/* * 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.Drawing; using System.Drawing.Imaging; using System.Threading; using System.Timers; using Axiom.Math; using libsecondlife; using libsecondlife.Packets; using OpenJPEGNet; using OpenSim.Framework; using OpenSim.Framework.Communications; using OpenSim.Framework.Communications.Cache; using OpenSim.Framework.Console; using OpenSim.Framework.Servers; using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.LandManagement; using OpenSim.Region.Environment.Modules; using OpenSim.Region.Environment.Scenes.Scripting; using OpenSim.Region.Physics.Manager; using OpenSim.Region.Terrain; using Caps=OpenSim.Region.Capabilities.Caps; using Image=System.Drawing.Image; using Timer=System.Timers.Timer; namespace OpenSim.Region.Environment.Scenes { public delegate bool FilterAvatarList(ScenePresence avatar); public partial class Scene : SceneBase { #region Fields protected Timer m_heartbeatTimer = new Timer(); protected Timer m_restartWaitTimer = new Timer(); protected SimStatsReporter m_statsReporter; protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); public InnerScene m_innerScene; private Random Rand = new Random(); private uint _primCount = 702000; private readonly Mutex _primAllocateMutex = new Mutex(false); private int m_timePhase = 24; private int m_timeUpdateCount; private readonly Mutex updateLock; public bool m_physicalPrim; public bool m_sendTasksToChild; private int m_RestartTimerCounter; private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing private int m_incrementsof15seconds = 0; protected ModuleLoader m_moduleLoader; protected StorageManager m_storageManager; protected AgentCircuitManager m_authenticateHandler; public CommunicationsManager CommsManager; // protected XferManager xferManager; protected SceneCommunicationService m_sceneGridService; protected SceneXmlLoader m_sceneXmlLoader; protected Dictionary<LLUUID, Caps> m_capsHandlers = new Dictionary<LLUUID, Caps>(); protected BaseHttpServer httpListener; protected Dictionary<string, IRegionModule> Modules = new Dictionary<string, IRegionModule>(); public Dictionary<Type, object> ModuleInterfaces = new Dictionary<Type, object>(); protected Dictionary<string, object> ModuleAPIMethods = new Dictionary<string, object>(); //API module interfaces public IXfer XferManager; protected IHttpRequests m_httpRequestModule; protected ISimChat m_simChatModule; protected IXMLRPC m_xmlrpcModule; protected IWorldComm m_worldCommModule; protected IAvatarFactory m_AvatarFactory; // Central Update Loop protected int m_fps = 10; protected int m_frame = 0; protected float m_timespan = 0.1f; protected DateTime m_lastupdate = DateTime.Now; protected float m_timedilation = 1.0f; private int m_update_physics = 1; private int m_update_entitymovement = 1; private int m_update_entities = 1; private int m_update_events = 1; private int m_update_backup = 200; private int m_update_terrain = 50; private int m_update_land = 1; private int m_update_avatars = 1; #endregion #region Properties public AgentCircuitManager AuthenticateHandler { get { return m_authenticateHandler; } } protected readonly LandManager m_LandManager; // LandManager object instance that manages land related things. Parcel, primcounts etc.. public LandManager LandManager { get { return m_LandManager; } } protected readonly EstateManager m_estateManager; // an instance to the physics plugin's Scene object. public PhysicsScene PhysicsScene { set { m_innerScene.PhysicsScene = value; } get { return (m_innerScene.PhysicsScene); } } // This gets locked so things stay thread safe. public object SyncRoot { get { return m_innerScene.m_syncRoot; } } public EstateManager EstateManager { get { return m_estateManager; } } public float TimeDilation { get { return m_timedilation; } } protected readonly PermissionManager m_permissionManager; // This is the instance to the permissions manager. // This manages permissions to clients on in world objects public PermissionManager PermissionsMngr { get { return m_permissionManager; } } public int TimePhase { get { return m_timePhase; } } // Local reference to the objects in the scene (which are held in innerScene) public Dictionary<LLUUID, SceneObjectGroup> Objects { get { return m_innerScene.SceneObjects; } } // Reference to all of the agents in the scene (root and child) protected Dictionary<LLUUID, ScenePresence> m_scenePresences { get { return m_innerScene.ScenePresences; } set { m_innerScene.ScenePresences = value; } } protected Dictionary<LLUUID, SceneObjectGroup> m_sceneObjects { get { return m_innerScene.SceneObjects; } set { m_innerScene.SceneObjects = value; } } public Dictionary<LLUUID, EntityBase> Entities { get { return m_innerScene.Entities; } set { m_innerScene.Entities = value; } } #endregion #region Constructors public Scene(RegionInfo regInfo, AgentCircuitManager authen, PermissionManager permissionManager, CommunicationsManager commsMan, SceneCommunicationService sceneGridService, AssetCache assetCach, StorageManager storeManager, BaseHttpServer httpServer, ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim, bool SendTasksToChild) { updateLock = new Mutex(false); m_moduleLoader = moduleLoader; m_authenticateHandler = authen; CommsManager = commsMan; m_sceneGridService = sceneGridService; m_sceneGridService.debugRegionName = regInfo.RegionName; m_storageManager = storeManager; AssetCache = assetCach; m_regInfo = regInfo; m_regionHandle = m_regInfo.RegionHandle; m_regionName = m_regInfo.RegionName; m_datastore = m_regInfo.DataStore; m_physicalPrim = physicalPrim; m_sendTasksToChild = SendTasksToChild; m_eventManager = new EventManager(); m_LandManager = new LandManager(this, m_regInfo); //Bind Storage Manager functions to some land manager functions for this scene EventManager.OnLandObjectAdded += new EventManager.LandObjectAdded(m_storageManager.DataStore.StoreLandObject); EventManager.OnLandObjectRemoved += new EventManager.LandObjectRemoved(m_storageManager.DataStore.RemoveLandObject); m_estateManager = new EstateManager(this, m_regInfo); m_permissionManager = permissionManager; m_permissionManager.Initialise(this); m_innerScene = new InnerScene(this, m_regInfo, m_permissionManager); // If the Inner scene has an Unrecoverable error, restart this sim. // Currently the only thing that causes it to happen is two kinds of specific // Physics based crashes. // // Out of memory // Operating system has killed the plugin m_innerScene.UnRecoverableError += RestartNow; m_sceneXmlLoader = new SceneXmlLoader(this, m_innerScene, m_regInfo); RegisterDefaultSceneEvents(); MainLog.Instance.Verbose("SCENE", "Creating new entitities instance"); Entities = new Dictionary<LLUUID, EntityBase>(); m_scenePresences = new Dictionary<LLUUID, ScenePresence>(); m_sceneObjects = new Dictionary<LLUUID, SceneObjectGroup>(); MainLog.Instance.Verbose("SCENE", "Creating LandMap"); Terrain = new TerrainEngine((int) RegionInfo.RegionLocX, (int) RegionInfo.RegionLocY); ScenePresence.LoadAnims(); httpListener = httpServer; m_dumpAssetsToFile = dumpAssetsToFile; m_statsReporter = new SimStatsReporter(regInfo); m_statsReporter.OnSendStatsResult += SendSimStatsPackets; } #endregion #region Startup / Close Methods protected virtual void RegisterDefaultSceneEvents() { m_eventManager.OnParcelPrimCountAdd += m_LandManager.addPrimToLandPrimCounts; m_eventManager.OnParcelPrimCountUpdate += addPrimsToParcelCounts; m_eventManager.OnPermissionError += SendPermissionAlert; } public override bool OtherRegionUp(RegionInfo otherRegion) { // Another region is up. // Gets called from Grid Comms (SceneCommunicationService<---RegionListener<----LocalBackEnd<----OGS1) // We have to tell all our ScenePresences about it.. // and add it to the neighbor list. // We only add it to the neighbor list if it's within 1 region from here. // Agents may have draw distance values that cross two regions though, so // we add it to the notify list regardless of distance. // We'll check the agent's draw distance before notifying them though. if (RegionInfo.RegionHandle != otherRegion.RegionHandle) { for (int i = 0; i < m_neighbours.Count; i++) { // The purpose of this loop is to re-update the known neighbors // when another region comes up on top of another one. // The latest region in that location ends up in the // 'known neighbors list' // Additionally, the commFailTF property gets reset to false. if (m_neighbours[i].RegionHandle == otherRegion.RegionHandle) { lock (m_neighbours) { m_neighbours[i] = otherRegion; } } } // If the value isn't in the neighbours, add it. // If the RegionInfo isn't exact but is for the same XY World location, // then the above loop will fix that. if (!(m_neighbours.Contains(otherRegion))) { lock (m_neighbours) { m_neighbours.Add(otherRegion); } } if ((Math.Abs(otherRegion.RegionLocX - RegionInfo.RegionLocX) <= 1) && (Math.Abs(otherRegion.RegionLocY - RegionInfo.RegionLocY) <= 1)) { try { ForEachScenePresence(delegate(ScenePresence agent) { // If agent is a root agent. if (!agent.IsChildAgent) { //agent.ControllingClient.new //this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo()); InformClientOfNeighbor(agent, otherRegion); } } ); } catch (NullReferenceException) { // This means that we're not booted up completely yet. // This shouldn't happen too often anymore. MainLog.Instance.Error("SCENE", "Couldn't inform client of regionup because we got a null reference exception"); } } else { MainLog.Instance.Verbose("INTERGRID", "Got notice about far away Region: " + otherRegion.RegionName.ToString() + " at (" + otherRegion.RegionLocX.ToString() + ", " + otherRegion.RegionLocY.ToString() + ")"); } } return true; } // Given float seconds, this will restart the region. public virtual void Restart(float seconds) { // notifications are done in 15 second increments // so .. if the number of seconds is less then 15 seconds, it's not really a restart request // It's a 'Cancel restart' request. // RestartNow() does immediate restarting. if (seconds < 15) { m_restartTimer.Stop(); SendGeneralAlert("Restart Aborted"); } else { // Now we figure out what to set the timer to that does the notifications and calls, RestartNow() m_restartTimer.Interval = 15000; m_incrementsof15seconds = (int) seconds/15; m_RestartTimerCounter = 0; m_restartTimer.AutoReset = true; m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); MainLog.Instance.Error("REGION", "Restarting Region in " + (seconds/60) + " minutes"); m_restartTimer.Start(); SendGeneralAlert(RegionInfo.RegionName + ": Restarting in 2 Minutes"); } } // The Restart timer has occured. // We have to figure out if this is a notification or if the number of seconds specified in Restart // have elapsed. // If they have elapsed, call RestartNow() public void RestartTimer_Elapsed(object sender, ElapsedEventArgs e) { m_RestartTimerCounter++; if (m_RestartTimerCounter <= m_incrementsof15seconds) { if (m_RestartTimerCounter == 4 || m_RestartTimerCounter == 6 || m_RestartTimerCounter == 7) SendGeneralAlert(RegionInfo.RegionName + ": Restarting in " + ((8 - m_RestartTimerCounter)*15) + " seconds"); } else { m_restartTimer.Stop(); m_restartTimer.AutoReset = false; RestartNow(); } } // This causes the region to restart immediatley. public void RestartNow() { MainLog.Instance.Error("REGION", "Closing"); Close(); MainLog.Instance.Error("REGION", "Firing Region Restart Message"); base.Restart(0); } // This is a helper function that notifies root agents in this region that a new sim near them has come up // This is in the form of a timer because when an instance of OpenSim.exe is started, // Even though the sims initialize, they don't listen until 'all of the sims are initialized' // If we tell an agent about a sim that's not listening yet, the agent will not be able to connect to it. // subsequently the agent will never see the region come back online. public void RestartNotifyWaitElapsed(object sender, ElapsedEventArgs e) { m_restartWaitTimer.Stop(); lock (m_regionRestartNotifyList) { foreach (RegionInfo region in m_regionRestartNotifyList) { try { ForEachScenePresence(delegate(ScenePresence agent) { // If agent is a root agent. if (!agent.IsChildAgent) { //agent.ControllingClient.new //this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo()); InformClientOfNeighbor(agent, region); } } ); } catch (NullReferenceException) { // This means that we're not booted up completely yet. // This shouldn't happen too often anymore. } } // Reset list to nothing. m_regionRestartNotifyList.Clear(); } } // This is the method that shuts down the scene. public override void Close() { MainLog.Instance.Warn("SCENE", "Closing down the single simulator: " + RegionInfo.RegionName); // Kick all ROOT agents with the message, 'The simulator is going down' ForEachScenePresence(delegate(ScenePresence avatar) { if (avatar.KnownChildRegions.Contains(RegionInfo.RegionHandle)) avatar.KnownChildRegions.Remove(RegionInfo.RegionHandle); if (!avatar.IsChildAgent) avatar.ControllingClient.Kick("The simulator is going down."); avatar.ControllingClient.OutPacket(new DisableSimulatorPacket(), ThrottleOutPacketType.Task); }); // Wait here, or the kick messages won't actually get to the agents before the scene terminates. Thread.Sleep(500); // Stop all client threads. ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(true); }); // Stop updating the scene objects and agents. m_heartbeatTimer.Close(); // close the inner scene m_innerScene.Close(); // De-register with region communications (events cleanup) UnRegisterReginWithComms(); // Shut down all non shared modules. foreach (IRegionModule module in Modules.Values) { if (!module.IsSharedModule) { module.Close(); } } Modules.Clear(); // call the base class Close method. base.Close(); } /// <summary> /// /// </summary> public void StartTimer() { m_heartbeatTimer.Enabled = true; m_heartbeatTimer.Interval = (int) (m_timespan*1000); m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); } public void SetModuleInterfaces() { m_simChatModule = RequestModuleInterface<ISimChat>(); m_httpRequestModule = RequestModuleInterface<IHttpRequests>(); m_xmlrpcModule = RequestModuleInterface<IXMLRPC>(); m_worldCommModule = RequestModuleInterface<IWorldComm>(); XferManager = RequestModuleInterface<IXfer>(); m_AvatarFactory = RequestModuleInterface<IAvatarFactory>(); } #endregion #region Update Methods /// <summary> /// Performs per-frame updates regularly /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void Heartbeat(object sender, EventArgs e) { Update(); } /// <summary> /// Performs per-frame updates on the scene, this should be the central scene loop /// </summary> public override void Update() { TimeSpan SinceLastFrame = DateTime.Now - m_lastupdate; // Aquire a lock so only one update call happens at once updateLock.WaitOne(); float physicsFPS = 0; try { // Increment the frame counter m_frame++; // Loop it if (m_frame == Int32.MaxValue) m_frame = 0; if (m_frame%m_update_physics == 0) m_innerScene.UpdatePreparePhysics(); if (m_frame%m_update_entitymovement == 0) m_innerScene.UpdateEntityMovement(); if (m_frame%m_update_physics == 0) physicsFPS = m_innerScene.UpdatePhysics( Math.Max(SinceLastFrame.TotalSeconds, m_timespan) ); if (m_frame%m_update_entities == 0) m_innerScene.UpdateEntities(); if (m_frame%m_update_events == 0) UpdateEvents(); if (m_frame%m_update_backup == 0) UpdateStorageBackup(); if (m_frame%m_update_terrain == 0) UpdateTerrain(); if (m_frame%m_update_land == 0) UpdateLand(); // if (m_frame%m_update_avatars == 0) // UpdateInWorldTime(); m_statsReporter.AddPhysicsFPS(physicsFPS); m_statsReporter.SetTimeDilation(m_timedilation); m_statsReporter.AddFPS(1); m_statsReporter.AddAgentUpdates(1); m_statsReporter.AddInPackets(0); m_statsReporter.SetRootAgents(m_innerScene.GetRootAgentCount()); m_statsReporter.SetChildAgents(m_innerScene.GetChildAgentCount()); m_statsReporter.SetObjects(m_innerScene.GetTotalObjects()); m_statsReporter.SetActiveObjects(m_innerScene.GetActiveObjects()); } catch (NotImplementedException) { throw; } catch (Exception e) { MainLog.Instance.Error("Scene", "Failed with exception " + e.ToString()); } finally { updateLock.ReleaseMutex(); m_timedilation = m_timespan/(float) SinceLastFrame.TotalSeconds; m_lastupdate = DateTime.Now; } } //Updates the time in the viewer. private void UpdateInWorldTime() { m_timeUpdateCount++; if (m_timeUpdateCount > 600) { List<ScenePresence> avatars = GetAvatars(); foreach (ScenePresence avatar in avatars) { avatar.ControllingClient.SendViewerTime(m_timePhase); } m_timeUpdateCount = 0; m_timePhase++; if (m_timePhase > 94) { m_timePhase = 0; } } } private void SendSimStatsPackets(SimStatsPacket pack) { List<ScenePresence> StatSendAgents = GetScenePresences(); foreach (ScenePresence agent in StatSendAgents) { if (!agent.IsChildAgent) { agent.ControllingClient.OutPacket(pack, ThrottleOutPacketType.Task); } } } private void UpdateLand() { if (m_LandManager.landPrimCountTainted) { //Perform land update of prim count performParcelPrimCountUpdate(); } } private void UpdateTerrain() { if (Terrain.Tainted() && !Terrain.StillEditing()) { CreateTerrainTexture(true); lock (Terrain.heightmap) { lock (SyncRoot) { PhysicsScene.SetTerrain(Terrain.GetHeights1D()); } m_storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD(), RegionInfo.RegionID); float[] terData = Terrain.GetHeights1D(); Broadcast(delegate(IClientAPI client) { for (int x = 0; x < 16; x++) { for (int y = 0; y < 16; y++) { if (Terrain.Tainted(x*16, y*16)) { client.SendLayerData(x, y, terData); } } } }); Terrain.ResetTaint(); } } } private void UpdateStorageBackup() { Backup(); } private void UpdateEvents() { m_eventManager.TriggerOnFrame(); } /// <summary> /// Perform delegate action on all clients subscribing to updates from this region. /// </summary> /// <returns></returns> internal void Broadcast(Action<IClientAPI> whatToDo) { ForEachScenePresence(delegate(ScenePresence presence) { whatToDo(presence.ControllingClient); }); } /// <summary> /// /// </summary> /// <returns></returns> public bool Backup() { EventManager.TriggerOnBackup(m_storageManager.DataStore); return true; } #endregion #region Load Terrain public void ExportWorldMap(string fileName) { List<MapBlockData> mapBlocks = CommsManager.GridService.RequestNeighbourMapBlocks((int) (RegionInfo.RegionLocX - 9), (int) (RegionInfo.RegionLocY - 9), (int) (RegionInfo.RegionLocX + 9), (int) (RegionInfo.RegionLocY + 9)); List<AssetBase> textures = new List<AssetBase>(); List<Image> bitImages = new List<Image>(); foreach (MapBlockData mapBlock in mapBlocks) { AssetBase texAsset = AssetCache.GetAsset(mapBlock.MapImageId, true); if (texAsset != null) { textures.Add(texAsset); } else { texAsset = AssetCache.GetAsset(mapBlock.MapImageId, true); if (texAsset != null) { textures.Add(texAsset); } } } foreach (AssetBase asset in textures) { Image image = OpenJPEG.DecodeToImage(asset.Data); bitImages.Add(image); } Bitmap mapTexture = new Bitmap(2560, 2560); Graphics g = Graphics.FromImage(mapTexture); SolidBrush sea = new SolidBrush(Color.DarkBlue); g.FillRectangle(sea, 0, 0, 2560, 2560); for (int i = 0; i < mapBlocks.Count; i++) { ushort x = (ushort) ((mapBlocks[i].X - RegionInfo.RegionLocX) + 10); ushort y = (ushort) ((mapBlocks[i].Y - RegionInfo.RegionLocY) + 10); g.DrawImage(bitImages[i], (x*128), (y*128), 128, 128); } mapTexture.Save(fileName, ImageFormat.Jpeg); } /// <summary> /// Loads the World heightmap /// </summary> /// public override void LoadWorldMap() { try { double[,] map = m_storageManager.DataStore.LoadTerrain(RegionInfo.RegionID); if (map == null) { if (string.IsNullOrEmpty(m_regInfo.EstateSettings.terrainFile)) { MainLog.Instance.Verbose("TERRAIN", "No default terrain. Generating a new terrain."); Terrain.HillsGenerator(); m_storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD(), RegionInfo.RegionID); } else { try { Terrain.LoadFromFileF32(m_regInfo.EstateSettings.terrainFile); Terrain *= m_regInfo.EstateSettings.terrainMultiplier; } catch { MainLog.Instance.Verbose("TERRAIN", "No terrain found in database or default. Generating a new terrain."); Terrain.HillsGenerator(); } m_storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD(), RegionInfo.RegionID); } } else { Terrain.SetHeights2D(map); } CreateTerrainTexture(true); //CommsManager.GridService.RegisterRegion(RegionInfo); //hack to update the terrain texture in grid mode so it shows on world map } catch (Exception e) { MainLog.Instance.Warn("terrain", "Scene.cs: LoadWorldMap() - Failed with exception " + e.ToString()); } } public void RegisterRegionWithGrid() { RegisterCommsEvents(); // These two 'commands' *must be* next to each other or sim rebooting fails. m_sceneGridService.RegisterRegion(RegionInfo); m_sceneGridService.InformNeighborsThatRegionisUp(RegionInfo); Dictionary<string, string> dGridSettings = m_sceneGridService.GetGridSettings(); if (dGridSettings.ContainsKey("allow_forceful_banlines")) { if (dGridSettings["allow_forceful_banlines"] != "TRUE") { MainLog.Instance.Verbose("GRID", "Grid is disabling forceful parcel banlists"); m_LandManager.allowedForcefulBans = false; } else { MainLog.Instance.Verbose("GRID", "Grid is allowing forceful parcel banlists"); m_LandManager.allowedForcefulBans = true; } } } /// <summary> /// /// </summary> public void CreateTerrainTexture(bool temporary) { //create a texture asset of the terrain byte[] data = Terrain.ExportJpegImage("defaultstripe.png"); m_regInfo.EstateSettings.terrainImageID = LLUUID.Random(); AssetBase asset = new AssetBase(); asset.FullID = m_regInfo.EstateSettings.terrainImageID; asset.Data = data; asset.Name = "terrainImage"; asset.Description = RegionInfo.RegionName; asset.Type = 0; asset.Temporary = temporary; AssetCache.AddAsset(asset); } #endregion #region Load Land public void loadAllLandObjectsFromStorage() { MainLog.Instance.Verbose("SCENE", "Loading land objects from storage"); List<LandData> landData = m_storageManager.DataStore.LoadLandObjects(RegionInfo.RegionID); if (landData.Count == 0) { m_LandManager.NoLandDataFromStorage(); } else { m_LandManager.IncomingLandObjectsFromStorage(landData); } } #endregion #region Primitives Methods /// <summary> /// Loads the World's objects /// </summary> public virtual void LoadPrimsFromStorage(bool m_permissions) { MainLog.Instance.Verbose("SCENE", "Loading objects from datastore"); List<SceneObjectGroup> PrimsFromDB = m_storageManager.DataStore.LoadObjects(m_regInfo.RegionID); foreach (SceneObjectGroup prim in PrimsFromDB) { AddEntityFromStorage(prim); SceneObjectPart rootPart = prim.GetChildPart(prim.UUID); rootPart.ApplySanePermissions(); bool UsePhysics = (((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) > 0) && m_physicalPrim); if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0) rootPart.PhysActor = PhysicsScene.AddPrimShape( rootPart.Name, rootPart.Shape, new PhysicsVector(rootPart.AbsolutePosition.X, rootPart.AbsolutePosition.Y, rootPart.AbsolutePosition.Z), new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z), new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X, rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics); rootPart.DoPhysicsPropertyUpdate(UsePhysics, true); } MainLog.Instance.Verbose("SCENE", "Loaded " + PrimsFromDB.Count.ToString() + " SceneObject(s)"); } /// <summary> /// Returns a new unallocated primitive ID /// </summary> /// <returns>A brand new primitive ID</returns> public uint PrimIDAllocate() { uint myID; _primAllocateMutex.WaitOne(); ++_primCount; myID = _primCount; _primAllocateMutex.ReleaseMutex(); return myID; } public virtual void AddNewPrim(LLUUID ownerID, LLVector3 pos, LLQuaternion rot, PrimitiveBaseShape shape) { // What we're *supposed* to do is raytrace from the camera position given by the client to the nearest collision // in the direction the client supplies (the ground level that we clicked) // This function is pretty crappy right now.. so we're not affecting where the newly rezzed objects go // Test it if you like. The console will write where it guesses a collision took place. if it thinks one did. // It's wrong many times though. if (PermissionsMngr.CanRezObject(ownerID, pos)) { EntityIntersection rayTracing = null; ScenePresence presence = ((ScenePresence) GetScenePresence(ownerID)); if (presence != null) { Vector3 CameraPosition = presence.CameraPosition; Vector3 rayEnd = new Vector3(pos.X, pos.Y, pos.Z); float raydistance = m_innerScene.Vector3Distance(CameraPosition, rayEnd); Vector3 rayDirection = new Vector3(rayEnd.x/raydistance, rayEnd.y/raydistance, rayEnd.z/raydistance); Ray rezRay = new Ray(CameraPosition, rayDirection); Vector3 RezDirectionFromCamera = rezRay.Direction; rayTracing = m_innerScene.GetClosestIntersectingPrim(rezRay); } if ((rayTracing != null) && (rayTracing.HitTF)) { // We raytraced and found a prim in the way of the ground.. so // We will rez the object somewhere close to the prim. Better math needed. This is a Stub //Vector3 Newpos = new Vector3(rayTracing.obj.AbsolutePosition.X,rayTracing.obj.AbsolutePosition.Y,rayTracing.obj.AbsolutePosition.Z); Vector3 Newpos = rayTracing.ipoint; Vector3 NewScale = new Vector3(rayTracing.obj.Scale.X, rayTracing.obj.Scale.Y, rayTracing.obj.Scale.Z); Quaternion ParentRot = rayTracing.obj.ParentGroup.Rotation; //Quaternion ParentRot = new Quaternion(primParentRot.W,primParentRot.X,primParentRot.Y,primParentRot.Z); LLQuaternion primLocalRot = rayTracing.obj.RotationOffset; Quaternion LocalRot = new Quaternion(primLocalRot.W, primLocalRot.X, primLocalRot.Y, primLocalRot.Z); Quaternion NewRot = LocalRot*ParentRot; Vector3 RezPoint = Newpos; MainLog.Instance.Verbose("REZINFO", "Possible Rez Point:" + RezPoint.ToString()); //pos = new LLVector3(RezPoint.x, RezPoint.y, RezPoint.z); } else { // rez ON the ground, not IN the ground pos.Z += 0.25F; } SceneObjectGroup sceneOb = new SceneObjectGroup(this, m_regionHandle, ownerID, PrimIDAllocate(), pos, rot, shape); AddEntity(sceneOb); SceneObjectPart rootPart = sceneOb.GetChildPart(sceneOb.UUID); // if grass or tree, make phantom //rootPart.ApplySanePermissions(); if ((rootPart.Shape.PCode == 95) || (rootPart.Shape.PCode == 255) || (rootPart.Shape.PCode == 111)) { rootPart.AddFlag(LLObject.ObjectFlags.Phantom); //rootPart.ObjectFlags += (uint)LLObject.ObjectFlags.Phantom; } // if not phantom, add to physics bool UsePhysics = (((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) > 0) && m_physicalPrim); if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0) { rootPart.PhysActor = PhysicsScene.AddPrimShape( rootPart.Name, rootPart.Shape, new PhysicsVector(pos.X, pos.Y, pos.Z), new PhysicsVector(shape.Scale.X, shape.Scale.Y, shape.Scale.Z), new Quaternion(), UsePhysics); // subscribe to physics events. rootPart.DoPhysicsPropertyUpdate(UsePhysics, true); } } } public void AddTree(LLVector3 scale, LLQuaternion rotation, LLVector3 position, Tree treeType, bool newTree) { PrimitiveBaseShape treeShape = new PrimitiveBaseShape(); treeShape.PathCurve = 16; treeShape.PathEnd = 49900; treeShape.PCode = newTree ? (byte) PCode.NewTree : (byte) PCode.Tree; treeShape.Scale = scale; treeShape.State = (byte) treeType; AddNewPrim(LLUUID.Random(), position, rotation, treeShape); } public void RemovePrim(uint localID, LLUUID avatar_deleter) { m_innerScene.RemovePrim(localID, avatar_deleter); } public void AddEntityFromStorage(SceneObjectGroup sceneObject) { m_innerScene.AddEntityFromStorage(sceneObject); } public void AddEntity(SceneObjectGroup sceneObject) { m_innerScene.AddEntity(sceneObject); } public void RemoveEntity(SceneObjectGroup sceneObject) { if (Entities.ContainsKey(sceneObject.UUID)) { m_LandManager.removePrimFromLandPrimCounts(sceneObject); Entities.Remove(sceneObject.UUID); m_LandManager.setPrimsTainted(); m_innerScene.RemoveAPrimCount(); } } /// <summary> /// Called by a prim when it has been created/cloned, so that its events can be subscribed to /// </summary> /// <param name="prim"></param> public void AcknowledgeNewPrim(SceneObjectGroup prim) { prim.OnPrimCountTainted += m_LandManager.setPrimsTainted; } public void LoadPrimsFromXml(string fileName, bool newIdsFlag, LLVector3 loadOffset) { m_sceneXmlLoader.LoadPrimsFromXml(fileName, newIdsFlag, loadOffset); } public void SavePrimsToXml(string fileName) { m_sceneXmlLoader.SavePrimsToXml(fileName); } public void LoadPrimsFromXml2(string fileName) { m_sceneXmlLoader.LoadPrimsFromXml2(fileName); } public void SavePrimsToXml2(string fileName) { m_sceneXmlLoader.SavePrimsToXml2(fileName); } #endregion #region Add/Remove Avatar Methods /// <summary> /// /// </summary> /// <param name="client"></param /// <param name="child"></param> public override void AddNewClient(IClientAPI client, bool child) { SubscribeToClientEvents(client); m_estateManager.sendRegionHandshake(client); CreateAndAddScenePresence(client, child); m_LandManager.sendParcelOverlay(client); CommsManager.UserProfileCacheService.AddNewUser(client.AgentId); CommsManager.TransactionsManager.AddUser(client.AgentId); } protected virtual void SubscribeToClientEvents(IClientAPI client) { client.OnRegionHandShakeReply += SendLayerData; //remoteClient.OnRequestWearables += new GenericCall(this.GetInitialPrims); client.OnModifyTerrain += ModifyTerrain; // client.OnRequestWearables += InformClientOfNeighbours; client.OnAddPrim += AddNewPrim; client.OnUpdatePrimGroupPosition += m_innerScene.UpdatePrimPosition; client.OnUpdatePrimSinglePosition += m_innerScene.UpdatePrimSinglePosition; client.OnUpdatePrimGroupRotation += m_innerScene.UpdatePrimRotation; client.OnUpdatePrimGroupMouseRotation += m_innerScene.UpdatePrimRotation; client.OnUpdatePrimSingleRotation += m_innerScene.UpdatePrimSingleRotation; client.OnUpdatePrimScale += m_innerScene.UpdatePrimScale; client.OnUpdateExtraParams += m_innerScene.UpdateExtraParam; client.OnUpdatePrimShape += m_innerScene.UpdatePrimShape; client.OnRequestMapBlocks += RequestMapBlocks; client.OnUpdatePrimTexture += m_innerScene.UpdatePrimTexture; client.OnTeleportLocationRequest += RequestTeleportLocation; client.OnObjectSelect += SelectPrim; client.OnObjectDeselect += DeselectPrim; client.OnGrabUpdate += m_innerScene.MoveObject; client.OnDeRezObject += DeRezObject; client.OnRezObject += RezObject; client.OnNameFromUUIDRequest += CommsManager.HandleUUIDNameRequest; client.OnObjectDescription += m_innerScene.PrimDescription; client.OnObjectName += m_innerScene.PrimName; client.OnLinkObjects += m_innerScene.LinkObjects; client.OnDelinkObjects += m_innerScene.DelinkObjects; client.OnObjectDuplicate += m_innerScene.DuplicateObject; client.OnUpdatePrimFlags += m_innerScene.UpdatePrimFlags; client.OnRequestObjectPropertiesFamily += m_innerScene.RequestObjectPropertiesFamily; client.OnParcelPropertiesRequest += new ParcelPropertiesRequest(m_LandManager.handleParcelPropertiesRequest); client.OnParcelDivideRequest += new ParcelDivideRequest(m_LandManager.handleParcelDivideRequest); client.OnParcelJoinRequest += new ParcelJoinRequest(m_LandManager.handleParcelJoinRequest); client.OnParcelPropertiesUpdateRequest += new ParcelPropertiesUpdateRequest(m_LandManager.handleParcelPropertiesUpdateRequest); client.OnParcelSelectObjects += new ParcelSelectObjects(m_LandManager.handleParcelSelectObjectsRequest); client.OnParcelObjectOwnerRequest += new ParcelObjectOwnerRequest(m_LandManager.handleParcelObjectOwnersRequest); client.OnParcelAccessListRequest += new ParcelAccessListRequest(m_LandManager.handleParcelAccessRequest); client.OnParcelAccessListUpdateRequest += new ParcelAccessListUpdateRequest(m_LandManager.handleParcelAccessUpdateRequest); client.OnEstateOwnerMessage += new EstateOwnerMessageRequest(m_estateManager.handleEstateOwnerMessage); client.OnRegionInfoRequest += m_estateManager.HandleRegionInfoRequest; client.OnEstateCovenantRequest += m_estateManager.HandleEstateCovenantRequest; client.OnRequestGodlikePowers += handleRequestGodlikePowers; client.OnGodKickUser += handleGodlikeKickUser; client.OnObjectPermissions += HandleObjectPermissionsUpdate; client.OnCreateNewInventoryItem += CreateNewInventoryItem; client.OnCreateNewInventoryFolder += CommsManager.UserProfileCacheService.HandleCreateInventoryFolder; client.OnUpdateInventoryFolder += CommsManager.UserProfileCacheService.HandleUpdateInventoryFolder; client.OnMoveInventoryFolder += CommsManager.UserProfileCacheService.HandleMoveInventoryFolder; client.OnFetchInventoryDescendents += CommsManager.UserProfileCacheService.HandleFetchInventoryDescendents; client.OnPurgeInventoryDescendents += CommsManager.UserProfileCacheService.HandlePurgeInventoryDescendents; client.OnFetchInventory += CommsManager.UserProfileCacheService.HandleFetchInventory; client.OnUpdateInventoryItem += UpdateInventoryItemAsset; client.OnCopyInventoryItem += CopyInventoryItem; client.OnMoveInventoryItem += MoveInventoryItem; client.OnAssetUploadRequest += CommsManager.TransactionsManager.HandleUDPUploadRequest; client.OnXferReceive += CommsManager.TransactionsManager.HandleXfer; client.OnRezScript += RezScript; client.OnRequestTaskInventory += RequestTaskInventory; client.OnRemoveTaskItem += RemoveTaskInventory; client.OnUpdateTaskInventory += UpdateTaskInventory; client.OnGrabObject += ProcessObjectGrab; client.OnAvatarPickerRequest += ProcessAvatarPickerRequest; EventManager.TriggerOnNewClient(client); } protected virtual ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child) { ScenePresence avatar = null; AvatarAppearance appearance; GetAvatarAppearance(client, out appearance); avatar = m_innerScene.CreateAndAddScenePresence(client, child, appearance); if (avatar.IsChildAgent) { avatar.OnSignificantClientMovement += m_LandManager.handleSignificantClientMovement; } return avatar; } protected void GetAvatarAppearance(IClientAPI client, out AvatarAppearance appearance) { if (m_AvatarFactory == null || !m_AvatarFactory.TryGetAvatarAppearance(client.AgentId, out appearance)) { //not found Appearance byte[] visualParams; AvatarWearable[] wearables; AvatarFactoryModule.GetDefaultAvatarAppearance(out wearables, out visualParams); appearance = new AvatarAppearance(client.AgentId, wearables, visualParams); } } /// <summary> /// /// </summary> /// <param name="agentID"></param> public override void RemoveClient(LLUUID agentID) { ScenePresence avatar = GetScenePresence(agentID); try { if (avatar.IsChildAgent) { m_innerScene.removeUserCount(false); } else { m_innerScene.removeUserCount(true); } } catch (NullReferenceException) { // We don't know which count to remove it from // Avatar is already disposed :/ } m_eventManager.TriggerOnRemovePresence(agentID); Broadcast(delegate(IClientAPI client) { try { client.SendKillObject(avatar.RegionHandle, avatar.LocalId); } catch (NullReferenceException) { //We can safely ignore null reference exceptions. It means the avatar are dead and cleaned up anyway. } }); ForEachScenePresence( delegate(ScenePresence presence) { presence.CoarseLocationChange(); }); lock (m_scenePresences) { m_scenePresences.Remove(agentID); } lock (Entities) { Entities.Remove(agentID); } try { avatar.Close(); } catch (NullReferenceException) { //We can safely ignore null reference exceptions. It means the avatar are dead and cleaned up anyway. } catch (Exception e) { MainLog.Instance.Error("Scene.cs:RemoveClient exception: " + e.ToString()); } // Remove client agent from profile, so new logins will work CommsManager.UserService.clearUserAgent(agentID); } public override void CloseAllAgents(uint circuitcode) { // Called by ClientView to kill all circuit codes ClientManager.CloseAllAgents(circuitcode); } public void NotifyMyCoarseLocationChange() { ForEachScenePresence(delegate(ScenePresence presence) { presence.CoarseLocationChange(); }); } #endregion #region Entities /// <summary> /// /// </summary> /// <param name="entID"></param> /// <returns></returns> public bool DeleteEntity(LLUUID entID) { if (Entities.ContainsKey(entID)) { Entities.Remove(entID); m_storageManager.DataStore.RemoveObject(entID, m_regInfo.RegionID); m_innerScene.RemoveAPrimCount(); return true; } return false; } public void SendKillObject(uint localID) { Broadcast(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); }); } #endregion #region RegionComms /// <summary> /// /// </summary> public void RegisterCommsEvents() { m_sceneGridService.OnExpectUser += NewUserConnection; m_sceneGridService.OnAvatarCrossingIntoRegion += AgentCrossing; m_sceneGridService.OnCloseAgentConnection += CloseConnection; m_sceneGridService.OnRegionUp += OtherRegionUp; m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate; m_sceneGridService.KillObject = SendKillObject; } /// <summary> /// /// </summary> public void UnRegisterReginWithComms() { m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate; m_sceneGridService.OnRegionUp -= OtherRegionUp; m_sceneGridService.OnExpectUser -= NewUserConnection; m_sceneGridService.OnAvatarCrossingIntoRegion -= AgentCrossing; m_sceneGridService.OnCloseAgentConnection -= CloseConnection; m_sceneGridService.Close(); } /// <summary> /// /// </summary> /// <param name="regionHandle"></param> /// <param name="agent"></param> public void NewUserConnection(ulong regionHandle, AgentCircuitData agent) { if (regionHandle == m_regInfo.RegionHandle) { if (agent.CapsPath != "") { Caps cap = new Caps(AssetCache, httpListener, m_regInfo.ExternalHostName, httpListener.Port, agent.CapsPath, agent.AgentID, m_dumpAssetsToFile); Util.SetCapsURL(agent.AgentID, "http://" + m_regInfo.ExternalHostName + ":" + httpListener.Port.ToString() + "/CAPS/" + agent.CapsPath + "0000/"); cap.RegisterHandlers(); cap.AddNewInventoryItem = AddInventoryItem; cap.ItemUpdatedCall = CapsUpdateInventoryItemAsset; cap.TaskScriptUpdatedCall = CapsUpdateTaskInventoryScriptAsset; if (m_capsHandlers.ContainsKey(agent.AgentID)) { //MainLog.Instance.Warn("client", "Adding duplicate CAPS entry for user " + // agent.AgentID.ToString()); try { m_capsHandlers[agent.AgentID] = cap; } catch (KeyNotFoundException) { // Fix for a potential race condition. m_capsHandlers.Add(agent.AgentID, cap); } } else { m_capsHandlers.Add(agent.AgentID, cap); } } m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent); } } /// <summary> /// /// </summary> /// <param name="regionHandle"></param> /// <param name="agentID"></param> /// <param name="position"></param> /// <param name="isFlying"></param> public virtual void AgentCrossing(ulong regionHandle, LLUUID agentID, LLVector3 position, bool isFlying) { if (regionHandle == m_regInfo.RegionHandle) { if (m_scenePresences.ContainsKey(agentID)) { try { m_scenePresences[agentID].MakeRootAgent(position, isFlying); } catch (Exception e) { MainLog.Instance.Verbose("SCENE", "Unable to do Agent Crossing."); MainLog.Instance.Debug("SCENE", e.ToString()); } //m_innerScene.SwapRootChildAgent(false); } } } public virtual bool IncomingChildAgentDataUpdate(ulong regionHandle, ChildAgentDataUpdate cAgentData) { ScenePresence childAgentUpdate = GetScenePresence(new LLUUID(cAgentData.AgentID)); if (!(childAgentUpdate.Equals(null))) { // I can't imagine *yet* why we would get an update if the agent is a root agent.. // however to avoid a race condition crossing borders.. if (childAgentUpdate.IsChildAgent) { //Send Data to ScenePresence childAgentUpdate.ChildAgentDataUpdate(cAgentData); // Not Implemented: //TODO: Do we need to pass the message on to one of our neighbors? } } return true; } /// <summary> /// Tell a single agent to disconnect from the region. /// </summary> /// <param name="regionHandle"></param> /// <param name="agentID"></param> public void CloseConnection(ulong regionHandle, LLUUID agentID) { if (regionHandle == m_regionHandle) { ScenePresence presence = m_innerScene.GetScenePresence(agentID); if (presence != null) { if (presence.IsChildAgent) { m_innerScene.removeUserCount(false); } else { m_innerScene.removeUserCount(true); } // Tell a single agent to disconnect from the region. DisableSimulatorPacket disable = new DisableSimulatorPacket(); presence.ControllingClient.OutPacket(disable, ThrottleOutPacketType.Task); } } } /// <summary> /// Tell neighboring regions about this agent /// When the regions respond with a true value, /// tell the agents about the region. /// /// We have to tell the regions about the agents first otherwise it'll deny them access /// /// </summary> /// <param name="presence"></param> public void InformClientOfNeighbours(ScenePresence presence) { m_sceneGridService.EnableNeighbourChildAgents(presence, m_neighbours); } /// <summary> /// Tell a neighboring region about this agent /// </summary> /// <param name="presence"></param> /// <param name="region"></param> public void InformClientOfNeighbor(ScenePresence presence, RegionInfo region) { m_sceneGridService.InformNeighborChildAgent(presence, region, m_neighbours); } /// <summary> /// Requests information about this region from gridcomms /// </summary> /// <param name="regionHandle"></param> /// <returns></returns> public RegionInfo RequestNeighbouringRegionInfo(ulong regionHandle) { return m_sceneGridService.RequestNeighbouringRegionInfo(regionHandle); } /// <summary> /// Requests textures for map from minimum region to maximum region in world cordinates /// </summary> /// <param name="remoteClient"></param> /// <param name="minX"></param> /// <param name="minY"></param> /// <param name="maxX"></param> /// <param name="maxY"></param> public void RequestMapBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY) { m_sceneGridService.RequestMapBlocks(remoteClient, minX, minY, maxX, maxX); } /// <summary> /// Tries to teleport agent to other region. /// </summary> /// <param name="remoteClient"></param> /// <param name="regionHandle"></param> /// <param name="position"></param> /// <param name="lookAt"></param> /// <param name="flags"></param> public void RequestTeleportLocation(IClientAPI remoteClient, ulong regionHandle, LLVector3 position, LLVector3 lookAt, uint flags) { if (m_scenePresences.ContainsKey(remoteClient.AgentId)) { m_sceneGridService.RequestTeleportToLocation(m_scenePresences[remoteClient.AgentId], regionHandle, position, lookAt, flags); } } /// <summary> /// Agent is crossing the border into a neighbouring region. Tell the neighbour about it! /// </summary> /// <param name="regionHandle"></param> /// <param name="agentID"></param> /// <param name="position"></param> /// <param name="isFlying"></param> /// <returns></returns> public bool InformNeighbourOfCrossing(ulong regionHandle, LLUUID agentID, LLVector3 position, bool isFlying) { return m_sceneGridService.CrossToNeighbouringRegion(regionHandle, agentID, position, isFlying); } #endregion #region Module Methods /// <summary> /// /// </summary> /// <param name="name"></param> /// <param name="module"></param> public void AddModule(string name, IRegionModule module) { if (!Modules.ContainsKey(name)) { Modules.Add(name, module); } } /// <summary> /// /// </summary> /// <param name="mod"></param> public void RegisterModuleInterface<M>(M mod) { if (!ModuleInterfaces.ContainsKey(typeof (M))) { ModuleInterfaces.Add(typeof (M), mod); } } /// <summary> /// /// </summary> /// <returns></returns> public T RequestModuleInterface<T>() { if (ModuleInterfaces.ContainsKey(typeof (T))) { return (T) ModuleInterfaces[typeof (T)]; } else { return default(T); } } #endregion #region Other Methods /// <summary> /// /// </summary> /// <param name="phase"></param> public void SetTimePhase(int phase) { m_timePhase = phase; } /// <summary> /// /// </summary> /// <param name="avatarID"></param> /// <param name="objectName"></param> /// <param name="objectID"></param> /// <param name="ownerID"></param> /// <param name="groupOwned"></param> /// <param name="message"></param> /// <param name="url"></param> public void SendUrlToUser(LLUUID avatarID, string objectName, LLUUID objectID, LLUUID ownerID, bool groupOwned, string message, string url) { if (m_scenePresences.ContainsKey(avatarID)) { m_scenePresences[avatarID].ControllingClient.SendLoadURL(objectName, objectID, ownerID, groupOwned, message, url); } } /// <summary> /// /// </summary> /// <param name="url"></param> /// <param name="type"></param> /// <param name="body"></param> /// <returns></returns> public LLUUID MakeHttpRequest(string url, string type, string body) { if (m_httpRequestModule != null) { return m_httpRequestModule.MakeHttpRequest(url, type, body); } return LLUUID.Zero; } /// <summary> /// /// </summary> public void performParcelPrimCountUpdate() { m_LandManager.resetAllLandPrimCounts(); m_eventManager.TriggerParcelPrimCountUpdate(); m_LandManager.finalizeLandPrimCountUpdate(); m_LandManager.landPrimCountTainted = false; } /// <summary> /// /// </summary> public void addPrimsToParcelCounts() { foreach (EntityBase obj in Entities.Values) { if (obj is SceneObjectGroup) { m_eventManager.TriggerParcelPrimCountAdd((SceneObjectGroup) obj); } } } #endregion #region Console Commands #region Alert Methods private void SendPermissionAlert(LLUUID user, string reason) { SendAlertToUser(user, reason, false); } /// <summary> /// /// </summary> /// <param name="message"></param> public void SendGeneralAlert(string message) { List<ScenePresence> presenceList = GetScenePresences(); foreach (ScenePresence presence in presenceList) { presence.ControllingClient.SendAlertMessage(message); } } /// <summary> /// /// </summary> /// <param name="agentID"></param> /// <param name="message"></param> /// <param name="modal"></param> public void SendAlertToUser(LLUUID agentID, string message, bool modal) { if (m_scenePresences.ContainsKey(agentID)) { m_scenePresences[agentID].ControllingClient.SendAgentAlertMessage(message, modal); } } /// <summary> /// /// </summary> /// <param name="agentID"></param> /// <param name="sessionID"></param> /// <param name="token"></param> /// <param name="controllingClient"></param> public void handleRequestGodlikePowers(LLUUID agentID, LLUUID sessionID, LLUUID token, IClientAPI controllingClient) { // First check that this is the sim owner if (agentID == RegionInfo.MasterAvatarAssignedUUID) { // User needs to be logged into this sim if (m_scenePresences.ContainsKey(agentID)) { // Next we check for spoofing..... LLUUID testSessionID = m_scenePresences[agentID].ControllingClient.SessionId; if (sessionID == testSessionID) { if (sessionID == controllingClient.SessionId) { m_scenePresences[agentID].GrantGodlikePowers(agentID, testSessionID, token); } } } } else { m_scenePresences[agentID].ControllingClient.SendAgentAlertMessage("Request for god powers denied", false); } } /// <summary> /// /// </summary> /// <param name="godID"></param> /// <param name="sessionID"></param> /// <param name="agentID"></param> /// <param name="kickflags"></param> /// <param name="reason"></param> public void handleGodlikeKickUser(LLUUID godID, LLUUID sessionID, LLUUID agentID, uint kickflags, byte[] reason) { // For some reason the client sends this seemingly hard coded UUID for kicking everyone. Dun-know. LLUUID kickUserID = new LLUUID("44e87126e7944ded05b37c42da3d5cdb"); if (m_scenePresences.ContainsKey(agentID) || agentID == kickUserID) { if (godID == RegionInfo.MasterAvatarAssignedUUID) { if (agentID == kickUserID) { ClientManager.ForEachClient(delegate(IClientAPI controller) { ScenePresence p = GetScenePresence(controller.AgentId); bool childagent = !p.Equals(null) && p.IsChildAgent; if (controller.AgentId != godID && !childagent) // Do we really want to kick the initiator of this madness? { controller.Kick(Helpers.FieldToUTF8String(reason)); if (childagent) { m_innerScene.removeUserCount(false); } else { m_innerScene.removeUserCount(true); } } } ); // This is a bit crude. It seems the client will be null before it actually stops the thread // The thread will kill itself eventually :/ // Is there another way to make sure *all* clients get this 'inter region' message? ClientManager.ForEachClient(delegate(IClientAPI controller) { ScenePresence p = GetScenePresence(controller.AgentId); bool childagent = !p.Equals(null) && p.IsChildAgent; if (controller.AgentId != godID && !childagent) // Do we really want to kick the initiator of this madness? { controller.Close(true); } } ); } else { if (m_scenePresences[agentID].IsChildAgent) { m_innerScene.removeUserCount(false); } else { m_innerScene.removeUserCount(true); } m_scenePresences[agentID].ControllingClient.Kick(Helpers.FieldToUTF8String(reason)); m_scenePresences[agentID].ControllingClient.Close(true); } } else { if (m_scenePresences.ContainsKey(godID)) m_scenePresences[godID].ControllingClient.SendAgentAlertMessage("Kick request denied", false); } } } /// <summary> /// /// </summary> /// <param name="controller"></param> /// <param name="agentID"></param> /// <param name="sessionID"></param> /// <param name="permChanges"></param> public void HandleObjectPermissionsUpdate(IClientAPI controller, LLUUID agentID, LLUUID sessionID, List<ObjectPermissionsPacket.ObjectDataBlock> permChanges) { // Check for spoofing.. since this is permissions we're talking about here! if ((controller.SessionId == sessionID) && (controller.AgentId == agentID)) { for (int i = 0; i < permChanges.Count; i++) { // Tell the object to do permission update byte field = permChanges[i].Field; uint localID = permChanges[i].ObjectLocalID; uint mask = permChanges[i].Mask; byte addRemTF = permChanges[i].Set; SceneObjectGroup chObjectGroup = GetGroupByPrim(localID); chObjectGroup.UpdatePermissions(agentID, field, localID, mask, addRemTF); } } } /// <summary> /// /// </summary> /// <param name="firstName"></param> /// <param name="lastName"></param> /// <param name="message"></param> /// <param name="modal"></param> public void SendAlertToUser(string firstName, string lastName, string message, bool modal) { List<ScenePresence> presenceList = GetScenePresences(); foreach (ScenePresence presence in presenceList) { if ((presence.Firstname == firstName) && (presence.Lastname == lastName)) { presence.ControllingClient.SendAgentAlertMessage(message, modal); break; } } } /// <summary> /// /// </summary> /// <param name="commandParams"></param> public void HandleAlertCommand(string[] commandParams) { if (commandParams[0] == "general") { string message = CombineParams(commandParams, 1); SendGeneralAlert(message); } else { string message = CombineParams(commandParams, 2); SendAlertToUser(commandParams[0], commandParams[1], message, false); } } private string CombineParams(string[] commandParams, int pos) { string result = ""; for (int i = pos; i < commandParams.Length; i++) { result += commandParams[i] + " "; } return result; } #endregion /// <summary> /// Causes all clients to get a full object update on all of the objects in the scene. /// </summary> public void ForceClientUpdate() { List<EntityBase> EntitieList = GetEntities(); foreach (EntityBase ent in EntitieList) { if (ent is SceneObjectGroup) { ((SceneObjectGroup) ent).ScheduleGroupForFullUpdate(); } } } /// <summary> /// This is currently only used for scale (to scale to MegaPrim size) /// There is a console command that calls this in OpenSimMain /// </summary> /// <param name="cmdparams"></param> public void HandleEditCommand(string[] cmdparams) { Console.WriteLine("Searching for Primitive: '" + cmdparams[0] + "'"); List<EntityBase> EntitieList = GetEntities(); foreach (EntityBase ent in EntitieList) { if (ent is SceneObjectGroup) { SceneObjectPart part = ((SceneObjectGroup) ent).GetChildPart(((SceneObjectGroup) ent).UUID); if (part != null) { if (part.Name == cmdparams[0]) { part.Resize( new LLVector3(Convert.ToSingle(cmdparams[1]), Convert.ToSingle(cmdparams[2]), Convert.ToSingle(cmdparams[3]))); Console.WriteLine("Edited scale of Primitive: " + part.Name); } } } } } /// <summary> /// Shows various details about the sim based on the parameters supplied by the console command in openSimMain. /// </summary> /// <param name="showWhat"></param> public void Show(string showWhat) { switch (showWhat) { case "users": MainLog.Instance.Error("Current Region: " + RegionInfo.RegionName); MainLog.Instance.Error( String.Format("{0,-16}{1,-16}{2,-25}{3,-25}{4,-16}{5,-16}{6,-16}", "Firstname", "Lastname", "Agent ID", "Session ID", "Circuit", "IP", "World")); foreach (ScenePresence scenePrescence in GetAvatars()) { MainLog.Instance.Error( String.Format("{0,-16}{1,-16}{2,-25}{3,-25}{4,-16},{5,-16}{6,-16}", scenePrescence.Firstname, scenePrescence.Lastname, scenePrescence.UUID, scenePrescence.ControllingClient.AgentId, "Unknown", "Unknown", RegionInfo.RegionName)); } break; case "modules": MainLog.Instance.Error("The currently loaded modules in " + RegionInfo.RegionName + " are:"); foreach (IRegionModule module in Modules.Values) { if (!module.IsSharedModule) { MainLog.Instance.Error("Region Module: " + module.Name); } } break; } } #endregion #region Script Handling Methods /// <summary> /// Console command handler to send script command to script engine. /// </summary> /// <param name="args"></param> public void SendCommandToPlugins(string[] args) { m_eventManager.TriggerOnPluginConsole(args); } public double GetLandHeight(int x, int y) { return Terrain.GetHeight(x, y); } public LLUUID GetLandOwner(float x, float y) { Land land = LandManager.getLandObject(x, y); if (land == null) { return LLUUID.Zero; } else { return land.landData.ownerID; } } public LandData GetLandData(float x, float y) { return LandManager.getLandObject(x, y).landData; } public void SetLandMusicURL(float x, float y, string url) { Land land = LandManager.getLandObject(x, y); if (land == null) { return; } else { land.landData.musicURL = url; return; } } #endregion #region Script Engine private List<ScriptEngineInterface> ScriptEngines = new List<ScriptEngineInterface>(); private bool m_dumpAssetsToFile; /// <summary> /// /// </summary> /// <param name="scriptEngine"></param> /// <param name="logger"></param> public void AddScriptEngine(ScriptEngineInterface scriptEngine, LogBase logger) { ScriptEngines.Add(scriptEngine); scriptEngine.InitializeEngine(this, logger); } #endregion #region InnerScene wrapper methods /// <summary> /// /// </summary> /// <param name="localID"></param> /// <returns></returns> public LLUUID ConvertLocalIDToFullID(uint localID) { return m_innerScene.ConvertLocalIDToFullID(localID); } public void SwapRootAgentCount(bool rootChildChildRootTF) { m_innerScene.SwapRootChildAgent(rootChildChildRootTF); } public void AddPhysicalPrim(int num) { m_innerScene.AddPhysicalPrim(num); } public void RemovePhysicalPrim(int num) { m_innerScene.RemovePhysicalPrim(num); } /// <summary> /// /// </summary> /// <param name="presence"></param> public void SendAllSceneObjectsToClient(ScenePresence presence) { m_innerScene.SendAllSceneObjectsToClient(presence); } //The idea is to have a group of method that return a list of avatars meeting some requirement // ie it could be all m_scenePresences within a certain range of the calling prim/avatar. /// <summary> /// /// </summary> /// <returns></returns> public List<ScenePresence> GetAvatars() { return m_innerScene.GetAvatars(); } /// <summary> /// Request a List of all m_scenePresences in this World /// </summary> /// <returns></returns> public List<ScenePresence> GetScenePresences() { return m_innerScene.GetScenePresences(); } /// <summary> /// Request a filtered list of m_scenePresences in this World /// </summary> /// <param name="filter"></param> /// <returns></returns> public List<ScenePresence> GetScenePresences(FilterAvatarList filter) { return m_innerScene.GetScenePresences(filter); } /// <summary> /// Request a Avatar by UUID /// </summary> /// <param name="avatarID"></param> /// <returns></returns> public ScenePresence GetScenePresence(LLUUID avatarID) { return m_innerScene.GetScenePresence(avatarID); } /// <summary> /// /// </summary> /// <param name="action"></param> public void ForEachScenePresence(Action<ScenePresence> action) { // We don't want to try to send messages if there are no avatar. if (!(m_scenePresences.Equals(null))) { try { List<ScenePresence> presenceList = GetScenePresences(); foreach (ScenePresence presence in presenceList) { action(presence); } } catch (Exception e) { MainLog.Instance.Verbose("BUG", e.ToString()); } } } /// <summary> /// /// </summary> /// <param name="action"></param> public void ForEachObject(Action<SceneObjectGroup> action) { List<SceneObjectGroup> presenceList; lock (m_sceneObjects) { presenceList = new List<SceneObjectGroup>(m_sceneObjects.Values); } foreach (SceneObjectGroup presence in presenceList) { action(presence); } } /// <summary> /// /// </summary> /// <param name="localID"></param> /// <returns></returns> public SceneObjectPart GetSceneObjectPart(uint localID) { return m_innerScene.GetSceneObjectPart(localID); } /// <summary> /// /// </summary> /// <param name="fullID"></param> /// <returns></returns> public SceneObjectPart GetSceneObjectPart(LLUUID fullID) { return m_innerScene.GetSceneObjectPart(fullID); } internal bool TryGetAvatar(LLUUID avatarId, out ScenePresence avatar) { return m_innerScene.TryGetAvatar(avatarId, out avatar); } internal bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) { return m_innerScene.TryGetAvatarByName(avatarName, out avatar); } internal void ForEachClient(Action<IClientAPI> action) { m_innerScene.ForEachClient(action); } public List<EntityBase> GetEntities() { return m_innerScene.GetEntities(); } #endregion } }