/* * Copyright (c) Contributors, http://www.openmetaverse.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 OpenSim 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.Text; using libsecondlife; using libsecondlife.Packets; using OpenSim.Framework.Console; using OpenSim.Framework.Interfaces; using OpenSim.Framework.Types; using OpenSim.Region.Environment.Scenes; using Avatar = OpenSim.Region.Environment.Scenes.ScenePresence; namespace OpenSim.Region.Environment { /// <summary> /// Processes requests regarding estates. Refer to EstateSettings.cs in OpenSim.Framework. Types for all of the core settings /// </summary> public class EstateManager { private Scene m_scene; private RegionInfo m_regInfo; public EstateManager(Scene scene,RegionInfo reginfo) { m_scene = scene; m_regInfo = reginfo; } private bool convertParamStringToBool(byte[] field) { string s = Helpers.FieldToUTF8String(field); if (s == "1" || s.ToLower() == "y" || s.ToLower() == "yes" || s.ToLower() == "t" || s.ToLower() == "true") { return true; } return false; } /// <summary> /// Sets terrain texture heights for each of the four corners of the region - textures are distributed as a linear range between the two heights. /// </summary> /// <param name="corner">Which corner</param> /// <param name="lowValue">Minimum height that texture range should cover</param> /// <param name="highValue">Maximum height that texture range should cover</param> public void setEstateTextureRange(Int16 corner, float lowValue, float highValue) { switch (corner) { case 0: m_regInfo.estateSettings.terrainStartHeight0 = lowValue; m_regInfo.estateSettings.terrainHeightRange0 = highValue; break; case 1: m_regInfo.estateSettings.terrainStartHeight1 = lowValue; m_regInfo.estateSettings.terrainHeightRange1 = highValue; break; case 2: m_regInfo.estateSettings.terrainStartHeight2 = lowValue; m_regInfo.estateSettings.terrainHeightRange2 = highValue; break; case 3: m_regInfo.estateSettings.terrainStartHeight3 = lowValue; m_regInfo.estateSettings.terrainHeightRange3 = highValue; break; } } /// <summary> /// Sets the 'detail' terrain texture on each of the bands. /// </summary> /// <param name="band">Which texture band</param> /// <param name="textureUUID">The UUID of the texture</param> public void setTerrainTexture(Int16 band, LLUUID textureUUID) { switch (band) { case 0: m_regInfo.estateSettings.terrainDetail0 = textureUUID; break; case 1: m_regInfo.estateSettings.terrainDetail1 = textureUUID; break; case 2: m_regInfo.estateSettings.terrainDetail2 = textureUUID; break; case 3: m_regInfo.estateSettings.terrainDetail3 = textureUUID; break; } } /// <summary> /// Sets common region settings /// </summary> /// <param name="WaterHeight">Water height of the waterplane (may not nessecarily be one value)</param> /// <param name="TerrainRaiseLimit">Maximum amount terrain can be raised from previous baking</param> /// <param name="TerrainLowerLimit">Minimum amount terrain can be lowered from previous baking</param> /// <param name="UseFixedSun">Use a fixed time of day on the sun?</param> /// <param name="SunHour">The offset hour of the day</param> public void setRegionSettings(float WaterHeight, float TerrainRaiseLimit, float TerrainLowerLimit, bool UseFixedSun, float SunHour) { // Water Height m_regInfo.estateSettings.waterHeight = WaterHeight; m_scene.Terrain.watermap.Fill(WaterHeight); // Terraforming limits m_regInfo.estateSettings.terrainRaiseLimit = TerrainRaiseLimit; m_regInfo.estateSettings.terrainLowerLimit = TerrainLowerLimit; m_scene.Terrain.maxRaise = TerrainRaiseLimit; m_scene.Terrain.minLower = TerrainLowerLimit; // Time of day / fixed sun m_regInfo.estateSettings.useFixedSun = UseFixedSun; m_regInfo.estateSettings.sunHour = SunHour; } #region Packet Handlers public void handleEstateOwnerMessage(EstateOwnerMessagePacket packet, IClientAPI remote_client) { if (remote_client.AgentId == m_regInfo.MasterAvatarAssignedUUID) { switch (Helpers.FieldToUTF8String(packet.MethodData.Method)) { case "getinfo": this.sendRegionInfoPacketToAll(); break; case "setregioninfo": estateSetRegionInfoHandler(packet); break; case "texturebase": estateTextureBaseHandler(packet); break; case "texturedetail": estateTextureDetailHandler(packet); break; case "textureheights": estateTextureHeightsHandler(packet); break; case "texturecommit": sendRegionHandshakeToAll(); break; case "setregionterrain": estateSetRegionTerrainHandler(packet); break; default: MainLog.Instance.Error("EstateOwnerMessage: Unknown method requested\n" + packet.ToString()); break; } } } private void estateSetRegionInfoHandler(EstateOwnerMessagePacket packet) { if (packet.ParamList.Length != 9) { MainLog.Instance.Error("EstateOwnerMessage: SetRegionInfo method has a ParamList of invalid length"); } else { m_regInfo.estateSettings.regionFlags = Simulator.RegionFlags.None; if (convertParamStringToBool(packet.ParamList[0].Parameter)) { m_regInfo.estateSettings.regionFlags = m_regInfo.estateSettings.regionFlags | Simulator.RegionFlags.BlockTerraform; } if (convertParamStringToBool(packet.ParamList[1].Parameter)) { m_regInfo.estateSettings.regionFlags = m_regInfo.estateSettings.regionFlags | Simulator.RegionFlags.NoFly; } if (convertParamStringToBool(packet.ParamList[2].Parameter)) { m_regInfo.estateSettings.regionFlags = m_regInfo.estateSettings.regionFlags | Simulator.RegionFlags.AllowDamage; } if (convertParamStringToBool(packet.ParamList[3].Parameter) == false) { m_regInfo.estateSettings.regionFlags = m_regInfo.estateSettings.regionFlags | Simulator.RegionFlags.BlockLandResell; } int tempMaxAgents = Convert.ToInt16(Convert.ToDecimal(Helpers.FieldToUTF8String(packet.ParamList[4].Parameter))); m_regInfo.estateSettings.maxAgents = (byte)tempMaxAgents; float tempObjectBonusFactor = (float)Convert.ToDecimal(Helpers.FieldToUTF8String(packet.ParamList[5].Parameter)); m_regInfo.estateSettings.objectBonusFactor = tempObjectBonusFactor; int tempMatureLevel = Convert.ToInt16(Helpers.FieldToUTF8String(packet.ParamList[6].Parameter)); m_regInfo.estateSettings.simAccess = (Simulator.SimAccess)tempMatureLevel; if (convertParamStringToBool(packet.ParamList[7].Parameter)) { m_regInfo.estateSettings.regionFlags = m_regInfo.estateSettings.regionFlags | Simulator.RegionFlags.RestrictPushObject; } if (convertParamStringToBool(packet.ParamList[8].Parameter)) { m_regInfo.estateSettings.regionFlags = m_regInfo.estateSettings.regionFlags | Simulator.RegionFlags.AllowParcelChanges; } sendRegionInfoPacketToAll(); } } private void estateSetRegionTerrainHandler(EstateOwnerMessagePacket packet) { if (packet.ParamList.Length != 9) { MainLog.Instance.Error("EstateOwnerMessage: SetRegionTerrain method has a ParamList of invalid length"); } else { float WaterHeight = (float)Convert.ToDecimal(Helpers.FieldToUTF8String(packet.ParamList[0].Parameter)); float TerrainRaiseLimit = (float)Convert.ToDecimal(Helpers.FieldToUTF8String(packet.ParamList[1].Parameter)); float TerrainLowerLimit = (float)Convert.ToDecimal(Helpers.FieldToUTF8String(packet.ParamList[2].Parameter)); bool UseFixedSun = this.convertParamStringToBool(packet.ParamList[4].Parameter); float SunHour = (float)Convert.ToDecimal(Helpers.FieldToUTF8String(packet.ParamList[5].Parameter)); setRegionSettings(WaterHeight, TerrainRaiseLimit, TerrainLowerLimit, UseFixedSun, SunHour); sendRegionInfoPacketToAll(); } } private void estateTextureHeightsHandler(EstateOwnerMessagePacket packet) { foreach (EstateOwnerMessagePacket.ParamListBlock block in packet.ParamList) { string s = Helpers.FieldToUTF8String(block.Parameter); string[] splitField = s.Split(' '); if (splitField.Length == 3) { Int16 corner = Convert.ToInt16(splitField[0]); float lowValue = (float)Convert.ToDecimal(splitField[1]); float highValue = (float)Convert.ToDecimal(splitField[2]); setEstateTextureRange(corner, lowValue, highValue); } } } private void estateTextureDetailHandler(EstateOwnerMessagePacket packet) { foreach (EstateOwnerMessagePacket.ParamListBlock block in packet.ParamList) { string s = Helpers.FieldToUTF8String(block.Parameter); string[] splitField = s.Split(' '); if (splitField.Length == 2) { Int16 corner = Convert.ToInt16(splitField[0]); LLUUID textureUUID = new LLUUID(splitField[1]); setTerrainTexture(corner, textureUUID); } } } private void estateTextureBaseHandler(EstateOwnerMessagePacket packet) { foreach (EstateOwnerMessagePacket.ParamListBlock block in packet.ParamList) { string s = Helpers.FieldToUTF8String(block.Parameter); string[] splitField = s.Split(' '); if (splitField.Length == 2) { LLUUID tempUUID = new LLUUID(splitField[1]); switch (Convert.ToInt16(splitField[0])) { case 0: m_regInfo.estateSettings.terrainBase0 = tempUUID; break; case 1: m_regInfo.estateSettings.terrainBase1 = tempUUID; break; case 2: m_regInfo.estateSettings.terrainBase2 = tempUUID; break; case 3: m_regInfo.estateSettings.terrainBase3 = tempUUID; break; } } } } #endregion #region Outgoing Packets public void sendRegionInfoPacketToAll() { List<Avatar> avatars = m_scene.RequestAvatarList(); for (int i = 0; i < avatars.Count; i++) { this.sendRegionInfoPacket(avatars[i].ControllingClient); } } public void sendRegionHandshakeToAll() { List<Avatar> avatars = m_scene.RequestAvatarList(); for (int i = 0; i < avatars.Count; i++) { this.sendRegionHandshake(avatars[i].ControllingClient); } } public void sendRegionInfoPacket(IClientAPI remote_client) { Encoding _enc = Encoding.ASCII; AgentCircuitData circuitData = remote_client.RequestClientInfo(); RegionInfoPacket regionInfoPacket = new RegionInfoPacket(); regionInfoPacket.AgentData.AgentID = circuitData.AgentID; regionInfoPacket.AgentData.SessionID = circuitData.SessionID; regionInfoPacket.RegionInfo.BillableFactor = m_regInfo.estateSettings.billableFactor; regionInfoPacket.RegionInfo.EstateID = m_regInfo.estateSettings.estateID; regionInfoPacket.RegionInfo.MaxAgents = m_regInfo.estateSettings.maxAgents; regionInfoPacket.RegionInfo.ObjectBonusFactor = m_regInfo.estateSettings.objectBonusFactor; regionInfoPacket.RegionInfo.ParentEstateID = m_regInfo.estateSettings.parentEstateID; regionInfoPacket.RegionInfo.PricePerMeter = m_regInfo.estateSettings.pricePerMeter; regionInfoPacket.RegionInfo.RedirectGridX = m_regInfo.estateSettings.redirectGridX; regionInfoPacket.RegionInfo.RedirectGridY = m_regInfo.estateSettings.redirectGridY; regionInfoPacket.RegionInfo.RegionFlags = (uint)m_regInfo.estateSettings.regionFlags; regionInfoPacket.RegionInfo.SimAccess = (byte)m_regInfo.estateSettings.simAccess; regionInfoPacket.RegionInfo.SimName = _enc.GetBytes( m_regInfo.RegionName); regionInfoPacket.RegionInfo.SunHour = m_regInfo.estateSettings.sunHour; regionInfoPacket.RegionInfo.TerrainLowerLimit = m_regInfo.estateSettings.terrainLowerLimit; regionInfoPacket.RegionInfo.TerrainRaiseLimit = m_regInfo.estateSettings.terrainRaiseLimit; regionInfoPacket.RegionInfo.UseEstateSun = !m_regInfo.estateSettings.useFixedSun; regionInfoPacket.RegionInfo.WaterHeight = m_regInfo.estateSettings.waterHeight; remote_client.OutPacket(regionInfoPacket); } public void sendRegionHandshake(IClientAPI remoteClient) { remoteClient.SendRegionHandshake(m_regInfo); } #endregion } }