aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region
diff options
context:
space:
mode:
Diffstat (limited to 'OpenSim/Region')
-rwxr-xr-xOpenSim/Region/Framework/Scenes/Scene.cs1402
-rwxr-xr-x[-rw-r--r--]OpenSim/Region/Framework/Scenes/SceneGraph.cs59
-rwxr-xr-xOpenSim/Region/Framework/Scenes/SimStatsReporter.cs221
-rwxr-xr-x[-rw-r--r--]OpenSim/Region/ScriptEngine/XEngine/XEngine.cs36
4 files changed, 965 insertions, 753 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 906c862..905bde2 100755
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1,29 +1,29 @@
1/* 1/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 2* Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3* See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4*
5 * Redistribution and use in source and binary forms, with or without 5* Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met: 6* modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright 7* * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer. 8* notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright 9* * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the 10* notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution. 11* documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the 12* * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products 13* names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission. 14* derived from this software without specific prior written permission.
15 * 15*
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY 16* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 17* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 18* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY 19* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 20* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 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 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 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 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. 25* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26*/
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
@@ -48,7 +48,7 @@ using OpenSim.Region.Framework.Interfaces;
48using OpenSim.Region.Framework.Scenes.Scripting; 48using OpenSim.Region.Framework.Scenes.Scripting;
49using OpenSim.Region.Framework.Scenes.Serialization; 49using OpenSim.Region.Framework.Scenes.Serialization;
50using OpenSim.Region.Physics.Manager; 50using OpenSim.Region.Physics.Manager;
51using Timer=System.Timers.Timer; 51using Timer = System.Timers.Timer;
52using TPFlags = OpenSim.Framework.Constants.TeleportFlags; 52using TPFlags = OpenSim.Framework.Constants.TeleportFlags;
53using GridRegion = OpenSim.Services.Interfaces.GridRegion; 53using GridRegion = OpenSim.Services.Interfaces.GridRegion;
54using PermissionMask = OpenSim.Framework.PermissionMask; 54using PermissionMask = OpenSim.Framework.PermissionMask;
@@ -61,7 +61,11 @@ namespace OpenSim.Region.Framework.Scenes
61 { 61 {
62 private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L; 62 private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L;
63 private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L; 63 private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L;
64
65 public const int m_defaultNumberFramesStored = 10;
64 66
67 public const int m_defaultNumberFramesStored = 10;
68
65 public delegate void SynchronizeSceneHandler(Scene scene); 69 public delegate void SynchronizeSceneHandler(Scene scene);
66 70
67 #region Fields 71 #region Fields
@@ -103,9 +107,9 @@ namespace OpenSim.Region.Framework.Scenes
103 /// <summary> 107 /// <summary>
104 /// If false then physical objects are disabled, though collisions will continue as normal. 108 /// If false then physical objects are disabled, though collisions will continue as normal.
105 /// </summary> 109 /// </summary>
106 public bool PhysicsEnabled 110 public bool PhysicsEnabled
107 { 111 {
108 get 112 get
109 { 113 {
110 return m_physicsEnabled; 114 return m_physicsEnabled;
111 } 115 }
@@ -119,8 +123,8 @@ namespace OpenSim.Region.Framework.Scenes
119 IPhysicsParameters physScene = PhysicsScene as IPhysicsParameters; 123 IPhysicsParameters physScene = PhysicsScene as IPhysicsParameters;
120 124
121 if (physScene != null) 125 if (physScene != null)
122 physScene.SetPhysicsParameter( 126 physScene.SetPhysicsParameter(
123 "Active", m_physicsEnabled.ToString(), PhysParameterEntry.APPLY_TO_NONE); 127 "Active", m_physicsEnabled.ToString(), PhysParameterEntry.APPLY_TO_NONE);
124 } 128 }
125 } 129 }
126 } 130 }
@@ -130,10 +134,10 @@ namespace OpenSim.Region.Framework.Scenes
130 /// <summary> 134 /// <summary>
131 /// If false then scripts are not enabled on the smiulator 135 /// If false then scripts are not enabled on the smiulator
132 /// </summary> 136 /// </summary>
133 public bool ScriptsEnabled 137 public bool ScriptsEnabled
134 { 138 {
135 get { return m_scripts_enabled; } 139 get { return m_scripts_enabled; }
136 set 140 set
137 { 141 {
138 if (m_scripts_enabled != value) 142 if (m_scripts_enabled != value)
139 { 143 {
@@ -145,13 +149,13 @@ namespace OpenSim.Region.Framework.Scenes
145 foreach (EntityBase ent in entities) 149 foreach (EntityBase ent in entities)
146 { 150 {
147 if (ent is SceneObjectGroup) 151 if (ent is SceneObjectGroup)
148 ((SceneObjectGroup)ent).RemoveScriptInstances(false); 152 ((SceneObjectGroup)ent).RemoveScriptInstances(false);
149 } 153 }
150 } 154 }
151 else 155 else
152 { 156 {
153 m_log.Info("Starting all Scripts in Scene"); 157 m_log.Info("Starting all Scripts in Scene");
154 158
155 EntityBase[] entities = Entities.GetEntities(); 159 EntityBase[] entities = Entities.GetEntities();
156 foreach (EntityBase ent in entities) 160 foreach (EntityBase ent in entities)
157 { 161 {
@@ -236,8 +240,8 @@ namespace OpenSim.Region.Framework.Scenes
236 /// <summary> 240 /// <summary>
237 /// Temporarily setting to trigger appearance resends at 60 second intervals. 241 /// Temporarily setting to trigger appearance resends at 60 second intervals.
238 /// </summary> 242 /// </summary>
239 public bool SendPeriodicAppearanceUpdates { get; set; } 243 public bool SendPeriodicAppearanceUpdates { get; set; }
240 244
241 /// <summary> 245 /// <summary>
242 /// How much a root agent has to change position before updates are sent to viewers. 246 /// How much a root agent has to change position before updates are sent to viewers.
243 /// </summary> 247 /// </summary>
@@ -264,10 +268,11 @@ namespace OpenSim.Region.Framework.Scenes
264 public int ChildTerseUpdatePeriod { get; set; } 268 public int ChildTerseUpdatePeriod { get; set; }
265 269
266 protected float m_defaultDrawDistance = 255.0f; 270 protected float m_defaultDrawDistance = 255.0f;
267 public float DefaultDrawDistance 271 public float DefaultDrawDistance
268 { 272 {
269 // get { return m_defaultDrawDistance; } 273 // get { return m_defaultDrawDistance; }
270 get { 274 get
275 {
271 if (RegionInfo != null) 276 if (RegionInfo != null)
272 { 277 {
273 float largestDimension = Math.Max(RegionInfo.RegionSizeX, RegionInfo.RegionSizeY); 278 float largestDimension = Math.Max(RegionInfo.RegionSizeX, RegionInfo.RegionSizeY);
@@ -280,7 +285,7 @@ namespace OpenSim.Region.Framework.Scenes
280 285
281 private List<string> m_AllowedViewers = new List<string>(); 286 private List<string> m_AllowedViewers = new List<string>();
282 private List<string> m_BannedViewers = new List<string>(); 287 private List<string> m_BannedViewers = new List<string>();
283 288
284 // TODO: need to figure out how allow client agents but deny 289 // TODO: need to figure out how allow client agents but deny
285 // root agents when ACL denies access to root agent 290 // root agents when ACL denies access to root agent
286 public bool m_strictAccessControl = true; 291 public bool m_strictAccessControl = true;
@@ -367,15 +372,15 @@ namespace OpenSim.Region.Framework.Scenes
367 /// One can tweak this number to experiment. One current effect of reducing it is to make avatar animations 372 /// One can tweak this number to experiment. One current effect of reducing it is to make avatar animations
368 /// occur too quickly (viewer 1) or with even more slide (viewer 2). 373 /// occur too quickly (viewer 1) or with even more slide (viewer 2).
369 /// </remarks> 374 /// </remarks>
370 public int MinFrameTicks 375 public int MinFrameTicks
371 { 376 {
372 get { return m_minFrameTicks; } 377 get { return m_minFrameTicks; }
373 private set 378 private set
374 { 379 {
375 m_minFrameTicks = value; 380 m_minFrameTicks = value;
376 MinFrameSeconds = (float)m_minFrameTicks / 1000; 381 MinFrameSeconds = (float)m_minFrameTicks / 1000;
377 } 382 }
378 } 383 }
379 private int m_minFrameTicks; 384 private int m_minFrameTicks;
380 385
381 /// <summary> 386 /// <summary>
@@ -403,7 +408,7 @@ namespace OpenSim.Region.Framework.Scenes
403 private int m_update_events = 1; 408 private int m_update_events = 1;
404 private int m_update_backup = 200; 409 private int m_update_backup = 200;
405 private int m_update_terrain = 50; 410 private int m_update_terrain = 50;
406// private int m_update_land = 1; 411 // private int m_update_land = 1;
407 private int m_update_coarse_locations = 50; 412 private int m_update_coarse_locations = 50;
408 private int m_update_temp_cleaning = 180; 413 private int m_update_temp_cleaning = 180;
409 414
@@ -434,7 +439,7 @@ namespace OpenSim.Region.Framework.Scenes
434 /// asynchronously from the update loop. 439 /// asynchronously from the update loop.
435 /// </summary> 440 /// </summary>
436 private bool m_cleaningTemps = false; 441 private bool m_cleaningTemps = false;
437 442
438 /// <summary> 443 /// <summary>
439 /// Used to control main scene thread looping time when not updating via timer. 444 /// Used to control main scene thread looping time when not updating via timer.
440 /// </summary> 445 /// </summary>
@@ -489,7 +494,7 @@ namespace OpenSim.Region.Framework.Scenes
489 if (value) 494 if (value)
490 { 495 {
491 if (!m_active) 496 if (!m_active)
492 Start(false); 497 Start(false);
493 } 498 }
494 else 499 else
495 { 500 {
@@ -526,6 +531,13 @@ namespace OpenSim.Region.Framework.Scenes
526 get { return m_sceneGraph.PhysicsScene.TimeDilation; } 531 get { return m_sceneGraph.PhysicsScene.TimeDilation; }
527 } 532 }
528 533
534 public void setThreadCount(int inUseThreads)
535 {
536 // Just pass the thread count information on its way as the Scene
537 // does not require the value for anything at this time
538 StatsReporter.SetThreadCount(inUseThreads);
539 }
540
529 public SceneCommunicationService SceneGridService 541 public SceneCommunicationService SceneGridService
530 { 542 {
531 get { return m_sceneGridService; } 543 get { return m_sceneGridService; }
@@ -584,7 +596,7 @@ namespace OpenSim.Region.Framework.Scenes
584 return m_AssetService; 596 return m_AssetService;
585 } 597 }
586 } 598 }
587 599
588 public IAuthorizationService AuthorizationService 600 public IAuthorizationService AuthorizationService
589 { 601 {
590 get 602 get
@@ -645,7 +657,7 @@ namespace OpenSim.Region.Framework.Scenes
645 get 657 get
646 { 658 {
647 if (m_LibraryService == null) 659 if (m_LibraryService == null)
648 m_LibraryService = RequestModuleInterface<ILibraryService>(); 660 m_LibraryService = RequestModuleInterface<ILibraryService>();
649 661
650 return m_LibraryService; 662 return m_LibraryService;
651 } 663 }
@@ -656,7 +668,7 @@ namespace OpenSim.Region.Framework.Scenes
656 get 668 get
657 { 669 {
658 if (m_simulationService == null) 670 if (m_simulationService == null)
659 m_simulationService = RequestModuleInterface<ISimulationService>(); 671 m_simulationService = RequestModuleInterface<ISimulationService>();
660 672
661 return m_simulationService; 673 return m_simulationService;
662 } 674 }
@@ -667,7 +679,7 @@ namespace OpenSim.Region.Framework.Scenes
667 get 679 get
668 { 680 {
669 if (m_AuthenticationService == null) 681 if (m_AuthenticationService == null)
670 m_AuthenticationService = RequestModuleInterface<IAuthenticationService>(); 682 m_AuthenticationService = RequestModuleInterface<IAuthenticationService>();
671 return m_AuthenticationService; 683 return m_AuthenticationService;
672 } 684 }
673 } 685 }
@@ -677,7 +689,7 @@ namespace OpenSim.Region.Framework.Scenes
677 get 689 get
678 { 690 {
679 if (m_PresenceService == null) 691 if (m_PresenceService == null)
680 m_PresenceService = RequestModuleInterface<IPresenceService>(); 692 m_PresenceService = RequestModuleInterface<IPresenceService>();
681 return m_PresenceService; 693 return m_PresenceService;
682 } 694 }
683 } 695 }
@@ -687,7 +699,7 @@ namespace OpenSim.Region.Framework.Scenes
687 get 699 get
688 { 700 {
689 if (m_UserAccountService == null) 701 if (m_UserAccountService == null)
690 m_UserAccountService = RequestModuleInterface<IUserAccountService>(); 702 m_UserAccountService = RequestModuleInterface<IUserAccountService>();
691 return m_UserAccountService; 703 return m_UserAccountService;
692 } 704 }
693 } 705 }
@@ -697,7 +709,7 @@ namespace OpenSim.Region.Framework.Scenes
697 get 709 get
698 { 710 {
699 if (m_AvatarService == null) 711 if (m_AvatarService == null)
700 m_AvatarService = RequestModuleInterface<IAvatarService>(); 712 m_AvatarService = RequestModuleInterface<IAvatarService>();
701 return m_AvatarService; 713 return m_AvatarService;
702 } 714 }
703 } 715 }
@@ -707,7 +719,7 @@ namespace OpenSim.Region.Framework.Scenes
707 get 719 get
708 { 720 {
709 if (m_GridUserService == null) 721 if (m_GridUserService == null)
710 m_GridUserService = RequestModuleInterface<IGridUserService>(); 722 m_GridUserService = RequestModuleInterface<IGridUserService>();
711 return m_GridUserService; 723 return m_GridUserService;
712 } 724 }
713 } 725 }
@@ -721,7 +733,7 @@ namespace OpenSim.Region.Framework.Scenes
721 { 733 {
722 get { return m_AvatarFactory; } 734 get { return m_AvatarFactory; }
723 } 735 }
724 736
725 public ICapabilitiesModule CapsModule 737 public ICapabilitiesModule CapsModule
726 { 738 {
727 get { return m_capsModule; } 739 get { return m_capsModule; }
@@ -787,18 +799,20 @@ namespace OpenSim.Region.Framework.Scenes
787 get { return m_sceneGraph.Entities; } 799 get { return m_sceneGraph.Entities; }
788 } 800 }
789 801
790 802
791 // used in sequence see: SpawnPoint() 803 // used in sequence see: SpawnPoint()
792 private int m_SpawnPoint; 804 private int m_SpawnPoint;
793 // can be closest/random/sequence 805 // can be closest/random/sequence
794 public string SpawnPointRouting 806 public string SpawnPointRouting
795 { 807 {
796 get; private set; 808 get;
809 private set;
797 } 810 }
798 // allow landmarks to pass 811 // allow landmarks to pass
799 public bool TelehubAllowLandmarks 812 public bool TelehubAllowLandmarks
800 { 813 {
801 get; private set; 814 get;
815 private set;
802 } 816 }
803 817
804 #endregion Properties 818 #endregion Properties
@@ -806,10 +820,10 @@ namespace OpenSim.Region.Framework.Scenes
806 #region Constructors 820 #region Constructors
807 821
808 public Scene(RegionInfo regInfo, AgentCircuitManager authen, PhysicsScene physicsScene, 822 public Scene(RegionInfo regInfo, AgentCircuitManager authen, PhysicsScene physicsScene,
809 SceneCommunicationService sceneGridService, 823 SceneCommunicationService sceneGridService,
810 ISimulationDataService simDataService, IEstateDataService estateDataService, 824 ISimulationDataService simDataService, IEstateDataService estateDataService,
811 IConfigSource config, string simulatorVersion) 825 IConfigSource config, string simulatorVersion)
812 : this(regInfo, physicsScene) 826 : this(regInfo, physicsScene)
813 { 827 {
814 m_config = config; 828 m_config = config;
815 MinFrameTicks = 89; 829 MinFrameTicks = 89;
@@ -866,20 +880,20 @@ namespace OpenSim.Region.Framework.Scenes
866 } 880 }
867 881
868 if (updatedTerrainTextures) 882 if (updatedTerrainTextures)
869 rs.Save(); 883 rs.Save();
870 884
871 RegionInfo.RegionSettings = rs; 885 RegionInfo.RegionSettings = rs;
872 886
873 if (estateDataService != null) 887 if (estateDataService != null)
874 RegionInfo.EstateSettings = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false); 888 RegionInfo.EstateSettings = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false);
875 889
876 #endregion Region Settings 890 #endregion Region Settings
877 891
878 //Bind Storage Manager functions to some land manager functions for this scene 892 //Bind Storage Manager functions to some land manager functions for this scene
879 EventManager.OnLandObjectAdded += 893 EventManager.OnLandObjectAdded +=
880 new EventManager.LandObjectAdded(simDataService.StoreLandObject); 894 new EventManager.LandObjectAdded(simDataService.StoreLandObject);
881 EventManager.OnLandObjectRemoved += 895 EventManager.OnLandObjectRemoved +=
882 new EventManager.LandObjectRemoved(simDataService.RemoveLandObject); 896 new EventManager.LandObjectRemoved(simDataService.RemoveLandObject);
883 897
884 RegisterDefaultSceneEvents(); 898 RegisterDefaultSceneEvents();
885 899
@@ -904,8 +918,8 @@ namespace OpenSim.Region.Framework.Scenes
904 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance); 918 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance);
905 UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup); 919 UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup);
906 if (!UseBackup) 920 if (!UseBackup)
907 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName); 921 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
908 922
909 //Animation states 923 //Animation states
910 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 924 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
911 925
@@ -959,10 +973,10 @@ namespace OpenSim.Region.Framework.Scenes
959 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 973 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
960 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 974 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
961 m_dontPersistBefore = 975 m_dontPersistBefore =
962 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE); 976 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
963 m_dontPersistBefore *= 10000000; 977 m_dontPersistBefore *= 10000000;
964 m_persistAfter = 978 m_persistAfter =
965 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE); 979 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
966 m_persistAfter *= 10000000; 980 m_persistAfter *= 10000000;
967 981
968 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 982 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
@@ -974,8 +988,8 @@ namespace OpenSim.Region.Framework.Scenes
974 988
975 string[] possibleMapConfigSections = new string[] { "Map", "Startup" }; 989 string[] possibleMapConfigSections = new string[] { "Map", "Startup" };
976 990
977 m_generateMaptiles 991 m_generateMaptiles
978 = Util.GetConfigVarFromSections<bool>(config, "GenerateMaptiles", possibleMapConfigSections, true); 992 = Util.GetConfigVarFromSections<bool>(config, "GenerateMaptiles", possibleMapConfigSections, true);
979 993
980 if (m_generateMaptiles) 994 if (m_generateMaptiles)
981 { 995 {
@@ -991,9 +1005,9 @@ namespace OpenSim.Region.Framework.Scenes
991 } 1005 }
992 else 1006 else
993 { 1007 {
994 string tile 1008 string tile
995 = Util.GetConfigVarFromSections<string>( 1009 = Util.GetConfigVarFromSections<string>(
996 config, "MaptileStaticUUID", possibleMapConfigSections, UUID.Zero.ToString()); 1010 config, "MaptileStaticUUID", possibleMapConfigSections, UUID.Zero.ToString());
997 1011
998 UUID tileID; 1012 UUID tileID;
999 1013
@@ -1010,9 +1024,9 @@ namespace OpenSim.Region.Framework.Scenes
1010 1024
1011 string[] possibleAccessControlConfigSections = new string[] { "AccessControl", "Startup" }; 1025 string[] possibleAccessControlConfigSections = new string[] { "AccessControl", "Startup" };
1012 1026
1013 string grant 1027 string grant
1014 = Util.GetConfigVarFromSections<string>( 1028 = Util.GetConfigVarFromSections<string>(
1015 config, "AllowedClients", possibleAccessControlConfigSections, ""); 1029 config, "AllowedClients", possibleAccessControlConfigSections, "");
1016 1030
1017 if (grant.Length > 0) 1031 if (grant.Length > 0)
1018 { 1032 {
@@ -1022,9 +1036,9 @@ namespace OpenSim.Region.Framework.Scenes
1022 } 1036 }
1023 } 1037 }
1024 1038
1025 grant 1039 grant
1026 = Util.GetConfigVarFromSections<string>( 1040 = Util.GetConfigVarFromSections<string>(
1027 config, "BannedClients", possibleAccessControlConfigSections, ""); 1041 config, "BannedClients", possibleAccessControlConfigSections, "");
1028 1042
1029 if (grant.Length > 0) 1043 if (grant.Length > 0)
1030 { 1044 {
@@ -1035,27 +1049,27 @@ namespace OpenSim.Region.Framework.Scenes
1035 } 1049 }
1036 1050
1037 if (startupConfig.Contains("MinFrameTime")) 1051 if (startupConfig.Contains("MinFrameTime"))
1038 MinFrameTicks = (int)(startupConfig.GetFloat("MinFrameTime") * 1000); 1052 MinFrameTicks = (int)(startupConfig.GetFloat("MinFrameTime") * 1000);
1039 1053
1040 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup); 1054 m_update_backup = startupConfig.GetInt("UpdateStorageEveryNFrames", m_update_backup);
1041 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); 1055 m_update_coarse_locations = startupConfig.GetInt("UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
1042 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement); 1056 m_update_entitymovement = startupConfig.GetInt("UpdateEntityMovementEveryNFrames", m_update_entitymovement);
1043 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events); 1057 m_update_events = startupConfig.GetInt("UpdateEventsEveryNFrames", m_update_events);
1044 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects); 1058 m_update_objects = startupConfig.GetInt("UpdateObjectsEveryNFrames", m_update_objects);
1045 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics); 1059 m_update_physics = startupConfig.GetInt("UpdatePhysicsEveryNFrames", m_update_physics);
1046 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences); 1060 m_update_presences = startupConfig.GetInt("UpdateAgentsEveryNFrames", m_update_presences);
1047 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain); 1061 m_update_terrain = startupConfig.GetInt("UpdateTerrainEveryNFrames", m_update_terrain);
1048 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNSeconds", m_update_temp_cleaning); 1062 m_update_temp_cleaning = startupConfig.GetInt("UpdateTempCleaningEveryNSeconds", m_update_temp_cleaning);
1049 } 1063 }
1050 1064
1051 // FIXME: Ultimately this should be in a module. 1065 // FIXME: Ultimately this should be in a module.
1052 SendPeriodicAppearanceUpdates = false; 1066 SendPeriodicAppearanceUpdates = false;
1053 1067
1054 IConfig appearanceConfig = m_config.Configs["Appearance"]; 1068 IConfig appearanceConfig = m_config.Configs["Appearance"];
1055 if (appearanceConfig != null) 1069 if (appearanceConfig != null)
1056 { 1070 {
1057 SendPeriodicAppearanceUpdates 1071 SendPeriodicAppearanceUpdates
1058 = appearanceConfig.GetBoolean("ResendAppearanceUpdates", SendPeriodicAppearanceUpdates); 1072 = appearanceConfig.GetBoolean("ResendAppearanceUpdates", SendPeriodicAppearanceUpdates);
1059 } 1073 }
1060 1074
1061 #endregion Region Config 1075 #endregion Region Config
@@ -1083,58 +1097,68 @@ namespace OpenSim.Region.Framework.Scenes
1083 UpdatePrioritizationScheme = UpdatePrioritizationSchemes.Time; 1097 UpdatePrioritizationScheme = UpdatePrioritizationSchemes.Time;
1084 } 1098 }
1085 1099
1086 IsReprioritizationEnabled 1100 IsReprioritizationEnabled
1087 = interestConfig.GetBoolean("ReprioritizationEnabled", IsReprioritizationEnabled); 1101 = interestConfig.GetBoolean("ReprioritizationEnabled", IsReprioritizationEnabled);
1088 ReprioritizationInterval 1102 ReprioritizationInterval
1089 = interestConfig.GetDouble("ReprioritizationInterval", ReprioritizationInterval); 1103 = interestConfig.GetDouble("ReprioritizationInterval", ReprioritizationInterval);
1090 RootReprioritizationDistance 1104 RootReprioritizationDistance
1091 = interestConfig.GetDouble("RootReprioritizationDistance", RootReprioritizationDistance); 1105 = interestConfig.GetDouble("RootReprioritizationDistance", RootReprioritizationDistance);
1092 ChildReprioritizationDistance 1106 ChildReprioritizationDistance
1093 = interestConfig.GetDouble("ChildReprioritizationDistance", ChildReprioritizationDistance); 1107 = interestConfig.GetDouble("ChildReprioritizationDistance", ChildReprioritizationDistance);
1094 1108
1095 RootTerseUpdatePeriod = interestConfig.GetInt("RootTerseUpdatePeriod", RootTerseUpdatePeriod); 1109 RootTerseUpdatePeriod = interestConfig.GetInt("RootTerseUpdatePeriod", RootTerseUpdatePeriod);
1096 ChildTerseUpdatePeriod = interestConfig.GetInt("ChildTerseUpdatePeriod", ChildTerseUpdatePeriod); 1110 ChildTerseUpdatePeriod = interestConfig.GetInt("ChildTerseUpdatePeriod", ChildTerseUpdatePeriod);
1097 1111
1098 RootPositionUpdateTolerance 1112 RootPositionUpdateTolerance
1099 = interestConfig.GetFloat("RootPositionUpdateTolerance", RootPositionUpdateTolerance); 1113 = interestConfig.GetFloat("RootPositionUpdateTolerance", RootPositionUpdateTolerance);
1100 RootRotationUpdateTolerance 1114 RootRotationUpdateTolerance
1101 = interestConfig.GetFloat("RootRotationUpdateTolerance", RootRotationUpdateTolerance); 1115 = interestConfig.GetFloat("RootRotationUpdateTolerance", RootRotationUpdateTolerance);
1102 RootVelocityUpdateTolerance 1116 RootVelocityUpdateTolerance
1103 = interestConfig.GetFloat("RootVelocityUpdateTolerance", RootVelocityUpdateTolerance); 1117 = interestConfig.GetFloat("RootVelocityUpdateTolerance", RootVelocityUpdateTolerance);
1104 } 1118 }
1105 1119
1106 m_log.DebugFormat("[SCENE]: Using the {0} prioritization scheme", UpdatePrioritizationScheme); 1120 m_log.DebugFormat("[SCENE]: Using the {0} prioritization scheme", UpdatePrioritizationScheme);
1107 1121
1108 #endregion Interest Management 1122 #endregion Interest Management
1109 1123
1124 // The timer used by the Stopwatch class depends on the system hardware and operating system; inform
1125 // if the timer is based on a high-resolution performance counter or based on the system timer;
1126 // the performance counter will provide a more precise time than the system timer
1127 if (Stopwatch.IsHighResolution)
1128 m_log.InfoFormat("[SCENE]: Using high-resolution performance counter for statistics.");
1129 else
1130 m_log.InfoFormat("[SCENE]: Using system timer for statistics.");
1131
1110 // Acquire the statistics section of the OpenSim.ini file located 1132 // Acquire the statistics section of the OpenSim.ini file located
1111 // in the bin directory 1133 // in the bin directory
1112 IConfig statisticsConfig = m_config.Configs["Statistics"]; 1134 IConfig statisticsConfig = m_config.Configs["Statistics"];
1113 1135
1114 // Confirm that the statistics section existed in the configuration 1136 // Confirm that the statistics section existed in the configuration
1115 // file 1137 // file
1116 if (statisticsConfig != null) 1138 if (statisticsConfig != null)
1117 { 1139 {
1118 // Create the StatsReporter using the number of frames to store 1140 // Create the StatsReporter using the number of frames to store
1119 // for the frame time statistics, or 10 frames if the config 1141 // for the frame time statistics, or 10 frames if the config
1120 // file doesn't contain a value 1142 // file doesn't contain a value
1121 StatsReporter = new SimStatsReporter(this, 1143 StatsReporter = new SimStatsReporter(this,
1122 statisticsConfig.GetInt("NumberOfFrames", 10)); 1144 statisticsConfig.GetInt("NumberOfFrames",
1145 m_defaultNumberFramesStored));
1123 } 1146 }
1124 else 1147 else
1125 { 1148 {
1126 // Create a StatsReporter with the current scene and a default 1149 // Create a StatsReporter with the current scene and a default
1127 // 10 frames stored for the frame time statistics 1150 // 10 frames stored for the frame time statistics
1128 StatsReporter = new SimStatsReporter(this); 1151 StatsReporter = new SimStatsReporter(this);
1129 } 1152 }
1130 1153
1131 StatsReporter.OnSendStatsResult += SendSimStatsPackets; 1154 StatsReporter.OnSendStatsResult += SendSimStatsPackets;
1132 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; 1155 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
1133 1156
1134 } 1157 }
1135 1158
1136 public Scene(RegionInfo regInfo, PhysicsScene physicsScene) : base(regInfo) 1159 public Scene(RegionInfo regInfo, PhysicsScene physicsScene)
1137 { 1160 : base(regInfo)
1161 {
1138 m_sceneGraph = new SceneGraph(this); 1162 m_sceneGraph = new SceneGraph(this);
1139 m_sceneGraph.PhysicsScene = physicsScene; 1163 m_sceneGraph.PhysicsScene = physicsScene;
1140 1164
@@ -1144,11 +1168,11 @@ namespace OpenSim.Region.Framework.Scenes
1144 // 1168 //
1145 // Out of memory 1169 // Out of memory
1146 // Operating system has killed the plugin 1170 // Operating system has killed the plugin
1147 m_sceneGraph.UnRecoverableError 1171 m_sceneGraph.UnRecoverableError
1148 += () => 1172 += () =>
1149 { 1173 {
1150 m_log.ErrorFormat("[SCENE]: Restarting region {0} due to unrecoverable physics crash", Name); 1174 m_log.ErrorFormat("[SCENE]: Restarting region {0} due to unrecoverable physics crash", Name);
1151 RestartNow(); 1175 RestartNow();
1152 }; 1176 };
1153 1177
1154 PhysicalPrims = true; 1178 PhysicalPrims = true;
@@ -1193,7 +1217,7 @@ namespace OpenSim.Region.Framework.Scenes
1193 IDialogModule dm = RequestModuleInterface<IDialogModule>(); 1217 IDialogModule dm = RequestModuleInterface<IDialogModule>();
1194 1218
1195 if (dm != null) 1219 if (dm != null)
1196 m_eventManager.OnPermissionError += dm.SendAlertToUser; 1220 m_eventManager.OnPermissionError += dm.SendAlertToUser;
1197 1221
1198 m_eventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement; 1222 m_eventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement;
1199 } 1223 }
@@ -1223,7 +1247,7 @@ namespace OpenSim.Region.Framework.Scenes
1223 //int resultY = Math.Abs((int)ycell - (int)RegionInfo.RegionLocY); 1247 //int resultY = Math.Abs((int)ycell - (int)RegionInfo.RegionLocY);
1224 //if (resultX <= 1 && resultY <= 1) 1248 //if (resultX <= 1 && resultY <= 1)
1225 float dist = (float)Math.Max(DefaultDrawDistance, 1249 float dist = (float)Math.Max(DefaultDrawDistance,
1226 (float)Math.Max(RegionInfo.RegionSizeX, RegionInfo.RegionSizeY)); 1250 (float)Math.Max(RegionInfo.RegionSizeX, RegionInfo.RegionSizeY));
1227 uint newRegionX, newRegionY, thisRegionX, thisRegionY; 1251 uint newRegionX, newRegionY, thisRegionX, thisRegionY;
1228 Util.RegionHandleToRegionLoc(otherRegion.RegionHandle, out newRegionX, out newRegionY); 1252 Util.RegionHandleToRegionLoc(otherRegion.RegionHandle, out newRegionX, out newRegionY);
1229 Util.RegionHandleToRegionLoc(RegionInfo.RegionHandle, out thisRegionX, out thisRegionY); 1253 Util.RegionHandleToRegionLoc(RegionInfo.RegionHandle, out thisRegionX, out thisRegionY);
@@ -1247,7 +1271,7 @@ namespace OpenSim.Region.Framework.Scenes
1247 old.Add(otherRegion.RegionHandle); 1271 old.Add(otherRegion.RegionHandle);
1248 agent.DropOldNeighbours(old); 1272 agent.DropOldNeighbours(old);
1249 if (EntityTransferModule != null && agent.PresenceType != PresenceType.Npc) 1273 if (EntityTransferModule != null && agent.PresenceType != PresenceType.Npc)
1250 EntityTransferModule.EnableChildAgent(agent, otherRegion); 1274 EntityTransferModule.EnableChildAgent(agent, otherRegion);
1251 }); 1275 });
1252 } 1276 }
1253 catch (NullReferenceException) 1277 catch (NullReferenceException)
@@ -1260,8 +1284,8 @@ namespace OpenSim.Region.Framework.Scenes
1260 else 1284 else
1261 { 1285 {
1262 m_log.InfoFormat( 1286 m_log.InfoFormat(
1263 "[SCENE]: Got notice about far away Region: {0} at ({1}, {2})", 1287 "[SCENE]: Got notice about far away Region: {0} at ({1}, {2})",
1264 otherRegion.RegionName, otherRegion.RegionLocX, otherRegion.RegionLocY); 1288 otherRegion.RegionName, otherRegion.RegionLocX, otherRegion.RegionLocY);
1265 } 1289 }
1266 } 1290 }
1267 } 1291 }
@@ -1339,7 +1363,7 @@ namespace OpenSim.Region.Framework.Scenes
1339 ForEachRootScenePresence(delegate(ScenePresence agent) 1363 ForEachRootScenePresence(delegate(ScenePresence agent)
1340 { 1364 {
1341 if (EntityTransferModule != null && agent.PresenceType != PresenceType.Npc) 1365 if (EntityTransferModule != null && agent.PresenceType != PresenceType.Npc)
1342 EntityTransferModule.EnableChildAgent(agent, r); 1366 EntityTransferModule.EnableChildAgent(agent, r);
1343 }); 1367 });
1344 } 1368 }
1345 catch (NullReferenceException) 1369 catch (NullReferenceException)
@@ -1377,14 +1401,14 @@ namespace OpenSim.Region.Framework.Scenes
1377 1401
1378 // Kick all ROOT agents with the message, 'The simulator is going down' 1402 // Kick all ROOT agents with the message, 'The simulator is going down'
1379 ForEachScenePresence(delegate(ScenePresence avatar) 1403 ForEachScenePresence(delegate(ScenePresence avatar)
1380 { 1404 {
1381 avatar.RemoveNeighbourRegion(RegionInfo.RegionHandle); 1405 avatar.RemoveNeighbourRegion(RegionInfo.RegionHandle);
1382 1406
1383 if (!avatar.IsChildAgent) 1407 if (!avatar.IsChildAgent)
1384 avatar.ControllingClient.Kick("The simulator is going down."); 1408 avatar.ControllingClient.Kick("The simulator is going down.");
1385 1409
1386 avatar.ControllingClient.SendShutdownConnectionNotice(); 1410 avatar.ControllingClient.SendShutdownConnectionNotice();
1387 }); 1411 });
1388 1412
1389 // Stop updating the scene objects and agents. 1413 // Stop updating the scene objects and agents.
1390 m_shuttingDown = true; 1414 m_shuttingDown = true;
@@ -1403,7 +1427,7 @@ namespace OpenSim.Region.Framework.Scenes
1403 m_sceneGraph.Close(); 1427 m_sceneGraph.Close();
1404 1428
1405 if (!GridService.DeregisterRegion(RegionInfo.RegionID)) 1429 if (!GridService.DeregisterRegion(RegionInfo.RegionID))
1406 m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", Name); 1430 m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", Name);
1407 1431
1408 base.Close(); 1432 base.Close();
1409 1433
@@ -1434,12 +1458,12 @@ namespace OpenSim.Region.Framework.Scenes
1434 public void Start(bool startScripts) 1458 public void Start(bool startScripts)
1435 { 1459 {
1436 if (IsRunning) 1460 if (IsRunning)
1437 return; 1461 return;
1438 1462
1439 m_isRunning = true; 1463 m_isRunning = true;
1440 m_active = true; 1464 m_active = true;
1441 1465
1442// m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName); 1466 // m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName);
1443 if (m_heartbeatThread != null) 1467 if (m_heartbeatThread != null)
1444 { 1468 {
1445 m_heartbeatThread.Abort(); 1469 m_heartbeatThread.Abort();
@@ -1447,8 +1471,8 @@ namespace OpenSim.Region.Framework.Scenes
1447 } 1471 }
1448 1472
1449 m_heartbeatThread 1473 m_heartbeatThread
1450 = WorkManager.StartThread( 1474 = WorkManager.StartThread(
1451 Heartbeat, string.Format("Heartbeat-({0})", RegionInfo.RegionName.Replace(" ", "_")), ThreadPriority.Normal, false, false); 1475 Heartbeat, string.Format("Heartbeat-({0})", RegionInfo.RegionName.Replace(" ", "_")), ThreadPriority.Normal, false, false);
1452 1476
1453 StartScripts(); 1477 StartScripts();
1454 } 1478 }
@@ -1489,7 +1513,7 @@ namespace OpenSim.Region.Framework.Scenes
1489 Update(1); 1513 Update(1);
1490 1514
1491 WorkManager.StartThread( 1515 WorkManager.StartThread(
1492 Maintenance, string.Format("Maintenance ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, true); 1516 Maintenance, string.Format("Maintenance ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, true);
1493 1517
1494 Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true; 1518 Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true;
1495 m_lastFrameTick = Util.EnvironmentTickCount(); 1519 m_lastFrameTick = Util.EnvironmentTickCount();
@@ -1513,15 +1537,15 @@ namespace OpenSim.Region.Framework.Scenes
1513 private volatile bool m_isTimerUpdateRunning; 1537 private volatile bool m_isTimerUpdateRunning;
1514 1538
1515 private void Update(object sender, ElapsedEventArgs e) 1539 private void Update(object sender, ElapsedEventArgs e)
1516 { 1540 {
1517 if (m_isTimerUpdateRunning) 1541 if (m_isTimerUpdateRunning)
1518 return; 1542 return;
1519 1543
1520 m_isTimerUpdateRunning = true; 1544 m_isTimerUpdateRunning = true;
1521 1545
1522 // If the last frame did not complete on time, then immediately start the next update on the same thread 1546 // If the last frame did not complete on time, then immediately start the next update on the same thread
1523 // and ignore further timed updates until we have a frame that had spare time. 1547 // and ignore further timed updates until we have a frame that had spare time.
1524 while (!Update(1) && Active) {} 1548 while (!Update(1) && Active) { }
1525 1549
1526 if (!Active || m_shuttingDown) 1550 if (!Active || m_shuttingDown)
1527 { 1551 {
@@ -1547,7 +1571,7 @@ namespace OpenSim.Region.Framework.Scenes
1547 int previousMaintenanceTick; 1571 int previousMaintenanceTick;
1548 1572
1549 if (runs >= 0) 1573 if (runs >= 0)
1550 endRun = MaintenanceRun + runs; 1574 endRun = MaintenanceRun + runs;
1551 1575
1552 List<Vector3> coarseLocations; 1576 List<Vector3> coarseLocations;
1553 List<UUID> avatarUUIDs; 1577 List<UUID> avatarUUIDs;
@@ -1557,7 +1581,7 @@ namespace OpenSim.Region.Framework.Scenes
1557 runtc = Util.EnvironmentTickCount(); 1581 runtc = Util.EnvironmentTickCount();
1558 ++MaintenanceRun; 1582 ++MaintenanceRun;
1559 1583
1560// m_log.DebugFormat("[SCENE]: Maintenance run {0} in {1}", MaintenanceRun, Name); 1584 // m_log.DebugFormat("[SCENE]: Maintenance run {0} in {1}", MaintenanceRun, Name);
1561 1585
1562 // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client) 1586 // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
1563 if (MaintenanceRun % (m_update_coarse_locations / 10) == 0) 1587 if (MaintenanceRun % (m_update_coarse_locations / 10) == 0)
@@ -1572,7 +1596,7 @@ namespace OpenSim.Region.Framework.Scenes
1572 1596
1573 if (SendPeriodicAppearanceUpdates && MaintenanceRun % 60 == 0) 1597 if (SendPeriodicAppearanceUpdates && MaintenanceRun % 60 == 0)
1574 { 1598 {
1575// m_log.DebugFormat("[SCENE]: Sending periodic appearance updates"); 1599 // m_log.DebugFormat("[SCENE]: Sending periodic appearance updates");
1576 1600
1577 if (AvatarFactory != null) 1601 if (AvatarFactory != null)
1578 { 1602 {
@@ -1583,14 +1607,14 @@ namespace OpenSim.Region.Framework.Scenes
1583 // Delete temp-on-rez stuff 1607 // Delete temp-on-rez stuff
1584 if (MaintenanceRun % m_update_temp_cleaning == 0 && !m_cleaningTemps) 1608 if (MaintenanceRun % m_update_temp_cleaning == 0 && !m_cleaningTemps)
1585 { 1609 {
1586// m_log.DebugFormat("[SCENE]: Running temp-on-rez cleaning in {0}", Name); 1610 // m_log.DebugFormat("[SCENE]: Running temp-on-rez cleaning in {0}", Name);
1587 tmpMS = Util.EnvironmentTickCount(); 1611 tmpMS = Util.EnvironmentTickCount();
1588 m_cleaningTemps = true; 1612 m_cleaningTemps = true;
1589 1613
1590 WorkManager.RunInThread( 1614 WorkManager.RunInThread(
1591 delegate { CleanTempObjects(); m_cleaningTemps = false; }, 1615 delegate { CleanTempObjects(); m_cleaningTemps = false; },
1592 null, 1616 null,
1593 string.Format("CleanTempObjects ({0})", Name)); 1617 string.Format("CleanTempObjects ({0})", Name));
1594 1618
1595 tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpMS); 1619 tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpMS);
1596 } 1620 }
@@ -1601,19 +1625,19 @@ namespace OpenSim.Region.Framework.Scenes
1601 m_lastMaintenanceTick = Util.EnvironmentTickCount(); 1625 m_lastMaintenanceTick = Util.EnvironmentTickCount();
1602 runtc = Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, runtc); 1626 runtc = Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, runtc);
1603 runtc = MinMaintenanceTicks - runtc; 1627 runtc = MinMaintenanceTicks - runtc;
1604 1628
1605 if (runtc > 0) 1629 if (runtc > 0)
1606 m_maintenanceWaitEvent.WaitOne(runtc); 1630 m_maintenanceWaitEvent.WaitOne(runtc);
1607 1631
1608 // Optionally warn if a frame takes double the amount of time that it should. 1632 // Optionally warn if a frame takes double the amount of time that it should.
1609 if (DebugUpdates 1633 if (DebugUpdates
1610 && Util.EnvironmentTickCountSubtract( 1634 && Util.EnvironmentTickCountSubtract(
1611 m_lastMaintenanceTick, previousMaintenanceTick) > MinMaintenanceTicks * 2) 1635 m_lastMaintenanceTick, previousMaintenanceTick) > MinMaintenanceTicks * 2)
1612 m_log.WarnFormat( 1636 m_log.WarnFormat(
1613 "[SCENE]: Maintenance took {0} ms (desired max {1} ms) in {2}", 1637 "[SCENE]: Maintenance took {0} ms (desired max {1} ms) in {2}",
1614 Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, previousMaintenanceTick), 1638 Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, previousMaintenanceTick),
1615 MinMaintenanceTicks, 1639 MinMaintenanceTicks,
1616 RegionInfo.RegionName); 1640 RegionInfo.RegionName);
1617 } 1641 }
1618 } 1642 }
1619 1643
@@ -1622,7 +1646,7 @@ namespace OpenSim.Region.Framework.Scenes
1622 long? endFrame = null; 1646 long? endFrame = null;
1623 1647
1624 if (frames >= 0) 1648 if (frames >= 0)
1625 endFrame = Frame + frames; 1649 endFrame = Frame + frames;
1626 1650
1627 float physicsFPS = 0f; 1651 float physicsFPS = 0f;
1628 int previousFrameTick, tmpMS; 1652 int previousFrameTick, tmpMS;
@@ -1641,12 +1665,12 @@ namespace OpenSim.Region.Framework.Scenes
1641 // Begin the stopwatch to keep track of the time that the frame 1665 // Begin the stopwatch to keep track of the time that the frame
1642 // started running to determine how long the frame took to complete 1666 // started running to determine how long the frame took to complete
1643 totalFrameStopwatch.Start(); 1667 totalFrameStopwatch.Start();
1644 1668
1645 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) 1669 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame))
1646 { 1670 {
1647 ++Frame; 1671 ++Frame;
1648 1672
1649// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); 1673 // m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
1650 1674
1651 agentMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0; 1675 agentMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0;
1652 1676
@@ -1667,48 +1691,56 @@ namespace OpenSim.Region.Framework.Scenes
1667 // at this point in time, the precise values all begin 1691 // at this point in time, the precise values all begin
1668 // with the keyword precise 1692 // with the keyword precise
1669 tmpMS = Util.EnvironmentTickCount(); 1693 tmpMS = Util.EnvironmentTickCount();
1670
1671 simFrameStopwatch.Start(); 1694 simFrameStopwatch.Start();
1672 UpdateTerrain(); 1695 UpdateTerrain();
1673 1696
1674 // Get the simulation frame time that the avatar force 1697 // Get the simulation frame time that the avatar force
1675 // input took 1698 // input took
1676 simFrameStopwatch.Stop(); 1699 simFrameStopwatch.Stop();
1677 preciseSimFrameTime = 1700 preciseSimFrameTime =
1678 simFrameStopwatch.Elapsed.TotalMilliseconds; 1701 simFrameStopwatch.Elapsed.TotalMilliseconds;
1679 terrainMS = Util.EnvironmentTickCountSubtract(tmpMS); 1702 terrainMS = Util.EnvironmentTickCountSubtract(tmpMS);
1680 } 1703 }
1681 1704
1705 // At several points inside the code there was a need to
1706 // create a more precise measurement of time elapsed. This
1707 // led to the addition of variables that have a similar
1708 // function and thus remain tightly connected to their
1709 // original counterparts. However, the original code is
1710 // not receiving comments from our group because we don't
1711 // feel right modifying the code to that degree at this
1712 // point in time, the precise values all begin with the
1713 // keyword precise
1714
1682 tmpMS = Util.EnvironmentTickCount(); 1715 tmpMS = Util.EnvironmentTickCount();
1683 1716
1684 // Begin the stopwatch to track the time to prepare physics 1717 // Begin the stopwatch to track the time to prepare physics
1685 physicsFrameStopwatch.Start(); 1718 physicsFrameStopwatch.Start();
1686 if (PhysicsEnabled && Frame % m_update_physics == 0) 1719 if (PhysicsEnabled && Frame % m_update_physics == 0)
1687 m_sceneGraph.UpdatePreparePhysics(); 1720 m_sceneGraph.UpdatePreparePhysics();
1688 1721
1689 // Get the time it took to prepare the physics, this 1722 // Get the time it took to prepare the physics, this
1690 // would report the most precise time that physics was 1723 // would report the most precise time that physics was
1691 // running on the machine and should the physics not be 1724 // running on the machine and should the physics not be
1692 // enabled will report the time it took to check if physics 1725 // enabled will report the time it took to check if physics
1693 // was enabled 1726 // was enabled
1694 physicsFrameStopwatch.Stop(); 1727 physicsFrameStopwatch.Stop();
1695 precisePhysicsFrameTime = 1728 precisePhysicsFrameTime = physicsFrameStopwatch.Elapsed.TotalMilliseconds;
1696 physicsFrameStopwatch.Elapsed.TotalMilliseconds;
1697 physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS); 1729 physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS);
1698 1730
1699 // Apply any pending avatar force input to the avatar's velocity 1731 // Apply any pending avatar force input to the avatar's velocity
1700 tmpMS = Util.EnvironmentTickCount(); 1732 tmpMS = Util.EnvironmentTickCount();
1701 simFrameStopwatch.Restart(); 1733 simFrameStopwatch.Restart();
1702 if (Frame % m_update_entitymovement == 0) 1734 if (Frame % m_update_entitymovement == 0)
1703 m_sceneGraph.UpdateScenePresenceMovement(); 1735 m_sceneGraph.UpdateScenePresenceMovement();
1704 1736
1705 // Get the simulation frame time that the avatar force input 1737 // Get the simulation frame time that the avatar force input
1706 // took 1738 // took
1707 simFrameStopwatch.Stop(); 1739 simFrameStopwatch.Stop();
1708 preciseSimFrameTime += 1740 preciseSimFrameTime +=
1709 simFrameStopwatch.Elapsed.TotalMilliseconds; 1741 simFrameStopwatch.Elapsed.TotalMilliseconds;
1710 agentMS = Util.EnvironmentTickCountSubtract(tmpMS); 1742 agentMS = Util.EnvironmentTickCountSubtract(tmpMS);
1711 1743
1712 // Perform the main physics update. This will do the actual work of moving objects and avatars according to their 1744 // Perform the main physics update. This will do the actual work of moving objects and avatars according to their
1713 // velocity 1745 // velocity
1714 tmpMS = Util.EnvironmentTickCount(); 1746 tmpMS = Util.EnvironmentTickCount();
@@ -1716,63 +1748,61 @@ namespace OpenSim.Region.Framework.Scenes
1716 if (Frame % m_update_physics == 0) 1748 if (Frame % m_update_physics == 0)
1717 { 1749 {
1718 if (PhysicsEnabled) 1750 if (PhysicsEnabled)
1719 physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameSeconds); 1751 physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameSeconds);
1720 1752
1721 if (SynchronizeScene != null) 1753 if (SynchronizeScene != null)
1722 SynchronizeScene(this); 1754 SynchronizeScene(this);
1723 } 1755 }
1724 1756
1725 // Add the main physics update time to the prepare physics 1757 // Add the main physics update time to the prepare physics time
1726 // time
1727 physicsFrameStopwatch.Stop(); 1758 physicsFrameStopwatch.Stop();
1728 precisePhysicsFrameTime += 1759 precisePhysicsFrameTime += physicsFrameStopwatch.Elapsed.TotalMilliseconds;
1729 physicsFrameStopwatch.Elapsed.TotalMilliseconds;
1730 physicsMS = Util.EnvironmentTickCountSubtract(tmpMS); 1760 physicsMS = Util.EnvironmentTickCountSubtract(tmpMS);
1731 1761
1732 // Start the stopwatch for the remainder of the simulation 1762 // Start the stopwatch for the remainder of the simulation
1733 simFrameStopwatch.Restart(); 1763 simFrameStopwatch.Restart();
1734 tmpMS = Util.EnvironmentTickCount(); 1764 tmpMS = Util.EnvironmentTickCount();
1735 1765
1736 // Check if any objects have reached their targets 1766 // Check if any objects have reached their targets
1737 CheckAtTargets(); 1767 CheckAtTargets();
1738 1768
1739 // Update SceneObjectGroups that have scheduled themselves for updates 1769 // Update SceneObjectGroups that have scheduled themselves for updates
1740 // Objects queue their updates onto all scene presences 1770 // Objects queue their updates onto all scene presences
1741 if (Frame % m_update_objects == 0) 1771 if (Frame % m_update_objects == 0)
1742 m_sceneGraph.UpdateObjectGroups(); 1772 m_sceneGraph.UpdateObjectGroups();
1743 1773
1744 // Run through all ScenePresences looking for updates 1774 // Run through all ScenePresences looking for updates
1745 // Presence updates and queued object updates for each presence are sent to clients 1775 // Presence updates and queued object updates for each presence are sent to clients
1746 if (Frame % m_update_presences == 0) 1776 if (Frame % m_update_presences == 0)
1747 m_sceneGraph.UpdatePresences(); 1777 m_sceneGraph.UpdatePresences();
1748 1778
1749 agentMS += Util.EnvironmentTickCountSubtract(tmpMS); 1779 agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
1750 1780
1751 if (Frame % m_update_events == 0) 1781 if (Frame % m_update_events == 0)
1752 { 1782 {
1753 tmpMS = Util.EnvironmentTickCount(); 1783 tmpMS = Util.EnvironmentTickCount();
1754 UpdateEvents(); 1784 UpdateEvents();
1755 eventMS = Util.EnvironmentTickCountSubtract(tmpMS); 1785 eventMS = Util.EnvironmentTickCountSubtract(tmpMS);
1756 } 1786 }
1757 1787
1758 if (PeriodicBackup && Frame % m_update_backup == 0) 1788 if (PeriodicBackup && Frame % m_update_backup == 0)
1759 { 1789 {
1760 tmpMS = Util.EnvironmentTickCount(); 1790 tmpMS = Util.EnvironmentTickCount();
1761 UpdateStorageBackup(); 1791 UpdateStorageBackup();
1762 backupMS = Util.EnvironmentTickCountSubtract(tmpMS); 1792 backupMS = Util.EnvironmentTickCountSubtract(tmpMS);
1763 } 1793 }
1764 1794
1765 //if (Frame % m_update_land == 0) 1795 //if (Frame % m_update_land == 0)
1766 //{ 1796 //{
1767 // int ldMS = Util.EnvironmentTickCount(); 1797 // int ldMS = Util.EnvironmentTickCount();
1768 // UpdateLand(); 1798 // UpdateLand();
1769 // landMS = Util.EnvironmentTickCountSubtract(ldMS); 1799 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1770 //} 1800 //}
1771 1801
1772 if (!LoginsEnabled && Frame == 20) 1802 if (!LoginsEnabled && Frame == 20)
1773 { 1803 {
1774 // m_log.DebugFormat("{0} {1} {2}", LoginsDisabled, m_sceneGraph.GetActiveScriptsCount(), LoginLock); 1804 // m_log.DebugFormat("{0} {1} {2}", LoginsDisabled, m_sceneGraph.GetActiveScriptsCount(), LoginLock);
1775 1805
1776 // In 99.9% of cases it is a bad idea to manually force garbage collection. However, 1806 // In 99.9% of cases it is a bad idea to manually force garbage collection. However,
1777 // this is a rare case where we know we have just went through a long cycle of heap 1807 // this is a rare case where we know we have just went through a long cycle of heap
1778 // allocations, and there is no more work to be done until someone logs in 1808 // allocations, and there is no more work to be done until someone logs in
@@ -1787,7 +1817,7 @@ namespace OpenSim.Region.Framework.Scenes
1787 } 1817 }
1788 1818
1789 m_sceneGridService.InformNeighborsThatRegionisUp( 1819 m_sceneGridService.InformNeighborsThatRegionisUp(
1790 RequestModuleInterface<INeighbourService>(), RegionInfo); 1820 RequestModuleInterface<INeighbourService>(), RegionInfo);
1791 1821
1792 // Region ready should always be set 1822 // Region ready should always be set
1793 Ready = true; 1823 Ready = true;
@@ -1798,7 +1828,7 @@ namespace OpenSim.Region.Framework.Scenes
1798 if (m_sceneGraph.GetActiveScriptsCount() == 0) 1828 if (m_sceneGraph.GetActiveScriptsCount() == 0)
1799 { 1829 {
1800 // In this case, we leave it to the IRegionReadyModule to enable logins 1830 // In this case, we leave it to the IRegionReadyModule to enable logins
1801 1831
1802 // LoginLock can currently only be set by a region module implementation. 1832 // LoginLock can currently only be set by a region module implementation.
1803 // If somehow this hasn't been done then the quickest way to bugfix is to see the 1833 // If somehow this hasn't been done then the quickest way to bugfix is to see the
1804 // NullReferenceException 1834 // NullReferenceException
@@ -1811,18 +1841,18 @@ namespace OpenSim.Region.Framework.Scenes
1811 catch (Exception e) 1841 catch (Exception e)
1812 { 1842 {
1813 m_log.ErrorFormat( 1843 m_log.ErrorFormat(
1814 "[SCENE]: Failed on region {0} with exception {1}{2}", 1844 "[SCENE]: Failed on region {0} with exception {1}{2}",
1815 RegionInfo.RegionName, e.Message, e.StackTrace); 1845 RegionInfo.RegionName, e.Message, e.StackTrace);
1816 } 1846 }
1817 1847
1818 EventManager.TriggerRegionHeartbeatEnd(this); 1848 EventManager.TriggerRegionHeartbeatEnd(this);
1819 otherMS = eventMS + backupMS + terrainMS + landMS; 1849 otherMS = eventMS + backupMS + terrainMS + landMS;
1820 1850
1821 // Get the elapsed time for the simulation frame 1851 // Get the elapsed time for the simulation frame
1822 simFrameStopwatch.Stop(); 1852 simFrameStopwatch.Stop();
1823 preciseSimFrameTime += 1853 preciseSimFrameTime +=
1824 simFrameStopwatch.Elapsed.TotalMilliseconds; 1854 simFrameStopwatch.Elapsed.TotalMilliseconds;
1825 1855
1826 if (!UpdateOnTimer) 1856 if (!UpdateOnTimer)
1827 { 1857 {
1828 Watchdog.UpdateThread(); 1858 Watchdog.UpdateThread();
@@ -1830,9 +1860,9 @@ namespace OpenSim.Region.Framework.Scenes
1830 spareMS = MinFrameTicks - Util.EnvironmentTickCountSubtract(m_lastFrameTick); 1860 spareMS = MinFrameTicks - Util.EnvironmentTickCountSubtract(m_lastFrameTick);
1831 1861
1832 if (spareMS > 0) 1862 if (spareMS > 0)
1833 m_updateWaitEvent.WaitOne(spareMS); 1863 m_updateWaitEvent.WaitOne(spareMS);
1834 else 1864 else
1835 spareMS = 0; 1865 spareMS = 0;
1836 } 1866 }
1837 else 1867 else
1838 { 1868 {
@@ -1841,15 +1871,15 @@ namespace OpenSim.Region.Framework.Scenes
1841 1871
1842 // Get the total frame time 1872 // Get the total frame time
1843 totalFrameStopwatch.Stop(); 1873 totalFrameStopwatch.Stop();
1844 preciseTotalFrameTime = 1874 preciseTotalFrameTime =
1845 totalFrameStopwatch.Elapsed.TotalMilliseconds; 1875 totalFrameStopwatch.Elapsed.TotalMilliseconds;
1846 1876
1847 // Restart the stopwatch for the total time of the next frame 1877 // Restart the stopwatch for the total time of the next frame
1848 totalFrameStopwatch.Restart(); 1878 totalFrameStopwatch.Restart();
1849 1879
1850 previousFrameTick = m_lastFrameTick; 1880 previousFrameTick = m_lastFrameTick;
1851 frameMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick); 1881 frameMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick);
1852 m_lastFrameTick = Util.EnvironmentTickCount(); 1882 m_lastFrameTick = Util.EnvironmentTickCount();
1853 1883
1854 // if (Frame%m_update_avatars == 0) 1884 // if (Frame%m_update_avatars == 0)
1855 // UpdateInWorldTime(); 1885 // UpdateInWorldTime();
@@ -1866,37 +1896,40 @@ namespace OpenSim.Region.Framework.Scenes
1866 1896
1867 // Send the correct time values to the stats reporter for the 1897 // Send the correct time values to the stats reporter for the
1868 // frame times 1898 // frame times
1869 StatsReporter.addFrameTimeMilliseconds(preciseTotalFrameTime, 1899 StatsReporter.addFrameTimeMilliseconds(preciseTotalFrameTime,
1870 preciseSimFrameTime, precisePhysicsFrameTime, 0.0); 1900 preciseSimFrameTime, precisePhysicsFrameTime, 0.0);
1871 1901
1872 // Send the correct number of frames that the physics library 1902 // Send the correct number of frames that the physics library
1873 // has processed to the stats reporter 1903 // has processed to the stats reporter
1874 StatsReporter.addPhysicsFrame(1); 1904 StatsReporter.addPhysicsFrame(1);
1875 1905
1876 // Optionally warn if a frame takes double the amount of time that it should. 1906 // Optionally warn if a frame takes double the amount of time that it should.
1877 if (DebugUpdates 1907 if (DebugUpdates
1878 && Util.EnvironmentTickCountSubtract( 1908 && Util.EnvironmentTickCountSubtract(
1879 m_lastFrameTick, previousFrameTick) > MinFrameTicks * 2) 1909 m_lastFrameTick, previousFrameTick) > MinFrameTicks * 2)
1880 m_log.WarnFormat( 1910 m_log.WarnFormat(
1881 "[SCENE]: Frame took {0} ms (desired max {1} ms) in {2}", 1911 "[SCENE]: Frame took {0} ms (desired max {1} ms) in {2}",
1882 Util.EnvironmentTickCountSubtract(m_lastFrameTick, previousFrameTick), 1912 Util.EnvironmentTickCountSubtract(m_lastFrameTick, previousFrameTick),
1883 MinFrameTicks, 1913 MinFrameTicks,
1884 RegionInfo.RegionName); 1914 RegionInfo.RegionName);
1885 } 1915 }
1886 1916
1917 // Finished updating scene frame, so stop the total frame's Stopwatch
1918 totalFrameStopwatch.Stop();
1919
1887 return spareMS >= 0; 1920 return spareMS >= 0;
1888 } 1921 }
1889 1922
1890 public void AddGroupTarget(SceneObjectGroup grp) 1923 public void AddGroupTarget(SceneObjectGroup grp)
1891 { 1924 {
1892 lock (m_groupsWithTargets) 1925 lock (m_groupsWithTargets)
1893 m_groupsWithTargets[grp.UUID] = grp; 1926 m_groupsWithTargets[grp.UUID] = grp;
1894 } 1927 }
1895 1928
1896 public void RemoveGroupTarget(SceneObjectGroup grp) 1929 public void RemoveGroupTarget(SceneObjectGroup grp)
1897 { 1930 {
1898 lock (m_groupsWithTargets) 1931 lock (m_groupsWithTargets)
1899 m_groupsWithTargets.Remove(grp.UUID); 1932 m_groupsWithTargets.Remove(grp.UUID);
1900 } 1933 }
1901 1934
1902 private void CheckAtTargets() 1935 private void CheckAtTargets()
@@ -1906,13 +1939,13 @@ namespace OpenSim.Region.Framework.Scenes
1906 lock (m_groupsWithTargets) 1939 lock (m_groupsWithTargets)
1907 { 1940 {
1908 if (m_groupsWithTargets.Count != 0) 1941 if (m_groupsWithTargets.Count != 0)
1909 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values); 1942 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1910 } 1943 }
1911 1944
1912 if (objs != null) 1945 if (objs != null)
1913 { 1946 {
1914 foreach (SceneObjectGroup entry in objs) 1947 foreach (SceneObjectGroup entry in objs)
1915 entry.checkAtTargets(); 1948 entry.checkAtTargets();
1916 } 1949 }
1917 } 1950 }
1918 1951
@@ -1955,7 +1988,7 @@ namespace OpenSim.Region.Framework.Scenes
1955 { 1988 {
1956 m_eventManager.TriggerOnFrame(); 1989 m_eventManager.TriggerOnFrame();
1957 } 1990 }
1958 1991
1959 /// <summary> 1992 /// <summary>
1960 /// Backup the scene. 1993 /// Backup the scene.
1961 /// </summary> 1994 /// </summary>
@@ -1995,13 +2028,13 @@ namespace OpenSim.Region.Framework.Scenes
1995 // We must fill in a null-terminated 'empty' string here since bytes[0] will crash viewer 3. 2028 // We must fill in a null-terminated 'empty' string here since bytes[0] will crash viewer 3.
1996 msg.binaryBucket = Util.StringToBytes256("\0"); 2029 msg.binaryBucket = Util.StringToBytes256("\0");
1997 if (ret.Value.count > 1) 2030 if (ret.Value.count > 1)
1998 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); 2031 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);
1999 else 2032 else
2000 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); 2033 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);
2001 2034
2002 IMessageTransferModule tr = RequestModuleInterface<IMessageTransferModule>(); 2035 IMessageTransferModule tr = RequestModuleInterface<IMessageTransferModule>();
2003 if (tr != null) 2036 if (tr != null)
2004 tr.SendInstantMessage(msg, delegate(bool success) {}); 2037 tr.SendInstantMessage(msg, delegate(bool success) { });
2005 } 2038 }
2006 m_returns.Clear(); 2039 m_returns.Clear();
2007 } 2040 }
@@ -2092,7 +2125,7 @@ namespace OpenSim.Region.Framework.Scenes
2092 IConfig terrainConfig = m_config.Configs["Terrain"]; 2125 IConfig terrainConfig = m_config.Configs["Terrain"];
2093 String m_InitialTerrain = "pinhead-island"; 2126 String m_InitialTerrain = "pinhead-island";
2094 if (terrainConfig != null) 2127 if (terrainConfig != null)
2095 m_InitialTerrain = terrainConfig.GetString("InitialTerrain", m_InitialTerrain); 2128 m_InitialTerrain = terrainConfig.GetString("InitialTerrain", m_InitialTerrain);
2096 2129
2097 m_log.InfoFormat("[TERRAIN]: No default terrain. Generating a new terrain {0}.", m_InitialTerrain); 2130 m_log.InfoFormat("[TERRAIN]: No default terrain. Generating a new terrain {0}.", m_InitialTerrain);
2098 Heightmap = new TerrainChannel(m_InitialTerrain, (int)RegionInfo.RegionSizeX, (int)RegionInfo.RegionSizeY, (int)RegionInfo.RegionSizeZ); 2131 Heightmap = new TerrainChannel(m_InitialTerrain, (int)RegionInfo.RegionSizeX, (int)RegionInfo.RegionSizeY, (int)RegionInfo.RegionSizeZ);
@@ -2107,11 +2140,11 @@ namespace OpenSim.Region.Framework.Scenes
2107 catch (IOException e) 2140 catch (IOException e)
2108 { 2141 {
2109 m_log.WarnFormat( 2142 m_log.WarnFormat(
2110 "[TERRAIN]: Scene.cs: LoadWorldMap() - Regenerating as failed with exception {0}{1}", 2143 "[TERRAIN]: Scene.cs: LoadWorldMap() - Regenerating as failed with exception {0}{1}",
2111 e.Message, e.StackTrace); 2144 e.Message, e.StackTrace);
2112 2145
2113 // Non standard region size. If there's an old terrain in the database, it might read past the buffer 2146 // Non standard region size. If there's an old terrain in the database, it might read past the buffer
2114 #pragma warning disable 0162 2147#pragma warning disable 0162
2115 if ((int)Constants.RegionSize != 256) 2148 if ((int)Constants.RegionSize != 256)
2116 { 2149 {
2117 Heightmap = new TerrainChannel(); 2150 Heightmap = new TerrainChannel();
@@ -2122,7 +2155,7 @@ namespace OpenSim.Region.Framework.Scenes
2122 catch (Exception e) 2155 catch (Exception e)
2123 { 2156 {
2124 m_log.WarnFormat( 2157 m_log.WarnFormat(
2125 "[TERRAIN]: Scene.cs: LoadWorldMap() - Failed with exception {0}{1}", e.Message, e.StackTrace); 2158 "[TERRAIN]: Scene.cs: LoadWorldMap() - Failed with exception {0}{1}", e.Message, e.StackTrace);
2126 } 2159 }
2127 } 2160 }
2128 2161
@@ -2139,18 +2172,18 @@ namespace OpenSim.Region.Framework.Scenes
2139 //// stored in the GridService, because that's what the world map module uses 2172 //// stored in the GridService, because that's what the world map module uses
2140 //// to send the map image UUIDs (of other regions) to the viewer... 2173 //// to send the map image UUIDs (of other regions) to the viewer...
2141 if (m_generateMaptiles) 2174 if (m_generateMaptiles)
2142 RegenerateMaptile(); 2175 RegenerateMaptile();
2143 2176
2144 GridRegion region = new GridRegion(RegionInfo); 2177 GridRegion region = new GridRegion(RegionInfo);
2145 string error = GridService.RegisterRegion(RegionInfo.ScopeID, region); 2178 string error = GridService.RegisterRegion(RegionInfo.ScopeID, region);
2146// m_log.DebugFormat("[SCENE]: RegisterRegionWithGrid. name={0},id={1},loc=<{2},{3}>,size=<{4},{5}>", 2179 // m_log.DebugFormat("[SCENE]: RegisterRegionWithGrid. name={0},id={1},loc=<{2},{3}>,size=<{4},{5}>",
2147// m_regionName, 2180 // m_regionName,
2148// RegionInfo.RegionID, 2181 // RegionInfo.RegionID,
2149// RegionInfo.RegionLocX, RegionInfo.RegionLocY, 2182 // RegionInfo.RegionLocX, RegionInfo.RegionLocY,
2150// RegionInfo.RegionSizeX, RegionInfo.RegionSizeY); 2183 // RegionInfo.RegionSizeX, RegionInfo.RegionSizeY);
2151 2184
2152 if (error != String.Empty) 2185 if (error != String.Empty)
2153 throw new Exception(error); 2186 throw new Exception(error);
2154 } 2187 }
2155 2188
2156 #endregion 2189 #endregion
@@ -2209,7 +2242,7 @@ namespace OpenSim.Region.Framework.Scenes
2209 rootPart.TrimPermissions(); 2242 rootPart.TrimPermissions();
2210 2243
2211 // Don't do this here - it will get done later on when sculpt data is loaded. 2244 // Don't do this here - it will get done later on when sculpt data is loaded.
2212// group.CheckSculptAndLoad(); 2245 // group.CheckSculptAndLoad();
2213 } 2246 }
2214 2247
2215 LoadingPrims = false; 2248 LoadingPrims = false;
@@ -2219,15 +2252,15 @@ namespace OpenSim.Region.Framework.Scenes
2219 public bool SupportsRayCastFiltered() 2252 public bool SupportsRayCastFiltered()
2220 { 2253 {
2221 if (PhysicsScene == null) 2254 if (PhysicsScene == null)
2222 return false; 2255 return false;
2223 return PhysicsScene.SupportsRaycastWorldFiltered(); 2256 return PhysicsScene.SupportsRaycastWorldFiltered();
2224 } 2257 }
2225 2258
2226 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter) 2259 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
2227 { 2260 {
2228 if (PhysicsScene == null) 2261 if (PhysicsScene == null)
2229 return null; 2262 return null;
2230 return PhysicsScene.RaycastWorld(position, direction, length, Count,filter); 2263 return PhysicsScene.RaycastWorld(position, direction, length, Count, filter);
2231 } 2264 }
2232 2265
2233 /// <summary> 2266 /// <summary>
@@ -2295,7 +2328,7 @@ namespace OpenSim.Region.Framework.Scenes
2295 //And in cases when we weren't rezzing from inventory we were re-adding the 0.25 straight after calling this method 2328 //And in cases when we weren't rezzing from inventory we were re-adding the 0.25 straight after calling this method
2296 // Un-offset the prim (it gets offset later by the consumer method) 2329 // Un-offset the prim (it gets offset later by the consumer method)
2297 //pos.Z -= 0.25F; 2330 //pos.Z -= 0.25F;
2298 2331
2299 } 2332 }
2300 2333
2301 return pos; 2334 return pos;
@@ -2312,7 +2345,7 @@ namespace OpenSim.Region.Framework.Scenes
2312 if (ei.HitTF) 2345 if (ei.HitTF)
2313 { 2346 {
2314 pos = ei.ipoint; 2347 pos = ei.ipoint;
2315 } 2348 }
2316 else 2349 else
2317 { 2350 {
2318 // fall back to our stupid functionality 2351 // fall back to our stupid functionality
@@ -2348,8 +2381,8 @@ namespace OpenSim.Region.Framework.Scenes
2348 /// <param name="RayTargetID"></param> 2381 /// <param name="RayTargetID"></param>
2349 /// <param name="RayEndIsIntersection"></param> 2382 /// <param name="RayEndIsIntersection"></param>
2350 public virtual void AddNewPrim(UUID ownerID, UUID groupID, Vector3 RayEnd, Quaternion rot, PrimitiveBaseShape shape, 2383 public virtual void AddNewPrim(UUID ownerID, UUID groupID, Vector3 RayEnd, Quaternion rot, PrimitiveBaseShape shape,
2351 byte bypassRaycast, Vector3 RayStart, UUID RayTargetID, 2384 byte bypassRaycast, Vector3 RayStart, UUID RayTargetID,
2352 byte RayEndIsIntersection) 2385 byte RayEndIsIntersection)
2353 { 2386 {
2354 Vector3 pos = GetNewRezLocation(RayStart, RayEnd, RayTargetID, rot, bypassRaycast, RayEndIsIntersection, true, new Vector3(0.5f, 0.5f, 0.5f), false); 2387 Vector3 pos = GetNewRezLocation(RayStart, RayEnd, RayTargetID, rot, bypassRaycast, RayEndIsIntersection, true, new Vector3(0.5f, 0.5f, 0.5f), false);
2355 2388
@@ -2364,18 +2397,18 @@ namespace OpenSim.Region.Framework.Scenes
2364 { 2397 {
2365 IClientAPI client = null; 2398 IClientAPI client = null;
2366 if (TryGetClient(ownerID, out client)) 2399 if (TryGetClient(ownerID, out client))
2367 client.SendAlertMessage("You cannot create objects here."); 2400 client.SendAlertMessage("You cannot create objects here.");
2368 } 2401 }
2369 } 2402 }
2370 2403
2371 public virtual SceneObjectGroup AddNewPrim( 2404 public virtual SceneObjectGroup AddNewPrim(
2372 UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 2405 UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
2373 { 2406 {
2374 //m_log.DebugFormat( 2407 //m_log.DebugFormat(
2375 // "[SCENE]: Scene.AddNewPrim() pcode {0} called for {1} in {2}", shape.PCode, ownerID, RegionInfo.RegionName); 2408 // "[SCENE]: Scene.AddNewPrim() pcode {0} called for {1} in {2}", shape.PCode, ownerID, RegionInfo.RegionName);
2376 2409
2377 SceneObjectGroup sceneObject = null; 2410 SceneObjectGroup sceneObject = null;
2378 2411
2379 // If an entity creator has been registered for this prim type then use that 2412 // If an entity creator has been registered for this prim type then use that
2380 if (m_entityCreators.ContainsKey((PCode)shape.PCode)) 2413 if (m_entityCreators.ContainsKey((PCode)shape.PCode))
2381 { 2414 {
@@ -2390,13 +2423,13 @@ namespace OpenSim.Region.Framework.Scenes
2390 } 2423 }
2391 2424
2392 if (UserManagementModule != null) 2425 if (UserManagementModule != null)
2393 sceneObject.RootPart.CreatorIdentification = UserManagementModule.GetUserUUI(ownerID); 2426 sceneObject.RootPart.CreatorIdentification = UserManagementModule.GetUserUUI(ownerID);
2394 2427
2395 sceneObject.ScheduleGroupForFullUpdate(); 2428 sceneObject.ScheduleGroupForFullUpdate();
2396 2429
2397 return sceneObject; 2430 return sceneObject;
2398 } 2431 }
2399 2432
2400 /// <summary> 2433 /// <summary>
2401 /// Add an object into the scene that has come from storage 2434 /// Add an object into the scene that has come from storage
2402 /// </summary> 2435 /// </summary>
@@ -2418,7 +2451,7 @@ namespace OpenSim.Region.Framework.Scenes
2418 /// true if the object was added, false if an object with the same uuid was already in the scene 2451 /// true if the object was added, false if an object with the same uuid was already in the scene
2419 /// </returns> 2452 /// </returns>
2420 public bool AddRestoredSceneObject( 2453 public bool AddRestoredSceneObject(
2421 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 2454 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
2422 { 2455 {
2423 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates)) 2456 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates))
2424 { 2457 {
@@ -2429,7 +2462,7 @@ namespace OpenSim.Region.Framework.Scenes
2429 return false; 2462 return false;
2430 2463
2431 } 2464 }
2432 2465
2433 /// <summary> 2466 /// <summary>
2434 /// Add an object into the scene that has come from storage 2467 /// Add an object into the scene that has come from storage
2435 /// </summary> 2468 /// </summary>
@@ -2447,7 +2480,7 @@ namespace OpenSim.Region.Framework.Scenes
2447 /// true if the object was added, false if an object with the same uuid was already in the scene 2480 /// true if the object was added, false if an object with the same uuid was already in the scene
2448 /// </returns> 2481 /// </returns>
2449 public bool AddRestoredSceneObject( 2482 public bool AddRestoredSceneObject(
2450 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted) 2483 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
2451 { 2484 {
2452 return AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, true); 2485 return AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, true);
2453 } 2486 }
@@ -2465,7 +2498,7 @@ namespace OpenSim.Region.Framework.Scenes
2465 { 2498 {
2466 return AddNewSceneObject(sceneObject, attachToBackup, true); 2499 return AddNewSceneObject(sceneObject, attachToBackup, true);
2467 } 2500 }
2468 2501
2469 /// <summary> 2502 /// <summary>
2470 /// Add a newly created object to the scene 2503 /// Add a newly created object to the scene
2471 /// </summary> 2504 /// </summary>
@@ -2480,16 +2513,16 @@ namespace OpenSim.Region.Framework.Scenes
2480 /// </param> 2513 /// </param>
2481 /// <returns>true if the object was added. false if not</returns> 2514 /// <returns>true if the object was added. false if not</returns>
2482 public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 2515 public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
2483 { 2516 {
2484 if (m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates)) 2517 if (m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates))
2485 { 2518 {
2486 EventManager.TriggerObjectAddedToScene(sceneObject); 2519 EventManager.TriggerObjectAddedToScene(sceneObject);
2487 return true; 2520 return true;
2488 } 2521 }
2489 2522
2490 return false; 2523 return false;
2491 } 2524 }
2492 2525
2493 /// <summary> 2526 /// <summary>
2494 /// Add a newly created object to the scene. 2527 /// Add a newly created object to the scene.
2495 /// </summary> 2528 /// </summary>
@@ -2503,10 +2536,10 @@ namespace OpenSim.Region.Framework.Scenes
2503 /// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param> 2536 /// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param>
2504 /// <returns></returns> 2537 /// <returns></returns>
2505 public bool AddNewSceneObject( 2538 public bool AddNewSceneObject(
2506 SceneObjectGroup sceneObject, bool attachToBackup, Vector3? pos, Quaternion? rot, Vector3 vel) 2539 SceneObjectGroup sceneObject, bool attachToBackup, Vector3? pos, Quaternion? rot, Vector3 vel)
2507 { 2540 {
2508 if (m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, pos, rot, vel)) 2541 if (m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, pos, rot, vel))
2509 { 2542 {
2510 EventManager.TriggerObjectAddedToScene(sceneObject); 2543 EventManager.TriggerObjectAddedToScene(sceneObject);
2511 return true; 2544 return true;
2512 } 2545 }
@@ -2528,7 +2561,7 @@ namespace OpenSim.Region.Framework.Scenes
2528 { 2561 {
2529 SceneObjectGroup sog = (SceneObjectGroup)e; 2562 SceneObjectGroup sog = (SceneObjectGroup)e;
2530 if (!sog.IsAttachment) 2563 if (!sog.IsAttachment)
2531 DeleteSceneObject((SceneObjectGroup)e, false); 2564 DeleteSceneObject((SceneObjectGroup)e, false);
2532 } 2565 }
2533 } 2566 }
2534 } 2567 }
@@ -2554,13 +2587,13 @@ namespace OpenSim.Region.Framework.Scenes
2554 /// <param name="silent">Suppress broadcasting changes to other clients.</param> 2587 /// <param name="silent">Suppress broadcasting changes to other clients.</param>
2555 /// <param name="removeScripts">If true, then scripts are removed. If false, then they are only stopped.</para> 2588 /// <param name="removeScripts">If true, then scripts are removed. If false, then they are only stopped.</para>
2556 public void DeleteSceneObject(SceneObjectGroup group, bool silent, bool removeScripts) 2589 public void DeleteSceneObject(SceneObjectGroup group, bool silent, bool removeScripts)
2557 { 2590 {
2558// m_log.DebugFormat("[SCENE]: Deleting scene object {0} {1}", group.Name, group.UUID); 2591 // m_log.DebugFormat("[SCENE]: Deleting scene object {0} {1}", group.Name, group.UUID);
2559 2592
2560 if (removeScripts) 2593 if (removeScripts)
2561 group.RemoveScriptInstances(true); 2594 group.RemoveScriptInstances(true);
2562 else 2595 else
2563 group.StopScriptInstances(); 2596 group.StopScriptInstances();
2564 2597
2565 SceneObjectPart[] partList = group.Parts; 2598 SceneObjectPart[] partList = group.Parts;
2566 2599
@@ -2590,7 +2623,7 @@ namespace OpenSim.Region.Framework.Scenes
2590 2623
2591 group.DeleteGroupFromScene(silent); 2624 group.DeleteGroupFromScene(silent);
2592 2625
2593// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2626 // m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2594 } 2627 }
2595 2628
2596 /// <summary> 2629 /// <summary>
@@ -2610,12 +2643,12 @@ namespace OpenSim.Region.Framework.Scenes
2610 // database update, because RemoveObject() works by searching on the SceneGroupID. 2643 // database update, because RemoveObject() works by searching on the SceneGroupID.
2611 // This is an expensive thing to do so only do it if absolutely necessary. 2644 // This is an expensive thing to do so only do it if absolutely necessary.
2612 if (so.GroupContainsForeignPrims) 2645 if (so.GroupContainsForeignPrims)
2613 ForceSceneObjectBackup(so); 2646 ForceSceneObjectBackup(so);
2614 2647
2615 so.DetachFromBackup(); 2648 so.DetachFromBackup();
2616 SimulationDataService.RemoveObject(so.UUID, RegionInfo.RegionID); 2649 SimulationDataService.RemoveObject(so.UUID, RegionInfo.RegionID);
2617 } 2650 }
2618 2651
2619 // We need to keep track of this state in case this group is still queued for further backup. 2652 // We need to keep track of this state in case this group is still queued for further backup.
2620 so.IsDeleted = true; 2653 so.IsDeleted = true;
2621 2654
@@ -2635,9 +2668,9 @@ namespace OpenSim.Region.Framework.Scenes
2635 public void CrossPrimGroupIntoNewRegion(Vector3 attemptedPosition, SceneObjectGroup grp, bool silent) 2668 public void CrossPrimGroupIntoNewRegion(Vector3 attemptedPosition, SceneObjectGroup grp, bool silent)
2636 { 2669 {
2637 if (grp == null) 2670 if (grp == null)
2638 return; 2671 return;
2639 if (grp.IsDeleted) 2672 if (grp.IsDeleted)
2640 return; 2673 return;
2641 2674
2642 if (grp.RootPart.DIE_AT_EDGE) 2675 if (grp.RootPart.DIE_AT_EDGE)
2643 { 2676 {
@@ -2671,7 +2704,7 @@ namespace OpenSim.Region.Framework.Scenes
2671 } 2704 }
2672 2705
2673 if (EntityTransferModule != null) 2706 if (EntityTransferModule != null)
2674 EntityTransferModule.Cross(grp, attemptedPosition, silent); 2707 EntityTransferModule.Cross(grp, attemptedPosition, silent);
2675 } 2708 }
2676 2709
2677 // Simple test to see if a position is in the current region. 2710 // Simple test to see if a position is in the current region.
@@ -2684,14 +2717,14 @@ namespace OpenSim.Region.Framework.Scenes
2684 int xx = (int)Math.Floor(pos.X); 2717 int xx = (int)Math.Floor(pos.X);
2685 int yy = (int)Math.Floor(pos.Y); 2718 int yy = (int)Math.Floor(pos.Y);
2686 if (xx < 0 || yy < 0) 2719 if (xx < 0 || yy < 0)
2687 return false; 2720 return false;
2688 2721
2689 IRegionCombinerModule regionCombinerModule = RequestModuleInterface<IRegionCombinerModule>(); 2722 IRegionCombinerModule regionCombinerModule = RequestModuleInterface<IRegionCombinerModule>();
2690 if (regionCombinerModule == null) 2723 if (regionCombinerModule == null)
2691 { 2724 {
2692 // Regular region. Just check for region size 2725 // Regular region. Just check for region size
2693 if (xx < RegionInfo.RegionSizeX && yy < RegionInfo.RegionSizeY ) 2726 if (xx < RegionInfo.RegionSizeX && yy < RegionInfo.RegionSizeY)
2694 ret = true; 2727 ret = true;
2695 } 2728 }
2696 else 2729 else
2697 { 2730 {
@@ -2725,7 +2758,7 @@ namespace OpenSim.Region.Framework.Scenes
2725 } 2758 }
2726 2759
2727 if (!EntityTransferModule.HandleIncomingSceneObject(newObject, newPosition)) 2760 if (!EntityTransferModule.HandleIncomingSceneObject(newObject, newPosition))
2728 return false; 2761 return false;
2729 2762
2730 // Do this as late as possible so that listeners have full access to the incoming object 2763 // Do this as late as possible so that listeners have full access to the incoming object
2731 EventManager.TriggerOnIncomingSceneObject(newObject); 2764 EventManager.TriggerOnIncomingSceneObject(newObject);
@@ -2746,13 +2779,13 @@ namespace OpenSim.Region.Framework.Scenes
2746 // 2779 //
2747 SceneObjectPart[] parts = sceneObject.Parts; 2780 SceneObjectPart[] parts = sceneObject.Parts;
2748 for (int i = 0; i < parts.Length; i++) 2781 for (int i = 0; i < parts.Length; i++)
2749 parts[i].LocalId = 0; 2782 parts[i].LocalId = 0;
2750 2783
2751 if (sceneObject.IsAttachmentCheckFull()) // Attachment 2784 if (sceneObject.IsAttachmentCheckFull()) // Attachment
2752 { 2785 {
2753 sceneObject.RootPart.AddFlag(PrimFlags.TemporaryOnRez); 2786 sceneObject.RootPart.AddFlag(PrimFlags.TemporaryOnRez);
2754 sceneObject.RootPart.AddFlag(PrimFlags.Phantom); 2787 sceneObject.RootPart.AddFlag(PrimFlags.Phantom);
2755 2788
2756 // Don't sent a full update here because this will cause full updates to be sent twice for 2789 // Don't sent a full update here because this will cause full updates to be sent twice for
2757 // attachments on region crossings, resulting in viewer glitches. 2790 // attachments on region crossings, resulting in viewer glitches.
2758 AddRestoredSceneObject(sceneObject, false, false, false); 2791 AddRestoredSceneObject(sceneObject, false, false, false);
@@ -2767,10 +2800,10 @@ namespace OpenSim.Region.Framework.Scenes
2767 { 2800 {
2768 SceneObjectGroup grp = sceneObject; 2801 SceneObjectGroup grp = sceneObject;
2769 2802
2770// m_log.DebugFormat( 2803 // m_log.DebugFormat(
2771// "[ATTACHMENT]: Received attachment {0}, inworld asset id {1}", grp.FromItemID, grp.UUID); 2804 // "[ATTACHMENT]: Received attachment {0}, inworld asset id {1}", grp.FromItemID, grp.UUID);
2772// m_log.DebugFormat( 2805 // m_log.DebugFormat(
2773// "[ATTACHMENT]: Attach to avatar {0} at position {1}", sp.UUID, grp.AbsolutePosition); 2806 // "[ATTACHMENT]: Attach to avatar {0} at position {1}", sp.UUID, grp.AbsolutePosition);
2774 2807
2775 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2808 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2776 2809
@@ -2778,7 +2811,7 @@ namespace OpenSim.Region.Framework.Scenes
2778 // information that this is due to a teleport/border cross rather than an ordinary attachment. 2811 // information that this is due to a teleport/border cross rather than an ordinary attachment.
2779 // We currently do this in Scene.MakeRootAgent() instead. 2812 // We currently do this in Scene.MakeRootAgent() instead.
2780 if (AttachmentsModule != null) 2813 if (AttachmentsModule != null)
2781 AttachmentsModule.AttachObject(sp, grp, 0, false, false, true); 2814 AttachmentsModule.AttachObject(sp, grp, 0, false, false, true);
2782 } 2815 }
2783 else 2816 else
2784 { 2817 {
@@ -2804,6 +2837,9 @@ namespace OpenSim.Region.Framework.Scenes
2804 bool vialogin; 2837 bool vialogin;
2805 bool reallyNew = true; 2838 bool reallyNew = true;
2806 2839
2840 // Update the number of users attempting to login
2841 StatsReporter.UpdateUsersLoggingIn(true);
2842
2807 // Validation occurs in LLUDPServer 2843 // Validation occurs in LLUDPServer
2808 // 2844 //
2809 // XXX: A race condition exists here where two simultaneous calls to AddNewAgent can interfere with 2845 // XXX: A race condition exists here where two simultaneous calls to AddNewAgent can interfere with
@@ -2824,11 +2860,11 @@ namespace OpenSim.Region.Framework.Scenes
2824 lock (aCircuit) 2860 lock (aCircuit)
2825 { 2861 {
2826 vialogin 2862 vialogin
2827 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2863 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2828 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2864 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2829 2865
2830 // CheckHeartbeat(); 2866 // CheckHeartbeat();
2831 2867
2832 sp = GetScenePresence(client.AgentId); 2868 sp = GetScenePresence(client.AgentId);
2833 2869
2834 // XXX: Not sure how good it is to add a new client if a scene presence already exists. Possibly this 2870 // XXX: Not sure how good it is to add a new client if a scene presence already exists. Possibly this
@@ -2838,9 +2874,9 @@ namespace OpenSim.Region.Framework.Scenes
2838 if (sp == null) 2874 if (sp == null)
2839 { 2875 {
2840 m_log.DebugFormat( 2876 m_log.DebugFormat(
2841 "[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}", 2877 "[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}",
2842 client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos); 2878 client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos);
2843 2879
2844 sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type); 2880 sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type);
2845 2881
2846 // We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the 2882 // We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the
@@ -2857,7 +2893,7 @@ namespace OpenSim.Region.Framework.Scenes
2857 m_clientManager.Add(client); 2893 m_clientManager.Add(client);
2858 SubscribeToClientEvents(client); 2894 SubscribeToClientEvents(client);
2859 m_eventManager.TriggerOnNewPresence(sp); 2895 m_eventManager.TriggerOnNewPresence(sp);
2860 2896
2861 sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags; 2897 sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags;
2862 } 2898 }
2863 else 2899 else
@@ -2870,24 +2906,28 @@ namespace OpenSim.Region.Framework.Scenes
2870 client.SceneAgent = sp; 2906 client.SceneAgent = sp;
2871 2907
2872 m_log.WarnFormat( 2908 m_log.WarnFormat(
2873 "[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence", 2909 "[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence",
2874 sp.IsChildAgent ? "child" : "root", sp.Name, RegionInfo.RegionName); 2910 sp.IsChildAgent ? "child" : "root", sp.Name, RegionInfo.RegionName);
2875 2911
2876 reallyNew = false; 2912 reallyNew = false;
2877 } 2913 }
2878 2914
2879 // This is currently also being done earlier in NewUserConnection for real users to see if this 2915 // This is currently also being done earlier in NewUserConnection for real users to see if this
2880 // resolves problems where HG agents are occasionally seen by others as "Unknown user" in chat and other 2916 // resolves problems where HG agents are occasionally seen by others as "Unknown user" in chat and other
2881 // places. However, we still need to do it here for NPCs. 2917 // places. However, we still need to do it here for NPCs.
2882 CacheUserName(sp, aCircuit); 2918 CacheUserName(sp, aCircuit);
2883 2919
2884 if (reallyNew) 2920 if (reallyNew)
2885 EventManager.TriggerOnNewClient(client); 2921 EventManager.TriggerOnNewClient(client);
2886 2922
2887 if (vialogin) 2923 if (vialogin)
2888 EventManager.TriggerOnClientLogin(client); 2924 EventManager.TriggerOnClientLogin(client);
2889 } 2925 }
2890 2926
2927 // User has logged into the scene so update the list of users logging
2928 // in
2929 StatsReporter.UpdateUsersLoggingIn(false);
2930
2891 m_LastLogin = Util.EnvironmentTickCount(); 2931 m_LastLogin = Util.EnvironmentTickCount();
2892 2932
2893 return sp; 2933 return sp;
@@ -2900,9 +2940,9 @@ namespace OpenSim.Region.Framework.Scenes
2900 { 2940 {
2901 AgentCircuitData circuit = AuthenticateHandler.GetAgentCircuitData(agentID); 2941 AgentCircuitData circuit = AuthenticateHandler.GetAgentCircuitData(agentID);
2902 if (circuit != null && circuit.ServiceURLs != null && circuit.ServiceURLs.ContainsKey("HomeURI")) 2942 if (circuit != null && circuit.ServiceURLs != null && circuit.ServiceURLs.ContainsKey("HomeURI"))
2903 return circuit.ServiceURLs["HomeURI"].ToString(); 2943 return circuit.ServiceURLs["HomeURI"].ToString();
2904 else 2944 else
2905 return null; 2945 return null;
2906 } 2946 }
2907 2947
2908 /// <summary> 2948 /// <summary>
@@ -2925,7 +2965,7 @@ namespace OpenSim.Region.Framework.Scenes
2925 string homeURL = string.Empty; 2965 string homeURL = string.Empty;
2926 2966
2927 if (aCircuit.ServiceURLs.ContainsKey("HomeURI")) 2967 if (aCircuit.ServiceURLs.ContainsKey("HomeURI"))
2928 homeURL = aCircuit.ServiceURLs["HomeURI"].ToString(); 2968 homeURL = aCircuit.ServiceURLs["HomeURI"].ToString();
2929 2969
2930 if (aCircuit.lastname.StartsWith("@")) 2970 if (aCircuit.lastname.StartsWith("@"))
2931 { 2971 {
@@ -2945,7 +2985,7 @@ namespace OpenSim.Region.Framework.Scenes
2945 private bool VerifyClient(AgentCircuitData aCircuit, System.Net.IPEndPoint ep, out bool vialogin) 2985 private bool VerifyClient(AgentCircuitData aCircuit, System.Net.IPEndPoint ep, out bool vialogin)
2946 { 2986 {
2947 vialogin = false; 2987 vialogin = false;
2948 2988
2949 // Do the verification here 2989 // Do the verification here
2950 if ((aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0) 2990 if ((aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0)
2951 { 2991 {
@@ -2961,7 +3001,7 @@ namespace OpenSim.Region.Framework.Scenes
2961 return false; 3001 return false;
2962 } 3002 }
2963 else 3003 else
2964 m_log.DebugFormat("[SCENE]: User Client Verification for {0} {1} in {2} returned true", aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName); 3004 m_log.DebugFormat("[SCENE]: User Client Verification for {0} {1} in {2} returned true", aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName);
2965 3005
2966 } 3006 }
2967 } 3007 }
@@ -2969,7 +3009,7 @@ namespace OpenSim.Region.Framework.Scenes
2969 else if ((aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0) 3009 else if ((aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0)
2970 { 3010 {
2971 m_log.DebugFormat("[SCENE]: Incoming client {0} {1} in region {2} via regular login. Client IP verification not performed.", 3011 m_log.DebugFormat("[SCENE]: Incoming client {0} {1} in region {2} via regular login. Client IP verification not performed.",
2972 aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName); 3012 aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName);
2973 vialogin = true; 3013 vialogin = true;
2974 } 3014 }
2975 3015
@@ -3013,7 +3053,7 @@ namespace OpenSim.Region.Framework.Scenes
3013 } 3053 }
3014 } 3054 }
3015 else 3055 else
3016 return true; 3056 return true;
3017 } 3057 }
3018 3058
3019 return false; 3059 return false;
@@ -3040,7 +3080,7 @@ namespace OpenSim.Region.Framework.Scenes
3040 { 3080 {
3041 client.OnRegionHandShakeReply += SendLayerData; 3081 client.OnRegionHandShakeReply += SendLayerData;
3042 } 3082 }
3043 3083
3044 public virtual void SubscribeToClientPrimEvents(IClientAPI client) 3084 public virtual void SubscribeToClientPrimEvents(IClientAPI client)
3045 { 3085 {
3046 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 3086 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
@@ -3050,7 +3090,7 @@ namespace OpenSim.Region.Framework.Scenes
3050 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 3090 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
3051 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 3091 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
3052 client.OnUpdatePrimSingleRotationPosition += m_sceneGraph.UpdatePrimSingleRotationPosition; 3092 client.OnUpdatePrimSingleRotationPosition += m_sceneGraph.UpdatePrimSingleRotationPosition;
3053 3093
3054 client.OnUpdatePrimScale += m_sceneGraph.UpdatePrimScale; 3094 client.OnUpdatePrimScale += m_sceneGraph.UpdatePrimScale;
3055 client.OnUpdatePrimGroupScale += m_sceneGraph.UpdatePrimGroupScale; 3095 client.OnUpdatePrimGroupScale += m_sceneGraph.UpdatePrimGroupScale;
3056 client.OnUpdateExtraParams += m_sceneGraph.UpdateExtraParam; 3096 client.OnUpdateExtraParams += m_sceneGraph.UpdateExtraParam;
@@ -3063,7 +3103,7 @@ namespace OpenSim.Region.Framework.Scenes
3063 client.OnSpinStart += m_sceneGraph.SpinStart; 3103 client.OnSpinStart += m_sceneGraph.SpinStart;
3064 client.OnSpinUpdate += m_sceneGraph.SpinObject; 3104 client.OnSpinUpdate += m_sceneGraph.SpinObject;
3065 client.OnDeRezObject += DeRezObjects; 3105 client.OnDeRezObject += DeRezObjects;
3066 3106
3067 client.OnObjectName += m_sceneGraph.PrimName; 3107 client.OnObjectName += m_sceneGraph.PrimName;
3068 client.OnObjectClickAction += m_sceneGraph.PrimClickAction; 3108 client.OnObjectClickAction += m_sceneGraph.PrimClickAction;
3069 client.OnObjectMaterial += m_sceneGraph.PrimMaterial; 3109 client.OnObjectMaterial += m_sceneGraph.PrimMaterial;
@@ -3075,7 +3115,7 @@ namespace OpenSim.Region.Framework.Scenes
3075 client.OnRequestObjectPropertiesFamily += m_sceneGraph.RequestObjectPropertiesFamily; 3115 client.OnRequestObjectPropertiesFamily += m_sceneGraph.RequestObjectPropertiesFamily;
3076 client.OnObjectPermissions += HandleObjectPermissionsUpdate; 3116 client.OnObjectPermissions += HandleObjectPermissionsUpdate;
3077 client.OnGrabObject += ProcessObjectGrab; 3117 client.OnGrabObject += ProcessObjectGrab;
3078 client.OnGrabUpdate += ProcessObjectGrabUpdate; 3118 client.OnGrabUpdate += ProcessObjectGrabUpdate;
3079 client.OnDeGrabObject += ProcessObjectDeGrab; 3119 client.OnDeGrabObject += ProcessObjectDeGrab;
3080 client.OnUndo += m_sceneGraph.HandleUndo; 3120 client.OnUndo += m_sceneGraph.HandleUndo;
3081 client.OnRedo += m_sceneGraph.HandleRedo; 3121 client.OnRedo += m_sceneGraph.HandleRedo;
@@ -3136,7 +3176,7 @@ namespace OpenSim.Region.Framework.Scenes
3136 //client.OnNameFromUUIDRequest += HandleUUIDNameRequest; 3176 //client.OnNameFromUUIDRequest += HandleUUIDNameRequest;
3137 client.OnMoneyTransferRequest += ProcessMoneyTransferRequest; 3177 client.OnMoneyTransferRequest += ProcessMoneyTransferRequest;
3138 } 3178 }
3139 3179
3140 public virtual void SubscribeToClientNetworkEvents(IClientAPI client) 3180 public virtual void SubscribeToClientNetworkEvents(IClientAPI client)
3141 { 3181 {
3142 client.OnNetworkStatsUpdate += StatsReporter.AddPacketsStats; 3182 client.OnNetworkStatsUpdate += StatsReporter.AddPacketsStats;
@@ -3297,7 +3337,7 @@ namespace OpenSim.Region.Framework.Scenes
3297 { 3337 {
3298 SceneObjectGroup copy = SceneGraph.DuplicateObject(originalPrim, offset, flags, AgentID, GroupID, Quaternion.Identity); 3338 SceneObjectGroup copy = SceneGraph.DuplicateObject(originalPrim, offset, flags, AgentID, GroupID, Quaternion.Identity);
3299 if (copy != null) 3339 if (copy != null)
3300 EventManager.TriggerObjectAddedToScene(copy); 3340 EventManager.TriggerObjectAddedToScene(copy);
3301 } 3341 }
3302 3342
3303 /// <summary> 3343 /// <summary>
@@ -3316,8 +3356,8 @@ namespace OpenSim.Region.Framework.Scenes
3316 /// <param name="CopyCenters">Position the object at the center of the face that it's colliding with</param> 3356 /// <param name="CopyCenters">Position the object at the center of the face that it's colliding with</param>
3317 /// <param name="CopyRotates">Rotate the object the same as the localID object</param> 3357 /// <param name="CopyRotates">Rotate the object the same as the localID object</param>
3318 public void doObjectDuplicateOnRay(uint localID, uint dupeFlags, UUID AgentID, UUID GroupID, 3358 public void doObjectDuplicateOnRay(uint localID, uint dupeFlags, UUID AgentID, UUID GroupID,
3319 UUID RayTargetObj, Vector3 RayEnd, Vector3 RayStart, 3359 UUID RayTargetObj, Vector3 RayEnd, Vector3 RayStart,
3320 bool BypassRaycast, bool RayEndIsIntersection, bool CopyCenters, bool CopyRotates) 3360 bool BypassRaycast, bool RayEndIsIntersection, bool CopyCenters, bool CopyRotates)
3321 { 3361 {
3322 Vector3 pos; 3362 Vector3 pos;
3323 const bool frontFacesOnly = true; 3363 const bool frontFacesOnly = true;
@@ -3378,7 +3418,7 @@ namespace OpenSim.Region.Framework.Scenes
3378 } 3418 }
3379 3419
3380 if (copy != null) 3420 if (copy != null)
3381 EventManager.TriggerObjectAddedToScene(copy); 3421 EventManager.TriggerObjectAddedToScene(copy);
3382 } 3422 }
3383 } 3423 }
3384 } 3424 }
@@ -3429,25 +3469,25 @@ namespace OpenSim.Region.Framework.Scenes
3429 if (acd == null) 3469 if (acd == null)
3430 { 3470 {
3431 m_log.ErrorFormat( 3471 m_log.ErrorFormat(
3432 "[SCENE]: No agent circuit found for {0} in {1}, aborting Scene.RemoveClient", agentID, Name); 3472 "[SCENE]: No agent circuit found for {0} in {1}, aborting Scene.RemoveClient", agentID, Name);
3433 3473
3434 return; 3474 return;
3435 } 3475 }
3436 3476
3437 // TODO: Can we now remove this lock? 3477 // TODO: Can we now remove this lock?
3438 lock (acd) 3478 lock (acd)
3439 { 3479 {
3440 bool isChildAgent = false; 3480 bool isChildAgent = false;
3441 3481
3442 ScenePresence avatar = GetScenePresence(agentID); 3482 ScenePresence avatar = GetScenePresence(agentID);
3443 3483
3444 // Shouldn't be necessary since RemoveClient() is currently only called by IClientAPI.Close() which 3484 // Shouldn't be necessary since RemoveClient() is currently only called by IClientAPI.Close() which
3445 // in turn is only called by Scene.IncomingCloseAgent() which checks whether the presence exists or not 3485 // in turn is only called by Scene.IncomingCloseAgent() which checks whether the presence exists or not
3446 // However, will keep for now just in case. 3486 // However, will keep for now just in case.
3447 if (avatar == null) 3487 if (avatar == null)
3448 { 3488 {
3449 m_log.ErrorFormat( 3489 m_log.ErrorFormat(
3450 "[SCENE]: Called RemoveClient() with agent ID {0} but no such presence is in the scene.", agentID); 3490 "[SCENE]: Called RemoveClient() with agent ID {0} but no such presence is in the scene.", agentID);
3451 m_authenticateHandler.RemoveCircuit(agentID); 3491 m_authenticateHandler.RemoveCircuit(agentID);
3452 3492
3453 return; 3493 return;
@@ -3458,9 +3498,9 @@ namespace OpenSim.Region.Framework.Scenes
3458 isChildAgent = avatar.IsChildAgent; 3498 isChildAgent = avatar.IsChildAgent;
3459 3499
3460 m_log.DebugFormat( 3500 m_log.DebugFormat(
3461 "[SCENE]: Removing {0} agent {1} {2} from {3}", 3501 "[SCENE]: Removing {0} agent {1} {2} from {3}",
3462 isChildAgent ? "child" : "root", avatar.Name, agentID, Name); 3502 isChildAgent ? "child" : "root", avatar.Name, agentID, Name);
3463 3503
3464 // Don't do this to root agents, it's not nice for the viewer 3504 // Don't do this to root agents, it's not nice for the viewer
3465 if (closeChildAgents && isChildAgent) 3505 if (closeChildAgents && isChildAgent)
3466 { 3506 {
@@ -3468,20 +3508,20 @@ namespace OpenSim.Region.Framework.Scenes
3468 // Let's do this via UDP 3508 // Let's do this via UDP
3469 avatar.ControllingClient.SendShutdownConnectionNotice(); 3509 avatar.ControllingClient.SendShutdownConnectionNotice();
3470 } 3510 }
3471 3511
3472 // Only applies to root agents. 3512 // Only applies to root agents.
3473 if (avatar.ParentID != 0) 3513 if (avatar.ParentID != 0)
3474 { 3514 {
3475 avatar.StandUp(); 3515 avatar.StandUp();
3476 } 3516 }
3477 3517
3478 m_sceneGraph.removeUserCount(!isChildAgent); 3518 m_sceneGraph.removeUserCount(!isChildAgent);
3479 3519
3480 // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop 3520 // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop
3481 // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI 3521 // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI
3482 if (closeChildAgents && CapsModule != null) 3522 if (closeChildAgents && CapsModule != null)
3483 CapsModule.RemoveCaps(agentID); 3523 CapsModule.RemoveCaps(agentID);
3484 3524
3485 if (closeChildAgents && !isChildAgent) 3525 if (closeChildAgents && !isChildAgent)
3486 { 3526 {
3487 List<ulong> regions = avatar.KnownRegionHandles; 3527 List<ulong> regions = avatar.KnownRegionHandles;
@@ -3490,10 +3530,10 @@ namespace OpenSim.Region.Framework.Scenes
3490 // This ends up being done asynchronously so that a logout isn't held up where there are many present but unresponsive neighbours. 3530 // This ends up being done asynchronously so that a logout isn't held up where there are many present but unresponsive neighbours.
3491 m_sceneGridService.SendCloseChildAgentConnections(agentID, acd.SessionID.ToString(), regions); 3531 m_sceneGridService.SendCloseChildAgentConnections(agentID, acd.SessionID.ToString(), regions);
3492 } 3532 }
3493 3533
3494 m_eventManager.TriggerClientClosed(agentID, this); 3534 m_eventManager.TriggerClientClosed(agentID, this);
3495 m_eventManager.TriggerOnRemovePresence(agentID); 3535 m_eventManager.TriggerOnRemovePresence(agentID);
3496 3536
3497 if (!isChildAgent) 3537 if (!isChildAgent)
3498 { 3538 {
3499 if (AttachmentsModule != null) 3539 if (AttachmentsModule != null)
@@ -3502,22 +3542,22 @@ namespace OpenSim.Region.Framework.Scenes
3502 } 3542 }
3503 3543
3504 ForEachClient( 3544 ForEachClient(
3505 delegate(IClientAPI client) 3545 delegate(IClientAPI client)
3506 { 3546 {
3507 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway 3547 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway
3508 try { client.SendKillObject(new List<uint> { avatar.LocalId }); } 3548 try { client.SendKillObject(new List<uint> { avatar.LocalId }); }
3509 catch (NullReferenceException) { } 3549 catch (NullReferenceException) { }
3510 }); 3550 });
3511 } 3551 }
3512 3552
3513 // It's possible for child agents to have transactions if changes are being made cross-border. 3553 // It's possible for child agents to have transactions if changes are being made cross-border.
3514 if (AgentTransactionsModule != null) 3554 if (AgentTransactionsModule != null)
3515 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID); 3555 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
3516 } 3556 }
3517 catch (Exception e) 3557 catch (Exception e)
3518 { 3558 {
3519 m_log.Error( 3559 m_log.Error(
3520 string.Format("[SCENE]: Exception removing {0} from {1}. Cleaning up. Exception ", avatar.Name, Name), e); 3560 string.Format("[SCENE]: Exception removing {0} from {1}. Cleaning up. Exception ", avatar.Name, Name), e);
3521 } 3561 }
3522 finally 3562 finally
3523 { 3563 {
@@ -3529,13 +3569,13 @@ namespace OpenSim.Region.Framework.Scenes
3529 m_authenticateHandler.RemoveCircuit(agentID); 3569 m_authenticateHandler.RemoveCircuit(agentID);
3530 m_sceneGraph.RemoveScenePresence(agentID); 3570 m_sceneGraph.RemoveScenePresence(agentID);
3531 m_clientManager.Remove(agentID); 3571 m_clientManager.Remove(agentID);
3532 3572
3533 avatar.Close(); 3573 avatar.Close();
3534 } 3574 }
3535 catch (Exception e) 3575 catch (Exception e)
3536 { 3576 {
3537 m_log.Error( 3577 m_log.Error(
3538 string.Format("[SCENE]: Exception in final clean up of {0} in {1}. Exception ", avatar.Name, Name), e); 3578 string.Format("[SCENE]: Exception in final clean up of {0} in {1}. Exception ", avatar.Name, Name), e);
3539 } 3579 }
3540 } 3580 }
3541 } 3581 }
@@ -3581,7 +3621,7 @@ namespace OpenSim.Region.Framework.Scenes
3581 if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid 3621 if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid
3582 { 3622 {
3583 if (part.ParentGroup.RootPart != part) // Child part 3623 if (part.ParentGroup.RootPart != part) // Child part
3584 continue; 3624 continue;
3585 } 3625 }
3586 } 3626 }
3587 deleteIDs.Add(localID); 3627 deleteIDs.Add(localID);
@@ -3634,7 +3674,7 @@ namespace OpenSim.Region.Framework.Scenes
3634 public bool NewUserConnection(AgentCircuitData acd, uint teleportFlags, GridRegion source, out string reason, bool requirePresenceLookup) 3674 public bool NewUserConnection(AgentCircuitData acd, uint teleportFlags, GridRegion source, out string reason, bool requirePresenceLookup)
3635 { 3675 {
3636 bool vialogin = ((teleportFlags & (uint)TPFlags.ViaLogin) != 0 || 3676 bool vialogin = ((teleportFlags & (uint)TPFlags.ViaLogin) != 0 ||
3637 (teleportFlags & (uint)TPFlags.ViaHGLogin) != 0); 3677 (teleportFlags & (uint)TPFlags.ViaHGLogin) != 0);
3638 bool viahome = ((teleportFlags & (uint)TPFlags.ViaHome) != 0); 3678 bool viahome = ((teleportFlags & (uint)TPFlags.ViaHome) != 0);
3639 bool godlike = ((teleportFlags & (uint)TPFlags.Godlike) != 0); 3679 bool godlike = ((teleportFlags & (uint)TPFlags.Godlike) != 0);
3640 3680
@@ -3650,18 +3690,18 @@ namespace OpenSim.Region.Framework.Scenes
3650 // Don't disable this log message - it's too helpful 3690 // Don't disable this log message - it's too helpful
3651 string curViewer = Util.GetViewerName(acd); 3691 string curViewer = Util.GetViewerName(acd);
3652 m_log.DebugFormat( 3692 m_log.DebugFormat(
3653 "[SCENE]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, IP {6}, viewer {7}, teleportflags ({8}), position {9}. {10}", 3693 "[SCENE]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, IP {6}, viewer {7}, teleportflags ({8}), position {9}. {10}",
3654 RegionInfo.RegionName, 3694 RegionInfo.RegionName,
3655 (acd.child ? "child" : "root"), 3695 (acd.child ? "child" : "root"),
3656 acd.firstname, 3696 acd.firstname,
3657 acd.lastname, 3697 acd.lastname,
3658 acd.AgentID, 3698 acd.AgentID,
3659 acd.circuitcode, 3699 acd.circuitcode,
3660 acd.IPAddress, 3700 acd.IPAddress,
3661 curViewer, 3701 curViewer,
3662 ((TPFlags)teleportFlags).ToString(), 3702 ((TPFlags)teleportFlags).ToString(),
3663 acd.startpos, 3703 acd.startpos,
3664 (source == null) ? "" : string.Format("From region {0} ({1}){2}", source.RegionName, source.RegionID, (source.RawServerURI == null) ? "" : " @ " + source.ServerURI) 3704 (source == null) ? "" : string.Format("From region {0} ({1}){2}", source.RegionName, source.RegionID, (source.RawServerURI == null) ? "" : " @ " + source.ServerURI)
3665 ); 3705 );
3666 3706
3667 if (!LoginsEnabled) 3707 if (!LoginsEnabled)
@@ -3707,8 +3747,8 @@ namespace OpenSim.Region.Framework.Scenes
3707 if (ViewerDenied) 3747 if (ViewerDenied)
3708 { 3748 {
3709 m_log.DebugFormat( 3749 m_log.DebugFormat(
3710 "[SCENE]: Access denied for {0} {1} using {2}", 3750 "[SCENE]: Access denied for {0} {1} using {2}",
3711 acd.firstname, acd.lastname, curViewer); 3751 acd.firstname, acd.lastname, curViewer);
3712 reason = "Access denied, your viewer is banned by the region owner"; 3752 reason = "Access denied, your viewer is banned by the region owner";
3713 return false; 3753 return false;
3714 } 3754 }
@@ -3722,13 +3762,13 @@ namespace OpenSim.Region.Framework.Scenes
3722 3762
3723 // We need to ensure that we are not already removing the scene presence before we ask it not to be 3763 // We need to ensure that we are not already removing the scene presence before we ask it not to be
3724 // closed. 3764 // closed.
3725 if (sp != null && sp.IsChildAgent 3765 if (sp != null && sp.IsChildAgent
3726 && (sp.LifecycleState == ScenePresenceState.Running 3766 && (sp.LifecycleState == ScenePresenceState.Running
3727 || sp.LifecycleState == ScenePresenceState.PreRemove)) 3767 || sp.LifecycleState == ScenePresenceState.PreRemove))
3728 { 3768 {
3729 m_log.DebugFormat( 3769 m_log.DebugFormat(
3730 "[SCENE]: Reusing existing child scene presence for {0}, state {1} in {2}", 3770 "[SCENE]: Reusing existing child scene presence for {0}, state {1} in {2}",
3731 sp.Name, sp.LifecycleState, Name); 3771 sp.Name, sp.LifecycleState, Name);
3732 3772
3733 // In the case where, for example, an A B C D region layout, an avatar may 3773 // In the case where, for example, an A B C D region layout, an avatar may
3734 // teleport from A -> D, but then -> C before A has asked B to close its old child agent. When C 3774 // teleport from A -> D, but then -> C before A has asked B to close its old child agent. When C
@@ -3740,15 +3780,15 @@ namespace OpenSim.Region.Framework.Scenes
3740 // vulnerable to an issue when a viewer quits a region without sending a proper logout but then 3780 // vulnerable to an issue when a viewer quits a region without sending a proper logout but then
3741 // re-establishes the connection on a relogin. This could wrongly set the DoNotCloseAfterTeleport 3781 // re-establishes the connection on a relogin. This could wrongly set the DoNotCloseAfterTeleport
3742 // flag when no teleport had taken place (and hence no close was going to come). 3782 // flag when no teleport had taken place (and hence no close was going to come).
3743// if (!acd.ChildrenCapSeeds.ContainsKey(RegionInfo.RegionHandle)) 3783 // if (!acd.ChildrenCapSeeds.ContainsKey(RegionInfo.RegionHandle))
3744// { 3784 // {
3745// m_log.DebugFormat( 3785 // m_log.DebugFormat(
3746// "[SCENE]: Setting DoNotCloseAfterTeleport for child scene presence {0} in {1} because source will attempt close.", 3786 // "[SCENE]: Setting DoNotCloseAfterTeleport for child scene presence {0} in {1} because source will attempt close.",
3747// sp.Name, Name); 3787 // sp.Name, Name);
3748// 3788 //
3749// sp.DoNotCloseAfterTeleport = true; 3789 // sp.DoNotCloseAfterTeleport = true;
3750// } 3790 // }
3751// else if (EntityTransferModule.IsInTransit(sp.UUID)) 3791 // else if (EntityTransferModule.IsInTransit(sp.UUID))
3752 3792
3753 sp.LifecycleState = ScenePresenceState.Running; 3793 sp.LifecycleState = ScenePresenceState.Running;
3754 3794
@@ -3757,8 +3797,8 @@ namespace OpenSim.Region.Framework.Scenes
3757 sp.DoNotCloseAfterTeleport = true; 3797 sp.DoNotCloseAfterTeleport = true;
3758 3798
3759 m_log.DebugFormat( 3799 m_log.DebugFormat(
3760 "[SCENE]: Set DoNotCloseAfterTeleport for child scene presence {0} in {1} because this region will attempt end-of-teleport close from a previous close.", 3800 "[SCENE]: Set DoNotCloseAfterTeleport for child scene presence {0} in {1} because this region will attempt end-of-teleport close from a previous close.",
3761 sp.Name, Name); 3801 sp.Name, Name);
3762 } 3802 }
3763 } 3803 }
3764 } 3804 }
@@ -3772,21 +3812,21 @@ namespace OpenSim.Region.Framework.Scenes
3772 int pollsLeft = polls; 3812 int pollsLeft = polls;
3773 3813
3774 while (sp.LifecycleState == ScenePresenceState.Removing && pollsLeft-- > 0) 3814 while (sp.LifecycleState == ScenePresenceState.Removing && pollsLeft-- > 0)
3775 Thread.Sleep(pollInterval); 3815 Thread.Sleep(pollInterval);
3776 3816
3777 if (sp.LifecycleState == ScenePresenceState.Removing) 3817 if (sp.LifecycleState == ScenePresenceState.Removing)
3778 { 3818 {
3779 m_log.WarnFormat( 3819 m_log.WarnFormat(
3780 "[SCENE]: Agent {0} in {1} was still being removed after {2}s. Aborting NewUserConnection.", 3820 "[SCENE]: Agent {0} in {1} was still being removed after {2}s. Aborting NewUserConnection.",
3781 sp.Name, Name, polls * pollInterval / 1000); 3821 sp.Name, Name, polls * pollInterval / 1000);
3782 3822
3783 return false; 3823 return false;
3784 } 3824 }
3785 else if (polls != pollsLeft) 3825 else if (polls != pollsLeft)
3786 { 3826 {
3787 m_log.DebugFormat( 3827 m_log.DebugFormat(
3788 "[SCENE]: NewUserConnection for agent {0} in {1} had to wait {2}s for in-progress removal to complete on an old presence.", 3828 "[SCENE]: NewUserConnection for agent {0} in {1} had to wait {2}s for in-progress removal to complete on an old presence.",
3789 sp.Name, Name, polls * pollInterval / 1000); 3829 sp.Name, Name, polls * pollInterval / 1000);
3790 } 3830 }
3791 } 3831 }
3792 3832
@@ -3802,11 +3842,11 @@ namespace OpenSim.Region.Framework.Scenes
3802 // Or the same user is trying to be root twice here, won't work. 3842 // Or the same user is trying to be root twice here, won't work.
3803 // Kill it. 3843 // Kill it.
3804 m_log.WarnFormat( 3844 m_log.WarnFormat(
3805 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.", 3845 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
3806 sp.Name, sp.UUID, RegionInfo.RegionName); 3846 sp.Name, sp.UUID, RegionInfo.RegionName);
3807 3847
3808 if (sp.ControllingClient != null) 3848 if (sp.ControllingClient != null)
3809 CloseAgent(sp.UUID, true); 3849 CloseAgent(sp.UUID, true);
3810 3850
3811 sp = null; 3851 sp = null;
3812 } 3852 }
@@ -3821,7 +3861,7 @@ namespace OpenSim.Region.Framework.Scenes
3821 m_authenticateHandler.AddNewCircuit(acd.circuitcode, acd); 3861 m_authenticateHandler.AddNewCircuit(acd.circuitcode, acd);
3822 3862
3823 land = LandChannel.GetLandObject(acd.startpos.X, acd.startpos.Y); 3863 land = LandChannel.GetLandObject(acd.startpos.X, acd.startpos.Y);
3824 3864
3825 // On login test land permisions 3865 // On login test land permisions
3826 if (vialogin) 3866 if (vialogin)
3827 { 3867 {
@@ -3831,7 +3871,7 @@ namespace OpenSim.Region.Framework.Scenes
3831 return false; 3871 return false;
3832 } 3872 }
3833 } 3873 }
3834 3874
3835 if (sp == null) // We don't have an [child] agent here already 3875 if (sp == null) // We don't have an [child] agent here already
3836 { 3876 {
3837 if (requirePresenceLookup) 3877 if (requirePresenceLookup)
@@ -3847,13 +3887,13 @@ namespace OpenSim.Region.Framework.Scenes
3847 catch (Exception e) 3887 catch (Exception e)
3848 { 3888 {
3849 m_log.ErrorFormat( 3889 m_log.ErrorFormat(
3850 "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace); 3890 "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace);
3851 3891
3852 m_authenticateHandler.RemoveCircuit(acd.circuitcode); 3892 m_authenticateHandler.RemoveCircuit(acd.circuitcode);
3853 return false; 3893 return false;
3854 } 3894 }
3855 } 3895 }
3856 3896
3857 try 3897 try
3858 { 3898 {
3859 if (!AuthorizeUser(acd, (vialogin ? false : SeeIntoRegion), out reason)) 3899 if (!AuthorizeUser(acd, (vialogin ? false : SeeIntoRegion), out reason))
@@ -3865,17 +3905,17 @@ namespace OpenSim.Region.Framework.Scenes
3865 catch (Exception e) 3905 catch (Exception e)
3866 { 3906 {
3867 m_log.ErrorFormat( 3907 m_log.ErrorFormat(
3868 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace); 3908 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace);
3869 3909
3870 m_authenticateHandler.RemoveCircuit(acd.circuitcode); 3910 m_authenticateHandler.RemoveCircuit(acd.circuitcode);
3871 return false; 3911 return false;
3872 } 3912 }
3873 3913
3874 m_log.InfoFormat( 3914 m_log.InfoFormat(
3875 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})", 3915 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
3876 Name, (acd.child ? "child" : "root"), acd.firstname, acd.lastname, 3916 Name, (acd.child ? "child" : "root"), acd.firstname, acd.lastname,
3877 acd.AgentID, acd.circuitcode); 3917 acd.AgentID, acd.circuitcode);
3878 3918
3879 if (CapsModule != null) 3919 if (CapsModule != null)
3880 { 3920 {
3881 CapsModule.SetAgentCapsSeeds(acd); 3921 CapsModule.SetAgentCapsSeeds(acd);
@@ -3887,13 +3927,13 @@ namespace OpenSim.Region.Framework.Scenes
3887 // Let the SP know how we got here. This has a lot of interesting 3927 // Let the SP know how we got here. This has a lot of interesting
3888 // uses down the line. 3928 // uses down the line.
3889 sp.TeleportFlags = (TPFlags)teleportFlags; 3929 sp.TeleportFlags = (TPFlags)teleportFlags;
3890 3930
3891 if (sp.IsChildAgent) 3931 if (sp.IsChildAgent)
3892 { 3932 {
3893 m_log.DebugFormat( 3933 m_log.DebugFormat(
3894 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", 3934 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}",
3895 acd.AgentID, RegionInfo.RegionName); 3935 acd.AgentID, RegionInfo.RegionName);
3896 3936
3897 sp.AdjustKnownSeeds(); 3937 sp.AdjustKnownSeeds();
3898 3938
3899 if (CapsModule != null) 3939 if (CapsModule != null)
@@ -3912,7 +3952,7 @@ namespace OpenSim.Region.Framework.Scenes
3912 3952
3913 if (vialogin) 3953 if (vialogin)
3914 { 3954 {
3915// CleanDroppedAttachments(); 3955 // CleanDroppedAttachments();
3916 3956
3917 // Make sure avatar position is in the region (why it wouldn't be is a mystery but do sanity checking) 3957 // Make sure avatar position is in the region (why it wouldn't be is a mystery but do sanity checking)
3918 if (acd.startpos.X < 0) acd.startpos.X = 1f; 3958 if (acd.startpos.X < 0) acd.startpos.X = 1f;
@@ -3920,14 +3960,14 @@ namespace OpenSim.Region.Framework.Scenes
3920 if (acd.startpos.Y < 0) acd.startpos.Y = 1f; 3960 if (acd.startpos.Y < 0) acd.startpos.Y = 1f;
3921 if (acd.startpos.Y >= RegionInfo.RegionSizeY) acd.startpos.Y = RegionInfo.RegionSizeY - 1f; 3961 if (acd.startpos.Y >= RegionInfo.RegionSizeY) acd.startpos.Y = RegionInfo.RegionSizeY - 1f;
3922 3962
3923// m_log.DebugFormat( 3963 // m_log.DebugFormat(
3924// "[SCENE]: Found telehub object {0} for new user connection {1} to {2}", 3964 // "[SCENE]: Found telehub object {0} for new user connection {1} to {2}",
3925// RegionInfo.RegionSettings.TelehubObject, acd.Name, Name); 3965 // RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
3926 3966
3927 // Honor Estate teleport routing via Telehubs excluding ViaHome and GodLike TeleportFlags 3967 // Honor Estate teleport routing via Telehubs excluding ViaHome and GodLike TeleportFlags
3928 if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero && 3968 if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero &&
3929 RegionInfo.EstateSettings.AllowDirectTeleport == false && 3969 RegionInfo.EstateSettings.AllowDirectTeleport == false &&
3930 !viahome && !godlike) 3970 !viahome && !godlike)
3931 { 3971 {
3932 SceneObjectGroup telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject); 3972 SceneObjectGroup telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject);
3933 3973
@@ -3939,15 +3979,15 @@ namespace OpenSim.Region.Framework.Scenes
3939 { 3979 {
3940 // We have multiple SpawnPoints, Route the agent to a random or sequential one 3980 // We have multiple SpawnPoints, Route the agent to a random or sequential one
3941 if (SpawnPointRouting == "random") 3981 if (SpawnPointRouting == "random")
3942 acd.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation( 3982 acd.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation(
3943 telehub.AbsolutePosition, 3983 telehub.AbsolutePosition,
3944 telehub.GroupRotation 3984 telehub.GroupRotation
3945 ); 3985 );
3946 else 3986 else
3947 acd.startpos = spawnpoints[SpawnPoint()].GetLocation( 3987 acd.startpos = spawnpoints[SpawnPoint()].GetLocation(
3948 telehub.AbsolutePosition, 3988 telehub.AbsolutePosition,
3949 telehub.GroupRotation 3989 telehub.GroupRotation
3950 ); 3990 );
3951 } 3991 }
3952 else if (spawnpoints.Count == 1) 3992 else if (spawnpoints.Count == 1)
3953 { 3993 {
@@ -3957,15 +3997,15 @@ namespace OpenSim.Region.Framework.Scenes
3957 else 3997 else
3958 { 3998 {
3959 m_log.DebugFormat( 3999 m_log.DebugFormat(
3960 "[SCENE]: No spawnpoints defined for telehub {0} for {1} in {2}. Continuing.", 4000 "[SCENE]: No spawnpoints defined for telehub {0} for {1} in {2}. Continuing.",
3961 RegionInfo.RegionSettings.TelehubObject, acd.Name, Name); 4001 RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
3962 } 4002 }
3963 } 4003 }
3964 else 4004 else
3965 { 4005 {
3966 m_log.DebugFormat( 4006 m_log.DebugFormat(
3967 "[SCENE]: No telehub {0} found to direct {1} in {2}. Continuing.", 4007 "[SCENE]: No telehub {0} found to direct {1} in {2}. Continuing.",
3968 RegionInfo.RegionSettings.TelehubObject, acd.Name, Name); 4008 RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
3969 } 4009 }
3970 4010
3971 // Final permissions check; this time we don't allow changing the position 4011 // Final permissions check; this time we don't allow changing the position
@@ -4002,7 +4042,7 @@ namespace OpenSim.Region.Framework.Scenes
4002 { 4042 {
4003 ILandObject land = LandChannel.GetLandObject(pos); 4043 ILandObject land = LandChannel.GetLandObject(pos);
4004 if (land == null) 4044 if (land == null)
4005 return true; 4045 return true;
4006 4046
4007 if (land.IsBannedFromLand(agentID) || land.IsRestrictedFromLand(agentID)) 4047 if (land.IsBannedFromLand(agentID) || land.IsRestrictedFromLand(agentID))
4008 { 4048 {
@@ -4016,21 +4056,21 @@ namespace OpenSim.Region.Framework.Scenes
4016 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY) 4056 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
4017 { 4057 {
4018 if (posX < 0) 4058 if (posX < 0)
4019 posX = 0; 4059 posX = 0;
4020 else if (posX >= (float)RegionInfo.RegionSizeX) 4060 else if (posX >= (float)RegionInfo.RegionSizeX)
4021 posX = (float)RegionInfo.RegionSizeX - 0.001f; 4061 posX = (float)RegionInfo.RegionSizeX - 0.001f;
4022 if (posY < 0) 4062 if (posY < 0)
4023 posY = 0; 4063 posY = 0;
4024 else if (posY >= (float)RegionInfo.RegionSizeY) 4064 else if (posY >= (float)RegionInfo.RegionSizeY)
4025 posY = (float)RegionInfo.RegionSizeY - 0.001f; 4065 posY = (float)RegionInfo.RegionSizeY - 0.001f;
4026 4066
4027 reason = String.Empty; 4067 reason = String.Empty;
4028 if (Permissions.IsGod(agentID)) 4068 if (Permissions.IsGod(agentID))
4029 return true; 4069 return true;
4030 4070
4031 ILandObject land = LandChannel.GetLandObject(posX, posY); 4071 ILandObject land = LandChannel.GetLandObject(posX, posY);
4032 if (land == null) 4072 if (land == null)
4033 return false; 4073 return false;
4034 4074
4035 bool banned = land.IsBannedFromLand(agentID); 4075 bool banned = land.IsBannedFromLand(agentID);
4036 bool restricted = land.IsRestrictedFromLand(agentID); 4076 bool restricted = land.IsRestrictedFromLand(agentID);
@@ -4054,7 +4094,7 @@ namespace OpenSim.Region.Framework.Scenes
4054 else 4094 else
4055 { 4095 {
4056 reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.", 4096 reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
4057 RegionInfo.RegionName); 4097 RegionInfo.RegionName);
4058 } 4098 }
4059 return false; 4099 return false;
4060 } 4100 }
@@ -4105,15 +4145,15 @@ namespace OpenSim.Region.Framework.Scenes
4105 4145
4106 if (!m_strictAccessControl) return true; 4146 if (!m_strictAccessControl) return true;
4107 if (Permissions.IsGod(agent.AgentID)) return true; 4147 if (Permissions.IsGod(agent.AgentID)) return true;
4108 4148
4109 if (AuthorizationService != null) 4149 if (AuthorizationService != null)
4110 { 4150 {
4111 if (!AuthorizationService.IsAuthorizedForRegion( 4151 if (!AuthorizationService.IsAuthorizedForRegion(
4112 agent.AgentID.ToString(), agent.firstname, agent.lastname, RegionInfo.RegionID.ToString(), out reason)) 4152 agent.AgentID.ToString(), agent.firstname, agent.lastname, RegionInfo.RegionID.ToString(), out reason))
4113 { 4153 {
4114 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because: {4}", 4154 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because: {4}",
4115 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName, reason); 4155 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName, reason);
4116 4156
4117 return false; 4157 return false;
4118 } 4158 }
4119 } 4159 }
@@ -4129,9 +4169,9 @@ namespace OpenSim.Region.Framework.Scenes
4129 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID)) 4169 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID))
4130 { 4170 {
4131 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 4171 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
4132 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 4172 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
4133 reason = String.Format("Denied access to region {0}: You have been banned from that region.", 4173 reason = String.Format("Denied access to region {0}: You have been banned from that region.",
4134 RegionInfo.RegionName); 4174 RegionInfo.RegionName);
4135 return false; 4175 return false;
4136 } 4176 }
4137 } 4177 }
@@ -4149,7 +4189,7 @@ namespace OpenSim.Region.Framework.Scenes
4149 if (GroupMembership != null) 4189 if (GroupMembership != null)
4150 { 4190 {
4151 for (int i = 0; i < GroupMembership.Length; i++) 4191 for (int i = 0; i < GroupMembership.Length; i++)
4152 agentGroups.Add(GroupMembership[i].GroupID); 4192 agentGroups.Add(GroupMembership[i].GroupID);
4153 } 4193 }
4154 else 4194 else
4155 { 4195 {
@@ -4177,13 +4217,13 @@ namespace OpenSim.Region.Framework.Scenes
4177 } 4217 }
4178 4218
4179 if (!RegionInfo.EstateSettings.PublicAccess && 4219 if (!RegionInfo.EstateSettings.PublicAccess &&
4180 !RegionInfo.EstateSettings.HasAccess(agent.AgentID) && 4220 !RegionInfo.EstateSettings.HasAccess(agent.AgentID) &&
4181 !groupAccess) 4221 !groupAccess)
4182 { 4222 {
4183 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate", 4223 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate",
4184 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 4224 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
4185 reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.", 4225 reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
4186 RegionInfo.RegionName); 4226 RegionInfo.RegionName);
4187 return false; 4227 return false;
4188 } 4228 }
4189 } 4229 }
@@ -4239,69 +4279,69 @@ namespace OpenSim.Region.Framework.Scenes
4239 return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc); 4279 return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc);
4240 } 4280 }
4241 4281
4242// /// <summary> 4282 // /// <summary>
4243// /// The Grid has requested that we log-off a user. Log them off. 4283 // /// The Grid has requested that we log-off a user. Log them off.
4244// /// </summary> 4284 // /// </summary>
4245// /// <param name="AvatarID">Unique ID of the avatar to log-off</param> 4285 // /// <param name="AvatarID">Unique ID of the avatar to log-off</param>
4246// /// <param name="RegionSecret">SecureSessionID of the user, or the RegionSecret text when logging on to the grid</param> 4286 // /// <param name="RegionSecret">SecureSessionID of the user, or the RegionSecret text when logging on to the grid</param>
4247// /// <param name="message">message to display to the user. Reason for being logged off</param> 4287 // /// <param name="message">message to display to the user. Reason for being logged off</param>
4248// public void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message) 4288 // public void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message)
4249// { 4289 // {
4250// ScenePresence loggingOffUser = GetScenePresence(AvatarID); 4290 // ScenePresence loggingOffUser = GetScenePresence(AvatarID);
4251// if (loggingOffUser != null) 4291 // if (loggingOffUser != null)
4252// { 4292 // {
4253// UUID localRegionSecret = UUID.Zero; 4293 // UUID localRegionSecret = UUID.Zero;
4254// bool parsedsecret = UUID.TryParse(RegionInfo.regionSecret, out localRegionSecret); 4294 // bool parsedsecret = UUID.TryParse(RegionInfo.regionSecret, out localRegionSecret);
4255// 4295 //
4256// // Region Secret is used here in case a new sessionid overwrites an old one on the user server. 4296 // // Region Secret is used here in case a new sessionid overwrites an old one on the user server.
4257// // Will update the user server in a few revisions to use it. 4297 // // Will update the user server in a few revisions to use it.
4258// 4298 //
4259// if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId || (parsedsecret && RegionSecret == localRegionSecret)) 4299 // if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId || (parsedsecret && RegionSecret == localRegionSecret))
4260// { 4300 // {
4261// m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, loggingOffUser.KnownRegionHandles); 4301 // m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, loggingOffUser.KnownRegionHandles);
4262// loggingOffUser.ControllingClient.Kick(message); 4302 // loggingOffUser.ControllingClient.Kick(message);
4263// // Give them a second to receive the message! 4303 // // Give them a second to receive the message!
4264// Thread.Sleep(1000); 4304 // Thread.Sleep(1000);
4265// loggingOffUser.ControllingClient.Close(); 4305 // loggingOffUser.ControllingClient.Close();
4266// } 4306 // }
4267// else 4307 // else
4268// { 4308 // {
4269// m_log.Info("[USERLOGOFF]: System sending the LogOff user message failed to sucessfully authenticate"); 4309 // m_log.Info("[USERLOGOFF]: System sending the LogOff user message failed to sucessfully authenticate");
4270// } 4310 // }
4271// } 4311 // }
4272// else 4312 // else
4273// { 4313 // {
4274// 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()); 4314 // 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());
4275// } 4315 // }
4276// } 4316 // }
4277 4317
4278// /// <summary> 4318 // /// <summary>
4279// /// Triggered when an agent crosses into this sim. Also happens on initial login. 4319 // /// Triggered when an agent crosses into this sim. Also happens on initial login.
4280// /// </summary> 4320 // /// </summary>
4281// /// <param name="agentID"></param> 4321 // /// <param name="agentID"></param>
4282// /// <param name="position"></param> 4322 // /// <param name="position"></param>
4283// /// <param name="isFlying"></param> 4323 // /// <param name="isFlying"></param>
4284// public virtual void AgentCrossing(UUID agentID, Vector3 position, bool isFlying) 4324 // public virtual void AgentCrossing(UUID agentID, Vector3 position, bool isFlying)
4285// { 4325 // {
4286// ScenePresence presence = GetScenePresence(agentID); 4326 // ScenePresence presence = GetScenePresence(agentID);
4287// if (presence != null) 4327 // if (presence != null)
4288// { 4328 // {
4289// try 4329 // try
4290// { 4330 // {
4291// presence.MakeRootAgent(position, isFlying); 4331 // presence.MakeRootAgent(position, isFlying);
4292// } 4332 // }
4293// catch (Exception e) 4333 // catch (Exception e)
4294// { 4334 // {
4295// m_log.ErrorFormat("[SCENE]: Unable to do agent crossing, exception {0}{1}", e.Message, e.StackTrace); 4335 // m_log.ErrorFormat("[SCENE]: Unable to do agent crossing, exception {0}{1}", e.Message, e.StackTrace);
4296// } 4336 // }
4297// } 4337 // }
4298// else 4338 // else
4299// { 4339 // {
4300// m_log.ErrorFormat( 4340 // m_log.ErrorFormat(
4301// "[SCENE]: Could not find presence for agent {0} crossing into scene {1}", 4341 // "[SCENE]: Could not find presence for agent {0} crossing into scene {1}",
4302// agentID, RegionInfo.RegionName); 4342 // agentID, RegionInfo.RegionName);
4303// } 4343 // }
4304// } 4344 // }
4305 4345
4306 /// <summary> 4346 /// <summary>
4307 /// We've got an update about an agent that sees into this region, 4347 /// We've got an update about an agent that sees into this region,
@@ -4313,15 +4353,15 @@ namespace OpenSim.Region.Framework.Scenes
4313 public virtual bool IncomingUpdateChildAgent(AgentData cAgentData) 4353 public virtual bool IncomingUpdateChildAgent(AgentData cAgentData)
4314 { 4354 {
4315 m_log.DebugFormat( 4355 m_log.DebugFormat(
4316 "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName); 4356 "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName);
4317 4357
4318 // TODO: This check should probably be in QueryAccess(). 4358 // TODO: This check should probably be in QueryAccess().
4319 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, RegionInfo.RegionSizeX / 2, RegionInfo.RegionSizeY / 2); 4359 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, RegionInfo.RegionSizeX / 2, RegionInfo.RegionSizeY / 2);
4320 if (nearestParcel == null) 4360 if (nearestParcel == null)
4321 { 4361 {
4322 m_log.InfoFormat( 4362 m_log.InfoFormat(
4323 "[SCENE]: Denying root agent entry to {0} in {1}: no allowed parcel", 4363 "[SCENE]: Denying root agent entry to {0} in {1}: no allowed parcel",
4324 cAgentData.AgentID, RegionInfo.RegionName); 4364 cAgentData.AgentID, RegionInfo.RegionName);
4325 4365
4326 return false; 4366 return false;
4327 } 4367 }
@@ -4337,11 +4377,11 @@ namespace OpenSim.Region.Framework.Scenes
4337 if (cAgentData.SessionID != sp.ControllingClient.SessionId) 4377 if (cAgentData.SessionID != sp.ControllingClient.SessionId)
4338 { 4378 {
4339 m_log.WarnFormat( 4379 m_log.WarnFormat(
4340 "[SCENE]: Attempt to update agent {0} with invalid session id {1} (possibly from simulator in older version; tell them to update).", 4380 "[SCENE]: Attempt to update agent {0} with invalid session id {1} (possibly from simulator in older version; tell them to update).",
4341 sp.UUID, cAgentData.SessionID); 4381 sp.UUID, cAgentData.SessionID);
4342 4382
4343 Console.WriteLine(String.Format("[SCENE]: Attempt to update agent {0} ({1}) with invalid session id {2}", 4383 Console.WriteLine(String.Format("[SCENE]: Attempt to update agent {0} ({1}) with invalid session id {2}",
4344 sp.UUID, sp.ControllingClient.SessionId, cAgentData.SessionID)); 4384 sp.UUID, sp.ControllingClient.SessionId, cAgentData.SessionID));
4345 } 4385 }
4346 4386
4347 sp.UpdateChildAgent(cAgentData); 4387 sp.UpdateChildAgent(cAgentData);
@@ -4350,19 +4390,19 @@ namespace OpenSim.Region.Framework.Scenes
4350 if (cAgentData.SenderWantsToWaitForRoot) 4390 if (cAgentData.SenderWantsToWaitForRoot)
4351 { 4391 {
4352 while (sp.IsChildAgent && ntimes-- > 0) 4392 while (sp.IsChildAgent && ntimes-- > 0)
4353 Thread.Sleep(1000); 4393 Thread.Sleep(1000);
4354 4394
4355 if (sp.IsChildAgent) 4395 if (sp.IsChildAgent)
4356 m_log.WarnFormat( 4396 m_log.WarnFormat(
4357 "[SCENE]: Found presence {0} {1} unexpectedly still child in {2}", 4397 "[SCENE]: Found presence {0} {1} unexpectedly still child in {2}",
4358 sp.Name, sp.UUID, Name); 4398 sp.Name, sp.UUID, Name);
4359 else 4399 else
4360 m_log.InfoFormat( 4400 m_log.InfoFormat(
4361 "[SCENE]: Found presence {0} {1} as root in {2} after {3} waits", 4401 "[SCENE]: Found presence {0} {1} as root in {2} after {3} waits",
4362 sp.Name, sp.UUID, Name, 20 - ntimes); 4402 sp.Name, sp.UUID, Name, 20 - ntimes);
4363 4403
4364 if (sp.IsChildAgent) 4404 if (sp.IsChildAgent)
4365 return false; 4405 return false;
4366 } 4406 }
4367 4407
4368 return true; 4408 return true;
@@ -4379,17 +4419,17 @@ namespace OpenSim.Region.Framework.Scenes
4379 /// <returns>true if we handled it.</returns> 4419 /// <returns>true if we handled it.</returns>
4380 public virtual bool IncomingUpdateChildAgent(AgentPosition cAgentData) 4420 public virtual bool IncomingUpdateChildAgent(AgentPosition cAgentData)
4381 { 4421 {
4382// m_log.DebugFormat( 4422 // m_log.DebugFormat(
4383// "[SCENE PRESENCE]: IncomingChildAgentDataUpdate POSITION for {0} in {1}, position {2}", 4423 // "[SCENE PRESENCE]: IncomingChildAgentDataUpdate POSITION for {0} in {1}, position {2}",
4384// cAgentData.AgentID, Name, cAgentData.Position); 4424 // cAgentData.AgentID, Name, cAgentData.Position);
4385 4425
4386 ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID); 4426 ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID);
4387 if (childAgentUpdate != null) 4427 if (childAgentUpdate != null)
4388 { 4428 {
4389// if (childAgentUpdate.ControllingClient.SessionId != cAgentData.SessionID) 4429 // if (childAgentUpdate.ControllingClient.SessionId != cAgentData.SessionID)
4390// // Only warn for now 4430 // // Only warn for now
4391// m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}. Neighbor running older version?", 4431 // m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}. Neighbor running older version?",
4392// childAgentUpdate.UUID, cAgentData.SessionID); 4432 // childAgentUpdate.UUID, cAgentData.SessionID);
4393 4433
4394 // I can't imagine *yet* why we would get an update if the agent is a root agent.. 4434 // I can't imagine *yet* why we would get an update if the agent is a root agent..
4395 // however to avoid a race condition crossing borders.. 4435 // however to avoid a race condition crossing borders..
@@ -4421,12 +4461,12 @@ namespace OpenSim.Region.Framework.Scenes
4421 int ntimes = 20; 4461 int ntimes = 20;
4422 ScenePresence sp = null; 4462 ScenePresence sp = null;
4423 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0)) 4463 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0))
4424 Thread.Sleep(1000); 4464 Thread.Sleep(1000);
4425 4465
4426 if (sp == null) 4466 if (sp == null)
4427 m_log.WarnFormat( 4467 m_log.WarnFormat(
4428 "[SCENE PRESENCE]: Did not find presence with id {0} in {1} before timeout", 4468 "[SCENE PRESENCE]: Did not find presence with id {0} in {1} before timeout",
4429 agentID, RegionInfo.RegionName); 4469 agentID, RegionInfo.RegionName);
4430 4470
4431 return sp; 4471 return sp;
4432 } 4472 }
@@ -4448,8 +4488,8 @@ namespace OpenSim.Region.Framework.Scenes
4448 if (acd == null) 4488 if (acd == null)
4449 { 4489 {
4450 m_log.DebugFormat( 4490 m_log.DebugFormat(
4451 "[SCENE]: Request to close agent {0} but no such agent in scene {1}. May have been closed previously.", 4491 "[SCENE]: Request to close agent {0} but no such agent in scene {1}. May have been closed previously.",
4452 agentID, Name); 4492 agentID, Name);
4453 4493
4454 return false; 4494 return false;
4455 } 4495 }
@@ -4461,8 +4501,8 @@ namespace OpenSim.Region.Framework.Scenes
4461 else 4501 else
4462 { 4502 {
4463 m_log.WarnFormat( 4503 m_log.WarnFormat(
4464 "[SCENE]: Request to close agent {0} with invalid authorization token {1} in {2}", 4504 "[SCENE]: Request to close agent {0} with invalid authorization token {1} in {2}",
4465 agentID, auth_token, Name); 4505 agentID, auth_token, Name);
4466 } 4506 }
4467 4507
4468 return false; 4508 return false;
@@ -4488,8 +4528,8 @@ namespace OpenSim.Region.Framework.Scenes
4488 if (sp.DoNotCloseAfterTeleport) 4528 if (sp.DoNotCloseAfterTeleport)
4489 { 4529 {
4490 m_log.DebugFormat( 4530 m_log.DebugFormat(
4491 "[SCENE]: Not pre-closing {0} agent {1} in {2} since another simulator has re-established the child connection", 4531 "[SCENE]: Not pre-closing {0} agent {1} in {2} since another simulator has re-established the child connection",
4492 sp.IsChildAgent ? "child" : "root", sp.Name, Name); 4532 sp.IsChildAgent ? "child" : "root", sp.Name, Name);
4493 4533
4494 // Need to reset the flag so that a subsequent close after another teleport can succeed. 4534 // Need to reset the flag so that a subsequent close after another teleport can succeed.
4495 sp.DoNotCloseAfterTeleport = false; 4535 sp.DoNotCloseAfterTeleport = false;
@@ -4500,8 +4540,8 @@ namespace OpenSim.Region.Framework.Scenes
4500 if (sp.LifecycleState != ScenePresenceState.Running) 4540 if (sp.LifecycleState != ScenePresenceState.Running)
4501 { 4541 {
4502 m_log.DebugFormat( 4542 m_log.DebugFormat(
4503 "[SCENE]: Called IncomingPreCloseAgent() for {0} in {1} but presence is already in state {2}", 4543 "[SCENE]: Called IncomingPreCloseAgent() for {0} in {1} but presence is already in state {2}",
4504 sp.Name, Name, sp.LifecycleState); 4544 sp.Name, Name, sp.LifecycleState);
4505 4545
4506 return false; 4546 return false;
4507 } 4547 }
@@ -4527,21 +4567,21 @@ namespace OpenSim.Region.Framework.Scenes
4527 lock (m_removeClientLock) 4567 lock (m_removeClientLock)
4528 { 4568 {
4529 sp = GetScenePresence(agentID); 4569 sp = GetScenePresence(agentID);
4530 4570
4531 if (sp == null) 4571 if (sp == null)
4532 { 4572 {
4533 m_log.DebugFormat( 4573 m_log.DebugFormat(
4534 "[SCENE]: Called CloseClient() with agent ID {0} but no such presence is in {1}", 4574 "[SCENE]: Called CloseClient() with agent ID {0} but no such presence is in {1}",
4535 agentID, Name); 4575 agentID, Name);
4536 4576
4537 return false; 4577 return false;
4538 } 4578 }
4539 4579
4540 if (sp.LifecycleState != ScenePresenceState.Running && sp.LifecycleState != ScenePresenceState.PreRemove) 4580 if (sp.LifecycleState != ScenePresenceState.Running && sp.LifecycleState != ScenePresenceState.PreRemove)
4541 { 4581 {
4542 m_log.DebugFormat( 4582 m_log.DebugFormat(
4543 "[SCENE]: Called CloseClient() for {0} in {1} but presence is already in state {2}", 4583 "[SCENE]: Called CloseClient() for {0} in {1} but presence is already in state {2}",
4544 sp.Name, Name, sp.LifecycleState); 4584 sp.Name, Name, sp.LifecycleState);
4545 4585
4546 return false; 4586 return false;
4547 } 4587 }
@@ -4552,8 +4592,8 @@ namespace OpenSim.Region.Framework.Scenes
4552 if (sp.DoNotCloseAfterTeleport) 4592 if (sp.DoNotCloseAfterTeleport)
4553 { 4593 {
4554 m_log.DebugFormat( 4594 m_log.DebugFormat(
4555 "[SCENE]: Not closing {0} agent {1} in {2} since another simulator has re-established the child connection", 4595 "[SCENE]: Not closing {0} agent {1} in {2} since another simulator has re-established the child connection",
4556 sp.IsChildAgent ? "child" : "root", sp.Name, Name); 4596 sp.IsChildAgent ? "child" : "root", sp.Name, Name);
4557 4597
4558 // Need to reset the flag so that a subsequent close after another teleport can succeed. 4598 // Need to reset the flag so that a subsequent close after another teleport can succeed.
4559 sp.DoNotCloseAfterTeleport = false; 4599 sp.DoNotCloseAfterTeleport = false;
@@ -4581,7 +4621,7 @@ namespace OpenSim.Region.Framework.Scenes
4581 /// <param name="lookAt"></param> 4621 /// <param name="lookAt"></param>
4582 /// <param name="teleportFlags"></param> 4622 /// <param name="teleportFlags"></param>
4583 public void RequestTeleportLocation(IClientAPI remoteClient, string regionName, Vector3 position, 4623 public void RequestTeleportLocation(IClientAPI remoteClient, string regionName, Vector3 position,
4584 Vector3 lookat, uint teleportFlags) 4624 Vector3 lookat, uint teleportFlags)
4585 { 4625 {
4586 GridRegion region = GridService.GetRegionByName(RegionInfo.ScopeID, regionName); 4626 GridRegion region = GridService.GetRegionByName(RegionInfo.ScopeID, regionName);
4587 4627
@@ -4604,7 +4644,7 @@ namespace OpenSim.Region.Framework.Scenes
4604 /// <param name="lookAt"></param> 4644 /// <param name="lookAt"></param>
4605 /// <param name="teleportFlags"></param> 4645 /// <param name="teleportFlags"></param>
4606 public void RequestTeleportLocation(IClientAPI remoteClient, ulong regionHandle, Vector3 position, 4646 public void RequestTeleportLocation(IClientAPI remoteClient, ulong regionHandle, Vector3 position,
4607 Vector3 lookAt, uint teleportFlags) 4647 Vector3 lookAt, uint teleportFlags)
4608 { 4648 {
4609 ScenePresence sp = GetScenePresence(remoteClient.AgentId); 4649 ScenePresence sp = GetScenePresence(remoteClient.AgentId);
4610 if (sp != null) 4650 if (sp != null)
@@ -4703,8 +4743,8 @@ namespace OpenSim.Region.Framework.Scenes
4703 if (part.Name == cmdparams[2]) 4743 if (part.Name == cmdparams[2])
4704 { 4744 {
4705 part.Resize( 4745 part.Resize(
4706 new Vector3(Convert.ToSingle(cmdparams[3]), Convert.ToSingle(cmdparams[4]), 4746 new Vector3(Convert.ToSingle(cmdparams[3]), Convert.ToSingle(cmdparams[4]),
4707 Convert.ToSingle(cmdparams[5]))); 4747 Convert.ToSingle(cmdparams[5])));
4708 4748
4709 m_log.DebugFormat("Edited scale of Primitive: {0}", part.Name); 4749 m_log.DebugFormat("Edited scale of Primitive: {0}", part.Name);
4710 } 4750 }
@@ -4749,7 +4789,7 @@ namespace OpenSim.Region.Framework.Scenes
4749 4789
4750 #region Script Engine 4790 #region Script Engine
4751 4791
4752 private bool ScriptDanger(SceneObjectPart part,Vector3 pos) 4792 private bool ScriptDanger(SceneObjectPart part, Vector3 pos)
4753 { 4793 {
4754 ILandObject parcel = LandChannel.GetLandObject(pos.X, pos.Y); 4794 ILandObject parcel = LandChannel.GetLandObject(pos.X, pos.Y);
4755 if (part != null) 4795 if (part != null)
@@ -4765,7 +4805,7 @@ namespace OpenSim.Region.Framework.Scenes
4765 return true; 4805 return true;
4766 } 4806 }
4767 else if (((parcel.LandData.Flags & (uint)ParcelFlags.AllowGroupScripts) != 0) 4807 else if (((parcel.LandData.Flags & (uint)ParcelFlags.AllowGroupScripts) != 0)
4768 && (parcel.LandData.GroupID != UUID.Zero) && (parcel.LandData.GroupID == part.GroupID)) 4808 && (parcel.LandData.GroupID != UUID.Zero) && (parcel.LandData.GroupID == part.GroupID))
4769 { 4809 {
4770 return true; 4810 return true;
4771 } 4811 }
@@ -5107,15 +5147,15 @@ namespace OpenSim.Region.Framework.Scenes
5107 #endregion 5147 #endregion
5108 5148
5109 5149
5110// Commented pending deletion since this method no longer appears to do anything at all 5150 // Commented pending deletion since this method no longer appears to do anything at all
5111// public bool NeedSceneCacheClear(UUID agentID) 5151 // public bool NeedSceneCacheClear(UUID agentID)
5112// { 5152 // {
5113// IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>(); 5153 // IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>();
5114// if (inv == null) 5154 // if (inv == null)
5115// return true; 5155 // return true;
5116// 5156 //
5117// return inv.NeedSceneCacheClear(agentID, this); 5157 // return inv.NeedSceneCacheClear(agentID, this);
5118// } 5158 // }
5119 5159
5120 public void CleanTempObjects() 5160 public void CleanTempObjects()
5121 { 5161 {
@@ -5131,7 +5171,7 @@ namespace OpenSim.Region.Framework.Scenes
5131 if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 5171 if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
5132 { 5172 {
5133 if (grp.RootPart.Expires <= DateTime.Now) 5173 if (grp.RootPart.Expires <= DateTime.Now)
5134 DeleteSceneObject(grp, false); 5174 DeleteSceneObject(grp, false);
5135 } 5175 }
5136 } 5176 }
5137 } 5177 }
@@ -5157,21 +5197,21 @@ namespace OpenSim.Region.Framework.Scenes
5157 // 3 = We have seen a new user enter within the past 4 minutes 5197 // 3 = We have seen a new user enter within the past 4 minutes
5158 // which can be seen as positive confirmation of sim health 5198 // which can be seen as positive confirmation of sim health
5159 // 5199 //
5160 int health=1; // Start at 1, means we're up 5200 int health = 1; // Start at 1, means we're up
5161 5201
5162 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 5202 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
5163 health += 1; 5203 health += 1;
5164 else 5204 else
5165 return health; 5205 return health;
5166 5206
5167 // A login in the last 4 mins? We can't be doing too badly 5207 // A login in the last 4 mins? We can't be doing too badly
5168 // 5208 //
5169 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 5209 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000)
5170 health++; 5210 health++;
5171 else 5211 else
5172 return health; 5212 return health;
5173 5213
5174// CheckHeartbeat(); 5214 // CheckHeartbeat();
5175 5215
5176 return health; 5216 return health;
5177 } 5217 }
@@ -5201,41 +5241,41 @@ namespace OpenSim.Region.Framework.Scenes
5201 jointProxyObject.AngularVelocity = trackedBody.AngularVelocity; 5241 jointProxyObject.AngularVelocity = trackedBody.AngularVelocity;
5202 switch (joint.Type) 5242 switch (joint.Type)
5203 { 5243 {
5204 case PhysicsJointType.Ball: 5244 case PhysicsJointType.Ball:
5205 { 5245 {
5206 Vector3 jointAnchor = PhysicsScene.GetJointAnchor(joint); 5246 Vector3 jointAnchor = PhysicsScene.GetJointAnchor(joint);
5207 Vector3 proxyPos = jointAnchor; 5247 Vector3 proxyPos = jointAnchor;
5208 jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update 5248 jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update
5209 } 5249 }
5210 break; 5250 break;
5211 5251
5212 case PhysicsJointType.Hinge: 5252 case PhysicsJointType.Hinge:
5213 { 5253 {
5214 Vector3 jointAnchor = PhysicsScene.GetJointAnchor(joint); 5254 Vector3 jointAnchor = PhysicsScene.GetJointAnchor(joint);
5215 5255
5216 // Normally, we would just ask the physics scene to return the axis for the joint. 5256 // Normally, we would just ask the physics scene to return the axis for the joint.
5217 // Unfortunately, ODE sometimes returns <0,0,0> for the joint axis, which should 5257 // Unfortunately, ODE sometimes returns <0,0,0> for the joint axis, which should
5218 // never occur. Therefore we cannot rely on ODE to always return a correct joint axis. 5258 // never occur. Therefore we cannot rely on ODE to always return a correct joint axis.
5219 // Therefore the following call does not always work: 5259 // Therefore the following call does not always work:
5220 //PhysicsVector phyJointAxis = _PhyScene.GetJointAxis(joint); 5260 //PhysicsVector phyJointAxis = _PhyScene.GetJointAxis(joint);
5221 5261
5222 // instead we compute the joint orientation by saving the original joint orientation 5262 // instead we compute the joint orientation by saving the original joint orientation
5223 // relative to one of the jointed bodies, and applying this transformation 5263 // relative to one of the jointed bodies, and applying this transformation
5224 // to the current position of the jointed bodies (the tracked body) to compute the 5264 // to the current position of the jointed bodies (the tracked body) to compute the
5225 // current joint orientation. 5265 // current joint orientation.
5226 5266
5227 if (joint.TrackedBodyName == null) 5267 if (joint.TrackedBodyName == null)
5228 { 5268 {
5229 jointErrorMessage(joint, "joint.TrackedBodyName is null, joint " + joint.ObjectNameInScene); 5269 jointErrorMessage(joint, "joint.TrackedBodyName is null, joint " + joint.ObjectNameInScene);
5230 } 5270 }
5231 5271
5232 Vector3 proxyPos = jointAnchor; 5272 Vector3 proxyPos = jointAnchor;
5233 Quaternion q = trackedBody.RotationOffset * joint.LocalRotation; 5273 Quaternion q = trackedBody.RotationOffset * joint.LocalRotation;
5234 5274
5235 jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update 5275 jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update
5236 jointProxyObject.ParentGroup.UpdateGroupRotationR(q); // schedules the entire group for a terse update 5276 jointProxyObject.ParentGroup.UpdateGroupRotationR(q); // schedules the entire group for a terse update
5237 } 5277 }
5238 break; 5278 break;
5239 } 5279 }
5240 } 5280 }
5241 5281
@@ -5276,30 +5316,30 @@ namespace OpenSim.Region.Framework.Scenes
5276 if (joint != null) 5316 if (joint != null)
5277 { 5317 {
5278 if (joint.ErrorMessageCount > PhysicsJoint.maxErrorMessages) 5318 if (joint.ErrorMessageCount > PhysicsJoint.maxErrorMessages)
5279 return; 5319 return;
5280 5320
5281 SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene); 5321 SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene);
5282 if (jointProxyObject != null) 5322 if (jointProxyObject != null)
5283 { 5323 {
5284 SimChat(Utils.StringToBytes("[NINJA]: " + message), 5324 SimChat(Utils.StringToBytes("[NINJA]: " + message),
5285 ChatTypeEnum.DebugChannel, 5325 ChatTypeEnum.DebugChannel,
5286 2147483647, 5326 2147483647,
5287 jointProxyObject.AbsolutePosition, 5327 jointProxyObject.AbsolutePosition,
5288 jointProxyObject.Name, 5328 jointProxyObject.Name,
5289 jointProxyObject.UUID, 5329 jointProxyObject.UUID,
5290 false); 5330 false);
5291 5331
5292 joint.ErrorMessageCount++; 5332 joint.ErrorMessageCount++;
5293 5333
5294 if (joint.ErrorMessageCount > PhysicsJoint.maxErrorMessages) 5334 if (joint.ErrorMessageCount > PhysicsJoint.maxErrorMessages)
5295 { 5335 {
5296 SimChat(Utils.StringToBytes("[NINJA]: Too many messages for this joint, suppressing further messages."), 5336 SimChat(Utils.StringToBytes("[NINJA]: Too many messages for this joint, suppressing further messages."),
5297 ChatTypeEnum.DebugChannel, 5337 ChatTypeEnum.DebugChannel,
5298 2147483647, 5338 2147483647,
5299 jointProxyObject.AbsolutePosition, 5339 jointProxyObject.AbsolutePosition,
5300 jointProxyObject.Name, 5340 jointProxyObject.Name,
5301 jointProxyObject.UUID, 5341 jointProxyObject.UUID,
5302 false); 5342 false);
5303 } 5343 }
5304 } 5344 }
5305 else 5345 else
@@ -5312,9 +5352,9 @@ namespace OpenSim.Region.Framework.Scenes
5312 public Scene ConsoleScene() 5352 public Scene ConsoleScene()
5313 { 5353 {
5314 if (MainConsole.Instance == null) 5354 if (MainConsole.Instance == null)
5315 return null; 5355 return null;
5316 if (MainConsole.Instance.ConsoleScene is Scene) 5356 if (MainConsole.Instance.ConsoleScene is Scene)
5317 return (Scene)MainConsole.Instance.ConsoleScene; 5357 return (Scene)MainConsole.Instance.ConsoleScene;
5318 return null; 5358 return null;
5319 } 5359 }
5320 5360
@@ -5325,13 +5365,13 @@ namespace OpenSim.Region.Framework.Scenes
5325 public float GetGroundHeight(float x, float y) 5365 public float GetGroundHeight(float x, float y)
5326 { 5366 {
5327 if (x < 0) 5367 if (x < 0)
5328 x = 0; 5368 x = 0;
5329 if (x >= Heightmap.Width) 5369 if (x >= Heightmap.Width)
5330 x = Heightmap.Width - 1; 5370 x = Heightmap.Width - 1;
5331 if (y < 0) 5371 if (y < 0)
5332 y = 0; 5372 y = 0;
5333 if (y >= Heightmap.Height) 5373 if (y >= Heightmap.Height)
5334 y = Heightmap.Height - 1; 5374 y = Heightmap.Height - 1;
5335 5375
5336 Vector3 p0 = new Vector3(x, y, (float)Heightmap[(int)x, (int)y]); 5376 Vector3 p0 = new Vector3(x, y, (float)Heightmap[(int)x, (int)y]);
5337 Vector3 p1 = p0; 5377 Vector3 p1 = p0;
@@ -5339,11 +5379,11 @@ namespace OpenSim.Region.Framework.Scenes
5339 5379
5340 p1.X += 1.0f; 5380 p1.X += 1.0f;
5341 if (p1.X < Heightmap.Width) 5381 if (p1.X < Heightmap.Width)
5342 p1.Z = (float)Heightmap[(int)p1.X, (int)p1.Y]; 5382 p1.Z = (float)Heightmap[(int)p1.X, (int)p1.Y];
5343 5383
5344 p2.Y += 1.0f; 5384 p2.Y += 1.0f;
5345 if (p2.Y < Heightmap.Height) 5385 if (p2.Y < Heightmap.Height)
5346 p2.Z = (float)Heightmap[(int)p2.X, (int)p2.Y]; 5386 p2.Z = (float)Heightmap[(int)p2.X, (int)p2.Y];
5347 5387
5348 Vector3 v0 = new Vector3(p1.X - p0.X, p1.Y - p0.Y, p1.Z - p0.Z); 5388 Vector3 v0 = new Vector3(p1.X - p0.X, p1.Y - p0.Y, p1.Z - p0.Z);
5349 Vector3 v1 = new Vector3(p2.X - p0.X, p2.Y - p0.Y, p2.Z - p0.Z); 5389 Vector3 v1 = new Vector3(p2.X - p0.X, p2.Y - p0.Y, p2.Z - p0.Z);
@@ -5363,14 +5403,14 @@ namespace OpenSim.Region.Framework.Scenes
5363 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5403 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
5364 } 5404 }
5365 5405
5366// private void CheckHeartbeat() 5406 // private void CheckHeartbeat()
5367// { 5407 // {
5368// if (m_firstHeartbeat) 5408 // if (m_firstHeartbeat)
5369// return; 5409 // return;
5370// 5410 //
5371// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5411 // if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000)
5372// StartTimer(); 5412 // StartTimer();
5373// } 5413 // }
5374 5414
5375 public override ISceneObject DeserializeObject(string representation) 5415 public override ISceneObject DeserializeObject(string representation)
5376 { 5416 {
@@ -5413,7 +5453,7 @@ namespace OpenSim.Region.Framework.Scenes
5413 } 5453 }
5414 5454
5415 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y); 5455 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
5416 if (dest != excludeParcel) 5456 if (dest != excludeParcel)
5417 { 5457 {
5418 // Ultimate backup if we have no idea where they are and 5458 // Ultimate backup if we have no idea where they are and
5419 // the last allowed position was in another parcel 5459 // the last allowed position was in another parcel
@@ -5523,9 +5563,9 @@ namespace OpenSim.Region.Framework.Scenes
5523 private Vector3 GetNearestRegionEdgePosition(ScenePresence avatar) 5563 private Vector3 GetNearestRegionEdgePosition(ScenePresence avatar)
5524 { 5564 {
5525 float xdistance = avatar.AbsolutePosition.X < RegionInfo.RegionSizeX / 2 5565 float xdistance = avatar.AbsolutePosition.X < RegionInfo.RegionSizeX / 2
5526 ? avatar.AbsolutePosition.X : RegionInfo.RegionSizeX - avatar.AbsolutePosition.X; 5566 ? avatar.AbsolutePosition.X : RegionInfo.RegionSizeX - avatar.AbsolutePosition.X;
5527 float ydistance = avatar.AbsolutePosition.Y < RegionInfo.RegionSizeY / 2 5567 float ydistance = avatar.AbsolutePosition.Y < RegionInfo.RegionSizeY / 2
5528 ? avatar.AbsolutePosition.Y : RegionInfo.RegionSizeY - avatar.AbsolutePosition.Y; 5568 ? avatar.AbsolutePosition.Y : RegionInfo.RegionSizeY - avatar.AbsolutePosition.Y;
5529 5569
5530 //find out what vertical edge to go to 5570 //find out what vertical edge to go to
5531 if (xdistance < ydistance) 5571 if (xdistance < ydistance)
@@ -5572,7 +5612,7 @@ namespace OpenSim.Region.Framework.Scenes
5572 { 5612 {
5573 IEstateDataService estateDataService = EstateDataService; 5613 IEstateDataService estateDataService = EstateDataService;
5574 if (estateDataService == null) 5614 if (estateDataService == null)
5575 return new List<UUID>(0); 5615 return new List<UUID>(0);
5576 5616
5577 return estateDataService.GetRegions(estateID); 5617 return estateDataService.GetRegions(estateID);
5578 } 5618 }
@@ -5595,8 +5635,8 @@ namespace OpenSim.Region.Framework.Scenes
5595 private void HandleReloadEstate(string module, string[] cmd) 5635 private void HandleReloadEstate(string module, string[] cmd)
5596 { 5636 {
5597 if (MainConsole.Instance.ConsoleScene == null || 5637 if (MainConsole.Instance.ConsoleScene == null ||
5598 (MainConsole.Instance.ConsoleScene is Scene && 5638 (MainConsole.Instance.ConsoleScene is Scene &&
5599 (Scene)MainConsole.Instance.ConsoleScene == this)) 5639 (Scene)MainConsole.Instance.ConsoleScene == this))
5600 { 5640 {
5601 ReloadEstateData(); 5641 ReloadEstateData();
5602 } 5642 }
@@ -5614,8 +5654,8 @@ namespace OpenSim.Region.Framework.Scenes
5614 /// <param name="maxZ"></param> 5654 /// <param name="maxZ"></param>
5615 /// <returns></returns> 5655 /// <returns></returns>
5616 public static Vector3[] GetCombinedBoundingBox( 5656 public static Vector3[] GetCombinedBoundingBox(
5617 List<SceneObjectGroup> objects, 5657 List<SceneObjectGroup> objects,
5618 out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 5658 out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
5619 { 5659 {
5620 minX = float.MaxValue; 5660 minX = float.MaxValue;
5621 maxX = float.MinValue; 5661 maxX = float.MinValue;
@@ -5633,10 +5673,10 @@ namespace OpenSim.Region.Framework.Scenes
5633 Vector3 vec = g.AbsolutePosition; 5673 Vector3 vec = g.AbsolutePosition;
5634 5674
5635 g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ); 5675 g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ);
5636 5676
5637// m_log.DebugFormat( 5677 // m_log.DebugFormat(
5638// "[SCENE]: For {0} found AxisAlignedBoundingBoxRaw {1}, {2}", 5678 // "[SCENE]: For {0} found AxisAlignedBoundingBoxRaw {1}, {2}",
5639// g.Name, new Vector3(ominX, ominY, ominZ), new Vector3(omaxX, omaxY, omaxZ)); 5679 // g.Name, new Vector3(ominX, ominY, ominZ), new Vector3(omaxX, omaxY, omaxZ));
5640 5680
5641 ominX += vec.X; 5681 ominX += vec.X;
5642 omaxX += vec.X; 5682 omaxX += vec.X;
@@ -5646,17 +5686,17 @@ namespace OpenSim.Region.Framework.Scenes
5646 omaxZ += vec.Z; 5686 omaxZ += vec.Z;
5647 5687
5648 if (minX > ominX) 5688 if (minX > ominX)
5649 minX = ominX; 5689 minX = ominX;
5650 if (minY > ominY) 5690 if (minY > ominY)
5651 minY = ominY; 5691 minY = ominY;
5652 if (minZ > ominZ) 5692 if (minZ > ominZ)
5653 minZ = ominZ; 5693 minZ = ominZ;
5654 if (maxX < omaxX) 5694 if (maxX < omaxX)
5655 maxX = omaxX; 5695 maxX = omaxX;
5656 if (maxY < omaxY) 5696 if (maxY < omaxY)
5657 maxY = omaxY; 5697 maxY = omaxY;
5658 if (maxZ < omaxZ) 5698 if (maxZ < omaxZ)
5659 maxZ = omaxZ; 5699 maxZ = omaxZ;
5660 } 5700 }
5661 5701
5662 foreach (SceneObjectGroup g in objects) 5702 foreach (SceneObjectGroup g in objects)
@@ -5681,7 +5721,7 @@ namespace OpenSim.Region.Framework.Scenes
5681 { 5721 {
5682 IWorldMapModule mapModule = RequestModuleInterface<IWorldMapModule>(); 5722 IWorldMapModule mapModule = RequestModuleInterface<IWorldMapModule>();
5683 if (mapModule != null) 5723 if (mapModule != null)
5684 mapModule.GenerateMaptile(); 5724 mapModule.GenerateMaptile();
5685 } 5725 }
5686 5726
5687 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5727 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
@@ -5692,7 +5732,7 @@ namespace OpenSim.Region.Framework.Scenes
5692 // so that all simulators can retrieve it 5732 // so that all simulators can retrieve it
5693 string error = GridService.RegisterRegion(RegionInfo.ScopeID, new GridRegion(RegionInfo)); 5733 string error = GridService.RegisterRegion(RegionInfo.ScopeID, new GridRegion(RegionInfo));
5694 if (error != string.Empty) 5734 if (error != string.Empty)
5695 throw new Exception(error); 5735 throw new Exception(error);
5696 } 5736 }
5697 5737
5698 /// <summary> 5738 /// <summary>
@@ -5722,7 +5762,7 @@ namespace OpenSim.Region.Framework.Scenes
5722 } 5762 }
5723 5763
5724 if (!AllowAvatarCrossing && !viaTeleport) 5764 if (!AllowAvatarCrossing && !viaTeleport)
5725 return false; 5765 return false;
5726 5766
5727 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. 5767 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
5728 // However, the long term fix is to make sure root agent count is always accurate. 5768 // However, the long term fix is to make sure root agent count is always accurate.
@@ -5737,8 +5777,8 @@ namespace OpenSim.Region.Framework.Scenes
5737 reason = "The region is full"; 5777 reason = "The region is full";
5738 5778
5739 m_log.DebugFormat( 5779 m_log.DebugFormat(
5740 "[SCENE]: Denying presence with id {0} entry into {1} since region is at agent limit of {2}", 5780 "[SCENE]: Denying presence with id {0} entry into {1} since region is at agent limit of {2}",
5741 agentID, RegionInfo.RegionName, RegionInfo.RegionSettings.AgentLimit); 5781 agentID, RegionInfo.RegionName, RegionInfo.RegionSettings.AgentLimit);
5742 5782
5743 return false; 5783 return false;
5744 } 5784 }
@@ -5752,7 +5792,7 @@ namespace OpenSim.Region.Framework.Scenes
5752 { 5792 {
5753 client = presence.ControllingClient; 5793 client = presence.ControllingClient;
5754 if (client != null) 5794 if (client != null)
5755 aCircuit = client.RequestClientInfo(); 5795 aCircuit = client.RequestClientInfo();
5756 } 5796 }
5757 5797
5758 // We may be called before there is a presence or a client. 5798 // We may be called before there is a presence or a client.
@@ -5775,7 +5815,7 @@ namespace OpenSim.Region.Framework.Scenes
5775 } 5815 }
5776 catch (Exception e) 5816 catch (Exception e)
5777 { 5817 {
5778 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message); 5818 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} " + e.StackTrace, e.Message);
5779 reason = "Error authorizing agent: " + e.Message; 5819 reason = "Error authorizing agent: " + e.Message;
5780 return false; 5820 return false;
5781 } 5821 }
@@ -5794,16 +5834,16 @@ namespace OpenSim.Region.Framework.Scenes
5794 Vector3 spawnPoint = sp.GetLocation(telehub.AbsolutePosition, telehub.GroupRotation); 5834 Vector3 spawnPoint = sp.GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
5795 ILandObject land = LandChannel.GetLandObject(spawnPoint.X, spawnPoint.Y); 5835 ILandObject land = LandChannel.GetLandObject(spawnPoint.X, spawnPoint.Y);
5796 if (land == null) 5836 if (land == null)
5797 continue; 5837 continue;
5798 if (land.IsEitherBannedOrRestricted(agentID)) 5838 if (land.IsEitherBannedOrRestricted(agentID))
5799 continue; 5839 continue;
5800 banned = false; 5840 banned = false;
5801 break; 5841 break;
5802 } 5842 }
5803 5843
5804 if (banned) 5844 if (banned)
5805 { 5845 {
5806 if(Permissions.IsAdministrator(agentID) == false || Permissions.IsGridGod(agentID) == false) 5846 if (Permissions.IsAdministrator(agentID) == false || Permissions.IsGridGod(agentID) == false)
5807 { 5847 {
5808 reason = "No suitable landing point found"; 5848 reason = "No suitable landing point found";
5809 return false; 5849 return false;
@@ -5839,9 +5879,9 @@ namespace OpenSim.Region.Framework.Scenes
5839 if (banned || restricted) 5879 if (banned || restricted)
5840 { 5880 {
5841 if (banned) 5881 if (banned)
5842 reason = "You are banned from the parcel"; 5882 reason = "You are banned from the parcel";
5843 else 5883 else
5844 reason = "The parcel is restricted"; 5884 reason = "The parcel is restricted";
5845 return false; 5885 return false;
5846 } 5886 }
5847 } 5887 }
@@ -5863,15 +5903,15 @@ namespace OpenSim.Region.Framework.Scenes
5863 if (presence.MovingToTarget) 5903 if (presence.MovingToTarget)
5864 { 5904 {
5865 double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget); 5905 double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget);
5866// m_log.DebugFormat( 5906 // m_log.DebugFormat(
5867// "[SCENE]: Abs pos of {0} is {1}, target {2}, distance {3}", 5907 // "[SCENE]: Abs pos of {0} is {1}, target {2}, distance {3}",
5868// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget); 5908 // presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget);
5869 5909
5870 // Check the error term of the current position in relation to the target position 5910 // Check the error term of the current position in relation to the target position
5871 if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT) 5911 if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT)
5872 { 5912 {
5873 // We are close enough to the target 5913 // We are close enough to the target
5874// m_log.DebugFormat("[SCENEE]: Stopping autopilot of {0}", presence.Name); 5914 // m_log.DebugFormat("[SCENEE]: Stopping autopilot of {0}", presence.Name);
5875 5915
5876 presence.Velocity = Vector3.Zero; 5916 presence.Velocity = Vector3.Zero;
5877 presence.AbsolutePosition = presence.MoveToPositionTarget; 5917 presence.AbsolutePosition = presence.MoveToPositionTarget;
@@ -5885,28 +5925,28 @@ namespace OpenSim.Region.Framework.Scenes
5885 // least be able to set collision status once, rather than 5 times to give it enough 5925 // least be able to set collision status once, rather than 5 times to give it enough
5886 // weighting so that that PhysicsActor thinks it really is colliding. 5926 // weighting so that that PhysicsActor thinks it really is colliding.
5887 for (int i = 0; i < 5; i++) 5927 for (int i = 0; i < 5; i++)
5888 presence.IsColliding = true; 5928 presence.IsColliding = true;
5889 5929
5890 if (presence.LandAtTarget) 5930 if (presence.LandAtTarget)
5891 presence.Flying = false; 5931 presence.Flying = false;
5892 5932
5893// Vector3 targetPos = presence.MoveToPositionTarget; 5933 // Vector3 targetPos = presence.MoveToPositionTarget;
5894// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y]; 5934 // float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
5895// if (targetPos.Z - terrainHeight < 0.2) 5935 // if (targetPos.Z - terrainHeight < 0.2)
5896// { 5936 // {
5897// presence.Flying = false; 5937 // presence.Flying = false;
5898// } 5938 // }
5899 } 5939 }
5900 5940
5901// m_log.DebugFormat( 5941 // m_log.DebugFormat(
5902// "[SCENE]: AgentControlFlags {0}, MovementFlag {1} for {2}", 5942 // "[SCENE]: AgentControlFlags {0}, MovementFlag {1} for {2}",
5903// presence.AgentControlFlags, presence.MovementFlag, presence.Name); 5943 // presence.AgentControlFlags, presence.MovementFlag, presence.Name);
5904 } 5944 }
5905 else 5945 else
5906 { 5946 {
5907// m_log.DebugFormat( 5947 // m_log.DebugFormat(
5908// "[SCENE]: Updating npc {0} at {1} for next movement to {2}", 5948 // "[SCENE]: Updating npc {0} at {1} for next movement to {2}",
5909// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget); 5949 // presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
5910 5950
5911 Vector3 agent_control_v3 = new Vector3(); 5951 Vector3 agent_control_v3 = new Vector3();
5912 presence.HandleMoveToTargetUpdate(1, ref agent_control_v3); 5952 presence.HandleMoveToTargetUpdate(1, ref agent_control_v3);
@@ -5921,11 +5961,11 @@ namespace OpenSim.Region.Framework.Scenes
5921 int spawnpoints = RegionInfo.RegionSettings.SpawnPoints().Count; 5961 int spawnpoints = RegionInfo.RegionSettings.SpawnPoints().Count;
5922 5962
5923 if (spawnpoints == 0) 5963 if (spawnpoints == 0)
5924 return 0; 5964 return 0;
5925 5965
5926 m_SpawnPoint++; 5966 m_SpawnPoint++;
5927 if (m_SpawnPoint > spawnpoints) 5967 if (m_SpawnPoint > spawnpoints)
5928 m_SpawnPoint = 1; 5968 m_SpawnPoint = 1;
5929 return m_SpawnPoint - 1; 5969 return m_SpawnPoint - 1;
5930 } 5970 }
5931 5971
@@ -5955,12 +5995,12 @@ namespace OpenSim.Region.Framework.Scenes
5955 public string GetExtraSetting(string name) 5995 public string GetExtraSetting(string name)
5956 { 5996 {
5957 if (m_extraSettings == null) 5997 if (m_extraSettings == null)
5958 return String.Empty; 5998 return String.Empty;
5959 5999
5960 string val; 6000 string val;
5961 6001
5962 if (!m_extraSettings.TryGetValue(name, out val)) 6002 if (!m_extraSettings.TryGetValue(name, out val))
5963 return String.Empty; 6003 return String.Empty;
5964 6004
5965 return val; 6005 return val;
5966 } 6006 }
@@ -5968,14 +6008,14 @@ namespace OpenSim.Region.Framework.Scenes
5968 public void StoreExtraSetting(string name, string val) 6008 public void StoreExtraSetting(string name, string val)
5969 { 6009 {
5970 if (m_extraSettings == null) 6010 if (m_extraSettings == null)
5971 return; 6011 return;
5972 6012
5973 string oldVal; 6013 string oldVal;
5974 6014
5975 if (m_extraSettings.TryGetValue(name, out oldVal)) 6015 if (m_extraSettings.TryGetValue(name, out oldVal))
5976 { 6016 {
5977 if (oldVal == val) 6017 if (oldVal == val)
5978 return; 6018 return;
5979 } 6019 }
5980 6020
5981 m_extraSettings[name] = val; 6021 m_extraSettings[name] = val;
@@ -5988,10 +6028,10 @@ namespace OpenSim.Region.Framework.Scenes
5988 public void RemoveExtraSetting(string name) 6028 public void RemoveExtraSetting(string name)
5989 { 6029 {
5990 if (m_extraSettings == null) 6030 if (m_extraSettings == null)
5991 return; 6031 return;
5992 6032
5993 if (!m_extraSettings.ContainsKey(name)) 6033 if (!m_extraSettings.ContainsKey(name))
5994 return; 6034 return;
5995 6035
5996 m_extraSettings.Remove(name); 6036 m_extraSettings.Remove(name);
5997 6037
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 51f50d9..c2e9b61 100644..100755
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -67,7 +67,9 @@ namespace OpenSim.Region.Framework.Scenes
67 protected Scene m_parentScene; 67 protected Scene m_parentScene;
68 protected Dictionary<UUID, SceneObjectGroup> m_updateList = new Dictionary<UUID, SceneObjectGroup>(); 68 protected Dictionary<UUID, SceneObjectGroup> m_updateList = new Dictionary<UUID, SceneObjectGroup>();
69 protected int m_numRootAgents = 0; 69 protected int m_numRootAgents = 0;
70 protected int m_numTotalPrim = 0;
70 protected int m_numPrim = 0; 71 protected int m_numPrim = 0;
72 protected int m_numMesh = 0;
71 protected int m_numChildAgents = 0; 73 protected int m_numChildAgents = 0;
72 protected int m_physicalPrim = 0; 74 protected int m_physicalPrim = 0;
73 75
@@ -368,7 +370,8 @@ namespace OpenSim.Region.Framework.Scenes
368 370
369 SceneObjectPart[] parts = sceneObject.Parts; 371 SceneObjectPart[] parts = sceneObject.Parts;
370 372
371 // Clamp child prim sizes and add child prims to the m_numPrim count 373 // Clamp the sizes (scales) of the child prims and add the child prims to the count of all primitives
374 // (meshes and geometric primitives) in the scene; add child prims to m_numTotalPrim count
372 if (m_parentScene.m_clampPrimSize) 375 if (m_parentScene.m_clampPrimSize)
373 { 376 {
374 foreach (SceneObjectPart part in parts) 377 foreach (SceneObjectPart part in parts)
@@ -382,7 +385,19 @@ namespace OpenSim.Region.Framework.Scenes
382 part.Shape.Scale = scale; 385 part.Shape.Scale = scale;
383 } 386 }
384 } 387 }
385 m_numPrim += parts.Length; 388 m_numTotalPrim += parts.Length;
389
390 // Go through all parts (geometric primitives and meshes) of this Scene Object
391 foreach (SceneObjectPart part in parts)
392 {
393 // Keep track of the total number of meshes or geometric primitives now in the scene;
394 // determine which object this is based on its primitive type: sculpted (sculpt) prim refers to
395 // a mesh and all other prims (i.e. box, sphere, etc) are geometric primitives
396 if (part.GetPrimType() == PrimType.SCULPT)
397 m_numMesh++;
398 else
399 m_numPrim++;
400 }
386 401
387 sceneObject.AttachToScene(m_parentScene); 402 sceneObject.AttachToScene(m_parentScene);
388 403
@@ -437,7 +452,21 @@ namespace OpenSim.Region.Framework.Scenes
437 452
438 if (!resultOfObjectLinked) 453 if (!resultOfObjectLinked)
439 { 454 {
440 m_numPrim -= grp.PrimCount; 455 // Decrement the total number of primitives (meshes and geometric primitives)
456 // that are part of the Scene Object being removed
457 m_numTotalPrim -= grp.PrimCount;
458
459 // Go through all parts (primitives and meshes) of this Scene Object
460 foreach (SceneObjectPart part in grp.Parts)
461 {
462 // Keep track of the total number of meshes or geometric primitives left in the scene;
463 // determine which object this is based on its primitive type: sculpted (sculpt) prim refers to
464 // a mesh and all other prims (i.e. box, sphere, etc) are geometric primitives
465 if (part.GetPrimType() == PrimType.SCULPT)
466 m_numMesh--;
467 else
468 m_numPrim--;
469 }
441 470
442 if ((grp.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics) 471 if ((grp.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics)
443 RemovePhysicalPrim(grp.PrimCount); 472 RemovePhysicalPrim(grp.PrimCount);
@@ -687,9 +716,19 @@ namespace OpenSim.Region.Framework.Scenes
687 716
688 public int GetTotalObjectsCount() 717 public int GetTotalObjectsCount()
689 { 718 {
719 return m_numTotalPrim;
720 }
721
722 public int GetTotalPrimObjectsCount()
723 {
690 return m_numPrim; 724 return m_numPrim;
691 } 725 }
692 726
727 public int GetTotalMeshObjectsCount()
728 {
729 return m_numMesh;
730 }
731
693 public int GetActiveObjectsCount() 732 public int GetActiveObjectsCount()
694 { 733 {
695 return m_physicalPrim; 734 return m_physicalPrim;
@@ -1970,7 +2009,19 @@ namespace OpenSim.Region.Framework.Scenes
1970 // think it's selected, so it will never send a deselect... 2009 // think it's selected, so it will never send a deselect...
1971 copy.IsSelected = false; 2010 copy.IsSelected = false;
1972 2011
1973 m_numPrim += copy.Parts.Length; 2012 m_numTotalPrim += copy.Parts.Length;
2013
2014 // Go through all parts (primitives and meshes) of this Scene Object
2015 foreach (SceneObjectPart part in copy.Parts)
2016 {
2017 // Keep track of the total number of meshes or geometric primitives now in the scene;
2018 // determine which object this is based on its primitive type: sculpted (sculpt) prim refers to
2019 // a mesh and all other prims (i.e. box, sphere, etc) are geometric primitives
2020 if (part.GetPrimType() == PrimType.SCULPT)
2021 m_numMesh++;
2022 else
2023 m_numPrim++;
2024 }
1974 2025
1975 if (rot != Quaternion.Identity) 2026 if (rot != Quaternion.Identity)
1976 { 2027 {
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index 6182bcd..8918c3b 100755
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -61,6 +61,10 @@ namespace OpenSim.Region.Framework.Scenes
61 61
62 private YourStatsAreWrong handlerStatsIncorrect; 62 private YourStatsAreWrong handlerStatsIncorrect;
63 63
64 // Determines the size of the array that is used to collect StatBlocks
65 // for sending to the SimStats and SimExtraStatsCollector
66 private const int m_statisticArraySize = 27;
67
64 /// <summary> 68 /// <summary>
65 /// These are the IDs of stats sent in the StatsPacket to the viewer. 69 /// These are the IDs of stats sent in the StatsPacket to the viewer.
66 /// </summary> 70 /// </summary>
@@ -104,7 +108,12 @@ namespace OpenSim.Region.Framework.Scenes
104 ScriptEps = 31, 108 ScriptEps = 31,
105 SimSpareMs = 32, 109 SimSpareMs = 32,
106 SimSleepMs = 33, 110 SimSleepMs = 33,
107 SimIoPumpTime = 34 111 SimIoPumpTime = 34,
112 FrameDilation = 35,
113 UsersLoggingIn = 36,
114 TotalGeoPrim = 37,
115 TotalMesh = 38,
116 ThreadCount = 39
108 } 117 }
109 118
110 /// <summary> 119 /// <summary>
@@ -175,7 +184,7 @@ namespace OpenSim.Region.Framework.Scenes
175 184
176 // saved last reported value so there is something available for llGetRegionFPS 185 // saved last reported value so there is something available for llGetRegionFPS
177 private float lastReportedSimFPS; 186 private float lastReportedSimFPS;
178 private float[] lastReportedSimStats = new float[22]; 187 private float[] lastReportedSimStats = new float[m_statisticArraySize];
179 private float m_pfps; 188 private float m_pfps;
180 189
181 /// <summary> 190 /// <summary>
@@ -202,6 +211,8 @@ namespace OpenSim.Region.Framework.Scenes
202 private int m_rootAgents; 211 private int m_rootAgents;
203 private int m_childAgents; 212 private int m_childAgents;
204 private int m_numPrim; 213 private int m_numPrim;
214 private int m_numGeoPrim;
215 private int m_numMesh;
205 private int m_inPacketsPerSecond; 216 private int m_inPacketsPerSecond;
206 private int m_outPacketsPerSecond; 217 private int m_outPacketsPerSecond;
207 private int m_activePrim; 218 private int m_activePrim;
@@ -214,26 +225,33 @@ namespace OpenSim.Region.Framework.Scenes
214 private int m_objectCapacity = 45000; 225 private int m_objectCapacity = 45000;
215 226
216 // This is the number of frames that will be stored and then averaged for 227 // This is the number of frames that will be stored and then averaged for
217 // the Total, Simulation, Physics, and Network Frame Time; It is set to 228 // the Total, Simulation, Physics, and Network Frame Time; It is set to
218 // 10 by default but can be changed by the OpenSim.ini configuration file 229 // 10 by default but can be changed by the OpenSim.ini configuration file
219 // NumberOfFrames parameter 230 // NumberOfFrames parameter
220 private int m_numberFramesStored = 10; 231 private int m_numberFramesStored = Scene.m_defaultNumberFramesStored;
221 232
222 // The arrays that will hold the time it took to run the past N frames, 233 // The arrays that will hold the time it took to run the past N frames,
223 // where N is the num_frames_to_average given by the configuration file 234 // where N is the num_frames_to_average given by the configuration file
224 private double[] m_totalFrameTimeMilliseconds; 235 private double[] m_totalFrameTimeMilliseconds;
225 private double[] m_simulationFrameTimeMilliseconds; 236 private double[] m_simulationFrameTimeMilliseconds;
226 private double[] m_physicsFrameTimeMilliseconds; 237 private double[] m_physicsFrameTimeMilliseconds;
227 private double[] m_networkFrameTimeMilliseconds; 238 private double[] m_networkFrameTimeMilliseconds;
228 239
229 // The location of the next time in milliseconds that will be 240 // The location of the next time in milliseconds that will be
230 // (over)written when the next frame completes 241 // (over)written when the next frame completes
231 private int m_nextLocation = 0; 242 private int m_nextLocation = 0;
232 243
233 // The correct number of frames that have completed since the last stats 244 // The correct number of frames that have completed since the last stats
234 // update for physics 245 // update for physics
235 private int m_numberPhysicsFrames; 246 private int m_numberPhysicsFrames;
236 247
248 // The current number of users attempting to login to the region
249 private int m_usersLoggingIn;
250
251 // The last reported value of threads from the SmartThreadPool inside of
252 // XEngine
253 private int m_inUseThreads;
254
237 private Scene m_scene; 255 private Scene m_scene;
238 256
239 private RegionInfo ReportingRegion; 257 private RegionInfo ReportingRegion;
@@ -246,11 +264,13 @@ namespace OpenSim.Region.Framework.Scenes
246 { 264 {
247 // Initialize the different frame time arrays to the correct sizes 265 // Initialize the different frame time arrays to the correct sizes
248 m_totalFrameTimeMilliseconds = new double[m_numberFramesStored]; 266 m_totalFrameTimeMilliseconds = new double[m_numberFramesStored];
249 m_simulationFrameTimeMilliseconds = new 267 m_simulationFrameTimeMilliseconds = new double[m_numberFramesStored];
250 double[m_numberFramesStored];
251 m_physicsFrameTimeMilliseconds = new double[m_numberFramesStored]; 268 m_physicsFrameTimeMilliseconds = new double[m_numberFramesStored];
252 m_networkFrameTimeMilliseconds = new double[m_numberFramesStored]; 269 m_networkFrameTimeMilliseconds = new double[m_numberFramesStored];
253 270
271 // Initialize the current number of users logging into the region
272 m_usersLoggingIn = 0;
273
254 m_scene = scene; 274 m_scene = scene;
255 m_reportedFpsCorrectionFactor = scene.MinFrameSeconds * m_nominalReportedFps; 275 m_reportedFpsCorrectionFactor = scene.MinFrameSeconds * m_nominalReportedFps;
256 m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000); 276 m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000);
@@ -284,13 +304,14 @@ namespace OpenSim.Region.Framework.Scenes
284 StatsManager.RegisterStat(SlowFramesStat); 304 StatsManager.RegisterStat(SlowFramesStat);
285 } 305 }
286 306
307
287 public SimStatsReporter(Scene scene, int numberOfFrames) : this (scene) 308 public SimStatsReporter(Scene scene, int numberOfFrames) : this (scene)
288 { 309 {
289 // Store the number of frames from the OpenSim.ini configuration 310 // Store the number of frames from the OpenSim.ini configuration file
290 // file 311 m_numberFramesStored = numberOfFrames;
291 m_numberFramesStored = numberOfFrames;
292 } 312 }
293 313
314
294 public void Close() 315 public void Close()
295 { 316 {
296 m_report.Elapsed -= TriggerStatsHeartbeat; 317 m_report.Elapsed -= TriggerStatsHeartbeat;
@@ -328,11 +349,17 @@ namespace OpenSim.Region.Framework.Scenes
328 double simulationSumFrameTime; 349 double simulationSumFrameTime;
329 double physicsSumFrameTime; 350 double physicsSumFrameTime;
330 double networkSumFrameTime; 351 double networkSumFrameTime;
331 352 float frameDilation;
353 int currentFrame;
354
332 if (!m_scene.Active) 355 if (!m_scene.Active)
333 return; 356 return;
334 357
335 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22]; 358 // Create arrays to hold the statistics for this current scene,
359 // these will be passed to the SimExtraStatsCollector, they are also
360 // sent to the SimStats class
361 SimStatsPacket.StatBlock[] sb = new
362 SimStatsPacket.StatBlock[m_statisticArraySize];
336 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); 363 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
337 364
338 // Know what's not thread safe in Mono... modifying timers. 365 // Know what's not thread safe in Mono... modifying timers.
@@ -354,21 +381,21 @@ namespace OpenSim.Region.Framework.Scenes
354 381
355#region various statistic googly moogly 382#region various statistic googly moogly
356 383
357 // ORIGINAL code commented out until we have time to add our own 384 // ORIGINAL code commented out until we have time to add our own
358 // statistics to the statistics window, this will be done as a 385 // statistics to the statistics window, this will be done as a
359 // new section given the title of our current project 386 // new section given the title of our current project
360 // We're going to lie about the FPS because we've been lying since 2008. The actual FPS is currently 387 // We're going to lie about the FPS because we've been lying since 2008. The actual FPS is currently
361 // locked at a maximum of 11. Maybe at some point this can change so that we're not lying. 388 // locked at a maximum of 11. Maybe at some point this can change so that we're not lying.
362 //int reportedFPS = (int)(m_fps * m_reportedFpsCorrectionFactor); 389 //int reportedFPS = (int)(m_fps * m_reportedFpsCorrectionFactor);
363 int reportedFPS = m_fps; 390 int reportedFPS = m_fps;
364 391
365 // save the reported value so there is something available for llGetRegionFPS 392 // save the reported value so there is something available for llGetRegionFPS
366 lastReportedSimFPS = reportedFPS / m_statsUpdateFactor; 393 lastReportedSimFPS = reportedFPS / m_statsUpdateFactor;
367 394
368 // ORIGINAL code commented out until we have time to add our own 395 // ORIGINAL code commented out until we have time to add our own
369 // statistics to the statistics window 396 // statistics to the statistics window
370 //float physfps = ((m_pfps / 1000)); 397 //float physfps = ((m_pfps / 1000));
371 float physfps = m_numberPhysicsFrames; 398 float physfps = m_numberPhysicsFrames;
372 399
373 //if (physfps > 600) 400 //if (physfps > 600)
374 //physfps = physfps - (physfps - 600); 401 //physfps = physfps - (physfps - 600);
@@ -381,6 +408,8 @@ namespace OpenSim.Region.Framework.Scenes
381 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount(); 408 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
382 m_childAgents = m_scene.SceneGraph.GetChildAgentCount(); 409 m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
383 m_numPrim = m_scene.SceneGraph.GetTotalObjectsCount(); 410 m_numPrim = m_scene.SceneGraph.GetTotalObjectsCount();
411 m_numGeoPrim = m_scene.SceneGraph.GetTotalPrimObjectsCount();
412 m_numMesh = m_scene.SceneGraph.GetTotalMeshObjectsCount();
384 m_activePrim = m_scene.SceneGraph.GetActiveObjectsCount(); 413 m_activePrim = m_scene.SceneGraph.GetActiveObjectsCount();
385 m_activeScripts = m_scene.SceneGraph.GetActiveScriptsCount(); 414 m_activeScripts = m_scene.SceneGraph.GetActiveScriptsCount();
386 415
@@ -406,11 +435,11 @@ namespace OpenSim.Region.Framework.Scenes
406 if (framesUpdated == 0) 435 if (framesUpdated == 0)
407 framesUpdated = 1; 436 framesUpdated = 1;
408 437
409 for (int i = 0; i < 22; i++) 438 for (int i = 0; i < m_statisticArraySize; i++)
410 { 439 {
411 sb[i] = new SimStatsPacket.StatBlock(); 440 sb[i] = new SimStatsPacket.StatBlock();
412 } 441 }
413 442
414 // Resetting the sums of the frame times to prevent any errors 443 // Resetting the sums of the frame times to prevent any errors
415 // in calculating the moving average for frame time 444 // in calculating the moving average for frame time
416 totalSumFrameTime = 0; 445 totalSumFrameTime = 0;
@@ -425,12 +454,25 @@ namespace OpenSim.Region.Framework.Scenes
425 // Sum up each frame time in order to calculate the moving 454 // Sum up each frame time in order to calculate the moving
426 // average of frame time 455 // average of frame time
427 totalSumFrameTime += m_totalFrameTimeMilliseconds[i]; 456 totalSumFrameTime += m_totalFrameTimeMilliseconds[i];
428 simulationSumFrameTime += 457 simulationSumFrameTime +=
429 m_simulationFrameTimeMilliseconds[i]; 458 m_simulationFrameTimeMilliseconds[i];
430 physicsSumFrameTime += m_physicsFrameTimeMilliseconds[i]; 459 physicsSumFrameTime += m_physicsFrameTimeMilliseconds[i];
431 networkSumFrameTime += m_networkFrameTimeMilliseconds[i]; 460 networkSumFrameTime += m_networkFrameTimeMilliseconds[i];
432 } 461 }
433 462
463 // Get the index that represents the current frame based on the next one known; go back
464 // to the last index if next one is stated to restart at 0
465 if (m_nextLocation == 0)
466 currentFrame = m_numberFramesStored - 1;
467 else
468 currentFrame = m_nextLocation - 1;
469
470 // Calculate the frame dilation; which is currently based on the ratio between the sum of the
471 // physics and simulation rate, and the set minimum time to run a scene's frame
472 frameDilation = (float)(m_simulationFrameTimeMilliseconds[currentFrame] +
473 m_physicsFrameTimeMilliseconds[currentFrame]) / m_scene.MinFrameTicks;
474
475 // ORIGINAL code commented out until we have time to add our own
434 sb[0].StatID = (uint) Stats.TimeDilation; 476 sb[0].StatID = (uint) Stats.TimeDilation;
435 sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor)); 477 sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor));
436 478
@@ -455,31 +497,28 @@ namespace OpenSim.Region.Framework.Scenes
455 sb[7].StatID = (uint) Stats.ActivePrim; 497 sb[7].StatID = (uint) Stats.ActivePrim;
456 sb[7].StatValue = m_activePrim; 498 sb[7].StatValue = m_activePrim;
457 499
458 // ORIGINAL code commented out until we have time to add our own 500 // ORIGINAL code commented out until we have time to add our own
459 // statistics to the statistics window 501 // statistics to the statistics window
460 sb[8].StatID = (uint)Stats.FrameMS; 502 sb[8].StatID = (uint)Stats.FrameMS;
461 //sb[8].StatValue = m_frameMS / framesUpdated; 503 //sb[8].StatValue = m_frameMS / framesUpdated;
462 sb[8].StatValue = (float) totalSumFrameTime / 504 sb[8].StatValue = (float) totalSumFrameTime / m_numberFramesStored;
463 m_numberFramesStored;
464 505
465 sb[9].StatID = (uint)Stats.NetMS; 506 sb[9].StatID = (uint)Stats.NetMS;
466 //sb[9].StatValue = m_netMS / framesUpdated; 507 //sb[9].StatValue = m_netMS / framesUpdated;
467 sb[9].StatValue = (float) networkSumFrameTime / 508 sb[9].StatValue = (float) networkSumFrameTime / m_numberFramesStored;
468 m_numberFramesStored;
469 509
470 sb[10].StatID = (uint)Stats.PhysicsMS; 510 sb[10].StatID = (uint)Stats.PhysicsMS;
471 //sb[10].StatValue = m_physicsMS / framesUpdated; 511 //sb[10].StatValue = m_physicsMS / framesUpdated;
472 sb[10].StatValue = (float) physicsSumFrameTime / 512 sb[10].StatValue = (float) physicsSumFrameTime / m_numberFramesStored;
473 m_numberFramesStored;
474 513
475 sb[11].StatID = (uint)Stats.ImageMS ; 514 sb[11].StatID = (uint)Stats.ImageMS ;
476 sb[11].StatValue = m_imageMS / framesUpdated; 515 sb[11].StatValue = m_imageMS / framesUpdated;
477 516
478 sb[12].StatID = (uint)Stats.OtherMS; 517 sb[12].StatID = (uint)Stats.OtherMS;
479 //sb[12].StatValue = m_otherMS / framesUpdated; 518 //sb[12].StatValue = m_otherMS / framesUpdated;
480 sb[12].StatValue = (float) simulationSumFrameTime / 519 sb[12].StatValue = (float) simulationSumFrameTime /
481 m_numberFramesStored; 520 m_numberFramesStored;
482 521
483 sb[13].StatID = (uint)Stats.InPacketsPerSecond; 522 sb[13].StatID = (uint)Stats.InPacketsPerSecond;
484 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor); 523 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
485 524
@@ -507,7 +546,28 @@ namespace OpenSim.Region.Framework.Scenes
507 sb[21].StatID = (uint)Stats.SimSpareMs; 546 sb[21].StatID = (uint)Stats.SimSpareMs;
508 sb[21].StatValue = m_spareMS / framesUpdated; 547 sb[21].StatValue = m_spareMS / framesUpdated;
509 548
510 for (int i = 0; i < 22; i++) 549 // Current ratio between the sum of physics and sim rate, and the
550 // minimum time to run a scene's frame
551 sb[22].StatID = (uint)Stats.FrameDilation;
552 sb[22].StatValue = frameDilation;
553
554 // Current number of users currently attemptint to login to region
555 sb[23].StatID = (uint)Stats.UsersLoggingIn;
556 sb[23].StatValue = m_usersLoggingIn;
557
558 // Total number of geometric primitives in the scene
559 sb[24].StatID = (uint)Stats.TotalGeoPrim;
560 sb[24].StatValue = m_numGeoPrim;
561
562 // Total number of mesh objects in the scene
563 sb[25].StatID = (uint)Stats.TotalMesh;
564 sb[25].StatValue = m_numMesh;
565
566 // Current number of threads that XEngine is using
567 sb[26].StatID = (uint)Stats.ThreadCount;
568 sb[26].StatValue = m_inUseThreads;
569
570 for (int i = 0; i < m_statisticArraySize; i++)
511 { 571 {
512 lastReportedSimStats[i] = sb[i].StatValue; 572 lastReportedSimStats[i] = sb[i].StatValue;
513 } 573 }
@@ -554,8 +614,8 @@ namespace OpenSim.Region.Framework.Scenes
554 { 614 {
555 // Reset the number of frames that the physics library has 615 // Reset the number of frames that the physics library has
556 // processed since the last stats report 616 // processed since the last stats report
557 m_numberPhysicsFrames = 0; 617 m_numberPhysicsFrames = 0;
558 618
559 m_timeDilation = 0; 619 m_timeDilation = 0;
560 m_fps = 0; 620 m_fps = 0;
561 m_pfps = 0; 621 m_pfps = 0;
@@ -686,32 +746,32 @@ namespace OpenSim.Region.Framework.Scenes
686 m_otherMS += ms; 746 m_otherMS += ms;
687 } 747 }
688 748
689 public void addPhysicsFrame(int frames) 749 public void addPhysicsFrame(int frames)
690 { 750 {
691 // Add the number of physics frames to the correct total physics 751 // Add the number of physics frames to the correct total physics
692 // frames 752 // frames
693 m_numberPhysicsFrames += frames; 753 m_numberPhysicsFrames += frames;
694 } 754 }
695 755
696 public void addFrameTimeMilliseconds(double total, double simulation, 756 public void addFrameTimeMilliseconds(double total, double simulation,
697 double physics, double network) 757 double physics, double network)
698 { 758 {
699 // Save the frame times from the current frame into the appropriate 759 // Save the frame times from the current frame into the appropriate
700 // arrays 760 // arrays
701 m_totalFrameTimeMilliseconds[m_nextLocation] = total; 761 m_totalFrameTimeMilliseconds[m_nextLocation] = total;
702 m_simulationFrameTimeMilliseconds[m_nextLocation] = simulation; 762 m_simulationFrameTimeMilliseconds[m_nextLocation] = simulation;
703 m_physicsFrameTimeMilliseconds[m_nextLocation] = physics; 763 m_physicsFrameTimeMilliseconds[m_nextLocation] = physics;
704 m_networkFrameTimeMilliseconds[m_nextLocation] = network; 764 m_networkFrameTimeMilliseconds[m_nextLocation] = network;
705 765
706 // Update to the next location in the list 766 // Update to the next location in the list
707 m_nextLocation++; 767 m_nextLocation++;
768
769 // Since the list will begin to overwrite the oldest frame values
770 // first, the next location needs to loop back to the beginning of the
771 // list whenever it reaches the end
772 m_nextLocation = m_nextLocation % m_numberFramesStored;
773 }
708 774
709 // Since the list will begin to overwrite the oldest frame values
710 // first, the next location needs to loop back to the beginning of the
711 // list whenever it reaches the end
712 m_nextLocation = m_nextLocation % m_numberFramesStored;
713 }
714
715 public void AddPendingDownloads(int count) 775 public void AddPendingDownloads(int count)
716 { 776 {
717 m_pendingDownloads += count; 777 m_pendingDownloads += count;
@@ -734,6 +794,31 @@ namespace OpenSim.Region.Framework.Scenes
734 AddunAckedBytes(unAckedBytes); 794 AddunAckedBytes(unAckedBytes);
735 } 795 }
736 796
797 public void UpdateUsersLoggingIn(bool isLoggingIn)
798 {
799 // Determine whether the user has started logging in or has completed
800 // logging into the region
801 if (isLoggingIn)
802 {
803 // The user is starting to login to the region so increment the
804 // number of users attempting to login to the region
805 m_usersLoggingIn++;
806 }
807 else
808 {
809 // The user has finished logging into the region so decrement the
810 // number of users logging into the region
811 m_usersLoggingIn--;
812 }
813 }
814
815 public void SetThreadCount(int inUseThreads)
816 {
817 // Save the new number of threads to our member variable to send to
818 // the extra stats collector
819 m_inUseThreads = inUseThreads;
820 }
821
737 #endregion 822 #endregion
738 823
739 public Dictionary<string, float> GetExtraSimStats() 824 public Dictionary<string, float> GetExtraSimStats()
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index 54620d1..4e383f8 100644..100755
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -1872,6 +1872,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1872 IScriptInstance instance = GetInstance(itemID); 1872 IScriptInstance instance = GetInstance(itemID);
1873 if (instance != null) 1873 if (instance != null)
1874 instance.ApiResetScript(); 1874 instance.ApiResetScript();
1875
1876 // Send the new number of threads that are in use by the thread
1877 // pool, I believe that by adding them to the locations where the
1878 // script is changing states that I will catch all changes to the
1879 // thread pool
1880 m_Scene.setThreadCount(m_ThreadPool.InUseThreads);
1875 } 1881 }
1876 1882
1877 public void ResetScript(UUID itemID) 1883 public void ResetScript(UUID itemID)
@@ -1879,6 +1885,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1879 IScriptInstance instance = GetInstance(itemID); 1885 IScriptInstance instance = GetInstance(itemID);
1880 if (instance != null) 1886 if (instance != null)
1881 instance.ResetScript(m_WaitForEventCompletionOnScriptStop); 1887 instance.ResetScript(m_WaitForEventCompletionOnScriptStop);
1888
1889 // Send the new number of threads that are in use by the thread
1890 // pool, I believe that by adding them to the locations where the
1891 // script is changing states that I will catch all changes to the
1892 // thread pool
1893 m_Scene.setThreadCount(m_ThreadPool.InUseThreads);
1882 } 1894 }
1883 1895
1884 public void StartScript(UUID itemID) 1896 public void StartScript(UUID itemID)
@@ -1888,6 +1900,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1888 instance.Start(); 1900 instance.Start();
1889 else 1901 else
1890 m_runFlags.AddOrUpdate(itemID, true, 240); 1902 m_runFlags.AddOrUpdate(itemID, true, 240);
1903
1904 // Send the new number of threads that are in use by the thread
1905 // pool, I believe that by adding them to the locations where the
1906 // script is changing states that I will catch all changes to the
1907 // thread pool
1908 m_Scene.setThreadCount(m_ThreadPool.InUseThreads);
1891 } 1909 }
1892 1910
1893 public void StopScript(UUID itemID) 1911 public void StopScript(UUID itemID)
@@ -1903,6 +1921,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1903// m_log.DebugFormat("[XENGINE]: Could not find script with ID {0} to stop in {1}", itemID, World.Name); 1921// m_log.DebugFormat("[XENGINE]: Could not find script with ID {0} to stop in {1}", itemID, World.Name);
1904 m_runFlags.AddOrUpdate(itemID, false, 240); 1922 m_runFlags.AddOrUpdate(itemID, false, 240);
1905 } 1923 }
1924
1925 // Send the new number of threads that are in use by the thread
1926 // pool, I believe that by adding them to the locations where the
1927 // script is changing states that I will catch all changes to the
1928 // thread pool
1929 m_Scene.setThreadCount(m_ThreadPool.InUseThreads);
1906 } 1930 }
1907 1931
1908 public DetectParams GetDetectParams(UUID itemID, int idx) 1932 public DetectParams GetDetectParams(UUID itemID, int idx)
@@ -2393,6 +2417,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
2393 instance.Suspend(); 2417 instance.Suspend();
2394// else 2418// else
2395// m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID); 2419// m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID);
2420
2421 // Send the new number of threads that are in use by the thread
2422 // pool, I believe that by adding them to the locations where the
2423 // script is changing states that I will catch all changes to the
2424 // thread pool
2425 m_Scene.setThreadCount(m_ThreadPool.InUseThreads);
2396 } 2426 }
2397 2427
2398 public void ResumeScript(UUID itemID) 2428 public void ResumeScript(UUID itemID)
@@ -2404,6 +2434,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
2404 instance.Resume(); 2434 instance.Resume();
2405// else 2435// else
2406// m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID); 2436// m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID);
2437
2438 // Send the new number of threads that are in use by the thread
2439 // pool, I believe that by adding them to the locations where the
2440 // script is changing states that I will catch all changes to the
2441 // thread pool
2442 m_Scene.setThreadCount(m_ThreadPool.InUseThreads);
2407 } 2443 }
2408 2444
2409 public bool HasScript(UUID itemID, out bool running) 2445 public bool HasScript(UUID itemID, out bool running)