
4577 | /// <param name="sp"></param> | ||
4578 | /// <returns>true if pre-close state notification was successful. false if the agent | ||
4579 | /// was not in a state where it could transition to pre-close.</returns> | ||
4580 | public bool IncomingPreCloseClient(ScenePresence sp) | ||
4581 | { | ||
4582 | lock (m_removeClientLock) | ||
4583 | { | ||
4584 | // We need to avoid a race condition where in, for example, an A B C D region layout, an avatar may | ||
4585 | // teleport from A -> D, but then -> C before A has asked B to close its old child agent. We do not | ||
4586 | // want to obey this close since C may have renewed the child agent lease on B. | ||
4587 | if (sp.DoNotCloseAfterTeleport) | ||
4588 | { | ||
4589 | m_log.DebugFormat( | ||
4590 | "[SCENE]: Not pre-closing {0} agent {1} in {2} since another simulator has re-established the child connection", | ||
4591 | sp.IsChildAgent ? "child" : "root", sp.Name, Name); | ||
4592 | |||
4593 | // Need to reset the flag so that a subsequent close after another teleport can succeed. | ||
4594 | sp.DoNotCloseAfterTeleport = false; | ||
4595 | |||
4596 | return false; | ||
4597 | } | ||
4598 | |||
4599 | if (sp.LifecycleState != ScenePresenceState.Running) | ||
4600 | { | ||
4601 | m_log.DebugFormat( | ||
4602 | "[SCENE]: Called IncomingPreCloseAgent() for {0} in {1} but presence is already in state {2}", | ||
4603 | sp.Name, Name, sp.LifecycleState); | ||
4604 | |||
4605 | return false; | ||
4606 | } | ||
4607 | |||
4608 | sp.LifecycleState = ScenePresenceState.PreRemove; | ||
4609 | |||
4610 | return true; | ||
4611 | } | ||
4612 | } | ||
4613 | |||
4614 | /// <summary> | ||
4615 | /// Tell a single agent to disconnect from the region. | ||
4616 | /// </summary> | ||
4617 | /// <param name="agentID"></param> | ||
4618 | /// <param name="force"> | ||
4619 | /// Force the agent to close even if it might be in the middle of some other operation. You do not want to | ||
4620 | /// force unless you are absolutely sure that the agent is dead and a normal close is not working. | ||
4621 | /// </param> | ||
4622 | public override bool CloseAgent(UUID agentID, bool force) | ||
4623 | { | ||
4624 | ScenePresence sp; | ||
4625 | |||
4626 | lock (m_removeClientLock) | ||
4627 | { | ||
4628 | sp = GetScenePresence(agentID); | ||
4629 | |||
4630 | if (sp == null) | ||
4631 | { | ||
4632 | m_log.DebugFormat( | ||
4633 | "[SCENE]: Called CloseClient() with agent ID {0} but no such presence is in {1}", | ||
4634 | agentID, Name); | ||
4635 | |||
4636 | return false; | ||
4637 | } | ||
4638 | |||
4639 | if (sp.LifecycleState != ScenePresenceState.Running && sp.LifecycleState != ScenePresenceState.PreRemove) | ||
4640 | { | ||
4641 | m_log.DebugFormat( | ||
4642 | "[SCENE]: Called CloseClient() for {0} in {1} but presence is already in state {2}", | ||
4643 | sp.Name, Name, sp.LifecycleState); | ||
4644 | |||
4645 | return false; | ||
4646 | } | ||
4647 | |||
4648 | // We need to avoid a race condition where in, for example, an A B C D region layout, an avatar may | ||
4649 | // teleport from A -> D, but then -> C before A has asked B to close its old child agent. We do not | ||
4650 | // want to obey this close since C may have renewed the child agent lease on B. | ||
4651 | if (sp.DoNotCloseAfterTeleport) | ||
4652 | { | ||
4653 | m_log.DebugFormat( | ||
4654 | "[SCENE]: Not closing {0} agent {1} in {2} since another simulator has re-established the child connection", | ||
4655 | sp.IsChildAgent ? "child" : "root", sp.Name, Name); | ||
4656 | |||
4657 | // Need to reset the flag so that a subsequent close after another teleport can succeed. | ||
4658 | sp.DoNotCloseAfterTeleport = false; | ||
4659 | |||
4660 | return false; | ||
4661 | } | ||
4662 | |||
4663 | sp.LifecycleState = ScenePresenceState.Removing; | ||
4664 | } | ||
4665 | |||
4666 | sp.ControllingClient.Close(force); | ||
4667 | |||
4668 | return true; | ||
4669 | } | ||
4670 | |||
4671 | /// <summary> | ||
4672 | /// Tries to teleport agent to another region. | ||
4673 | /// </summary> | ||
4674 | /// <remarks> | ||
4675 | /// The region name must exactly match that given. | ||
4676 | /// </remarks> | ||
4677 | /// <param name="remoteClient"></param> | ||
4678 | /// <param name="regionName"></param> | ||
4679 | /// <param name="position"></param> | ||
4680 | /// <param name="lookAt"></param> | ||
4681 | /// <param name="teleportFlags"></param> | ||
4682 | public void RequestTeleportLocation(IClientAPI remoteClient, string regionName, Vector3 position, | ||
4683 | Vector3 lookat, uint teleportFlags) | ||
4684 | { | ||
4685 | GridRegion region = GridService.GetRegionByName(RegionInfo.ScopeID, regionName); | ||
4686 | |||
4687 | if (region == null) | ||
4688 | { | ||
4689 | // can't find the region: Tell viewer and abort | ||
4690 | remoteClient.SendTeleportFailed("The region '" + regionName + "' could not be found."); | ||
4691 | return; | ||
4692 | } | ||
4693 | |||
4694 | RequestTeleportLocation(remoteClient, region.RegionHandle, position, lookat, teleportFlags); | ||
4695 | } | ||
4696 | |||
4697 | /// <summary> | ||
4698 | /// Tries to teleport agent to other region. | ||
4699 | /// </summary> | ||
4700 | /// <param name="remoteClient"></param> | ||
4701 | /// <param name="regionHandle"></param> | ||
4702 | /// <param name="position"></param> | ||
4703 | /// <param name="lookAt"></param> | ||
4704 | /// <param name="teleportFlags"></param> | ||
4705 | public void RequestTeleportLocation(IClientAPI remoteClient, ulong regionHandle, Vector3 position, | ||
4706 | Vector3 lookAt, uint teleportFlags) | ||
4707 | { | ||
4708 | ScenePresence sp = GetScenePresence(remoteClient.AgentId); | ||
4709 | if (sp != null) | ||
4710 | { | ||
4711 | if (EntityTransferModule != null) | ||
4712 | { | ||
4713 | EntityTransferModule.Teleport(sp, regionHandle, position, lookAt, teleportFlags); | ||
4714 | } | ||
4715 | else | ||
4716 | { | ||
4717 | m_log.DebugFormat("[SCENE]: Unable to perform teleports: no AgentTransferModule is active"); | ||
4718 | sp.ControllingClient.SendTeleportFailed("Unable to perform teleports on this simulator."); | ||
4719 | } | ||
4720 | } | ||
4721 | } | ||
4722 | |||
4723 | public bool CrossAgentToNewRegion(ScenePresence agent, bool isFlying) | ||
4724 | { | ||
4725 | if (EntityTransferModule != null) | ||
4726 | { | ||
4727 | return EntityTransferModule.Cross(agent, isFlying); | ||
4728 | } | ||
4729 | else | ||
4730 | { | ||
4731 | m_log.DebugFormat("[SCENE]: Unable to cross agent to neighbouring region, because there is no AgentTransferModule"); | ||
4732 | } | ||
4733 | |||
4734 | return false; | ||
4735 | } | ||
4736 | |||
4737 | public void SendOutChildAgentUpdates(AgentPosition cadu, ScenePresence presence) | ||
4738 | { | ||
4739 | m_sceneGridService.SendChildAgentDataUpdate(cadu, presence); | ||
4740 | } | ||
4741 | |||
4742 | #endregion | ||
4743 | |||
4744 | #region Other Methods | ||
4745 | |||
4746 | protected override IConfigSource GetConfig() | ||
4747 | { | ||
4748 | return m_config; | ||
4749 | } | ||
4750 | |||
4751 | #endregion | ||
4752 | |||
4753 | public void HandleObjectPermissionsUpdate(IClientAPI controller, UUID agentID, UUID sessionID, byte field, uint localId, uint mask, byte set) | ||
4754 | { | ||
4755 | // Check for spoofing.. since this is permissions we're talking about here! | ||
4756 | if ((controller.SessionId == sessionID) && (controller.AgentId == agentID)) | ||
4757 | { | ||
4758 | // Tell the object to do permission update | ||
4759 | if (localId != 0) | ||
4760 | { | ||
4761 | SceneObjectGroup chObjectGroup = GetGroupByPrim(localId); | ||
4762 | if (chObjectGroup != null) | ||
4763 | { | ||
4764 | chObjectGroup.UpdatePermissions(agentID, field, localId, mask, set); | ||
4765 | } | ||
4766 | } | ||
4767 | } | ||
4768 | } | ||
4769 | |||
4770 | /// <summary> | ||
4771 | /// Causes all clients to get a full object update on all of the objects in the scene. | ||
4772 | /// </summary> | ||
4773 | public void ForceClientUpdate() | ||
4774 | { | ||
4775 | EntityBase[] entityList = GetEntities(); | ||
4776 | foreach (EntityBase ent in entityList) | ||
4777 | { | ||
4778 | if (ent is SceneObjectGroup) | ||
4779 | { | ||
4780 | ((SceneObjectGroup)ent).ScheduleGroupForFullUpdate(); | ||
4781 | } | ||
4782 | } | ||
4783 | } | ||
4784 | |||
4785 | /// <summary> | ||
4786 | /// This is currently only used for scale (to scale to MegaPrim size) | ||
4787 | /// There is a console command that calls this in OpenSimMain | ||
4788 | /// </summary> | ||
4789 | /// <param name="cmdparams"></param> | ||
4790 | public void HandleEditCommand(string[] cmdparams) | ||
4791 | { | ||
4792 | m_log.DebugFormat("Searching for Primitive: '{0}'", cmdparams[2]); | ||
4793 | |||
4794 | EntityBase[] entityList = GetEntities(); | ||
4795 | foreach (EntityBase ent in entityList) | ||
4796 | { | ||
4797 | if (ent is SceneObjectGroup) | ||
4798 | { | ||
4799 | SceneObjectPart part = ((SceneObjectGroup)ent).GetPart(((SceneObjectGroup)ent).UUID); | ||
4800 | if (part != null) | ||
4801 | { | ||
4802 | if (part.Name == cmdparams[2]) | ||
4803 | { | ||
4804 | part.Resize( | ||
4805 | new Vector3(Convert.ToSingle(cmdparams[3]), Convert.ToSingle(cmdparams[4]), | ||
4806 | Convert.ToSingle(cmdparams[5]))); | ||
4807 | |||
4808 | m_log.DebugFormat("Edited scale of Primitive: {0}", part.Name); | ||
4809 | } | ||
4810 | } | ||
4811 | } | ||
4812 | } | ||
4813 | } | ||
4814 | |||
4815 | #region Script Handling Methods | ||
4816 | |||
4817 | /// <summary> | ||
4818 | /// Console command handler to send script command to script engine. | ||
4819 | /// </summary> | ||
4820 | /// <param name="args"></param> | ||
4821 | public void SendCommandToPlugins(string[] args) | ||
4822 | { | ||
4823 | m_eventManager.TriggerOnPluginConsole(args); | ||
4824 | } | ||
4825 | |||
4826 | public LandData GetLandData(float x, float y) | ||
4827 | { | ||
4828 | return LandChannel.GetLandObject(x, y).LandData; | ||
4829 | } | ||
4830 | |||
4831 | /// <summary> | ||
4832 | /// Get LandData by position. | ||
4833 | /// </summary> | ||
4834 | /// <param name="pos"></param> | ||
4835 | /// <returns></returns> | ||
4836 | public LandData GetLandData(Vector3 pos) | ||
4837 | { | ||
4838 | return GetLandData(pos.X, pos.Y); | ||
4839 | } | ||
4840 | |||
4841 | public LandData GetLandData(uint x, uint y) | ||
4842 | { | ||
4843 | m_log.DebugFormat("[SCENE]: returning land for {0},{1}", x, y); | ||
4844 | return LandChannel.GetLandObject((int)x, (int)y).LandData; | ||
4845 | } | ||
4846 | |||
4847 | #endregion | ||
4848 | |||
4849 | #region Script Engine | ||
4850 | |||
4851 | private bool ScriptDanger(SceneObjectPart part, Vector3 pos) | ||
4852 | { | ||
4853 | ILandObject parcel = LandChannel.GetLandObject(pos.X, pos.Y); | ||
4854 | if (part != null) | ||
4855 | { | ||
4856 | if (parcel != null) | ||
4857 | { | ||
4858 | if ((parcel.LandData.Flags & (uint)ParcelFlags.AllowOtherScripts) != 0) | ||
4859 | { | ||
4860 | return true; | ||
4861 | } | ||
4862 | else if ((part.OwnerID == parcel.LandData.OwnerID) || Permissions.IsGod(part.OwnerID)) | ||
4863 | { | ||
4864 | return true; | ||
4865 | } | ||
4866 | else if (((parcel.LandData.Flags & (uint)ParcelFlags.AllowGroupScripts) != 0) | ||
4867 | && (parcel.LandData.GroupID != UUID.Zero) && (parcel.LandData.GroupID == part.GroupID)) | ||
4868 | { | ||
4869 | return true; | ||
4870 | } | ||
4871 | else | ||
4872 | { | ||
4873 | return false; | ||
4874 | } | ||
4875 | } | ||
4876 | else | ||
4877 | { | ||
4878 | |||
4879 | if (pos.X > 0f && pos.X < RegionInfo.RegionSizeX && pos.Y > 0f && pos.Y < RegionInfo.RegionSizeY) | ||
4880 | { | ||
4881 | // The only time parcel != null when an object is inside a region is when | ||
4882 | // there is nothing behind the landchannel. IE, no land plugin loaded. | ||
4883 | return true; | ||
4884 | } | ||
4885 | else | ||
4886 | { | ||
4887 | // The object is outside of this region. Stop piping events to it. | ||
4888 | return false; | ||
4889 | } | ||
4890 | } | ||
4891 | } | ||
4892 | else | ||
4893 | { | ||
4894 | return false; | ||
4895 | } | ||
4896 | } | ||
4897 | |||
4898 | public bool ScriptDanger(uint localID, Vector3 pos) | ||
4899 | { | ||
4900 | SceneObjectPart part = GetSceneObjectPart(localID); | ||
4901 | if (part != null) | ||
4902 | { | ||
4903 | return ScriptDanger(part, pos); | ||
4904 | } | ||
4905 | else | ||
4906 | { | ||
4907 | return false; | ||
4908 | } | ||
4909 | } | ||
4910 | |||
4911 | public bool PipeEventsForScript(uint localID) | ||
4912 | { | ||
4913 | SceneObjectPart part = GetSceneObjectPart(localID); | ||
4914 | |||
4915 | if (part != null) | ||
4916 | { | ||
4917 | SceneObjectPart parent = part.ParentGroup.RootPart; | ||
4918 | return ScriptDanger(parent, parent.GetWorldPosition()); | ||
4919 | } | ||
4920 | else | ||
4921 | { | ||
4922 | return false; | ||
4923 | } | ||
4924 | } | ||
4925 | |||
4926 | #endregion | ||
4927 | |||
4928 | #region SceneGraph wrapper methods | ||
4929 | |||
4930 | /// <summary> | ||
4931 | /// | ||
4932 | /// </summary> | ||
4933 | /// <param name="localID"></param> | ||
4934 | /// <returns></returns> | ||
4935 | public UUID ConvertLocalIDToFullID(uint localID) | ||
4936 | { | ||
4937 | return m_sceneGraph.ConvertLocalIDToFullID(localID); | ||
4938 | } | ||
4939 | |||
4940 | public void SwapRootAgentCount(bool rootChildChildRootTF) | ||
4941 | { | ||
4942 | m_sceneGraph.SwapRootChildAgent(rootChildChildRootTF); | ||
4943 | } | ||
4944 | |||
4945 | public void AddPhysicalPrim(int num) | ||
4946 | { | ||
4947 | m_sceneGraph.AddPhysicalPrim(num); | ||
4948 | } | ||
4949 | |||
4950 | public void RemovePhysicalPrim(int num) | ||
4951 | { | ||
4952 | m_sceneGraph.RemovePhysicalPrim(num); | ||
4953 | } | ||
4954 | |||
4955 | public int GetRootAgentCount() | ||
4956 | { | ||
4957 | return m_sceneGraph.GetRootAgentCount(); | ||
4958 | } | ||
4959 | |||
4960 | public int GetChildAgentCount() | ||
4961 | { | ||
4962 | return m_sceneGraph.GetChildAgentCount(); | ||
4963 | } | ||
4964 | |||
4965 | /// <summary> | ||
4966 | /// Request a scene presence by UUID. Fast, indexed lookup. | ||
4967 | /// </summary> | ||
4968 | /// <param name="agentID"></param> | ||
4969 | /// <returns>null if the presence was not found</returns> | ||
4970 | public ScenePresence GetScenePresence(UUID agentID) | ||
4971 | { | ||
4972 | return m_sceneGraph.GetScenePresence(agentID); | ||
4973 | } | ||
4974 | |||
4975 | /// <summary> | ||
4976 | /// Request the scene presence by name. | ||
4977 | /// </summary> | ||
4978 | /// <param name="firstName"></param> | ||
4979 | /// <param name="lastName"></param> | ||
4980 | /// <returns>null if the presence was not found</returns> | ||
4981 | public ScenePresence GetScenePresence(string firstName, string lastName) | ||
4982 | { | ||
4983 | return m_sceneGraph.GetScenePresence(firstName, lastName); | ||
4984 | } | ||
4985 | |||
4986 | /// <summary> | ||
4987 | /// Request the scene presence by localID. | ||
4988 | /// </summary> | ||
4989 | /// <param name="localID"></param> | ||
4990 | /// <returns>null if the presence was not found</returns> | ||
4991 | public ScenePresence GetScenePresence(uint localID) | ||
4992 | { | ||
4993 | return m_sceneGraph.GetScenePresence(localID); | ||
4994 | } | ||
4995 | |||
4996 | /// <summary> | ||
4997 | /// Gets all the scene presences in this scene. | ||
4998 | /// </summary> | ||
4999 | /// <remarks> | ||
5000 | /// This method will return both root and child scene presences. | ||
5001 | /// | ||
5002 | /// Consider using ForEachScenePresence() or ForEachRootScenePresence() if possible since these will not | ||
5003 | /// involving creating a new List object. | ||
5004 | /// </remarks> | ||
5005 | /// <returns> | ||
5006 | /// A list of the scene presences. Adding or removing from the list will not affect the presences in the scene. | ||
5007 | /// </returns> | ||
5008 | public List<ScenePresence> GetScenePresences() | ||
5009 | { | ||
5010 | return new List<ScenePresence>(m_sceneGraph.GetScenePresences()); | ||
5011 | } | ||
5012 | |||
5013 | /// <summary> | ||
5014 | /// Performs action on all avatars in the scene (root scene presences) | ||
5015 | /// Avatars may be an NPC or a 'real' client. | ||
5016 | /// </summary> | ||
5017 | /// <param name="action"></param> | ||
5018 | public void ForEachRootScenePresence(Action<ScenePresence> action) | ||
5019 | { | ||
5020 | m_sceneGraph.ForEachAvatar(action); | ||
5021 | } | ||
5022 | |||
5023 | /// <summary> | ||
5024 | /// Performs action on all scene presences (root and child) | ||
5025 | /// </summary> | ||
5026 | /// <param name="action"></param> | ||
5027 | public void ForEachScenePresence(Action<ScenePresence> action) | ||
5028 | { | ||
5029 | m_sceneGraph.ForEachScenePresence(action); | ||
5030 | } | ||
5031 | |||
5032 | /// <summary> | ||
5033 | /// Get all the scene object groups. | ||
5034 | /// </summary> | ||
5035 | /// <returns> | ||
5036 | /// The scene object groups. If the scene is empty then an empty list is returned. | ||
5037 | /// </returns> | ||
5038 | public List<SceneObjectGroup> GetSceneObjectGroups() | ||
5039 | { | ||
5040 | return m_sceneGraph.GetSceneObjectGroups(); | ||
5041 | } | ||
5042 | |||
5043 | /// <summary> | ||
5044 | /// Get a group via its UUID | ||
5045 | /// </summary> | ||
5046 | /// <param name="fullID"></param> | ||
5047 | /// <returns>null if no group with that id exists</returns> | ||
5048 | public SceneObjectGroup GetSceneObjectGroup(UUID fullID) | ||
5049 | { | ||
5050 | return m_sceneGraph.GetSceneObjectGroup(fullID); | ||
5051 | } | ||
5052 | |||
5053 | /// <summary> | ||
5054 | /// Get a group via its local ID | ||
5055 | /// </summary> | ||
5056 | /// <remarks>This will only return a group if the local ID matches a root part</remarks> | ||
5057 | /// <param name="localID"></param> | ||
5058 | /// <returns>null if no group with that id exists</returns> | ||
5059 | public SceneObjectGroup GetSceneObjectGroup(uint localID) | ||
5060 | { | ||
5061 | return m_sceneGraph.GetSceneObjectGroup(localID); | ||
5062 | } | ||
5063 | |||
5064 | /// <summary> | ||
5065 | /// Get a group by name from the scene (will return the first | ||
5066 | /// found, if there are more than one prim with the same name) | ||
5067 | /// </summary> | ||
5068 | /// <param name="name"></param> | ||
5069 | /// <returns>null if no group with that name exists</returns> | ||
5070 | public SceneObjectGroup GetSceneObjectGroup(string name) | ||
5071 | { | ||
5072 | return m_sceneGraph.GetSceneObjectGroup(name); | ||
5073 | } | ||
5074 | |||
5075 | /// <summary> | ||
5076 | /// Attempt to get the SOG via its UUID | ||
5077 | /// </summary> | ||
5078 | /// <param name="fullID"></param> | ||
5079 | /// <param name="sog"></param> | ||
5080 | /// <returns></returns> | ||
5081 | public bool TryGetSceneObjectGroup(UUID fullID, out SceneObjectGroup sog) | ||
5082 | { | ||
5083 | sog = GetSceneObjectGroup(fullID); | ||
5084 | return sog != null; | ||
5085 | } | ||
5086 | |||
5087 | /// <summary> | ||
5088 | /// Get a prim by name from the scene (will return the first | ||
5089 | /// found, if there are more than one prim with the same name) | ||
5090 | /// </summary> | ||
5091 | /// <param name="name"></param> | ||
5092 | /// <returns></returns> | ||
5093 | public SceneObjectPart GetSceneObjectPart(string name) | ||
5094 | { | ||
5095 | return m_sceneGraph.GetSceneObjectPart(name); | ||
5096 | } | ||
5097 | |||
5098 | /// <summary> | ||
5099 | /// Get a prim via its local id | ||
5100 | /// </summary> | ||
5101 | /// <param name="localID"></param> | ||
5102 | /// <returns></returns> | ||
5103 | public SceneObjectPart GetSceneObjectPart(uint localID) | ||
5104 | { | ||
5105 | return m_sceneGraph.GetSceneObjectPart(localID); | ||
5106 | } | ||
5107 | |||
5108 | /// <summary> | ||
5109 | /// Get a prim via its UUID | ||
5110 | /// </summary> | ||
5111 | /// <param name="fullID"></param> | ||
5112 | /// <returns></returns> | ||
5113 | public SceneObjectPart GetSceneObjectPart(UUID fullID) | ||
5114 | { | ||
5115 | return m_sceneGraph.GetSceneObjectPart(fullID); | ||
5116 | } | ||
5117 | |||
5118 | /// <summary> | ||
5119 | /// Attempt to get a prim via its UUID | ||
5120 | /// </summary> | ||
5121 | /// <param name="fullID"></param> | ||
5122 | /// <param name="sop"></param> | ||
5123 | /// <returns></returns> | ||
5124 | public bool TryGetSceneObjectPart(UUID fullID, out SceneObjectPart sop) | ||
5125 | { | ||
5126 | sop = GetSceneObjectPart(fullID); | ||
5127 | return sop != null; | ||
5128 | } | ||
5129 | |||
5130 | /// <summary> | ||
5131 | /// Get a scene object group that contains the prim with the given local id | ||
5132 | /// </summary> | ||
5133 | /// <param name="localID"></param> | ||
5134 | /// <returns>null if no scene object group containing that prim is found</returns> | ||
5135 | public SceneObjectGroup GetGroupByPrim(uint localID) | ||
5136 | { | ||
5137 | return m_sceneGraph.GetGroupByPrim(localID); | ||
5138 | } | ||
5139 | |||
5140 | /// <summary> | ||
5141 | /// Get a scene object group that contains the prim with the given uuid | ||
5142 | /// </summary> | ||
5143 | /// <param name="fullID"></param> | ||
5144 | /// <returns>null if no scene object group containing that prim is found</returns> | ||
5145 | public SceneObjectGroup GetGroupByPrim(UUID fullID) | ||
5146 | { | ||
5147 | return m_sceneGraph.GetGroupByPrim(fullID); | ||
5148 | } | ||
5149 | |||
5150 | public override bool TryGetScenePresence(UUID agentID, out ScenePresence sp) | ||
5151 | { | ||
5152 | return m_sceneGraph.TryGetScenePresence(agentID, out sp); | ||
5153 | } | ||
5154 | |||
5155 | public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) | ||
5156 | { | ||
5157 | return m_sceneGraph.TryGetAvatarByName(avatarName, out avatar); | ||
5158 | } | ||
5159 | |||
5160 | /// <summary> | ||
5161 | /// Perform an action on all clients with an avatar in this scene (root only) | ||
5162 | /// </summary> | ||
5163 | /// <param name="action"></param> | ||
5164 | public void ForEachRootClient(Action<IClientAPI> action) | ||
5165 | { | ||
5166 | ForEachRootScenePresence(delegate(ScenePresence presence) | ||
5167 | { | ||
5168 | action(presence.ControllingClient); | ||
5169 | }); | ||
5170 | } | ||
5171 | |||
5172 | /// <summary> | ||
5173 | /// Perform an action on all clients connected to the region (root and child) | ||
5174 | /// </summary> | ||
5175 | /// <param name="action"></param> | ||
5176 | public void ForEachClient(Action<IClientAPI> action) | ||
5177 | { | ||
5178 | m_clientManager.ForEachSync(action); | ||
5179 | } | ||
5180 | |||
5181 | public bool TryGetClient(UUID avatarID, out IClientAPI client) | ||
5182 | { | ||
5183 | return m_clientManager.TryGetValue(avatarID, out client); | ||
5184 | } | ||
5185 | |||
5186 | public bool TryGetClient(System.Net.IPEndPoint remoteEndPoint, out IClientAPI client) | ||
5187 | { | ||
5188 | return m_clientManager.TryGetValue(remoteEndPoint, out client); | ||
5189 | } | ||
5190 | |||
5191 | public void ForEachSOG(Action<SceneObjectGroup> action) | ||
5192 | { | ||
5193 | m_sceneGraph.ForEachSOG(action); | ||
5194 | } | ||
5195 | |||
5196 | /// <summary> | ||
5197 | /// Returns a list of the entities in the scene. This is a new list so operations perform on the list itself | ||
5198 | /// will not affect the original list of objects in the scene. | ||
5199 | /// </summary> | ||
5200 | /// <returns></returns> | ||
5201 | public EntityBase[] GetEntities() | ||
5202 | { | ||
5203 | return m_sceneGraph.GetEntities(); | ||
5204 | } | ||
5205 | |||
5206 | #endregion | ||
5207 | |||
5208 | |||
5209 | // Commented pending deletion since this method no longer appears to do anything at all | ||
5210 | // public bool NeedSceneCacheClear(UUID agentID) | ||
5211 | // { | ||
5212 | // IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>(); | ||
5213 | // if (inv == null) | ||
5214 | // return true; | ||
5215 | // | ||
5216 | // return inv.NeedSceneCacheClear(agentID, this); | ||
5217 | // } | ||
5218 | |||
5219 | public void CleanTempObjects() | ||
5220 | { | ||
5221 | EntityBase[] entities = GetEntities(); | ||
5222 | foreach (EntityBase obj in entities) | ||
5223 | { | ||
5224 | if (obj is SceneObjectGroup) | ||
5225 | { | ||
5226 | SceneObjectGroup grp = (SceneObjectGroup)obj; | ||
5227 | |||
5228 | if (!grp.IsDeleted) | ||
5229 | { | ||
5230 | if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) | ||
5231 | { | ||
5232 | if (grp.RootPart.Expires <= DateTime.Now) | ||
5233 | DeleteSceneObject(grp, false); | ||
5234 | } | ||
5235 | } | ||
5236 | } | ||
5237 | } | ||
5238 | |||
5239 | } | ||
5240 | |||
5241 | public void DeleteFromStorage(UUID uuid) | ||
5242 | { | ||
5243 | SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID); | ||
5244 | } | ||
5245 | |||
5246 | public int GetHealth() | ||
5247 | { | ||
5248 | // Returns: | ||
5249 | // 1 = sim is up and accepting http requests. The heartbeat has | ||
5250 | // stopped and the sim is probably locked up, but a remote | ||
5251 | // admin restart may succeed | ||
5252 | // | ||
5253 | // 2 = Sim is up and the heartbeat is running. The sim is likely | ||
5254 | // usable for people within and logins _may_ work | ||
5255 | // | ||
5256 | // 3 = We have seen a new user enter within the past 4 minutes | ||
5257 | // which can be seen as positive confirmation of sim health | ||
5258 | // | ||
5259 | int health = 1; // Start at 1, means we're up | ||
5260 | |||
5261 | if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) | ||
5262 | health += 1; | ||
5263 | else | ||
5264 | return health; | ||
5265 | |||
5266 | // A login in the last 4 mins? We can't be doing too badly | ||
5267 | // | ||
5268 | if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) | ||
5269 | health++; | ||
5270 | else | ||
5271 | return health; | ||
5272 | |||
5273 | // CheckHeartbeat(); | ||
5274 | |||
5275 | return health; | ||
5276 | } | ||
5277 | |||
5278 | // This callback allows the PhysicsScene to call back to its caller (the SceneGraph) and | ||
5279 | // update non-physical objects like the joint proxy objects that represent the position | ||
5280 | // of the joints in the scene. | ||
5281 | |||
5282 | // This routine is normally called from within a lock (OdeLock) from within the OdePhysicsScene | ||
5283 | // WARNING: be careful of deadlocks here if you manipulate the scene. Remember you are being called | ||
5284 | // from within the OdePhysicsScene. | ||
5285 | |||
5286 | protected internal void jointMoved(PhysicsJoint joint) | ||
5287 | { | ||
5288 | // m_parentScene.PhysicsScene.DumpJointInfo(); // non-thread-locked version; we should already be in a lock (OdeLock) when this callback is invoked | ||
5289 | SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene); | ||
5290 | if (jointProxyObject == null) | ||
5291 | { | ||
5292 | jointErrorMessage(joint, "WARNING, joint proxy not found, name " + joint.ObjectNameInScene); | ||
5293 | return; | ||
5294 | } | ||
5295 | |||
5296 | // now update the joint proxy object in the scene to have the position of the joint as returned by the physics engine | ||
5297 | SceneObjectPart trackedBody = GetSceneObjectPart(joint.TrackedBodyName); // FIXME: causes a sequential lookup | ||
5298 | if (trackedBody == null) return; // the actor may have been deleted but the joint still lingers around a few frames waiting for deletion. during this time, trackedBody is NULL to prevent further motion of the joint proxy. | ||
5299 | jointProxyObject.Velocity = trackedBody.Velocity; | ||
5300 | jointProxyObject.AngularVelocity = trackedBody.AngularVelocity; | ||
5301 | switch (joint.Type) | ||
5302 | { | ||
5303 | case PhysicsJointType.Ball: | ||
5304 | { | ||
5305 | Vector3 jointAnchor = PhysicsScene.GetJointAnchor(joint); | ||
5306 | Vector3 proxyPos = jointAnchor; | ||
5307 | jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update | ||
5308 | } | ||
5309 | break; | ||
5310 | |||
5311 | case PhysicsJointType.Hinge: | ||
5312 | { | ||
5313 | Vector3 jointAnchor = PhysicsScene.GetJointAnchor(joint); | ||
5314 | |||
5315 | // Normally, we would just ask the physics scene to return the axis for the joint. | ||
5316 | // Unfortunately, ODE sometimes returns <0,0,0> for the joint axis, which should | ||
5317 | // never occur. Therefore we cannot rely on ODE to always return a correct joint axis. | ||
5318 | // Therefore the following call does not always work: | ||
5319 | //PhysicsVector phyJointAxis = _PhyScene.GetJointAxis(joint); | ||
5320 | |||
5321 | // instead we compute the joint orientation by saving the original joint orientation | ||
5322 | // relative to one of the jointed bodies, and applying this transformation | ||
5323 | // to the current position of the jointed bodies (the tracked body) to compute the | ||
5324 | // current joint orientation. | ||
5325 | |||
5326 | if (joint.TrackedBodyName == null) | ||
5327 | { | ||
5328 | jointErrorMessage(joint, "joint.TrackedBodyName is null, joint " + joint.ObjectNameInScene); | ||
5329 | } | ||
5330 | |||
5331 | Vector3 proxyPos = jointAnchor; | ||
5332 | Quaternion q = trackedBody.RotationOffset * joint.LocalRotation; | ||
5333 | |||
5334 | jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update | ||
5335 | jointProxyObject.ParentGroup.UpdateGroupRotationR(q); // schedules the entire group for a terse update | ||
5336 | } | ||
5337 | break; | ||
5338 | } | ||
5339 | } | ||
5340 | |||
5341 | // This callback allows the PhysicsScene to call back to its caller (the SceneGraph) and | ||
5342 | // update non-physical objects like the joint proxy objects that represent the position | ||
5343 | // of the joints in the scene. | ||
5344 | |||
5345 | // This routine is normally called from within a lock (OdeLock) from within the OdePhysicsScene | ||
5346 | // WARNING: be careful of deadlocks here if you manipulate the scene. Remember you are being called | ||
5347 | // from within the OdePhysicsScene. | ||
5348 | protected internal void jointDeactivated(PhysicsJoint joint) | ||
5349 | { | ||
5350 | //m_log.Debug("[NINJA] SceneGraph.jointDeactivated, joint:" + joint.ObjectNameInScene); | ||
5351 | SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene); | ||
5352 | if (jointProxyObject == null) | ||
5353 | { | ||
5354 | jointErrorMessage(joint, "WARNING, trying to deactivate (stop interpolation of) joint proxy, but not found, name " + joint.ObjectNameInScene); | ||
5355 | return; | ||
5356 | } | ||
5357 | |||
5358 | // turn the proxy non-physical, which also stops its client-side interpolation | ||
5359 | bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); | ||
5360 | if (wasUsingPhysics) | ||
5361 | { | ||
5362 | 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 | ||
5363 | } | ||
5364 | } | ||
5365 | |||
5366 | // This callback allows the PhysicsScene to call back to its caller (the SceneGraph) and | ||
5367 | // alert the user of errors by using the debug channel in the same way that scripts alert | ||
5368 | // the user of compile errors. | ||
5369 | |||
5370 | // This routine is normally called from within a lock (OdeLock) from within the OdePhysicsScene | ||
5371 | // WARNING: be careful of deadlocks here if you manipulate the scene. Remember you are being called | ||
5372 | // from within the OdePhysicsScene. | ||
5373 | public void jointErrorMessage(PhysicsJoint joint, string message) | ||
5374 | { | ||
5375 | if (joint != null) | ||
5376 | { | ||
5377 | if (joint.ErrorMessageCount > PhysicsJoint.maxErrorMessages) | ||
5378 | return; | ||
5379 | |||
5380 | SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene); | ||
5381 | if (jointProxyObject != null) | ||
5382 | { | ||
5383 | SimChat(Utils.StringToBytes("[NINJA]: " + message), | ||
5384 | ChatTypeEnum.DebugChannel, | ||
5385 | 2147483647, | ||
5386 | jointProxyObject.AbsolutePosition, | ||
5387 | jointProxyObject.Name, | ||
5388 | jointProxyObject.UUID, | ||
5389 | false); | ||
5390 | |||
5391 | joint.ErrorMessageCount++; | ||
5392 | |||
5393 | if (joint.ErrorMessageCount > PhysicsJoint.maxErrorMessages) | ||
5394 | { | ||
5395 | SimChat(Utils.StringToBytes("[NINJA]: Too many messages for this joint, suppressing further messages."), | ||
5396 | ChatTypeEnum.DebugChannel, | ||
5397 | 2147483647, | ||
5398 | jointProxyObject.AbsolutePosition, | ||
5399 | jointProxyObject.Name, | ||
5400 | jointProxyObject.UUID, | ||
5401 | false); | ||
5402 | } | ||
5403 | } | ||
5404 | else | ||
5405 | { | ||
5406 | // couldn't find the joint proxy object; the error message is silently suppressed | ||
5407 | } | ||
5408 | } | ||
5409 | } | ||
5410 | |||
5411 | public Scene ConsoleScene() | ||
5412 | { | ||
5413 | if (MainConsole.Instance == null) | ||
5414 | return null; | ||
5415 | if (MainConsole.Instance.ConsoleScene is Scene) | ||
5416 | return (Scene)MainConsole.Instance.ConsoleScene; | ||
5417 | return null; | ||
5418 | } | ||
5419 | |||
5420 | // Get terrain height at the specified <x,y> location. | ||
5421 | // Presumes the underlying implementation is a heightmap which is a 1m grid. | ||
5422 | // Finds heightmap grid points before and after the point and | ||
5423 | // does a linear approximation of the height at this intermediate point. | ||
5424 | public float GetGroundHeight(float x, float y) | ||
5425 | { | ||
5426 | if (x < 0) | ||
5427 | x = 0; | ||
5428 | if (x >= Heightmap.Width) | ||
5429 | x = Heightmap.Width - 1; | ||
5430 | if (y < 0) | ||
5431 | y = 0; | ||
5432 | if (y >= Heightmap.Height) | ||
5433 | y = Heightmap.Height - 1; | ||
5434 | |||
5435 | Vector3 p0 = new Vector3(x, y, (float)Heightmap[(int)x, (int)y]); | ||
5436 | Vector3 p1 = p0; | ||
5437 | Vector3 p2 = p0; | ||
5438 | |||
5439 | p1.X += 1.0f; | ||
5440 | if (p1.X < Heightmap.Width) | ||
5441 | p1.Z = (float)Heightmap[(int)p1.X, (int)p1.Y]; | ||
5442 | |||
5443 | p2.Y += 1.0f; | ||
5444 | if (p2.Y < Heightmap.Height) | ||
5445 | p2.Z = (float)Heightmap[(int)p2.X, (int)p2.Y]; | ||
5446 | |||
5447 | Vector3 v0 = new Vector3(p1.X - p0.X, p1.Y - p0.Y, p1.Z - p0.Z); | ||
5448 | Vector3 v1 = new Vector3(p2.X - p0.X, p2.Y - p0.Y, p2.Z - p0.Z); | ||
5449 | |||
5450 | v0.Normalize(); | ||
5451 | v1.Normalize(); | ||
5452 | |||
5453 | Vector3 vsn = new Vector3(); | ||
5454 | vsn.X = (v0.Y * v1.Z) - (v0.Z * v1.Y); | ||
5455 | vsn.Y = (v0.Z * v1.X) - (v0.X * v1.Z); | ||
5456 | vsn.Z = (v0.X * v1.Y) - (v0.Y * v1.X); | ||
5457 | vsn.Normalize(); | ||
5458 | |||
5459 | float xdiff = x - (float)((int)x); | ||
5460 | float ydiff = y - (float)((int)y); | ||
5461 | |||
5462 | return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; | ||
5463 | } | ||
5464 | |||
5465 | // private void CheckHeartbeat() | ||
5466 | // { | ||
5467 | // if (m_firstHeartbeat) | ||
5468 | // return; | ||
5469 | // | ||
5470 | // if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) | ||
5471 | // StartTimer(); | ||
5472 | // } | ||
5473 | |||
5474 | public override ISceneObject DeserializeObject(string representation) | ||
5475 | { | ||
5476 | return SceneObjectSerializer.FromXml2Format(representation); | ||
5477 | } | ||
5478 | |||
5479 | public override bool AllowScriptCrossings | ||
5480 | { | ||
5481 | get { return m_allowScriptCrossings; } | ||
5482 | } | ||
5483 | |||
5484 | public Vector3 GetNearestAllowedPosition(ScenePresence avatar) | ||
5485 | { | ||
5486 | return GetNearestAllowedPosition(avatar, null); | ||
5487 | } | ||
5488 | |||
5489 | public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel) | ||
5490 | { | ||
5491 | ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel); | ||
5492 | |||
5493 | if (nearestParcel != null) | ||
5494 | { | ||
5495 | Vector3 dir = Vector3.Normalize(Vector3.Multiply(avatar.Velocity, -1)); | ||
5496 | //Try to get a location that feels like where they came from | ||
5497 | Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); | ||
5498 | if (nearestPoint != null) | ||
5499 | { | ||
5500 | m_log.Debug("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString()); | ||
5501 | return nearestPoint.Value; | ||
5502 | } | ||
5503 | |||
5504 | //Sometimes velocity might be zero (local teleport), so try finding point along path from avatar to center of nearest parcel | ||
5505 | Vector3 directionToParcelCenter = Vector3.Subtract(GetParcelCenterAtGround(nearestParcel), avatar.AbsolutePosition); | ||
5506 | dir = Vector3.Normalize(directionToParcelCenter); | ||
5507 | nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); | ||
5508 | if (nearestPoint != null) | ||
5509 | { | ||
5510 | m_log.Debug("They had a zero velocity, sending them to: " + nearestPoint.ToString()); | ||
5511 | return nearestPoint.Value; | ||
5512 | } | ||
5513 | |||
5514 | ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y); | ||
5515 | if (dest != excludeParcel) | ||
5516 | { | ||
5517 | // Ultimate backup if we have no idea where they are and | ||
5518 | // the last allowed position was in another parcel | ||
5519 | m_log.Debug("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString()); | ||
5520 | return avatar.lastKnownAllowedPosition; | ||
5521 | } | ||
5522 | |||
5523 | // else fall through to region edge | ||
5524 | } | ||
5525 | |||
5526 | //Go to the edge, this happens in teleporting to a region with no available parcels | ||
5527 | Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar); | ||
5528 | |||
5529 | //m_log.Debug("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString()); | ||
5530 | |||
5531 | return nearestRegionEdgePoint; | ||
5532 | } | ||
5533 | |||
5534 | private Vector3 GetParcelCenterAtGround(ILandObject parcel) | ||
5535 | { | ||
5536 | Vector2 center = GetParcelCenter(parcel); | ||
5537 | return GetPositionAtGround(center.X, center.Y); | ||
5538 | } | ||
5539 | |||
5540 | private Vector3? GetNearestPointInParcelAlongDirectionFromPoint(Vector3 pos, Vector3 direction, ILandObject parcel) | ||
5541 | { | ||
5542 | Vector3 unitDirection = Vector3.Normalize(direction); | ||
5543 | //Making distance to search go through some sane limit of distance | ||
5544 | for (float distance = 0; distance < Math.Max(RegionInfo.RegionSizeX, RegionInfo.RegionSizeY) * 2; distance += .5f) | ||
5545 | { | ||
5546 | Vector3 testPos = Vector3.Add(pos, Vector3.Multiply(unitDirection, distance)); | ||
5547 | if (parcel.ContainsPoint((int)testPos.X, (int)testPos.Y)) | ||
5548 | { | ||
5549 | return testPos; | ||
5550 | } | ||
5551 | } | ||
5552 | return null; | ||
5553 | } | ||
5554 | |||
5555 | public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) | ||
5556 | { | ||
5557 | return GetNearestAllowedParcel(avatarId, x, y, null); | ||
5558 | } | ||
5559 | |||
5560 | public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel) | ||
5561 | { | ||
5562 | List<ILandObject> all = AllParcels(); | ||
5563 | float minParcelDistance = float.MaxValue; | ||
5564 | ILandObject nearestParcel = null; | ||
5565 | |||
5566 | foreach (var parcel in all) | ||
5567 | { | ||
5568 | if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel) | ||
5569 | { | ||
5570 | float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); | ||
5571 | if (parcelDistance < minParcelDistance) | ||
5572 | { | ||
5573 | minParcelDistance = parcelDistance; | ||
5574 | nearestParcel = parcel; | ||
5575 | } | ||
5576 | } | ||
5577 | } | ||
5578 | |||
5579 | return nearestParcel; | ||
5580 | } | ||
5581 | |||
5582 | private List<ILandObject> AllParcels() | ||
5583 | { | ||
5584 | return LandChannel.AllParcels(); | ||
5585 | } | ||
5586 | |||
5587 | private float GetParcelDistancefromPoint(ILandObject parcel, float x, float y) | ||
5588 | { | ||
5589 | return Vector2.Distance(new Vector2(x, y), GetParcelCenter(parcel)); | ||
5590 | } | ||
5591 | |||
5592 | //calculate the average center point of a parcel | ||
5593 | private Vector2 GetParcelCenter(ILandObject parcel) | ||
5594 | { | ||
5595 | int count = 0; | ||
5596 | int avgx = 0; | ||
5597 | int avgy = 0; | ||
5598 | for (int x = 0; x < RegionInfo.RegionSizeX; x++) | ||
5599 | { | ||
5600 | for (int y = 0; y < RegionInfo.RegionSizeY; y++) | ||
5601 | { | ||
5602 | //Just keep a running average as we check if all the points are inside or not | ||
5603 | if (parcel.ContainsPoint(x, y)) | ||
5604 | { | ||
5605 | if (count == 0) | ||
5606 | { | ||
5607 | avgx = x; | ||
5608 | avgy = y; | ||
5609 | } | ||
5610 | else | ||
5611 | { | ||
5612 | avgx = (avgx * count + x) / (count + 1); | ||
5613 | avgy = (avgy * count + y) / (count + 1); | ||
5614 | } | ||
5615 | count += 1; | ||
5616 | } | ||
5617 | } | ||
5618 | } | ||
5619 | return new Vector2(avgx, avgy); | ||
5620 | } | ||
5621 | |||
5622 | private Vector3 GetNearestRegionEdgePosition(ScenePresence avatar) | ||
5623 | { | ||
5624 | float xdistance = avatar.AbsolutePosition.X < RegionInfo.RegionSizeX / 2 | ||
5625 | ? avatar.AbsolutePosition.X : RegionInfo.RegionSizeX - avatar.AbsolutePosition.X; | ||
5626 | float ydistance = avatar.AbsolutePosition.Y < RegionInfo.RegionSizeY / 2 | ||
5627 | ? avatar.AbsolutePosition.Y : RegionInfo.RegionSizeY - avatar.AbsolutePosition.Y; | ||
5628 | |||
5629 | //find out what vertical edge to go to | ||
5630 | if (xdistance < ydistance) | ||
5631 | { | ||
5632 | if (avatar.AbsolutePosition.X < RegionInfo.RegionSizeX / 2) | ||
5633 | { | ||
5634 | return GetPositionAtAvatarHeightOrGroundHeight(avatar, 0.0f, avatar.AbsolutePosition.Y); | ||
5635 | } | ||
5636 | else | ||
5637 | { | ||
5638 | return GetPositionAtAvatarHeightOrGroundHeight(avatar, RegionInfo.RegionSizeY, avatar.AbsolutePosition.Y); | ||
5639 | } | ||
5640 | } | ||
5641 | //find out what horizontal edge to go to | ||
5642 | else | ||
5643 | { | ||
5644 | if (avatar.AbsolutePosition.Y < RegionInfo.RegionSizeY / 2) | ||
5645 | { | ||
5646 | return GetPositionAtAvatarHeightOrGroundHeight(avatar, avatar.AbsolutePosition.X, 0.0f); | ||
5647 | } | ||
5648 | else | ||
5649 | { | ||
5650 | return GetPositionAtAvatarHeightOrGroundHeight(avatar, avatar.AbsolutePosition.X, RegionInfo.RegionSizeY); | ||
5651 | } | ||
5652 | } | ||
5653 | } | ||
5654 | |||
5655 | private Vector3 GetPositionAtAvatarHeightOrGroundHeight(ScenePresence avatar, float x, float y) | ||
5656 | { | ||
5657 | Vector3 ground = GetPositionAtGround(x, y); | ||
5658 | if (avatar.AbsolutePosition.Z > ground.Z) | ||
5659 | { | ||
5660 | ground.Z = avatar.AbsolutePosition.Z; | ||
5661 | } | ||
5662 | return ground; | ||
5663 | } | ||
5664 | |||
5665 | private Vector3 GetPositionAtGround(float x, float y) | ||
5666 | { | ||
5667 | return new Vector3(x, y, GetGroundHeight(x, y)); | ||
5668 | } | ||
5669 | |||
5670 | public List<UUID> GetEstateRegions(int estateID) | ||
5671 | { | ||
5672 | IEstateDataService estateDataService = EstateDataService; | ||
5673 | if (estateDataService == null) | ||
5674 | return new List<UUID>(0); | ||
5675 | |||
5676 | return estateDataService.GetRegions(estateID); | ||
5677 | } | ||
5678 | |||
5679 | public void ReloadEstateData() | ||
5680 | { | ||
5681 | IEstateDataService estateDataService = EstateDataService; | ||
5682 | if (estateDataService != null) | ||
5683 | { | ||
5684 | RegionInfo.EstateSettings = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false); | ||
5685 | TriggerEstateSunUpdate(); | ||
5686 | } | ||
5687 | } | ||
5688 | |||
5689 | public void TriggerEstateSunUpdate() | ||
5690 | { | ||
5691 | EventManager.TriggerEstateToolsSunUpdate(RegionInfo.RegionHandle); | ||
5692 | } | ||
5693 | |||
5694 | private void HandleReloadEstate(string module, string[] cmd) | ||
5695 | { | ||
5696 | if (MainConsole.Instance.ConsoleScene == null || | ||
5697 | (MainConsole.Instance.ConsoleScene is Scene && | ||
5698 | (Scene)MainConsole.Instance.ConsoleScene == this)) | ||
5699 | { | ||
5700 | ReloadEstateData(); | ||
5701 | } | ||
5702 | } | ||
5703 | |||
5704 | /// <summary> | ||
5705 | /// Get the volume of space that will encompass all the given objects. | ||
5706 | /// </summary> | ||
5707 | /// <param name="objects"></param> | ||
5708 | /// <param name="minX"></param> | ||
5709 | /// <param name="maxX"></param> | ||
5710 | /// <param name="minY"></param> | ||
5711 | /// <param name="maxY"></param> | ||
5712 | /// <param name="minZ"></param> | ||
5713 | /// <param name="maxZ"></param> | ||
5714 | /// <returns></returns> | ||
5715 | public static Vector3[] GetCombinedBoundingBox( | ||
5716 | List<SceneObjectGroup> objects, | ||
5717 | out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) | ||
5718 | { | ||
5719 | minX = float.MaxValue; | ||
5720 | maxX = float.MinValue; | ||
5721 | minY = float.MaxValue; | ||
5722 | maxY = float.MinValue; | ||
5723 | minZ = float.MaxValue; | ||
5724 | maxZ = float.MinValue; | ||
5725 | |||
5726 | List<Vector3> offsets = new List<Vector3>(); | ||
5727 | |||
5728 | foreach (SceneObjectGroup g in objects) | ||
5729 | { | ||
5730 | float ominX, ominY, ominZ, omaxX, omaxY, omaxZ; | ||
5731 | |||
5732 | Vector3 vec = g.AbsolutePosition; | ||
5733 | |||
5734 | g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ); | ||
5735 | |||
5736 | // m_log.DebugFormat( | ||
5737 | // "[SCENE]: For {0} found AxisAlignedBoundingBoxRaw {1}, {2}", | ||
5738 | // g.Name, new Vector3(ominX, ominY, ominZ), new Vector3(omaxX, omaxY, omaxZ)); | ||
5739 | |||
5740 | ominX += vec.X; | ||
5741 | omaxX += vec.X; | ||
5742 | ominY += vec.Y; | ||
5743 | omaxY += vec.Y; | ||
5744 | ominZ += vec.Z; | ||
5745 | omaxZ += vec.Z; | ||
5746 | |||
5747 | if (minX > ominX) | ||
5748 | minX = ominX; | ||
5749 | if (minY > ominY) | ||
5750 | minY = ominY; | ||
5751 | if (minZ > ominZ) | ||
5752 | minZ = ominZ; | ||
5753 | if (maxX < omaxX) | ||
5754 | maxX = omaxX; | ||
5755 | if (maxY < omaxY) | ||
5756 | maxY = omaxY; | ||
5757 | if (maxZ < omaxZ) | ||
5758 | maxZ = omaxZ; | ||
5759 | } | ||
5760 | |||
5761 | foreach (SceneObjectGroup g in objects) | ||
5762 | { | ||
5763 | Vector3 vec = g.AbsolutePosition; | ||
5764 | vec.X -= minX; | ||
5765 | vec.Y -= minY; | ||
5766 | vec.Z -= minZ; | ||
5767 | |||
5768 | offsets.Add(vec); | ||
5769 | } | ||
5770 | |||
5771 | return offsets.ToArray(); | ||
5772 | } | ||
5773 | |||
5774 | /// <summary> | ||
5775 | /// Regenerate the maptile for this scene. | ||
5776 | /// </summary> | ||
5777 | /// <param name="sender"></param> | ||
5778 | /// <param name="e"></param> | ||
5779 | private void RegenerateMaptile() | ||
5780 | { | ||
5781 | IWorldMapModule mapModule = RequestModuleInterface<IWorldMapModule>(); | ||
5782 | if (mapModule != null) | ||
5783 | mapModule.GenerateMaptile(); | ||
5784 | } | ||
5785 | |||
5786 | private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) | ||
5787 | { | ||
5788 | RegenerateMaptile(); | ||
5789 | |||
5790 | // We need to propagate the new image UUID to the grid service | ||
5791 | // so that all simulators can retrieve it | ||
5792 | string error = GridService.RegisterRegion(RegionInfo.ScopeID, new GridRegion(RegionInfo)); | ||
5793 | if (error != string.Empty) | ||
5794 | throw new Exception(error); | ||
5795 | } | ||
5796 | |||
5797 | /// <summary> | ||
5798 | /// This method is called across the simulation connector to | ||
5799 | /// determine if a given agent is allowed in this region | ||
5800 | /// AS A ROOT AGENT | ||
5801 | /// </summary> | ||
5802 | /// <remarks> | ||
5803 | /// Returning false here will prevent them | ||
5804 | /// from logging into the region, teleporting into the region | ||
5805 | /// or corssing the broder walking, but will NOT prevent | ||
5806 | /// child agent creation, thereby emulating the SL behavior. | ||
5807 | /// </remarks> | ||
5808 | /// <param name='agentID'>The visitor's User ID</param> | ||
5809 | /// <param name="agentHomeURI">The visitor's Home URI (may be null)</param> | ||
5810 | /// <param name='position'></param> | ||
5811 | /// <param name='reason'></param> | ||
5812 | /// <returns></returns> | ||
5813 | public bool QueryAccess(UUID agentID, string agentHomeURI, bool viaTeleport, Vector3 position, List<UUID> features, out string reason) | ||
5814 | { | ||
5815 | reason = string.Empty; | ||
5816 | |||
5817 | if (Permissions.IsGod(agentID)) | ||
5818 | { | ||
5819 | reason = String.Empty; | ||
5820 | return true; | ||
5821 | } | ||
5822 | |||
5823 | if (!AllowAvatarCrossing && !viaTeleport) | ||
5824 | return false; | ||
5825 | |||
5826 | // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. | ||
5827 | // However, the long term fix is to make sure root agent count is always accurate. | ||
5828 | m_sceneGraph.RecalculateStats(); | ||
5829 | |||
5830 | int num = m_sceneGraph.GetRootAgentCount(); | ||
5831 | |||
5832 | if (num >= RegionInfo.RegionSettings.AgentLimit) | ||
5833 | { | ||
5834 | if (!Permissions.IsAdministrator(agentID)) | ||
5835 | { | ||
5836 | reason = "The region is full"; | ||
5837 | |||
5838 | m_log.DebugFormat( | ||
5839 | "[SCENE]: Denying presence with id {0} entry into {1} since region is at agent limit of {2}", | ||
5840 | agentID, RegionInfo.RegionName, RegionInfo.RegionSettings.AgentLimit); | ||
5841 | |||
5842 | return false; | ||
5843 | } | ||
5844 | } | ||
5845 | |||
5846 | ScenePresence presence = GetScenePresence(agentID); | ||
5847 | IClientAPI client = null; | ||
5848 | AgentCircuitData aCircuit = null; | ||
5849 | |||
5850 | if (presence != null) | ||
5851 | { | ||
5852 | client = presence.ControllingClient; | ||
5853 | if (client != null) | ||
5854 | aCircuit = client.RequestClientInfo(); | ||
5855 | } | ||
5856 | |||
5857 | // We may be called before there is a presence or a client. | ||
5858 | // Fake AgentCircuitData to keep IAuthorizationModule smiling | ||
5859 | if (client == null) | ||
5860 | { | ||
5861 | aCircuit = new AgentCircuitData(); | ||
5862 | aCircuit.AgentID = agentID; | ||
5863 | aCircuit.firstname = String.Empty; | ||
5864 | aCircuit.lastname = String.Empty; | ||
5865 | } | ||
5866 | |||
5867 | try | ||
5868 | { | ||
5869 | if (!AuthorizeUser(aCircuit, false, out reason)) | ||
5870 | { | ||
5871 | //m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID); | ||
5872 | return false; | ||
5873 | } | ||
5874 | } | ||
5875 | catch (Exception e) | ||
5876 | { | ||
5877 | m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} " + e.StackTrace, e.Message); | ||
5878 | reason = "Error authorizing agent: " + e.Message; | ||
5879 | return false; | ||
5880 | } | ||
5881 | |||
5882 | if (viaTeleport) | ||
5883 | { | ||
5884 | if (!RegionInfo.EstateSettings.AllowDirectTeleport) | ||
5885 | { | ||
5886 | SceneObjectGroup telehub; | ||
5887 | if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject)) != null) | ||
5888 | { | ||
5889 | List<SpawnPoint> spawnPoints = RegionInfo.RegionSettings.SpawnPoints(); | ||
5890 | bool banned = true; | ||
5891 | foreach (SpawnPoint sp in spawnPoints) | ||
5892 | { | ||
5893 | Vector3 spawnPoint = sp.GetLocation(telehub.AbsolutePosition, telehub.GroupRotation); | ||
5894 | ILandObject land = LandChannel.GetLandObject(spawnPoint.X, spawnPoint.Y); | ||
5895 | if (land == null) | ||
5896 | continue; | ||
5897 | if (land.IsEitherBannedOrRestricted(agentID)) | ||
5898 | continue; | ||
5899 | banned = false; | ||
5900 | break; | ||
5901 | } | ||
5902 | |||
5903 | if (banned) | ||
5904 | { | ||
5905 | if (Permissions.IsAdministrator(agentID) == false || Permissions.IsGridGod(agentID) == false) | ||
5906 | { | ||
5907 | reason = "No suitable landing point found"; | ||
5908 | return false; | ||
5909 | } | ||
5910 | reason = "Administrative access only"; | ||
5911 | return true; | ||
5912 | } | ||
5913 | } | ||
5914 | } | ||
5915 | |||
5916 | float posX = 128.0f; | ||
5917 | float posY = 128.0f; | ||
5918 | |||
5919 | if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY)) | ||
5920 | { | ||
5921 | // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID); | ||
5922 | reason = "You are banned from the region on all parcels"; | ||
5923 | return false; | ||
5924 | } | ||
5925 | } | ||
5926 | else // Walking | ||
5927 | { | ||
5928 | ILandObject land = LandChannel.GetLandObject(position.X, position.Y); | ||
5929 | if (land == null) | ||
5930 | { | ||
5931 | reason = "No parcel found"; | ||
5932 | return false; | ||
5933 | } | ||
5934 | |||
5935 | bool banned = land.IsBannedFromLand(agentID); | ||
5936 | bool restricted = land.IsRestrictedFromLand(agentID); | ||
5937 | |||
5938 | if (banned || restricted) | ||
5939 | { | ||
5940 | if (banned) | ||
5941 | reason = "You are banned from the parcel"; | ||
5942 | else | ||
5943 | reason = "The parcel is restricted"; | ||
5944 | return false; | ||
5945 | } | ||
5946 | } | ||
5947 | |||
5948 | reason = String.Empty; | ||
5949 | return true; | ||
5950 | } | ||
5951 | |||
5952 | /// <summary> | ||
5953 | /// This method deals with movement when an avatar is automatically moving (but this is distinct from the | ||
5954 | /// autopilot that moves an avatar to a sit target!. | ||
5955 | /// </summary> | ||
5956 | /// <remarks> | ||
5957 | /// This is not intended as a permament location for this method. | ||
5958 | /// </remarks> | ||
5959 | /// <param name="presence"></param> | ||
5960 | private void HandleOnSignificantClientMovement(ScenePresence presence) | ||
5961 | { | ||
5962 | if (presence.MovingToTarget) | ||
5963 | { | ||
5964 | double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget); | ||
5965 | // m_log.DebugFormat( | ||
5966 | // "[SCENE]: Abs pos of {0} is {1}, target {2}, distance {3}", | ||
5967 | // presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget); | ||
5968 | |||
5969 | // Check the error term of the current position in relation to the target position | ||
5970 | if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT) | ||
5971 | { | ||
5972 | // We are close enough to the target | ||
5973 | // m_log.DebugFormat("[SCENEE]: Stopping autopilot of {0}", presence.Name); | ||
5974 | |||
5975 | presence.Velocity = Vector3.Zero; | ||
5976 | presence.AbsolutePosition = presence.MoveToPositionTarget; | ||
5977 | presence.ResetMoveToTarget(); | ||
5978 | |||
5979 | if (presence.Flying) | ||
5980 | { | ||
5981 | // A horrible hack to stop the avatar dead in its tracks rather than having them overshoot | ||
5982 | // the target if flying. | ||
5983 | // We really need to be more subtle (slow the avatar as it approaches the target) or at | ||
5984 | // least be able to set collision status once, rather than 5 times to give it enough | ||
5985 | // weighting so that that PhysicsActor thinks it really is colliding. | ||
5986 | for (int i = 0; i < 5; i++) | ||
5987 | presence.IsColliding = true; | ||
5988 | |||
5989 | if (presence.LandAtTarget) | ||
5990 | presence.Flying = false; | ||
5991 | |||
5992 | // Vector3 targetPos = presence.MoveToPositionTarget; | ||
5993 | // float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y]; | ||
5994 | // if (targetPos.Z - terrainHeight < 0.2) | ||
5995 | // { | ||
5996 | // presence.Flying = false; | ||
5997 | // } | ||
5998 | } | ||
5999 | |||
6000 | // m_log.DebugFormat( | ||
6001 | // "[SCENE]: AgentControlFlags {0}, MovementFlag {1} for {2}", | ||
6002 | // presence.AgentControlFlags, presence.MovementFlag, presence.Name); | ||
6003 | } | ||
6004 | else | ||
6005 | { | ||
6006 | // m_log.DebugFormat( | ||
6007 | // "[SCENE]: Updating npc {0} at {1} for next movement to {2}", | ||
6008 | // presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget); | ||
6009 | |||
6010 | Vector3 agent_control_v3 = new Vector3(); | ||
6011 | presence.HandleMoveToTargetUpdate(1, ref agent_control_v3); | ||
6012 | presence.AddNewMovement(agent_control_v3); | ||
6013 | } | ||
6014 | } | ||
6015 | } | ||
6016 | |||
6017 | // manage and select spawn points in sequence | ||
6018 | public int SpawnPoint() | ||
6019 | { | ||
6020 | int spawnpoints = RegionInfo.RegionSettings.SpawnPoints().Count; | ||
6021 | |||
6022 | if (spawnpoints == 0) | ||
6023 | return 0; | ||
6024 | |||
6025 | m_SpawnPoint++; | ||
6026 | if (m_SpawnPoint > spawnpoints) | ||
6027 | m_SpawnPoint = 1; | ||
6028 | return m_SpawnPoint - 1; | ||
6029 | } | ||
6030 | |||
6031 | /// <summary> | ||
6032 | /// Wrappers to get physics modules retrieve assets. | ||
6033 | /// </summary> | ||
6034 | /// <remarks> | ||
6035 | /// Has to be done this way | ||
6036 | /// because we can't assign the asset service to physics directly - at the | ||
6037 | /// time physics are instantiated it's not registered but it will be by | ||
6038 | /// the time the first prim exists. | ||
6039 | /// </remarks> | ||
6040 | /// <param name="assetID"></param> | ||
6041 | /// <param name="callback"></param> | ||
6042 | public void PhysicsRequestAsset(UUID assetID, AssetReceivedDelegate callback) | ||
6043 | { | ||
6044 | AssetService.Get(assetID.ToString(), callback, PhysicsAssetReceived); | ||
6045 | } | ||
6046 | |||
6047 | private void PhysicsAssetReceived(string id, Object sender, AssetBase asset) | ||
6048 | { | ||
6049 | AssetReceivedDelegate callback = (AssetReceivedDelegate)sender; | ||
6050 | |||
6051 | callback(asset); | ||
6052 | } | ||
6053 | |||
6054 | public string GetExtraSetting(string name) | ||
6055 | { | ||
6056 | if (m_extraSettings == null) | ||
6057 | return String.Empty; | ||
6058 | |||
6059 | string val; | ||
6060 | |||
6061 | if (!m_extraSettings.TryGetValue(name, out val)) | ||
6062 | return String.Empty; | ||
6063 | |||
6064 | return val; | ||
6065 | } | ||
6066 | |||
6067 | public void StoreExtraSetting(string name, string val) | ||
6068 | { | ||
6069 | if (m_extraSettings == null) | ||
6070 | return; | ||
6071 | |||
6072 | string oldVal; | ||
6073 | |||
6074 | if (m_extraSettings.TryGetValue(name, out oldVal)) | ||
6075 | { | ||
6076 | if (oldVal == val) | ||
6077 | return; | ||
6078 | } | ||
6079 | |||
6080 | m_extraSettings[name] = val; | ||
6081 | |||
6082 | m_SimulationDataService.SaveExtra(RegionInfo.RegionID, name, val); | ||
6083 | |||
6084 | m_eventManager.TriggerExtraSettingChanged(this, name, val); | ||
6085 | } | ||
6086 | |||
6087 | public void RemoveExtraSetting(string name) | ||
6088 | { | ||
6089 | if (m_extraSettings == null) | ||
6090 | return; | ||
6091 | |||
6092 | if (!m_extraSettings.ContainsKey(name)) | ||
6093 | return; | ||
6094 | |||
6095 | m_extraSettings.Remove(name); | ||
6096 | |||
6097 | m_SimulationDataService.RemoveExtra(RegionInfo.RegionID, name); | ||
6098 | |||
6099 | m_eventManager.TriggerExtraSettingChanged(this, name, String.Empty); | ||
6100 | } | ||
6101 | } | ||
6102 | } | ||