/* * 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 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.Reflection; using Axiom.Math; using libsecondlife; using libsecondlife.Packets; using log4net; using OpenSim.Framework; using OpenSim.Region.Environment.Types; using OpenSim.Region.Physics.Manager; namespace OpenSim.Region.Environment.Scenes { public delegate void PhysicsCrash(); public class InnerScene { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); #region Events public event PhysicsCrash UnRecoverableError; private PhysicsCrash handlerPhysicsCrash = null; #endregion #region Fields public Dictionary ScenePresences; // SceneObjects is not currently populated or used. //public Dictionary SceneObjects; public Dictionary Entities; public Dictionary RestorePresences; public BasicQuadTreeNode QuadTree; protected RegionInfo m_regInfo; protected Scene m_parentScene; protected List m_updateList = new List(); protected int m_numRootAgents = 0; protected int m_numPrim = 0; protected int m_numChildAgents = 0; protected int m_physicalPrim = 0; protected int m_activeScripts = 0; protected int m_scriptLPS = 0; internal object m_syncRoot = new object(); public PhysicsScene _PhyScene; #endregion public InnerScene(Scene parent, RegionInfo regInfo) { m_parentScene = parent; m_regInfo = regInfo; QuadTree = new BasicQuadTreeNode(null, "/0/", 0, 0, (short)Constants.RegionSize, (short)Constants.RegionSize); QuadTree.Subdivide(); QuadTree.Subdivide(); } public PhysicsScene PhysicsScene { get { return _PhyScene; } set { // If we're not doing the initial set // Then we've got to remove the previous // event handler try { _PhyScene.OnPhysicsCrash -= physicsBasedCrash; } catch (NullReferenceException) { // This occurs when storing to _PhyScene the first time. // Is there a better way to check the event handler before // getting here // This can be safely ignored. We're setting the first inital // there are no event handler's registered. } _PhyScene = value; _PhyScene.OnPhysicsCrash += physicsBasedCrash; } } public void Close() { lock (ScenePresences) { ScenePresences.Clear(); } //SceneObjects.Clear(); Entities.Clear(); } #region Update Methods internal void UpdatePreparePhysics() { // If we are using a threaded physics engine // grab the latest scene from the engine before // trying to process it. // PhysX does this (runs in the background). if (_PhyScene.IsThreaded) { _PhyScene.GetResults(); } } internal void UpdateEntities() { List updateEntities = GetEntities(); foreach (EntityBase entity in updateEntities) { entity.Update(); } } internal void UpdatePresences() { List updateScenePresences = GetScenePresences(); foreach (ScenePresence pres in updateScenePresences) { pres.Update(); } } internal float UpdatePhysics(double elapsed) { lock (m_syncRoot) { return _PhyScene.Simulate((float)elapsed); } } internal void UpdateEntityMovement() { List moveEntities = GetEntities(); foreach (EntityBase entity in moveEntities) { entity.UpdateMovement(); } } #endregion #region Entity Methods public void AddEntityFromStorage(SceneObjectGroup sceneObject) { sceneObject.RegionHandle = m_regInfo.RegionHandle; sceneObject.SetScene(m_parentScene); foreach (SceneObjectPart part in sceneObject.Children.Values) { part.LocalId = m_parentScene.PrimIDAllocate(); } sceneObject.UpdateParentIDs(); AddEntity(sceneObject); } public void AddEntity(SceneObjectGroup sceneObject) { if (!Entities.ContainsKey(sceneObject.UUID)) { // QuadTree.AddObject(sceneObject); lock (Entities) { Entities.Add(sceneObject.UUID, sceneObject); } m_numPrim++; } } /// /// Add an entity to the list of prims to process on the next update /// /// /// A /// internal void AddToUpdateList(EntityBase obj) { lock (m_updateList) { if (!m_updateList.Contains(obj)) { m_updateList.Add(obj); } } } /// /// Process all pending updates /// internal void ProcessUpdates() { lock (m_updateList) { for (int i = 0; i < m_updateList.Count; i++) { EntityBase entity = m_updateList[i]; // Don't abort the whole update if one entity happens to give us an exception. try { // A null name signals that this group was deleted before the scheduled update // FIXME: This is merely a temporary measure to reduce the incidence of failure, when // an object has been deleted from a scene before update was processed. // A more fundamental overhaul of the update mechanism is required to eliminate all // the race conditions. if (entity.Name != null) { m_updateList[i].Update(); } } catch (Exception e) { m_log.ErrorFormat("[INNER SCENE]: Failed to update {0}, - {1}", entity.Name, e);//entity.m_uuid } } m_updateList.Clear(); } } public void AddPhysicalPrim(int number) { m_physicalPrim++; } public void RemovePhysicalPrim(int number) { m_physicalPrim--; } public void AddToScriptLPS(int number) { m_scriptLPS += number; } public void AddActiveScripts(int number) { m_activeScripts += number; } public void RemovePrim(uint localID, LLUUID avatar_deleter) { List EntityList = GetEntities(); foreach (EntityBase obj in EntityList) { if (obj is SceneObjectGroup) { if (((SceneObjectGroup)obj).LocalId == localID) { m_parentScene.RemoveEntity((SceneObjectGroup)obj); m_numPrim--; return; } } } } public void DetachObject(uint objectLocalID, IClientAPI remoteClient) { List EntityList = GetEntities(); foreach (EntityBase obj in EntityList) { if (obj is SceneObjectGroup) { if (((SceneObjectGroup)obj).LocalId == objectLocalID) { SceneObjectGroup group = (SceneObjectGroup)obj; //group.DetachToGround(); DetachSingleAttachmentToInv(group.GetFromAssetID(),remoteClient); } } } } public void HandleUndo(IClientAPI remoteClient, LLUUID primId) { if (primId != LLUUID.Zero) { SceneObjectPart part = m_parentScene.GetSceneObjectPart(primId); if (part != null) part.Undo(); } } /// /// Event Handling routine for Attach Object /// /// /// /// /// public void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, LLQuaternion rot) { // Calls attach with a Zero position AttachObject(remoteClient, objectLocalID, AttachmentPt, rot, LLVector3.Zero); } public void RezSingleAttachment(IClientAPI remoteClient, LLUUID itemID, uint AttachmentPt,uint ItemFlags, uint NextOwnerMask) { SceneObjectGroup objatt = m_parentScene.RezObject(remoteClient, itemID, LLVector3.Zero, LLVector3.Zero, LLUUID.Zero, (byte)1, true, (uint)(PermissionMask.Copy | PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer), (uint)(PermissionMask.Copy | PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer), (uint)(PermissionMask.Copy | PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer), ItemFlags, false, false, remoteClient.AgentId, true); if (objatt != null) { AttachObject(remoteClient,objatt.LocalId,AttachmentPt,new LLQuaternion(0,0,0,1),objatt.AbsolutePosition); objatt.ScheduleGroupForFullUpdate(); } } // What makes this method odd and unique is it tries to detach using an LLUUID.... Yay for standards. // To LocalId or LLUUID, *THAT* is the question. How now Brown LLUUID?? public void DetachSingleAttachmentToInv(LLUUID itemID, IClientAPI remoteClient) { if (itemID == LLUUID.Zero) // If this happened, someone made a mistake.... return; List EntityList = GetEntities(); foreach (EntityBase obj in EntityList) { if (obj is SceneObjectGroup) { if (((SceneObjectGroup)obj).GetFromAssetID() == itemID) { SceneObjectGroup group = (SceneObjectGroup)obj; group.DetachToInventoryPrep(); m_log.Debug("[DETACH]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString()); m_parentScene.updateKnownAsset(remoteClient, group, group.GetFromAssetID(),group.OwnerID); m_parentScene.DeleteSceneObjectGroup(group); } } } } public void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, LLQuaternion rot, LLVector3 attachPos) { List EntityList = GetEntities(); foreach (EntityBase obj in EntityList) { if (obj is SceneObjectGroup) { if (((SceneObjectGroup)obj).LocalId == objectLocalID) { SceneObjectGroup group = (SceneObjectGroup)obj; if (m_parentScene.Permissions.CanEditObject(remoteClient.AgentId, obj.UUID)) { // If the attachment point isn't the same as the one previously used // set it's offset position = 0 so that it appears on the attachment point // and not in a weird location somewhere unknown. if (AttachmentPt != 0 && AttachmentPt != (uint)group.GetAttachmentPoint()) { attachPos = LLVector3.Zero; } // AttachmentPt 0 means the client chose to 'wear' the attachment. if (AttachmentPt == 0) { // Check object for stored attachment point AttachmentPt = (uint)group.GetAttachmentPoint(); } // if we still didn't find a suitable attachment point....... if (AttachmentPt == 0) { // Stick it on left hand with Zero Offset from the attachment point. AttachmentPt = (uint)AttachmentPoint.LeftHand; attachPos = LLVector3.Zero; } m_log.Debug("[ATTACH]: Using attachpoint: " + AttachmentPt.ToString()); // Saves and gets assetID if (group.GetFromAssetID() == LLUUID.Zero) { LLUUID newAssetID = m_parentScene.attachObjectAssetStore(remoteClient, group, remoteClient.AgentId); // sets assetID so client can show asset as 'attached' in inventory group.SetFromAssetID(newAssetID); } group.AttachToAgent(remoteClient.AgentId, AttachmentPt, attachPos); } else { remoteClient.SendAgentAlertMessage("You don't have sufficient permissions to attach this object", false); } } } } } // Use the above method. public void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, LLQuaternion rot, bool deadMethod) { Console.WriteLine("Attaching object " + objectLocalID + " to " + AttachmentPt); SceneObjectPart p = GetSceneObjectPart(objectLocalID); if (p != null) { ScenePresence av = null; if (TryGetAvatar(remoteClient.AgentId, out av)) { ObjectUpdatePacket objupdate = new ObjectUpdatePacket(); objupdate.RegionData.RegionHandle = m_regInfo.RegionHandle; objupdate.RegionData.TimeDilation = ushort.MaxValue; objupdate.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[2]; // avatar stuff - horrible group copypaste objupdate.ObjectData[0] = new ObjectUpdatePacket.ObjectDataBlock(); objupdate.ObjectData[0].PSBlock = new byte[0]; objupdate.ObjectData[0].ExtraParams = new byte[1]; objupdate.ObjectData[0].MediaURL = new byte[0]; objupdate.ObjectData[0].NameValue = new byte[0]; objupdate.ObjectData[0].Text = new byte[0]; objupdate.ObjectData[0].TextColor = new byte[4]; objupdate.ObjectData[0].JointAxisOrAnchor = new LLVector3(0, 0, 0); objupdate.ObjectData[0].JointPivot = new LLVector3(0, 0, 0); objupdate.ObjectData[0].Material = 4; objupdate.ObjectData[0].TextureAnim = new byte[0]; objupdate.ObjectData[0].Sound = LLUUID.Zero; objupdate.ObjectData[0].State = 0; objupdate.ObjectData[0].Data = new byte[0]; objupdate.ObjectData[0].ObjectData = new byte[76]; objupdate.ObjectData[0].ObjectData[15] = 128; objupdate.ObjectData[0].ObjectData[16] = 63; objupdate.ObjectData[0].ObjectData[56] = 128; objupdate.ObjectData[0].ObjectData[61] = 102; objupdate.ObjectData[0].ObjectData[62] = 40; objupdate.ObjectData[0].ObjectData[63] = 61; objupdate.ObjectData[0].ObjectData[64] = 189; objupdate.ObjectData[0].UpdateFlags = 61 + (9 << 8) + (130 << 16) + (16 << 24); objupdate.ObjectData[0].PathCurve = 16; objupdate.ObjectData[0].ProfileCurve = 1; objupdate.ObjectData[0].PathScaleX = 100; objupdate.ObjectData[0].PathScaleY = 100; objupdate.ObjectData[0].ParentID = 0; objupdate.ObjectData[0].OwnerID = LLUUID.Zero; objupdate.ObjectData[0].Scale = new LLVector3(1, 1, 1); objupdate.ObjectData[0].PCode = (byte)PCode.Avatar; objupdate.ObjectData[0].TextureEntry = ScenePresence.DefaultTexture; objupdate.ObjectData[0].ID = av.LocalId; objupdate.ObjectData[0].FullID = remoteClient.AgentId; objupdate.ObjectData[0].ParentID = 0; objupdate.ObjectData[0].NameValue = Helpers.StringToField("FirstName STRING RW SV " + av.Firstname + "\nLastName STRING RW SV " + av.Lastname); LLVector3 pos2 = av.AbsolutePosition; // new LLVector3((float) Pos.X, (float) Pos.Y, (float) Pos.Z); byte[] pb = pos2.GetBytes(); Array.Copy(pb, 0, objupdate.ObjectData[0].ObjectData, 16, pb.Length); // primitive part objupdate.ObjectData[1] = new ObjectUpdatePacket.ObjectDataBlock(); // SetDefaultPrimPacketValues objupdate.ObjectData[1].PSBlock = new byte[0]; objupdate.ObjectData[1].ExtraParams = new byte[1]; objupdate.ObjectData[1].MediaURL = new byte[0]; objupdate.ObjectData[1].NameValue = new byte[0]; objupdate.ObjectData[1].Text = new byte[0]; objupdate.ObjectData[1].TextColor = new byte[4]; objupdate.ObjectData[1].JointAxisOrAnchor = new LLVector3(0, 0, 0); objupdate.ObjectData[1].JointPivot = new LLVector3(0, 0, 0); objupdate.ObjectData[1].Material = 3; objupdate.ObjectData[1].TextureAnim = new byte[0]; objupdate.ObjectData[1].Sound = LLUUID.Zero; objupdate.ObjectData[1].State = 0; objupdate.ObjectData[1].Data = new byte[0]; objupdate.ObjectData[1].ObjectData = new byte[60]; objupdate.ObjectData[1].ObjectData[46] = 128; objupdate.ObjectData[1].ObjectData[47] = 63; // SetPrimPacketShapeData PrimitiveBaseShape primData = p.Shape; objupdate.ObjectData[1].TextureEntry = primData.TextureEntry; objupdate.ObjectData[1].PCode = primData.PCode; objupdate.ObjectData[1].State = (byte)(((byte)AttachmentPt) << 4); objupdate.ObjectData[1].PathBegin = primData.PathBegin; objupdate.ObjectData[1].PathEnd = primData.PathEnd; objupdate.ObjectData[1].PathScaleX = primData.PathScaleX; objupdate.ObjectData[1].PathScaleY = primData.PathScaleY; objupdate.ObjectData[1].PathShearX = primData.PathShearX; objupdate.ObjectData[1].PathShearY = primData.PathShearY; objupdate.ObjectData[1].PathSkew = primData.PathSkew; objupdate.ObjectData[1].ProfileBegin = primData.ProfileBegin; objupdate.ObjectData[1].ProfileEnd = primData.ProfileEnd; objupdate.ObjectData[1].Scale = primData.Scale; objupdate.ObjectData[1].PathCurve = primData.PathCurve; objupdate.ObjectData[1].ProfileCurve = primData.ProfileCurve; objupdate.ObjectData[1].ProfileHollow = primData.ProfileHollow; objupdate.ObjectData[1].PathRadiusOffset = primData.PathRadiusOffset; objupdate.ObjectData[1].PathRevolutions = primData.PathRevolutions; objupdate.ObjectData[1].PathTaperX = primData.PathTaperX; objupdate.ObjectData[1].PathTaperY = primData.PathTaperY; objupdate.ObjectData[1].PathTwist = primData.PathTwist; objupdate.ObjectData[1].PathTwistBegin = primData.PathTwistBegin; objupdate.ObjectData[1].ExtraParams = primData.ExtraParams; objupdate.ObjectData[1].UpdateFlags = 276957500; // flags; // ?? objupdate.ObjectData[1].ID = p.LocalId; objupdate.ObjectData[1].FullID = p.UUID; objupdate.ObjectData[1].OwnerID = p.OwnerID; objupdate.ObjectData[1].Text = Helpers.StringToField(p.Text); objupdate.ObjectData[1].TextColor[0] = 255; objupdate.ObjectData[1].TextColor[1] = 255; objupdate.ObjectData[1].TextColor[2] = 255; objupdate.ObjectData[1].TextColor[3] = 128; objupdate.ObjectData[1].ParentID = objupdate.ObjectData[0].ID; //objupdate.ObjectData[1].PSBlock = particleSystem; //objupdate.ObjectData[1].ClickAction = clickAction; objupdate.ObjectData[1].Radius = 20; objupdate.ObjectData[1].NameValue = Helpers.StringToField("AttachItemID STRING RW SV " + p.UUID); LLVector3 pos = new LLVector3((float)0.0, (float)0.0, (float)0.0); pb = pos.GetBytes(); Array.Copy(pb, 0, objupdate.ObjectData[1].ObjectData, 0, pb.Length); byte[] brot = rot.GetBytes(); Array.Copy(brot, 0, objupdate.ObjectData[1].ObjectData, 36, brot.Length); remoteClient.OutPacket(objupdate, ThrottleOutPacketType.Task); } else { m_log.Info("[SCENE]: Avatar " + remoteClient.AgentId + " not found"); } } else { m_log.Info("[SCENE]: Attempting to attach object; Object " + objectLocalID + "(localID) not found"); } } public ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child, AvatarAppearance appearance) { ScenePresence newAvatar = null; newAvatar = new ScenePresence(client, m_parentScene, m_regInfo, appearance); newAvatar.IsChildAgent = child; if (child) { m_numChildAgents++; m_log.Info("[SCENE]: " + m_regInfo.RegionName + ": Creating new child agent."); } else { m_numRootAgents++; m_log.Info("[SCENE]: " + m_regInfo.RegionName + ": Creating new root agent."); m_log.Info("[SCENE]: " + m_regInfo.RegionName + ": Adding Physical agent."); newAvatar.AddToPhysicalScene(); } lock (Entities) { if (!Entities.ContainsKey(client.AgentId)) { Entities.Add(client.AgentId, newAvatar); } else { Entities[client.AgentId] = newAvatar; } } lock (ScenePresences) { if (ScenePresences.ContainsKey(client.AgentId)) { ScenePresences[client.AgentId] = newAvatar; } else { ScenePresences.Add(client.AgentId, newAvatar); } } return newAvatar; } public void AddScenePresence(ScenePresence presence) { bool child = presence.IsChildAgent; if (child) { m_numChildAgents++; m_log.Info("[SCENE]" + m_regInfo.RegionName + ": Creating new child agent."); } else { m_numRootAgents++; m_log.Info("[SCENE] " + m_regInfo.RegionName + ": Creating new root agent."); m_log.Info("[SCENE] " + m_regInfo.RegionName + ": Adding Physical agent."); presence.AddToPhysicalScene(); } lock (Entities) { Entities[presence.UUID] = presence; } lock (ScenePresences) { ScenePresences[presence.UUID] = presence; } } public void SwapRootChildAgent(bool direction_RC_CR_T_F) { if (direction_RC_CR_T_F) { m_numRootAgents--; m_numChildAgents++; } else { m_numChildAgents--; m_numRootAgents++; } } public void removeUserCount(bool TypeRCTF) { if (TypeRCTF) { m_numRootAgents--; } else { m_numChildAgents--; } } public void RemoveAPrimCount() { m_numPrim--; } public void AddAPrimCount() { m_numPrim++; } public int GetChildAgentCount() { // some network situations come in where child agents get closed twice. if (m_numChildAgents < 0) { m_numChildAgents = 0; } return m_numChildAgents; } public int GetRootAgentCount() { return m_numRootAgents; } public int GetTotalObjects() { return m_numPrim; } public int GetActiveObjects() { return m_physicalPrim; } public int GetActiveScripts() { return m_activeScripts; } public int GetScriptLPS() { int returnval = m_scriptLPS; m_scriptLPS = 0; return returnval; } #endregion #region Get Methods /// /// Request a List of all m_scenePresences in this World /// /// public List GetScenePresences() { List result; lock (ScenePresences) { result = new List(ScenePresences.Values); } return result; } public List GetAvatars() { List result = GetScenePresences(delegate(ScenePresence scenePresence) { return !scenePresence.IsChildAgent; }); return result; } /// /// Get the controlling client for the given avatar, if there is one. /// /// FIXME: The only user of the method right now is Caps.cs, in order to resolve a client API since it can't /// use the ScenePresence. This could be better solved in a number of ways - we could establish an /// OpenSim.Framework.IScenePresence, or move the caps code into a region package (which might be the more /// suitable solution). /// /// /// null if either the avatar wasn't in the scene, or they do not have a controlling client public IClientAPI GetControllingClient(LLUUID agentId) { ScenePresence presence = GetScenePresence(agentId); if (presence != null) { return presence.ControllingClient; } return null; } /// /// Request a filtered list of m_scenePresences in this World /// /// public List GetScenePresences(FilterAvatarList filter) { // No locking of scene presences here since we're passing back a list... List result = new List(); List ScenePresencesList = GetScenePresences(); foreach (ScenePresence avatar in ScenePresencesList) { if (filter(avatar)) { result.Add(avatar); } } return result; } /// /// Request a scene presence by UUID /// /// /// null if the agent was not found public ScenePresence GetScenePresence(LLUUID agentID) { lock (ScenePresences) { if (ScenePresences.ContainsKey(agentID)) { return ScenePresences[agentID]; } } return null; } private SceneObjectGroup GetGroupByPrim(uint localID) { List EntityList = GetEntities(); foreach (EntityBase ent in EntityList) { if (ent is SceneObjectGroup) { if (((SceneObjectGroup)ent).HasChildPrim(localID)) return (SceneObjectGroup)ent; } } return null; } private SceneObjectGroup GetGroupByPrim(LLUUID fullID) { List EntityList = GetEntities(); foreach (EntityBase ent in EntityList) { if (ent is SceneObjectGroup) { if (((SceneObjectGroup)ent).HasChildPrim(fullID)) return (SceneObjectGroup)ent; } } return null; } public EntityIntersection GetClosestIntersectingPrim(Ray hray, bool frontFacesOnly, bool faceCenters) { // Primitive Ray Tracing float closestDistance = 280f; EntityIntersection returnResult = new EntityIntersection(); foreach (EntityBase ent in Entities.Values) { if (ent is SceneObjectGroup) { SceneObjectGroup reportingG = (SceneObjectGroup)ent; EntityIntersection result = reportingG.TestIntersection(hray, frontFacesOnly, faceCenters); if (result.HitTF) { if (result.distance < closestDistance) { closestDistance = result.distance; returnResult = result; } } } } return returnResult; } public SceneObjectPart GetSceneObjectPart(uint localID) { SceneObjectGroup group = GetGroupByPrim(localID); if (group != null) return group.GetChildPart(localID); else return null; } public SceneObjectPart GetSceneObjectPart(LLUUID fullID) { SceneObjectGroup group = GetGroupByPrim(fullID); if (group != null) return group.GetChildPart(fullID); else return null; } internal bool TryGetAvatar(LLUUID avatarId, out ScenePresence avatar) { ScenePresence presence; if (ScenePresences.TryGetValue(avatarId, out presence)) { if (!presence.IsChildAgent) { avatar = presence; return true; } else { m_log.WarnFormat( "[INNER SCENE]: Requested avatar {0} could not be found in scene {1} since it is only registered as a child agent!", avatarId, m_parentScene.RegionInfo.RegionName); } } avatar = null; return false; } internal bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) { lock (ScenePresences) { foreach (ScenePresence presence in ScenePresences.Values) { if (!presence.IsChildAgent) { string name = presence.ControllingClient.FirstName + " " + presence.ControllingClient.LastName; if (String.Compare(avatarName, name, true) == 0) { avatar = presence; return true; } } } } avatar = null; return false; } public List GetEntities() { List result; lock (Entities) { result = new List(Entities.Values); } return result; } #endregion #region Other Methods public void physicsBasedCrash() { handlerPhysicsCrash = UnRecoverableError; if (handlerPhysicsCrash != null) { handlerPhysicsCrash(); } } public LLUUID ConvertLocalIDToFullID(uint localID) { SceneObjectGroup group = GetGroupByPrim(localID); if (group != null) return group.GetPartsFullID(localID); else return LLUUID.Zero; } public void SendAllSceneObjectsToClient(ScenePresence presence) { List EntityList = GetEntities(); foreach (EntityBase ent in EntityList) { if (ent is SceneObjectGroup) { // Only send child agents stuff in their draw distance. // This will need to be done for every agent once we figure out // what we're going to use to store prim that agents already got // the initial update for and what we'll use to limit the // space we check for new objects on movement. if (presence.IsChildAgent && m_parentScene.m_seeIntoRegionFromNeighbor) { LLVector3 oLoc = ((SceneObjectGroup)ent).AbsolutePosition; float distResult = (float)Util.GetDistanceTo(presence.AbsolutePosition, oLoc); //m_log.Info("[DISTANCE]: " + distResult.ToString()); if (distResult < presence.DrawDistance) { // Send Only if we don't already know about it. // KnownPrim also makes the prim known when called. if (!presence.KnownPrim(((SceneObjectGroup)ent).UUID)) ((SceneObjectGroup)ent).ScheduleFullUpdateToAvatar(presence); } } else { ((SceneObjectGroup)ent).ScheduleFullUpdateToAvatar(presence); } } } } internal void ForEachClient(Action action) { lock (ScenePresences) { foreach (ScenePresence presence in ScenePresences.Values) { action(presence.ControllingClient); } } } #endregion #region Client Event handlers /// /// /// /// /// /// public void UpdatePrimScale(uint localID, LLVector3 scale, IClientAPI remoteClient) { SceneObjectGroup group = GetGroupByPrim(localID); if (group != null) { if (m_parentScene.Permissions.CanEditObjectPosition(remoteClient.AgentId, group.UUID)) { group.Resize(scale, localID); } } } public void UpdatePrimGroupScale(uint localID, LLVector3 scale, IClientAPI remoteClient) { SceneObjectGroup group = GetGroupByPrim(localID); if (group != null) { if (m_parentScene.Permissions.CanEditObjectPosition(remoteClient.AgentId, group.UUID)) { group.GroupResize(scale, localID); } } } /// /// This handles the nifty little tool tip that you get when you drag your mouse over an object /// Send to the Object Group to process. We don't know enough to service the request /// /// /// /// /// public void RequestObjectPropertiesFamily(IClientAPI remoteClient, LLUUID AgentID, uint RequestFlags, LLUUID ObjectID) { SceneObjectGroup group = GetGroupByPrim(ObjectID); if (group != null) { group.ServiceObjectPropertiesFamilyRequest(remoteClient, AgentID, RequestFlags); } } /// /// /// /// /// /// public void UpdatePrimSingleRotation(uint localID, LLQuaternion rot, IClientAPI remoteClient) { SceneObjectGroup group = GetGroupByPrim(localID); if (group != null) { if (m_parentScene.Permissions.CanEditObjectPosition(remoteClient.AgentId, group.UUID)) { group.UpdateSingleRotation(rot, localID); } } } /// /// /// /// /// /// public void UpdatePrimRotation(uint localID, LLQuaternion rot, IClientAPI remoteClient) { SceneObjectGroup group = GetGroupByPrim(localID); if (group != null) { if (m_parentScene.Permissions.CanEditObjectPosition(remoteClient.AgentId, group.UUID)) { group.UpdateGroupRotation(rot); } } } /// /// /// /// /// /// /// public void UpdatePrimRotation(uint localID, LLVector3 pos, LLQuaternion rot, IClientAPI remoteClient) { SceneObjectGroup group = GetGroupByPrim(localID); if (group != null) { if (m_parentScene.Permissions.CanEditObjectPosition(remoteClient.AgentId, group.UUID)) { group.UpdateGroupRotation(pos, rot); } } } public void UpdatePrimSinglePosition(uint localID, LLVector3 pos, IClientAPI remoteClient) { SceneObjectGroup group = GetGroupByPrim(localID); if (group != null) { LLVector3 oldPos = group.AbsolutePosition; if (!m_parentScene.Permissions.CanObjectEntry(remoteClient.AgentId, oldPos, pos) && !group.RootPart.m_IsAttachment) { group.SendGroupTerseUpdate(); return; } if (m_parentScene.Permissions.CanEditObjectPosition(remoteClient.AgentId, group.UUID) || group.RootPart.m_IsAttachment) { group.UpdateSinglePosition(pos, localID); } } } /// /// /// /// /// /// public void UpdatePrimPosition(uint localID, LLVector3 pos, IClientAPI remoteClient) { SceneObjectGroup group = GetGroupByPrim(localID); if (group != null) { LLVector3 oldPos = group.AbsolutePosition; if (group.RootPart.m_IsAttachment) { group.UpdateGroupPosition(pos); } else { if (!m_parentScene.Permissions.CanObjectEntry(remoteClient.AgentId, oldPos, pos) && !group.RootPart.m_IsAttachment) { group.SendGroupTerseUpdate(); return; } if (m_parentScene.Permissions.CanEditObjectPosition(remoteClient.AgentId, group.UUID) || group.RootPart.m_IsAttachment) { group.UpdateGroupPosition(pos); } } } } /// /// /// /// /// /// public void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient) { SceneObjectGroup group = GetGroupByPrim(localID); if (group != null) { if (m_parentScene.Permissions.CanEditObjectPosition(remoteClient.AgentId, group.UUID)) { group.UpdateTextureEntry(localID, texture); } } } /// /// /// /// /// /// public void UpdatePrimFlags(uint localID, Packet packet, IClientAPI remoteClient) { SceneObjectGroup group = GetGroupByPrim(localID); if (group != null) { if (m_parentScene.Permissions.CanEditObject(remoteClient.AgentId, group.UUID)) { group.UpdatePrimFlags(localID, (ushort)packet.Type, true, packet.ToBytes()); } } } public void MoveObject(LLUUID objectID, LLVector3 offset, LLVector3 pos, IClientAPI remoteClient) { SceneObjectGroup group = GetGroupByPrim(objectID); if (group != null) { if (m_parentScene.Permissions.CanEditObjectPosition(remoteClient.AgentId, group.UUID))// && PermissionsMngr.) { group.GrabMovement(offset, pos, remoteClient); } // This is outside the above permissions condition // so that if the object is locked the client moving the object // get's it's position on the simulator even if it was the same as before // This keeps the moving user's client in sync with the rest of the world. group.SendGroupTerseUpdate(); } } /// /// /// /// /// public void PrimName(IClientAPI remoteClient, uint primLocalID, string name) { SceneObjectGroup group = GetGroupByPrim(primLocalID); if (group != null) { if (m_parentScene.Permissions.CanEditObject(remoteClient.AgentId, group.UUID)) { group.SetPartName(Util.CleanString(name), primLocalID); } } } /// /// /// /// /// public void PrimDescription(IClientAPI remoteClient, uint primLocalID, string description) { SceneObjectGroup group = GetGroupByPrim(primLocalID); if (group != null) { if (m_parentScene.Permissions.CanEditObject(remoteClient.AgentId, group.UUID)) { group.SetPartDescription(Util.CleanString(description), primLocalID); } } } public void UpdateExtraParam(LLUUID agentID, uint primLocalID, ushort type, bool inUse, byte[] data) { SceneObjectGroup group = GetGroupByPrim(primLocalID); if (group != null) { if (m_parentScene.Permissions.CanEditObject(agentID, group.UUID)) { group.UpdateExtraParam(primLocalID, type, inUse, data); } } } /// /// /// /// /// public void UpdatePrimShape(LLUUID agentID, uint primLocalID, UpdateShapeArgs shapeBlock) { SceneObjectGroup group = GetGroupByPrim(primLocalID); if (group != null) { if (m_parentScene.Permissions.CanEditObjectPosition(agentID, group.GetPartsFullID(primLocalID))) { ObjectShapePacket.ObjectDataBlock shapeData = new ObjectShapePacket.ObjectDataBlock(); shapeData.ObjectLocalID = shapeBlock.ObjectLocalID; shapeData.PathBegin = shapeBlock.PathBegin; shapeData.PathCurve = shapeBlock.PathCurve; shapeData.PathEnd = shapeBlock.PathEnd; shapeData.PathRadiusOffset = shapeBlock.PathRadiusOffset; shapeData.PathRevolutions = shapeBlock.PathRevolutions; shapeData.PathScaleX = shapeBlock.PathScaleX; shapeData.PathScaleY = shapeBlock.PathScaleY; shapeData.PathShearX = shapeBlock.PathShearX; shapeData.PathShearY = shapeBlock.PathShearY; shapeData.PathSkew = shapeBlock.PathSkew; shapeData.PathTaperX = shapeBlock.PathTaperX; shapeData.PathTaperY = shapeBlock.PathTaperY; shapeData.PathTwist = shapeBlock.PathTwist; shapeData.PathTwistBegin = shapeBlock.PathTwistBegin; shapeData.ProfileBegin = shapeBlock.ProfileBegin; shapeData.ProfileCurve = shapeBlock.ProfileCurve; shapeData.ProfileEnd = shapeBlock.ProfileEnd; shapeData.ProfileHollow = shapeBlock.ProfileHollow; group.UpdateShape(shapeData, primLocalID); } } } /// /// Initial method invoked when we receive a link objects request from the client. /// /// /// /// public void LinkObjects(IClientAPI client, uint parentPrim, List childPrims) { List EntityList = GetEntities(); SceneObjectGroup parenPrim = null; foreach (EntityBase ent in EntityList) { if (ent is SceneObjectGroup) { if (((SceneObjectGroup)ent).LocalId == parentPrim) { parenPrim = (SceneObjectGroup)ent; break; } } } List children = new List(); if (parenPrim != null) { for (int i = 0; i < childPrims.Count; i++) { foreach (EntityBase ent in EntityList) { if (ent is SceneObjectGroup) { if (((SceneObjectGroup)ent).LocalId == childPrims[i]) { children.Add((SceneObjectGroup)ent); } } } } } foreach (SceneObjectGroup sceneObj in children) { parenPrim.LinkToGroup(sceneObj); } // We need to explicitly resend the newly link prim's object properties since no other actions // occur on link to invoke this elsewhere (such as object selection) parenPrim.GetProperties(client); } /// /// Delink a linkset /// /// public void DelinkObjects(List primIds) { SceneObjectGroup parenPrim = null; // Need a list of the SceneObjectGroup local ids // XXX I'm anticipating that building this dictionary once is more efficient than // repeated scanning of the Entity.Values for a large number of primIds. However, it might // be more efficient yet to keep this dictionary permanently on hand. Dictionary sceneObjects = new Dictionary(); List EntitieList = GetEntities(); foreach (EntityBase ent in EntitieList) { if (ent is SceneObjectGroup) { SceneObjectGroup obj = (SceneObjectGroup)ent; sceneObjects.Add(obj.LocalId, obj); } } // Find the root prim among the prim ids we've been given for (int i = 0; i < primIds.Count; i++) { if (sceneObjects.ContainsKey(primIds[i])) { parenPrim = sceneObjects[primIds[i]]; primIds.RemoveAt(i); break; } } if (parenPrim != null) { foreach (uint childPrimId in primIds) { parenPrim.DelinkFromGroup(childPrimId); } } else { // If the first scan failed, we need to do a /deep/ scan of the linkages. This is /really/ slow // We know that this is not the root prim now essentially, so we don't have to worry about remapping // which one is the root prim bool delinkedSomething = false; for (int i = 0; i < primIds.Count; i++) { foreach (SceneObjectGroup grp in sceneObjects.Values) { SceneObjectPart gPart = grp.GetChildPart(primIds[i]); if (gPart != null) { grp.DelinkFromGroup(primIds[i]); delinkedSomething = true; } } } if (!delinkedSomething) { m_log.InfoFormat("[SCENE]: " + "DelinkObjects(): Could not find a root prim out of {0} as given to a delink request!", primIds); } } } public void MakeObjectSearchable(IClientAPI remoteClient, bool IncludeInSearch, uint localID) { LLUUID user = remoteClient.AgentId; LLUUID objid = null; SceneObjectPart obj = null; List EntityList = GetEntities(); foreach (EntityBase ent in EntityList) { if (ent is SceneObjectGroup) { foreach (KeyValuePair subent in ((SceneObjectGroup)ent).Children) { if (subent.Value.LocalId == localID) { objid = subent.Key; obj = subent.Value; } } } } //Protip: In my day, we didn't call them searchable objects, we called them limited point-to-point joints //aka ObjectFlags.JointWheel = IncludeInSearch //Permissions model: Object can be REMOVED from search IFF: // * User owns object //use CanEditObject //Object can be ADDED to search IFF: // * User owns object // * Asset/DRM permission bit "modify" is enabled //use CanEditObjectPosition if (IncludeInSearch && m_parentScene.Permissions.CanEditObject(user, objid)) { obj.AddFlag(LLObject.ObjectFlags.JointWheel); } else if (!IncludeInSearch && m_parentScene.Permissions.CanEditObjectPosition(user, objid)) { obj.RemFlag(LLObject.ObjectFlags.JointWheel); } } /// /// Duplicate the given object. /// /// /// /// public void DuplicateObject(uint originalPrim, LLVector3 offset, uint flags, LLUUID AgentID, LLUUID GroupID) { m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID); List EntityList = GetEntities(); SceneObjectGroup originPrim = null; foreach (EntityBase ent in EntityList) { if (ent is SceneObjectGroup) { if (((SceneObjectGroup)ent).LocalId == originalPrim) { originPrim = (SceneObjectGroup)ent; break; } } } if (originPrim != null) { if (m_parentScene.Permissions.CanCopyObject(AgentID, originPrim.UUID)) { SceneObjectGroup copy = originPrim.Copy(AgentID, GroupID); copy.AbsolutePosition = copy.AbsolutePosition + offset; copy.ResetIDs(); lock (Entities) { Entities.Add(copy.UUID, copy); } m_numPrim++; copy.StartScripts(); copy.ScheduleGroupForFullUpdate(); } } else { m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID); } } /// /// Calculates the distance between two Vector3s /// /// /// /// public float Vector3Distance(Vector3 v1, Vector3 v2) { // We don't really need the double floating point precision... // so casting it to a single return (float) Math.Sqrt((v1.x - v2.x) * (v1.x - v2.x) + (v1.y - v2.y) * (v1.y - v2.y) + (v1.z - v2.z) * (v1.z - v2.z)); } #endregion } }