/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Reflection; using System.Xml; using log4net; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Communications.Cache; using OpenSim.Region.CoreModules.World.Land; using OpenSim.Region.DataSnapshot.Interfaces; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.DataSnapshot.Providers { public class LandSnapshot : IDataSnapshotProvider { private Scene m_scene = null; private DataSnapshotManager m_parent = null; //private Dictionary<int, Land> m_landIndexed = new Dictionary<int, Land>(); private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private bool m_stale = true; #region Dead code /* * David, I don't think we need this at all. When we do the snapshot, we can * simply look into the parcels that are marked for ShowDirectory -- see * conditional in RequestSnapshotData * //Revise this, look for more direct way of checking for change in land #region Client hooks public void OnNewClient(IClientAPI client) { //Land hooks client.OnParcelDivideRequest += ParcelSplitHook; client.OnParcelJoinRequest += ParcelSplitHook; client.OnParcelPropertiesUpdateRequest += ParcelPropsHook; } public void ParcelSplitHook(int west, int south, int east, int north, IClientAPI remote_client) { PrepareData(); } public void ParcelPropsHook(ParcelPropertiesUpdatePacket packet, IClientAPI remote_client) { PrepareData(); } #endregion public void PrepareData() { m_log.Info("[EXTERNALDATA]: Generating land data."); m_landIndexed.Clear(); //Index sim land foreach (KeyValuePair<int, Land> curLand in m_scene.LandManager.landList) { //if ((curLand.Value.LandData.landFlags & (uint)ParcelFlags.ShowDirectory) == (uint)ParcelFlags.ShowDirectory) //{ m_landIndexed.Add(curLand.Key, curLand.Value.Copy()); //} } } public Dictionary<int,Land> IndexedLand { get { return m_landIndexed; } } */ #endregion #region IDataSnapshotProvider members public void Initialize(Scene scene, DataSnapshotManager parent) { m_scene = scene; m_parent = parent; //Brought back from the dead for staleness checks. m_scene.EventManager.OnNewClient += OnNewClient; } public Scene GetParentScene { get { return m_scene; } } public XmlNode RequestSnapshotData(XmlDocument nodeFactory) { ILandChannel landChannel = m_scene.LandChannel; List<ILandObject> parcels = landChannel.AllParcels(); XmlNode parent = nodeFactory.CreateNode(XmlNodeType.Element, "parceldata", ""); if (parcels != null) { //foreach (KeyValuePair<int, Land> curParcel in m_landIndexed) foreach (ILandObject parcel_interface in parcels) { // Play it safe if (!(parcel_interface is LandObject)) continue; LandObject land = (LandObject)parcel_interface; LandData parcel = land.LandData; if (m_parent.ExposureLevel.Equals("all") || (m_parent.ExposureLevel.Equals("minimum") && (parcel.Flags & (uint)ParcelFlags.ShowDirectory) == (uint)ParcelFlags.ShowDirectory)) { //TODO: make better method of marshalling data from LandData to XmlNode XmlNode xmlparcel = nodeFactory.CreateNode(XmlNodeType.Element, "parcel", ""); // Attributes of the parcel node XmlAttribute scripts_attr = nodeFactory.CreateAttribute("scripts"); scripts_attr.Value = GetScriptsPermissions(parcel); XmlAttribute build_attr = nodeFactory.CreateAttribute("build"); build_attr.Value = GetBuildPermissions(parcel); XmlAttribute public_attr = nodeFactory.CreateAttribute("public"); public_attr.Value = GetPublicPermissions(parcel); // Check the category of the Parcel XmlAttribute category_attr = nodeFactory.CreateAttribute("category"); category_attr.Value = ((int)parcel.Category).ToString(); // Check if the parcel is for sale XmlAttribute forsale_attr = nodeFactory.CreateAttribute("forsale"); forsale_attr.Value = CheckForSale(parcel); XmlAttribute sales_attr = nodeFactory.CreateAttribute("salesprice"); sales_attr.Value = parcel.SalePrice.ToString(); XmlAttribute directory_attr = nodeFactory.CreateAttribute("showinsearch"); directory_attr.Value = GetShowInSearch(parcel); //XmlAttribute entities_attr = nodeFactory.CreateAttribute("entities"); //entities_attr.Value = land.primsOverMe.Count.ToString(); xmlparcel.Attributes.Append(directory_attr); xmlparcel.Attributes.Append(scripts_attr); xmlparcel.Attributes.Append(build_attr); xmlparcel.Attributes.Append(public_attr); xmlparcel.Attributes.Append(category_attr); xmlparcel.Attributes.Append(forsale_attr); xmlparcel.Attributes.Append(sales_attr); //xmlparcel.Attributes.Append(entities_attr); //name, description, area, and UUID XmlNode name = nodeFactory.CreateNode(XmlNodeType.Element, "name", ""); name.InnerText = parcel.Name; xmlparcel.AppendChild(name); XmlNode desc = nodeFactory.CreateNode(XmlNodeType.Element, "description", ""); desc.InnerText = parcel.Description; xmlparcel.AppendChild(desc); XmlNode uuid = nodeFactory.CreateNode(XmlNodeType.Element, "uuid", ""); uuid.InnerText = parcel.GlobalID.ToString(); xmlparcel.AppendChild(uuid); XmlNode area = nodeFactory.CreateNode(XmlNodeType.Element, "area", ""); area.InnerText = parcel.Area.ToString(); xmlparcel.AppendChild(area); //default location XmlNode tpLocation = nodeFactory.CreateNode(XmlNodeType.Element, "location", ""); Vector3 loc = parcel.UserLocation; if (loc.Equals(Vector3.Zero)) // This test is moot at this point: the location is wrong by default loc = new Vector3((parcel.AABBMax.X + parcel.AABBMin.X) / 2, (parcel.AABBMax.Y + parcel.AABBMin.Y) / 2, (parcel.AABBMax.Z + parcel.AABBMin.Z) / 2); tpLocation.InnerText = loc.X.ToString() + "/" + loc.Y.ToString() + "/" + loc.Z.ToString(); xmlparcel.AppendChild(tpLocation); XmlNode infouuid = nodeFactory.CreateNode(XmlNodeType.Element, "infouuid", ""); uint x = (uint)loc.X, y = (uint)loc.Y; findPointInParcel(land, ref x, ref y); // find a suitable spot infouuid.InnerText = Util.BuildFakeParcelID( m_scene.RegionInfo.RegionHandle, x, y).ToString(); xmlparcel.AppendChild(infouuid); XmlNode dwell = nodeFactory.CreateNode(XmlNodeType.Element, "dwell", ""); dwell.InnerText = parcel.Dwell.ToString(); xmlparcel.AppendChild(dwell); //TODO: figure how to figure out teleport system landData.landingType //land texture snapshot uuid if (parcel.SnapshotID != UUID.Zero) { XmlNode textureuuid = nodeFactory.CreateNode(XmlNodeType.Element, "image", ""); textureuuid.InnerText = parcel.SnapshotID.ToString(); xmlparcel.AppendChild(textureuuid); } string groupName = String.Empty; //attached user and group if (parcel.GroupID != UUID.Zero) { XmlNode groupblock = nodeFactory.CreateNode(XmlNodeType.Element, "group", ""); XmlNode groupuuid = nodeFactory.CreateNode(XmlNodeType.Element, "groupuuid", ""); groupuuid.InnerText = parcel.GroupID.ToString(); groupblock.AppendChild(groupuuid); IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); if (gm != null) { GroupRecord g = gm.GetGroupRecord(parcel.GroupID); if (g != null) groupName = g.GroupName; } XmlNode groupname = nodeFactory.CreateNode(XmlNodeType.Element, "groupname", ""); groupname.InnerText = groupName; groupblock.AppendChild(groupname); xmlparcel.AppendChild(groupblock); } XmlNode userblock = nodeFactory.CreateNode(XmlNodeType.Element, "owner", ""); UUID userOwnerUUID = parcel.OwnerID; XmlNode useruuid = nodeFactory.CreateNode(XmlNodeType.Element, "uuid", ""); useruuid.InnerText = userOwnerUUID.ToString(); userblock.AppendChild(useruuid); if (!parcel.IsGroupOwned) { try { XmlNode username = nodeFactory.CreateNode(XmlNodeType.Element, "name", ""); CachedUserInfo profile = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(userOwnerUUID); username.InnerText = profile.UserProfile.FirstName + " " + profile.UserProfile.SurName; userblock.AppendChild(username); } catch (Exception) { //m_log.Info("[DATASNAPSHOT]: Cannot find owner name; ignoring this parcel"); } } else { XmlNode username = nodeFactory.CreateNode(XmlNodeType.Element, "name", ""); username.InnerText = groupName; userblock.AppendChild(username); } xmlparcel.AppendChild(userblock); parent.AppendChild(xmlparcel); } } //snap.AppendChild(parent); } this.Stale = false; return parent; } public String Name { get { return "LandSnapshot"; } } public bool Stale { get { return m_stale; } set { m_stale = value; if (m_stale) OnStale(this); } } public event ProviderStale OnStale; #endregion #region Helper functions private string GetScriptsPermissions(LandData parcel) { if ((parcel.Flags & (uint)ParcelFlags.AllowOtherScripts) == (uint)ParcelFlags.AllowOtherScripts) return "true"; else return "false"; } private string GetPublicPermissions(LandData parcel) { if ((parcel.Flags & (uint)ParcelFlags.UseAccessList) == (uint)ParcelFlags.UseAccessList) return "false"; else return "true"; } private string GetBuildPermissions(LandData parcel) { if ((parcel.Flags & (uint)ParcelFlags.CreateObjects) == (uint)ParcelFlags.CreateObjects) return "true"; else return "false"; } private string CheckForSale(LandData parcel) { if ((parcel.Flags & (uint)ParcelFlags.ForSale) == (uint)ParcelFlags.ForSale) return "true"; else return "false"; } private string GetShowInSearch(LandData parcel) { if ((parcel.Flags & (uint)ParcelFlags.ShowDirectory) == (uint)ParcelFlags.ShowDirectory) return "true"; else return "false"; } #endregion #region Change detection hooks public void OnNewClient(IClientAPI client) { //Land hooks client.OnParcelDivideRequest += delegate(int west, int south, int east, int north, IClientAPI remote_client) { this.Stale = true; }; client.OnParcelJoinRequest += delegate(int west, int south, int east, int north, IClientAPI remote_client) { this.Stale = true; }; client.OnParcelPropertiesUpdateRequest += delegate(LandUpdateArgs args, int local_id, IClientAPI remote_client) { this.Stale = true; }; client.OnParcelBuy += delegate(UUID agentId, UUID groupId, bool final, bool groupOwned, bool removeContribution, int parcelLocalID, int parcelArea, int parcelPrice, bool authenticated) { this.Stale = true; }; } public void ParcelSplitHook(int west, int south, int east, int north, IClientAPI remote_client) { this.Stale = true; } public void ParcelPropsHook(LandUpdateArgs args, int local_id, IClientAPI remote_client) { this.Stale = true; } #endregion // this is needed for non-convex parcels (example: rectangular parcel, and in the exact center // another, smaller rectangular parcel). Both will have the same initial coordinates. private void findPointInParcel(ILandObject land, ref uint refX, ref uint refY) { m_log.DebugFormat("[DATASNAPSHOT] trying {0}, {1}", refX, refY); // the point we started with already is in the parcel if (land.ContainsPoint((int)refX, (int)refY)) return; // ... otherwise, we have to search for a point within the parcel uint startX = (uint)land.LandData.AABBMin.X; uint startY = (uint)land.LandData.AABBMin.Y; uint endX = (uint)land.LandData.AABBMax.X; uint endY = (uint)land.LandData.AABBMax.Y; // default: center of the parcel refX = (startX + endX) / 2; refY = (startY + endY) / 2; // If the center point is within the parcel, take that one if (land.ContainsPoint((int)refX, (int)refY)) return; // otherwise, go the long way. for (uint y = startY; y <= endY; ++y) { for (uint x = startX; x <= endX; ++x) { if (land.ContainsPoint((int)x, (int)y)) { // found a point refX = x; refY = y; return; } } } } } }