/* * 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 copyrightD * 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.IO; using System.Xml; using System.Threading; using System.Timers; using OpenMetaverse; using OpenMetaverse.Imaging; using OpenMetaverse.Packets; using OpenSim.Framework; using OpenSim.Framework.Communications; using OpenSim.Framework.Communications.Cache; using OpenSim.Framework.Servers; using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Interfaces; using OpenSim.Region.Environment.Modules.World.Terrain; using OpenSim.Region.Environment.Scenes.Scripting; using OpenSim.Region.Physics.Manager; using Nini.Config; using Caps = OpenSim.Framework.Communications.Capabilities.Caps; using Image = System.Drawing.Image; using TPFlags = OpenSim.Framework.Constants.TeleportFlags; using Timer = System.Timers.Timer; using OSD = OpenMetaverse.StructuredData.OSD; namespace OpenSim.Region.Environment.Scenes { public delegate bool FilterAvatarList(ScenePresence avatar); public partial class Scene : SceneBase { public delegate void SynchronizeSceneHandler(Scene scene); public SynchronizeSceneHandler SynchronizeScene = null; public int splitID = 0; private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L; private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L; #region Fields protected Timer m_restartWaitTimer = new Timer(); public SimStatsReporter StatsReporter; protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); /// <value> /// The scene graph for this scene /// </value> /// TODO: Possibly stop other classes being able to manipulate this directly. public SceneGraph m_sceneGraph; private int m_timePhase = 24; /// <summary> /// Are we applying physics to any of the prims in this scene? /// </summary> public bool m_physicalPrim; public float m_maxNonphys = 65536; public float m_maxPhys = 10; public bool m_clampPrimSize = false; public bool m_trustBinaries = false; public bool m_allowScriptCrossings = false; public bool m_seeIntoRegionFromNeighbor; public int MaxUndoCount = 5; private int m_RestartTimerCounter; private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing private int m_incrementsof15seconds = 0; private volatile bool m_backingup = false; private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); protected string m_simulatorVersion = "OpenSimulator Server"; protected ModuleLoader m_moduleLoader; protected StorageManager m_storageManager; protected AgentCircuitManager m_authenticateHandler; public CommunicationsManager CommsManager; protected SceneCommunicationService m_sceneGridService; public SceneCommunicationService SceneGridService { get { return m_sceneGridService; } } /// <summary> /// Each agent has its own capabilities handler. /// </summary> protected Dictionary<UUID, Caps> m_capsHandlers = new Dictionary<UUID, Caps>(); /// <value> /// All the region modules attached to this scene. /// </value> public Dictionary<string, IRegionModule> Modules { get { return m_modules; } } protected Dictionary<string, IRegionModule> m_modules = new Dictionary<string, IRegionModule>(); /// <value> /// The module interfaces available from this scene. /// </value> protected Dictionary<Type, List<object> > ModuleInterfaces = new Dictionary<Type, List<object> >(); protected Dictionary<string, object> ModuleAPIMethods = new Dictionary<string, object>(); protected Dictionary<string, ICommander> m_moduleCommanders = new Dictionary<string, ICommander>(); //API module interfaces public IXfer XferManager; protected IXMLRPC m_xmlrpcModule; protected IWorldComm m_worldCommModule; protected IAvatarFactory m_AvatarFactory; protected IConfigSource m_config; protected IRegionSerialiserModule m_serialiser; protected IInterregionCommsOut m_interregionCommsOut; protected IInterregionCommsIn m_interregionCommsIn; protected IDialogModule m_dialogModule; // Central Update Loop protected int m_fps = 10; protected int m_frame = 0; protected float m_timespan = 0.089f; 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; // Run through all objects checking for updates private int m_update_entitiesquick = 200; // Run through objects that have scheduled updates checking for updates private int m_update_presences = 1; // Update scene presence movements 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 frameMS = 0; private int physicsMS2 = 0; private int physicsMS = 0; private int otherMS = 0; private bool m_physics_enabled = true; private bool m_scripts_enabled = true; private string m_defaultScriptEngine; private int m_LastLogin = 0; private Thread HeartbeatThread; private volatile bool shuttingdown = false; private object m_deleting_scene_object = new object(); // the minimum time that must elapse before a changed object will be considered for persisted public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L; // the maximum time that must elapse before a changed object will be considered for persisted public long m_persistAfter = DEFAULT_MAX_TIME_FOR_PERSISTENCE * 10000000L; #endregion #region Properties public AgentCircuitManager AuthenticateHandler { get { return m_authenticateHandler; } } // an instance to the physics plugin's Scene object. public PhysicsScene PhysicsScene { get { return m_sceneGraph.PhysicsScene; } set { // If we're not doing the initial set // Then we've got to remove the previous // event handler if (PhysicsScene != null && PhysicsScene.SupportsNINJAJoints) { PhysicsScene.OnJointMoved -= jointMoved; PhysicsScene.OnJointDeactivated -= jointDeactivated; PhysicsScene.OnJointErrorMessage -= jointErrorMessage; } m_sceneGraph.PhysicsScene = value; if (PhysicsScene != null && m_sceneGraph.PhysicsScene.SupportsNINJAJoints) { // register event handlers to respond to joint movement/deactivation PhysicsScene.OnJointMoved += jointMoved; PhysicsScene.OnJointDeactivated += jointDeactivated; PhysicsScene.OnJointErrorMessage += jointErrorMessage; } } } // This gets locked so things stay thread safe. public object SyncRoot { get { return m_sceneGraph.m_syncRoot; } } public float TimeDilation { get { return m_timedilation; } } /// <summary> /// This is for llGetRegionFPS /// </summary> public float SimulatorFPS { get { return StatsReporter.getLastReportedSimFPS(); } } public int TimePhase { get { return m_timePhase; } } public string DefaultScriptEngine { get { return m_defaultScriptEngine; } } // Local reference to the objects in the scene (which are held in the scenegraph) // public Dictionary<UUID, SceneObjectGroup> Objects // { // get { return m_sceneGraph.SceneObjects; } // } // Reference to all of the agents in the scene (root and child) protected Dictionary<UUID, ScenePresence> m_scenePresences { get { return m_sceneGraph.ScenePresences; } set { m_sceneGraph.ScenePresences = value; } } // protected Dictionary<UUID, SceneObjectGroup> m_sceneObjects // { // get { return m_sceneGraph.SceneObjects; } // set { m_sceneGraph.SceneObjects = value; } // } public EntityManager Entities { get { return m_sceneGraph.Entities; } } public Dictionary<UUID, ScenePresence> m_restorePresences { get { return m_sceneGraph.RestorePresences; } set { m_sceneGraph.RestorePresences = value; } } public int objectCapacity = 45000; /// <value> /// Registered classes that are capable of creating entities. /// </value> protected Dictionary<PCode, IEntityCreator> m_entityCreators = new Dictionary<PCode, IEntityCreator>(); #endregion #region Constructors public Scene(RegionInfo regInfo, AgentCircuitManager authen, CommunicationsManager commsMan, SceneCommunicationService sceneGridService, AssetCache assetCach, StorageManager storeManager, ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim, bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion) { m_config = config; Random random = new Random(); m_lastAllocatedLocalId = (uint)(random.NextDouble() * (double)(uint.MaxValue/2))+(uint)(uint.MaxValue/4); m_moduleLoader = moduleLoader; m_authenticateHandler = authen; CommsManager = commsMan; m_sceneGridService = sceneGridService; 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_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor; m_eventManager = new EventManager(); m_permissions = new ScenePermissions(this); m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); m_asyncSceneObjectDeleter.Enabled = true; // Load region settings m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID); if (m_storageManager.EstateDataStore != null) m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID); //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_sceneGraph = new SceneGraph(this, m_regInfo); // If the scene graph 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_sceneGraph.UnRecoverableError += RestartNow; RegisterDefaultSceneEvents(); m_dumpAssetsToFile = dumpAssetsToFile; m_scripts_enabled = !RegionInfo.RegionSettings.DisableScripts; m_physics_enabled = !RegionInfo.RegionSettings.DisablePhysics; StatsReporter = new SimStatsReporter(this); StatsReporter.OnSendStatsResult += SendSimStatsPackets; StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; StatsReporter.SetObjectCapacity(objectCapacity); m_simulatorVersion = simulatorVersion + " (OS " + Util.GetOperatingSystemInformation() + ")" + " ChilTasks:" + m_seeIntoRegionFromNeighbor.ToString() + " PhysPrim:" + m_physicalPrim.ToString(); try { // Region config overrides global config // IConfig startupConfig = m_config.Configs["Startup"]; m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", 65536.0f); if (RegionInfo.NonphysPrimMax > 0) m_maxNonphys = RegionInfo.NonphysPrimMax; m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", 10.0f); if (RegionInfo.PhysPrimMax > 0) m_maxPhys = RegionInfo.PhysPrimMax; // Here, if clamping is requested in either global or // local config, it will be used // m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", false); if (RegionInfo.ClampPrimSize) m_clampPrimSize = true; m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", false); m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", false); m_dontPersistBefore = startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE); m_dontPersistBefore *= 10000000; m_persistAfter = startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE); m_persistAfter *= 10000000; m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "DotNetEngine"); } catch { m_log.Warn("[SCENE]: Failed to load StartupConfig"); } } /// <summary> /// Mock constructor for scene group persistency unit tests. /// SceneObjectGroup RegionId property is delegated to Scene. /// </summary> /// <param name="regInfo"></param> public Scene(RegionInfo regInfo) { m_regInfo = regInfo; m_eventManager = new EventManager(); } #endregion #region Startup / Close Methods public bool ShuttingDown { get { return shuttingdown; } } protected virtual void RegisterDefaultSceneEvents() { IDialogModule dm = RequestModuleInterface<IDialogModule>(); if (dm != null) m_eventManager.OnPermissionError += dm.SendAlertToUser; } public override string GetSimulatorVersion() { return m_simulatorVersion; } /// <summary> /// Another region is up. Gets called from Grid Comms: /// (OGS1 -> LocalBackEnd -> RegionListened -> SceneCommunicationService) /// 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. /// </summary> /// <param name="otherRegion">RegionInfo handle for the new region.</param> /// <returns>True after all operations complete, throws exceptions otherwise.</returns> public override bool OtherRegionUp(RegionInfo otherRegion) { 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 (!(CheckNeighborRegion(otherRegion))) { lock (m_neighbours) { m_neighbours.Add(otherRegion); //m_log.Info("[UP]: " + otherRegion.RegionHandle.ToString()); } } // If these are cast to INT because long + negative values + abs returns invalid data int resultX = Math.Abs((int)otherRegion.RegionLocX - (int)RegionInfo.RegionLocX); int resultY = Math.Abs((int)otherRegion.RegionLocY - (int)RegionInfo.RegionLocY); if (resultX <= 1 && resultY <= 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. m_log.Error("[SCENE]: Couldn't inform client of regionup because we got a null reference exception"); } } else { m_log.Info("[INTERGRID]: Got notice about far away Region: " + otherRegion.RegionName.ToString() + " at (" + otherRegion.RegionLocX.ToString() + ", " + otherRegion.RegionLocY.ToString() + ")"); } } return true; } public void AddNeighborRegion(RegionInfo region) { lock (m_neighbours) { if (!CheckNeighborRegion(region)) { m_neighbours.Add(region); } } } public bool CheckNeighborRegion(RegionInfo region) { bool found = false; lock (m_neighbours) { foreach (RegionInfo reg in m_neighbours) { if (reg.RegionHandle == region.RegionHandle) { found = true; break; } } } return found; } /// <summary> /// Given float seconds, this will restart the region. /// </summary> /// <param name="seconds">float indicating duration before restart.</param> 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(); m_dialogModule.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); m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); m_restartTimer.Start(); m_dialogModule.SendNotificationToUsersInRegion( UUID.Random(), String.Empty, 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) m_dialogModule.SendNotificationToUsersInRegion( UUID.Random(), String.Empty, 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() { if (PhysicsScene != null) { PhysicsScene.Dispose(); } m_log.Error("[REGION]: Closing"); Close(); m_log.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(); } } public void SetSceneCoreDebug(bool ScriptEngine, bool CollisionEvents, bool PhysicsEngine) { if (m_scripts_enabled != !ScriptEngine) { // Tedd! Here's the method to disable the scripting engine! if (ScriptEngine) { m_log.Info("Stopping all Scripts in Scene"); foreach (EntityBase ent in Entities) { if (ent is SceneObjectGroup) { ((SceneObjectGroup) ent).RemoveScriptInstances(); } } } else { m_log.Info("Starting all Scripts in Scene"); lock (Entities) { foreach (EntityBase ent in Entities) { if (ent is SceneObjectGroup) { ((SceneObjectGroup)ent).CreateScriptInstances(0, false, DefaultScriptEngine, 0); } } } } m_scripts_enabled = !ScriptEngine; m_log.Info("[TOTEDD]: Here is the method to trigger disabling of the scripting engine"); } if (m_physics_enabled != !PhysicsEngine) { m_physics_enabled = !PhysicsEngine; } } public int GetInaccurateNeighborCount() { lock (m_neighbours) { return m_neighbours.Count; } } // This is the method that shuts down the scene. public override void Close() { m_log.InfoFormat("[SCENE]: Closing down the single simulator: {0}", RegionInfo.RegionName); // Kick all ROOT agents with the message, 'The simulator is going down' ForEachScenePresence(delegate(ScenePresence avatar) { if (avatar.KnownChildRegionHandles.Contains(RegionInfo.RegionHandle)) avatar.KnownChildRegionHandles.Remove(RegionInfo.RegionHandle); if (!avatar.IsChildAgent) avatar.ControllingClient.Kick("The simulator is going down."); avatar.ControllingClient.SendShutdownConnectionNotice(); }); // 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(); shuttingdown = true; m_log.Debug("[SCENE]: Persisting changed objects"); List<EntityBase> entities = GetEntities(); foreach (EntityBase entity in entities) { if (!entity.IsDeleted && entity is SceneObjectGroup && ((SceneObjectGroup)entity).HasGroupChanged) { ((SceneObjectGroup)entity).ProcessBackup(m_storageManager.DataStore); } } m_sceneGraph.Close(); // De-register with region communications (events cleanup) UnRegisterRegionWithComms(); // 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> /// Start the timer which triggers regular scene updates /// </summary> public void StartTimer() { //m_log.Debug("[SCENE]: Starting timer"); //m_heartbeatTimer.Enabled = true; //m_heartbeatTimer.Interval = (int)(m_timespan * 1000); //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); HeartbeatThread = new Thread(new ParameterizedThreadStart(Heartbeat)); HeartbeatThread.SetApartmentState(ApartmentState.MTA); HeartbeatThread.Name = "Heartbeat"; HeartbeatThread.Priority = ThreadPriority.AboveNormal; ThreadTracker.Add(HeartbeatThread); HeartbeatThread.Start(); } /// <summary> /// Sets up references to modules required by the scene /// </summary> public void SetModuleInterfaces() { m_xmlrpcModule = RequestModuleInterface<IXMLRPC>(); m_worldCommModule = RequestModuleInterface<IWorldComm>(); XferManager = RequestModuleInterface<IXfer>(); m_AvatarFactory = RequestModuleInterface<IAvatarFactory>(); m_serialiser = RequestModuleInterface<IRegionSerialiserModule>(); m_interregionCommsOut = RequestModuleInterface<IInterregionCommsOut>(); m_interregionCommsIn = RequestModuleInterface<IInterregionCommsIn>(); m_dialogModule = RequestModuleInterface<IDialogModule>(); } #endregion #region Update Methods /// <summary> /// Performs per-frame updates regularly /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void Heartbeat(object sender) { Update(); } /// <summary> /// Performs per-frame updates on the scene, this should be the central scene loop /// </summary> public override void Update() { int maintc = 0; while (!shuttingdown) { maintc = System.Environment.TickCount; TimeSpan SinceLastFrame = DateTime.Now - m_lastupdate; // Aquire a lock so only one update call happens at once //updateLock.WaitOne(); float physicsFPS = 0; //m_log.Info("sadfadf" + m_neighbours.Count.ToString()); int agentsInScene = m_sceneGraph.GetRootAgentCount() + m_sceneGraph.GetChildAgentCount(); if (agentsInScene > 21) { if (m_update_entities == 1) { m_update_entities = 5; StatsReporter.SetUpdateMS(6000); } } else { if (m_update_entities == 5) { m_update_entities = 1; StatsReporter.SetUpdateMS(3000); } } frameMS = System.Environment.TickCount; try { // Increment the frame counter m_frame++; // Loop it if (m_frame == Int32.MaxValue) m_frame = 0; physicsMS2 = System.Environment.TickCount; if ((m_frame % m_update_physics == 0) && m_physics_enabled) m_sceneGraph.UpdatePreparePhysics(); physicsMS2 = System.Environment.TickCount - physicsMS2; if (m_frame % m_update_entitymovement == 0) m_sceneGraph.UpdateEntityMovement(); physicsMS = System.Environment.TickCount; if ((m_frame % m_update_physics == 0) && m_physics_enabled) physicsFPS = m_sceneGraph.UpdatePhysics( Math.Max(SinceLastFrame.TotalSeconds, m_timespan) ); if (m_frame % m_update_physics == 0 && SynchronizeScene != null) SynchronizeScene(this); physicsMS = System.Environment.TickCount - physicsMS; physicsMS += physicsMS2; otherMS = System.Environment.TickCount; // run through all entities looking for updates (slow) if (m_frame % m_update_entities == 0) m_sceneGraph.UpdateEntities(); // run through entities that have scheduled themselves for // updates looking for updates(faster) if (m_frame % m_update_entitiesquick == 0) m_sceneGraph.ProcessUpdates(); // Run through scenepresences looking for updates if (m_frame % m_update_presences == 0) m_sceneGraph.UpdatePresences(); // Delete temp-on-rez stuff if (m_frame % m_update_backup == 0) CleanTempObjects(); if (Region_Status != RegionStatus.SlaveScene) { 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(); otherMS = System.Environment.TickCount - otherMS; // if (m_frame%m_update_avatars == 0) // UpdateInWorldTime(); StatsReporter.AddPhysicsFPS(physicsFPS); StatsReporter.AddTimeDilation(m_timedilation); StatsReporter.AddFPS(1); StatsReporter.AddInPackets(0); StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount()); StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount()); StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount()); StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount()); frameMS = System.Environment.TickCount - frameMS; StatsReporter.addFrameMS(frameMS); StatsReporter.addPhysicsMS(physicsMS); StatsReporter.addOtherMS(otherMS); StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount()); StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS()); } } catch (NotImplementedException) { throw; } catch (AccessViolationException e) { m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); } //catch (NullReferenceException e) //{ // m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); //} catch (InvalidOperationException e) { m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); } catch (Exception e) { m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); } finally { //updateLock.ReleaseMutex(); // Get actual time dilation float tmpval = (m_timespan / (float)SinceLastFrame.TotalSeconds); // If actual time dilation is greater then one, we're catching up, so subtract // the amount that's greater then 1 from the time dilation if (tmpval > 1.0) { tmpval = tmpval - (tmpval - 1.0f); } m_timedilation = tmpval; m_lastupdate = DateTime.Now; } maintc = System.Environment.TickCount - maintc; maintc = (int)(m_timespan * 1000) - maintc; if ((maintc < (m_timespan * 1000)) && maintc > 0) Thread.Sleep(maintc); } } private void SendSimStatsPackets(SimStats stats) { List<ScenePresence> StatSendAgents = GetScenePresences(); foreach (ScenePresence agent in StatSendAgents) { if (!agent.IsChildAgent) { agent.ControllingClient.SendSimStats(stats); } } } private void UpdateLand() { if (LandChannel != null) { if (LandChannel.IsLandPrimCountTainted()) { EventManager.TriggerParcelPrimCountUpdate(); } } } private void UpdateTerrain() { EventManager.TriggerTerrainTick(); } private void UpdateStorageBackup() { if (!m_backingup) { m_backingup = true; Thread backupthread = new Thread(Backup); backupthread.Name = "BackupWriter"; backupthread.IsBackground = true; backupthread.Start(); } } 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> /// Backup the scene. This acts as the main method of the backup thread. /// </summary> /// <returns></returns> public void Backup() { lock (m_returns) { EventManager.TriggerOnBackup(m_storageManager.DataStore); m_backingup = false; foreach (KeyValuePair<UUID, ReturnInfo> ret in m_returns) { UUID transaction = UUID.Random(); GridInstantMessage msg = new GridInstantMessage(); msg.fromAgentID = new Guid(UUID.Zero.ToString()); // From server msg.toAgentID = new Guid(ret.Key.ToString()); msg.imSessionID = new Guid(transaction.ToString()); msg.timestamp = (uint)Util.UnixTimeSinceEpoch(); msg.fromAgentName = "Server"; msg.dialog = (byte)19; // Object msg msg.fromGroup = false; msg.offline = (byte)1; msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; msg.Position = Vector3.Zero; msg.RegionID = RegionInfo.RegionID.Guid; msg.binaryBucket = new byte[0]; if (ret.Value.count > 1) msg.message = string.Format("Your {0} objects were returned from {1} in region {2} due to {3}", ret.Value.count, ret.Value.location.ToString(), RegionInfo.RegionName, ret.Value.reason); else msg.message = string.Format("Your object {0} was returned from {1} in region {2} due to {3}", ret.Value.objectName, ret.Value.location.ToString(), RegionInfo.RegionName, ret.Value.reason); IMessageTransferModule tr = RequestModuleInterface<IMessageTransferModule>(); if (tr != null) tr.SendInstantMessage(msg, delegate(bool success) {} ); } m_returns.Clear(); } } public void AddReturn(UUID agentID, string objectName, Vector3 location, string reason) { lock (m_returns) { if (m_returns.ContainsKey(agentID)) { ReturnInfo info = m_returns[agentID]; info.count++; m_returns[agentID] = info; } else { ReturnInfo info = new ReturnInfo(); info.count = 1; info.objectName = objectName; info.location = location; info.reason = reason; m_returns[agentID] = info; } } } #endregion #region Load Terrain public void ExportWorldMap(string fileName) { List<MapBlockData> mapBlocks = m_sceneGridService.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) { ManagedImage managedImage; Image image; if (OpenJPEG.DecodeToImage(asset.Data, out managedImage, out image)) 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); } public void SaveTerrain() { m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID); } /// <summary> /// Loads the World heightmap /// </summary> public override void LoadWorldMap() { try { double[,] map = m_storageManager.DataStore.LoadTerrain(RegionInfo.RegionID); if (map == null) { m_log.Info("[TERRAIN]: No default terrain. Generating a new terrain."); Heightmap = new TerrainChannel(); m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID); } else { Heightmap = new TerrainChannel(map); } } catch (Exception e) { m_log.Warn("[TERRAIN]: Scene.cs: LoadWorldMap() - Failed with exception " + e.ToString()); } } /// <summary> /// Register this region with a grid service /// </summary> /// <exception cref="System.Exception">Thrown if registration of the region itself fails.</exception> public void RegisterRegionWithGrid() { RegisterCommsEvents(); // These two 'commands' *must be* next to each other or sim rebooting fails. m_sceneGridService.RegisterRegion(m_interregionCommsOut, RegionInfo); m_sceneGridService.InformNeighborsThatRegionisUp(RegionInfo); Dictionary<string, string> dGridSettings = m_sceneGridService.GetGridSettings(); if (dGridSettings.ContainsKey("allow_forceful_banlines")) { if (dGridSettings["allow_forceful_banlines"] != "TRUE") { m_log.Info("[GRID]: Grid is disabling forceful parcel banlists"); EventManager.TriggerSetAllowForcefulBan(false); } else { m_log.Info("[GRID]: Grid is allowing forceful parcel banlists"); EventManager.TriggerSetAllowForcefulBan(true); } } } /// <summary> /// /// </summary> public void CreateTerrainTexture(bool temporary) { //create a texture asset of the terrain IMapImageGenerator terrain = RequestModuleInterface<IMapImageGenerator>(); // Cannot create a map for a nonexistant heightmap yet. if (Heightmap == null) return; if (terrain == null) { #region Fallback default maptile generation int tc = System.Environment.TickCount; m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain"); Bitmap mapbmp = new Bitmap(256, 256); double[,] hm = Heightmap.GetDoubles(); bool ShadowDebugContinue = true; //Color prim = Color.FromArgb(120, 120, 120); //Vector3 RayEnd = new Vector3(0, 0, 0); //Vector3 RayStart = new Vector3(0, 0, 0); //Vector3 direction = new Vector3(0, 0, -1); //Vector3 AXOrigin = new Vector3(); //Vector3 AXdirection = new Vector3(); //Ray testRay = new Ray(); //EntityIntersection rt = new EntityIntersection(); bool terraincorruptedwarningsaid = false; float low = 255; float high = 0; for (int x = 0; x < 256; x++) { for (int y = 0; y < 256; y++) { float hmval = (float)hm[x, y]; if (hmval < low) low = hmval; if (hmval > high) high = hmval; } } float mid = (high + low) * 0.5f; // temporary initializer float hfvalue = (float)m_regInfo.RegionSettings.WaterHeight; float hfvaluecompare = hfvalue; float hfdiff = hfvalue; int hfdiffi = 0; for (int x = 0; x < 256; x++) { //int tc = System.Environment.TickCount; for (int y = 0; y < 256; y++) { //RayEnd = new Vector3(x, y, 0); //RayStart = new Vector3(x, y, 255); //direction = Vector3.Norm(RayEnd - RayStart); //AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z); //AXdirection = new Vector3(direction.X, direction.Y, direction.Z); //testRay = new Ray(AXOrigin, AXdirection); //rt = m_sceneGraph.GetClosestIntersectingPrim(testRay); //if (rt.HitTF) //{ //mapbmp.SetPixel(x, y, prim); //} //else //{ //float tmpval = (float)hm[x, y]; float heightvalue = (float)hm[x, y]; if (heightvalue > (float)m_regInfo.RegionSettings.WaterHeight) { // scale height value heightvalue = low + mid * (heightvalue - low) / mid; if (heightvalue > 255) heightvalue = 255; if (heightvalue < 0) heightvalue = 0; if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue)) heightvalue = 0; try { Color green = Color.FromArgb((int)heightvalue, 100, (int)heightvalue); // Y flip the cordinates mapbmp.SetPixel(x, (256 - y) - 1, green); //X // . // // Shade the terrain for shadows if ((x - 1 > 0) && (y - 1 > 0)) { hfvalue = (float)hm[x, y]; hfvaluecompare = (float)hm[x - 1, y - 1]; if (Single.IsInfinity(hfvalue) || Single.IsNaN(hfvalue)) hfvalue = 0; if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare)) hfvaluecompare = 0; hfdiff = hfvaluecompare - hfvalue; if (hfdiff > 0.3f) { } else if (hfdiff < -0.3f) { // We have to desaturate and blacken the land at the same time // we use floats, colors use bytes, so shrink are space down to // 0-255 try { hfdiffi = Math.Abs((int)((hfdiff * 4) + (hfdiff * 0.5))) + 1; if (hfdiff % 1 != 0) { hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1); } } catch (System.OverflowException) { m_log.Debug("[MAPTILE]: Shadow failed at value: " + hfdiff.ToString()); ShadowDebugContinue = false; } if (ShadowDebugContinue) { if ((256 - y) - 1 > 0) { Color Shade = mapbmp.GetPixel(x - 1, (256 - y) - 1); int r = Shade.R; int g = Shade.G; int b = Shade.B; Shade = Color.FromArgb((r - hfdiffi > 0) ? r - hfdiffi : 0, (g - hfdiffi > 0) ? g - hfdiffi : 0, (b - hfdiffi > 0) ? b - hfdiffi : 0); //Console.WriteLine("d:" + hfdiff.ToString() + ", i:" + hfdiffi + ", pos: " + x + "," + y + " - R:" + Shade.R.ToString() + ", G:" + Shade.G.ToString() + ", B:" + Shade.G.ToString()); mapbmp.SetPixel(x - 1, (256 - y) - 1, Shade); } } } } } catch (System.ArgumentException) { if (!terraincorruptedwarningsaid) { m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", RegionInfo.RegionName); terraincorruptedwarningsaid = true; } Color black = Color.Black; mapbmp.SetPixel(x, (256 - y) - 1, black); } } else { // Y flip the cordinates heightvalue = (float)m_regInfo.RegionSettings.WaterHeight - heightvalue; if (heightvalue > 19) heightvalue = 19; if (heightvalue < 0) heightvalue = 0; heightvalue = 100 - (heightvalue * 100) / 19; if (heightvalue > 255) heightvalue = 255; if (heightvalue < 0) heightvalue = 0; if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue)) heightvalue = 0; try { Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255); mapbmp.SetPixel(x, (256 - y) - 1, water); } catch (System.ArgumentException) { if (!terraincorruptedwarningsaid) { m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", RegionInfo.RegionName); terraincorruptedwarningsaid = true; } Color black = Color.Black; mapbmp.SetPixel(x, (256 - y) - 1, black); } } } //} //tc = System.Environment.TickCount - tc; //m_log.Info("[MAPTILE]: Completed One row in " + tc + " ms"); } m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (System.Environment.TickCount - tc) + " ms"); bool drawPrimVolume = true; try { IConfig startupConfig = m_config.Configs["Startup"]; drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", true); } catch { m_log.Warn("[MAPTILE]: Failed to load StartupConfig"); } if (drawPrimVolume) { tc = System.Environment.TickCount; m_log.Info("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile"); List<EntityBase> objs = GetEntities(); lock (objs) { foreach (EntityBase obj in objs) { // Only draw the contents of SceneObjectGroup if (obj is SceneObjectGroup) { SceneObjectGroup mapdot = (SceneObjectGroup)obj; Color mapdotspot = Color.Gray; // Default color when prim color is white // Loop over prim in group foreach (SceneObjectPart part in mapdot.Children.Values) { if (part == null) continue; // Draw if the object is at least 1 meter wide in any direction if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f) { // Try to get the RGBA of the default texture entry.. // try { if (part == null) continue; if (part.Shape == null) continue; if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree) continue; // eliminates trees from this since we don't really have a good tree representation // if you want tree blocks on the map comment the above line and uncomment the below line //mapdotspot = Color.PaleGreen; if (part.Shape.Textures == null) continue; if (part.Shape.Textures.DefaultTexture == null) continue; Color4 texcolor = part.Shape.Textures.DefaultTexture.RGBA; // Not sure why some of these are null, oh well. int colorr = 255 - (int)(texcolor.R * 255f); int colorg = 255 - (int)(texcolor.G * 255f); int colorb = 255 - (int)(texcolor.B * 255f); if (!(colorr == 255 && colorg == 255 && colorb == 255)) { //Try to set the map spot color try { // If the color gets goofy somehow, skip it *shakes fist at Color4 mapdotspot = Color.FromArgb(colorr, colorg, colorb); } catch (ArgumentException) { } } } catch (IndexOutOfRangeException) { // Windows Array } catch (ArgumentOutOfRangeException) { // Mono Array } Vector3 pos = part.GetWorldPosition(); // skip prim outside of retion if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f) continue; // skip prim in non-finite position if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) || Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y)) continue; // Figure out if object is under 256m above the height of the terrain bool isBelow256AboveTerrain = false; try { isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f)); } catch (Exception) { } if (isBelow256AboveTerrain) { // Translate scale by rotation so scale is represented properly when object is rotated Vector3 scale = part.Shape.Scale; Quaternion rot = part.GetWorldRotation(); scale *= rot; // negative scales don't work in this situation scale.X = Math.Abs(scale.X); scale.Y = Math.Abs(scale.Y); scale.Z = Math.Abs(scale.Z); // This scaling isn't very accurate and doesn't take into account the face rotation :P int mapdrawstartX = (int)(pos.X - scale.X); int mapdrawstartY = (int)(pos.Y - scale.Y); int mapdrawendX = (int)(pos.X + scale.X); int mapdrawendY = (int)(pos.Y + scale.Y); // If object is beyond the edge of the map, don't draw it to avoid errors if (mapdrawstartX < 0 || mapdrawstartX > 255 || mapdrawendX < 0 || mapdrawendX > 255 || mapdrawstartY < 0 || mapdrawstartY > 255 || mapdrawendY < 0 || mapdrawendY > 255) continue; int wy = 0; bool breakYN = false; // If we run into an error drawing, break out of the // loop so we don't lag to death on error handling for (int wx = mapdrawstartX; wx < mapdrawendX; wx++) { for (wy = mapdrawstartY; wy < mapdrawendY; wy++) { //m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy); try { // Remember, flip the y! mapbmp.SetPixel(wx, (255 - wy), mapdotspot); } catch (ArgumentException) { breakYN = true; } if (breakYN) break; } if (breakYN) break; } } // Object is within 256m Z of terrain } // object is at least a meter wide } // loop over group children } // entitybase is sceneobject group } // foreach loop over entities } // lock entities objs m_log.Info("[MAPTILE]: Generating Maptile Step 2: Done in " + (System.Environment.TickCount - tc) + " ms"); } // end if drawPrimOnMaptle byte[] data; try { data = OpenJPEG.EncodeFromImage(mapbmp, false); } catch (Exception) { return; } LazySaveGeneratedMaptile(data,temporary); #endregion } else { // Use the module to generate the maptile. byte[] data = terrain.WriteJpeg2000Image("defaultstripe.png"); if (data != null) { LazySaveGeneratedMaptile(data,temporary); } } } public void LazySaveGeneratedMaptile(byte[] data, bool temporary) { // Overwrites the local Asset cache with new maptile data // Assets are single write, this causes the asset server to ignore this update, // but the local asset cache does not // this is on purpose! The net result of this is the region always has the most up to date // map tile while protecting the (grid) asset database from bloat caused by a new asset each // time a mapimage is generated! UUID lastMapRegionUUID = m_regInfo.lastMapUUID; int lastMapRefresh = 0; int twoDays = 172800; int RefreshSeconds = twoDays; try { lastMapRefresh = Convert.ToInt32(m_regInfo.lastMapRefresh); } catch (ArgumentException) { } catch (FormatException) { } catch (OverflowException) { } UUID TerrainImageUUID = UUID.Random(); if (lastMapRegionUUID == UUID.Zero || (lastMapRefresh + RefreshSeconds) < Util.UnixTimeSinceEpoch()) { m_regInfo.SaveLastMapUUID(TerrainImageUUID); m_log.Warn("[MAPTILE]: STORING MAPTILE IMAGE"); } else { TerrainImageUUID = lastMapRegionUUID; m_log.Warn("[MAPTILE]: REUSING OLD MAPTILE IMAGE ID"); } m_regInfo.RegionSettings.TerrainImageID = TerrainImageUUID; AssetBase asset = new AssetBase(); asset.FullID = m_regInfo.RegionSettings.TerrainImageID; asset.Data = data; asset.Name = "terrainImage_" + m_regInfo.RegionID.ToString() + "_" + lastMapRefresh.ToString(); asset.Description = RegionInfo.RegionName; asset.Type = 0; asset.Temporary = temporary; AssetCache.AddAsset(asset); } #endregion #region Load Land public void loadAllLandObjectsFromStorage(UUID regionID) { m_log.Info("[SCENE]: Loading land objects from storage"); List<LandData> landData = m_storageManager.DataStore.LoadLandObjects(regionID); if (LandChannel != null) { if (landData.Count == 0) { EventManager.TriggerNoticeNoLandDataFromStorage(); } else { EventManager.TriggerIncomingLandDataFromStorage(landData); } } else { m_log.Error("[SCENE]: Land Channel is not defined. Cannot load from storage!"); } } #endregion #region Primitives Methods /// <summary> /// Loads the World's objects /// </summary> public virtual void LoadPrimsFromStorage(UUID regionID) { m_log.Info("[SCENE]: Loading objects from datastore"); List<SceneObjectGroup> PrimsFromDB = m_storageManager.DataStore.LoadObjects(regionID); foreach (SceneObjectGroup group in PrimsFromDB) { if (group.RootPart == null) { m_log.ErrorFormat("[SCENE] Found a SceneObjectGroup with m_rootPart == null and {0} children", group.Children == null ? 0 : group.Children.Count); } AddRestoredSceneObject(group, true, true); SceneObjectPart rootPart = group.GetChildPart(group.UUID); rootPart.ObjectFlags &= ~(uint)PrimFlags.Scripted; rootPart.TrimPermissions(); group.CheckSculptAndLoad(); //rootPart.DoPhysicsPropertyUpdate(UsePhysics, true); } m_log.Info("[SCENE]: Loaded " + PrimsFromDB.Count.ToString() + " SceneObject(s)"); } public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) { Vector3 pos = Vector3.Zero; if (RayEndIsIntersection == (byte)1) { pos = RayEnd; return pos; } if (RayTargetID != UUID.Zero) { SceneObjectPart target = GetSceneObjectPart(RayTargetID); Vector3 direction = Vector3.Normalize(RayEnd - RayStart); Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z); Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z); if (target != null) { pos = target.AbsolutePosition; //m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString()); // TODO: Raytrace better here //EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection)); Ray NewRay = new Ray(AXOrigin, AXdirection); // Ray Trace against target here EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); // Un-comment out the following line to Get Raytrace results printed to the console. // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); float ScaleOffset = 0.5f; // If we hit something if (ei.HitTF) { Vector3 scaleComponent = new Vector3(ei.AAfaceNormal.X, ei.AAfaceNormal.Y, ei.AAfaceNormal.Z); if (scaleComponent.X != 0) ScaleOffset = scale.X; if (scaleComponent.Y != 0) ScaleOffset = scale.Y; if (scaleComponent.Z != 0) ScaleOffset = scale.Z; ScaleOffset = Math.Abs(ScaleOffset); Vector3 intersectionpoint = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); Vector3 normal = new Vector3(ei.normal.X, ei.normal.Y, ei.normal.Z); // Set the position to the intersection point Vector3 offset = (normal * (ScaleOffset / 2f)); pos = (intersectionpoint + offset); // Un-offset the prim (it gets offset later by the consumer method) pos.Z -= 0.25F; } return pos; } else { // We don't have a target here, so we're going to raytrace all the objects in the scene. EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); // Un-comment the following line to print the raytrace results to the console. //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); if (ei.HitTF) { pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); } else { // fall back to our stupid functionality pos = RayEnd; } return pos; } } else { // fall back to our stupid functionality pos = RayEnd; return pos; } } public virtual void AddNewPrim(UUID ownerID, UUID groupID, Vector3 RayEnd, Quaternion rot, PrimitiveBaseShape shape, byte bypassRaycast, Vector3 RayStart, UUID RayTargetID, byte RayEndIsIntersection) { Vector3 pos = GetNewRezLocation(RayStart, RayEnd, RayTargetID, rot, bypassRaycast, RayEndIsIntersection, true, new Vector3(0.5f, 0.5f, 0.5f), false); if (Permissions.CanRezObject(1, ownerID, pos)) { // rez ON the ground, not IN the ground pos.Z += 0.25F; AddNewPrim(ownerID, groupID, pos, rot, shape); } } public virtual SceneObjectGroup AddNewPrim( UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) { //m_log.DebugFormat( // "[SCENE]: Scene.AddNewPrim() pcode {0} called for {1} in {2}", shape.PCode, ownerID, RegionInfo.RegionName); // If an entity creator has been registered for this prim type then use that if (m_entityCreators.ContainsKey((PCode)shape.PCode)) return m_entityCreators[(PCode)shape.PCode].CreateEntity(ownerID, groupID, pos, rot, shape); // Otherwise, use this default creation code; SceneObjectGroup sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape); AddNewSceneObject(sceneObject, true); sceneObject.SetGroup(groupID, null); return sceneObject; } /// <summary> /// Add an object into the scene that has come from storage /// </summary> /// <param name="sceneObject"></param> /// <param name="attachToBackup"> /// If true, changes to the object will be reflected in its persisted data /// If false, the persisted data will not be changed even if the object in the scene is changed /// </param> /// <param name="alreadyPersisted"> /// If true, we won't persist this object until it changes /// If false, we'll persist this object immediately /// </param> /// <returns> /// true if the object was added, false if an object with the same uuid was already in the scene /// </returns> public bool AddRestoredSceneObject( SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted) { return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted); } /// <summary> /// Add a newly created object to the scene /// </summary> /// <param name="sceneObject"></param> /// <param name="attachToBackup"> /// If true, the object is made persistent into the scene. /// If false, the object will not persist over server restarts /// </param> public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup) { return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup); } /// <summary> /// Delete every object from the scene /// </summary> public void DeleteAllSceneObjects() { lock (Entities) { ICollection<EntityBase> entities = new List<EntityBase>(Entities); foreach (EntityBase e in entities) { if (e is SceneObjectGroup) DeleteSceneObject((SceneObjectGroup)e, false); } } } /// <summary> /// Synchronously delete the given object from the scene. /// </summary> /// <param name="group"></param> public void DeleteSceneObject(SceneObjectGroup group, bool silent) { //SceneObjectPart rootPart = group.GetChildPart(group.UUID); // Serialise calls to RemoveScriptInstances to avoid // deadlocking on m_parts inside SceneObjectGroup lock (m_deleting_scene_object) { group.RemoveScriptInstances(); } foreach (SceneObjectPart part in group.Children.Values) { if (part.IsJoint() && ((part.ObjectFlags&(uint)PrimFlags.Physics) != 0) ) { PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed? } else if (part.PhysActor != null) { PhysicsScene.RemovePrim(part.PhysActor); part.PhysActor = null; } } // if (rootPart.PhysActor != null) // { // PhysicsScene.RemovePrim(rootPart.PhysActor); // rootPart.PhysActor = null; // } if (UnlinkSceneObject(group.UUID, false)) { EventManager.TriggerObjectBeingRemovedFromScene(group); EventManager.TriggerParcelPrimCountTainted(); } group.DeleteGroup(silent); } /// <summary> /// Unlink the given object from the scene. Unlike delete, this just removes the record of the object - the /// object itself is not destroyed. /// </summary> /// <param name="uuid"></param> /// <returns>true if the object was in the scene, false if it was not</returns> public bool UnlinkSceneObject(UUID uuid, bool resultOfLinkingObjects) { if (m_sceneGraph.DeleteSceneObject(uuid, resultOfLinkingObjects)) { if (!resultOfLinkingObjects) m_storageManager.DataStore.RemoveObject(uuid, m_regInfo.RegionID); return true; } return false; } /// <summary> /// Move the given scene object into a new region depending on which region its absolute position has moved /// into. /// /// This method locates the new region handle and offsets the prim position for the new region /// </summary> /// <param name="attemptedPosition">the attempted out of region position of the scene object</param> /// <param name="grp">the scene object that we're crossing</param> public void CrossPrimGroupIntoNewRegion(Vector3 attemptedPosition, SceneObjectGroup grp, bool silent) { if (grp == null) return; if (grp.IsDeleted) return; if (grp.RootPart.DIE_AT_EDGE) { // We remove the object here try { DeleteSceneObject(grp, false); } catch (Exception) { m_log.Warn("[DATABASE]: exception when trying to remove the prim that crossed the border."); } return; } int thisx = (int)RegionInfo.RegionLocX; int thisy = (int)RegionInfo.RegionLocY; ulong newRegionHandle = 0; Vector3 pos = attemptedPosition; if (attemptedPosition.X > Constants.RegionSize + 0.1f) { pos.X = ((pos.X - Constants.RegionSize)); newRegionHandle = Util.UIntsToLong((uint)((thisx + 1) * Constants.RegionSize), (uint)(thisy * Constants.RegionSize)); // x + 1 } else if (attemptedPosition.X < -0.1f) { pos.X = ((pos.X + Constants.RegionSize)); newRegionHandle = Util.UIntsToLong((uint)((thisx - 1) * Constants.RegionSize), (uint)(thisy * Constants.RegionSize)); // x - 1 } if (attemptedPosition.Y > Constants.RegionSize + 0.1f) { pos.Y = ((pos.Y - Constants.RegionSize)); newRegionHandle = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy + 1) * Constants.RegionSize)); // y + 1 } else if (attemptedPosition.Y < -0.1f) { pos.Y = ((pos.Y + Constants.RegionSize)); newRegionHandle = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy - 1) * Constants.RegionSize)); // y - 1 } // Offset the positions for the new region across the border Vector3 oldGroupPosition = grp.RootPart.GroupPosition; grp.OffsetForNewRegion(pos); // If we fail to cross the border, then reset the position of the scene object on that border. if (!CrossPrimGroupIntoNewRegion(newRegionHandle, grp, silent)) { grp.OffsetForNewRegion(oldGroupPosition); grp.ScheduleGroupForFullUpdate(); } } /// <summary> /// Move the given scene object into a new region /// </summary> /// <param name="newRegionHandle"></param> /// <param name="grp">Scene Object Group that we're crossing</param> /// <returns> /// true if the crossing itself was successful, false on failure /// FIMXE: we still return true if the crossing object was not successfully deleted from the originating region /// </returns> public bool CrossPrimGroupIntoNewRegion(ulong newRegionHandle, SceneObjectGroup grp, bool silent) { bool successYN = false; grp.RootPart.UpdateFlag = 0; int primcrossingXMLmethod = 0; if (newRegionHandle != 0) { string objectState = grp.GetStateSnapshot(); successYN = m_sceneGridService.PrimCrossToNeighboringRegion( newRegionHandle, grp.UUID, m_serialiser.SaveGroupToXml2(grp), primcrossingXMLmethod); if (successYN && (objectState != "") && m_allowScriptCrossings) { successYN = m_sceneGridService.PrimCrossToNeighboringRegion( newRegionHandle, grp.UUID, objectState, 100); } if (successYN) { // We remove the object here try { DeleteSceneObject(grp, silent); } catch (Exception e) { m_log.ErrorFormat( "[INTERREGION]: Exception deleting the old object left behind on a border crossing for {0}, {1}", grp, e); } } else { if (!grp.IsDeleted) { if (grp.RootPart.PhysActor != null) { grp.RootPart.PhysActor.CrossingFailure(); } } m_log.ErrorFormat("[INTERREGION]: Prim crossing failed for {0}", grp); } } else { m_log.Error("[INTERREGION]: region handle was unexpectedly 0 in Scene.CrossPrimGroupIntoNewRegion()"); } return successYN; } /// <summary> /// Handle a scene object that is crossing into this region from another. /// </summary> /// <param name="regionHandle"></param> /// <param name="primID"></param> /// <param name="objXMLData"></param> /// <param name="XMLMethod"></param> /// <returns></returns> public bool IncomingInterRegionPrimGroup(UUID primID, string objXMLData, int XMLMethod) { if (XMLMethod == 0) { m_log.DebugFormat("[INTERREGION]: A new prim {0} arrived from a neighbor", primID); SceneObjectGroup sceneObject = m_serialiser.DeserializeGroupFromXml2(objXMLData); // If the user is banned, we won't let any of their objects // enter. Period. // if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) { m_log.Info("[INTERREGION]: Denied prim crossing for "+ "banned avatar"); return false; } // Force allocation of new LocalId // foreach (SceneObjectPart p in sceneObject.Children.Values) p.LocalId = 0; if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) { if (sceneObject.RootPart.Shape.State != 0) { // Fix up attachment Parent Local ID // ScenePresence sp = GetScenePresence(sceneObject.OwnerID); uint parentLocalID = 0; if (sp != null) parentLocalID = sp.LocalId; sceneObject.RootPart.IsAttachment = true; sceneObject.RootPart.SetParentLocalId(parentLocalID); AddRestoredSceneObject(sceneObject, false, false); // Handle attachment special case // SceneObjectPart RootPrim = GetSceneObjectPart(primID); if (RootPrim != null) { SceneObjectGroup grp = RootPrim.ParentGroup; RootPrim.SetParentLocalId(parentLocalID); if (grp != null) { m_log.DebugFormat("[ATTACHMENT]: Received "+ "attachment {0}, inworld asset id {1}", grp.RootPart.LastOwnerID.ToString(), grp.UUID.ToString()); if (sp != null) { grp.SetFromAssetID(grp.RootPart.LastOwnerID); m_log.DebugFormat("[ATTACHMENT]: Attach "+ "to avatar {0}", sp.UUID.ToString()); AttachObject(sp.ControllingClient, grp.LocalId, (uint)0, grp.GroupRotation, grp.AbsolutePosition, false); grp.SendGroupFullUpdate(); } else { RootPrim.RemFlag(PrimFlags.TemporaryOnRez); RootPrim.AddFlag(PrimFlags.TemporaryOnRez); } } } } else { AddRestoredSceneObject(sceneObject, true, false); if (!Permissions.CanObjectEntry(sceneObject.UUID, true, sceneObject.AbsolutePosition)) { // Deny non attachments based on parcel settings // m_log.Info("[INTERREGION]: Denied prim crossing "+ "because of parcel settings"); DeleteSceneObject(sceneObject, false); return false; } } } } else if ((XMLMethod == 100) && m_allowScriptCrossings) { m_log.Warn("[INTERREGION]: Prim state data arrived from a neighbor"); XmlDocument doc = new XmlDocument(); doc.LoadXml(objXMLData); XmlNodeList rootL = doc.GetElementsByTagName("ScriptData"); if (rootL.Count == 1) { XmlNode rootNode = rootL[0]; if (rootNode != null) { XmlNodeList partL = rootNode.ChildNodes; foreach (XmlNode part in partL) { XmlNodeList nodeL = part.ChildNodes; switch (part.Name) { case "Assemblies": foreach (XmlNode asm in nodeL) { string fn = asm.Attributes.GetNamedItem("Filename").Value; Byte[] filedata = Convert.FromBase64String(asm.InnerText); string path = Path.Combine("ScriptEngines", RegionInfo.RegionID.ToString()); path = Path.Combine(path, fn); if (!File.Exists(path)) { FileStream fs = File.Create(path); fs.Write(filedata, 0, filedata.Length); fs.Close(); } } break; case "ScriptStates": foreach (XmlNode st in nodeL) { string id = st.Attributes.GetNamedItem("UUID").Value; UUID uuid = new UUID(id); XmlNode state = st.ChildNodes[0]; XmlDocument sdoc = new XmlDocument(); XmlNode sxmlnode = sdoc.CreateNode( XmlNodeType.XmlDeclaration, "", ""); sdoc.AppendChild(sxmlnode); XmlNode newnode = sdoc.ImportNode(state, true); sdoc.AppendChild(newnode); string spath = Path.Combine("ScriptEngines", RegionInfo.RegionID.ToString()); spath = Path.Combine(spath, uuid.ToString()); FileStream sfs = File.Create(spath + ".state"); System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding(); Byte[] buf = enc.GetBytes(sdoc.InnerXml); sfs.Write(buf, 0, buf.Length); sfs.Close(); } break; } } } } SceneObjectPart RootPrim = GetSceneObjectPart(primID); RootPrim.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, 1); return true; } return true; } #endregion #region Add/Remove Avatar Methods public override void AddNewClient(IClientAPI client) { SubscribeToClientEvents(client); ScenePresence presence; if (m_restorePresences.ContainsKey(client.AgentId)) { m_log.DebugFormat("[SCENE]: Restoring agent {0} {1} in {2}", client.Name, client.AgentId, RegionInfo.RegionName); presence = m_restorePresences[client.AgentId]; m_restorePresences.Remove(client.AgentId); // This is one of two paths to create avatars that are // used. This tends to get called more in standalone // than grid, not really sure why, but as such needs // an explicity appearance lookup here. AvatarAppearance appearance = null; GetAvatarAppearance(client, out appearance); presence.Appearance = appearance; presence.initializeScenePresence(client, RegionInfo, this); m_sceneGraph.AddScenePresence(presence); lock (m_restorePresences) { Monitor.PulseAll(m_restorePresences); } } else { m_log.DebugFormat( "[SCENE]: Adding new child agent {0} for new user connection in {1}", client.Name, RegionInfo.RegionName); CommsManager.UserProfileCacheService.AddNewUser(client.AgentId); CreateAndAddScenePresence(client); } m_LastLogin = System.Environment.TickCount; EventManager.TriggerOnNewClient(client); } protected virtual void SubscribeToClientEvents(IClientAPI client) { client.OnRegionHandShakeReply += SendLayerData; client.OnAddPrim += AddNewPrim; client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimPosition; client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimRotation; client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimRotation; client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; client.OnUpdatePrimScale += m_sceneGraph.UpdatePrimScale; client.OnUpdatePrimGroupScale += m_sceneGraph.UpdatePrimGroupScale; client.OnUpdateExtraParams += m_sceneGraph.UpdateExtraParam; client.OnUpdatePrimShape += m_sceneGraph.UpdatePrimShape; client.OnUpdatePrimTexture += m_sceneGraph.UpdatePrimTexture; client.OnTeleportLocationRequest += RequestTeleportLocation; client.OnTeleportLandmarkRequest += RequestTeleportLandmark; client.OnObjectSelect += SelectPrim; client.OnObjectDeselect += DeselectPrim; client.OnGrabUpdate += m_sceneGraph.MoveObject; client.OnDeRezObject += DeRezObject; client.OnRezObject += RezObject; client.OnRezSingleAttachmentFromInv += RezSingleAttachment; client.OnDetachAttachmentIntoInv += DetachSingleAttachmentToInv; client.OnObjectAttach += m_sceneGraph.AttachObject; client.OnObjectDetach += m_sceneGraph.DetachObject; client.OnObjectDrop += m_sceneGraph.DropObject; client.OnNameFromUUIDRequest += CommsManager.HandleUUIDNameRequest; client.OnObjectDescription += m_sceneGraph.PrimDescription; client.OnObjectName += m_sceneGraph.PrimName; client.OnObjectClickAction += m_sceneGraph.PrimClickAction; client.OnObjectMaterial += m_sceneGraph.PrimMaterial; client.OnLinkObjects += m_sceneGraph.LinkObjects; client.OnDelinkObjects += m_sceneGraph.DelinkObjects; client.OnObjectDuplicate += m_sceneGraph.DuplicateObject; client.OnObjectDuplicateOnRay += doObjectDuplicateOnRay; client.OnUpdatePrimFlags += m_sceneGraph.UpdatePrimFlags; client.OnRequestObjectPropertiesFamily += m_sceneGraph.RequestObjectPropertiesFamily; client.OnRequestGodlikePowers += handleRequestGodlikePowers; client.OnGodKickUser += HandleGodlikeKickUser; client.OnObjectPermissions += HandleObjectPermissionsUpdate; client.OnCreateNewInventoryItem += CreateNewInventoryItem; client.OnCreateNewInventoryFolder += HandleCreateInventoryFolder; client.OnUpdateInventoryFolder += HandleUpdateInventoryFolder; client.OnMoveInventoryFolder += HandleMoveInventoryFolder; client.OnFetchInventoryDescendents += HandleFetchInventoryDescendents; client.OnPurgeInventoryDescendents += HandlePurgeInventoryDescendents; client.OnFetchInventory += HandleFetchInventory; client.OnUpdateInventoryItem += UpdateInventoryItemAsset; client.OnCopyInventoryItem += CopyInventoryItem; client.OnMoveInventoryItem += MoveInventoryItem; client.OnRemoveInventoryItem += RemoveInventoryItem; client.OnRemoveInventoryFolder += RemoveInventoryFolder; client.OnRezScript += RezScript; client.OnRequestTaskInventory += RequestTaskInventory; client.OnRemoveTaskItem += RemoveTaskInventory; client.OnUpdateTaskInventory += UpdateTaskInventory; client.OnMoveTaskItem += ClientMoveTaskInventoryItem; client.OnGrabObject += ProcessObjectGrab; client.OnDeGrabObject += ProcessObjectDeGrab; client.OnMoneyTransferRequest += ProcessMoneyTransferRequest; client.OnParcelBuy += ProcessParcelBuy; client.OnAvatarPickerRequest += ProcessAvatarPickerRequest; client.OnObjectIncludeInSearch += m_sceneGraph.MakeObjectSearchable; client.OnTeleportHomeRequest += TeleportClientHome; client.OnSetStartLocationRequest += SetHomeRezPoint; client.OnUndo += m_sceneGraph.HandleUndo; client.OnObjectGroupRequest += m_sceneGraph.HandleObjectGroupUpdate; client.OnParcelReturnObjectsRequest += LandChannel.ReturnObjectsInParcel; client.OnParcelSetOtherCleanTime += LandChannel.SetParcelOtherCleanTime; client.OnObjectSaleInfo += ObjectSaleInfo; client.OnScriptReset += ProcessScriptReset; client.OnGetScriptRunning += GetScriptRunning; client.OnSetScriptRunning += SetScriptRunning; client.OnRegionHandleRequest += RegionHandleRequest; client.OnUnackedTerrain += TerrainUnAcked; client.OnObjectOwner += ObjectOwner; if (StatsReporter != null) client.OnNetworkStatsUpdate += StatsReporter.AddPacketsFromClientStats; // EventManager.TriggerOnNewClient(client); } /// <summary> /// Teleport an avatar to their home region /// </summary> /// <param name="agentId"></param> /// <param name="client"></param> public virtual void TeleportClientHome(UUID agentId, IClientAPI client) { UserProfileData UserProfile = CommsManager.UserService.GetUserProfile(agentId); if (UserProfile != null) { RegionInfo regionInfo = CommsManager.GridService.RequestNeighbourInfo(UserProfile.HomeRegionID); if (regionInfo == null) { regionInfo = CommsManager.GridService.RequestNeighbourInfo(UserProfile.HomeRegion); if (regionInfo != null) // home region can be away temporarily, too { UserProfile.HomeRegionID = regionInfo.RegionID; CommsManager.UserService.UpdateUserProfile(UserProfile); } } if (regionInfo == null) { // can't find the Home region: Tell viewer and abort client.SendTeleportFailed("Your home-region could not be found."); return; } RequestTeleportLocation( client, regionInfo.RegionHandle, UserProfile.HomeLocation, UserProfile.HomeLookAt, (uint)(TPFlags.SetLastToTarget | TPFlags.ViaHome)); } } public void doObjectDuplicateOnRay(uint localID, uint dupeFlags, UUID AgentID, UUID GroupID, UUID RayTargetObj, Vector3 RayEnd, Vector3 RayStart, bool BypassRaycast, bool RayEndIsIntersection, bool CopyCenters, bool CopyRotates) { Vector3 pos; const bool frontFacesOnly = true; //m_log.Info("HITTARGET: " + RayTargetObj.ToString() + ", COPYTARGET: " + localID.ToString()); SceneObjectPart target = GetSceneObjectPart(localID); SceneObjectPart target2 = GetSceneObjectPart(RayTargetObj); if (target != null && target2 != null) { Vector3 direction = Vector3.Normalize(RayEnd - RayStart); Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z); Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z); if (target2.ParentGroup != null) { pos = target2.AbsolutePosition; //m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString()); // TODO: Raytrace better here //EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection)); Ray NewRay = new Ray(AXOrigin, AXdirection); // Ray Trace against target here EntityIntersection ei = target2.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, CopyCenters); // Un-comment out the following line to Get Raytrace results printed to the console. //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); float ScaleOffset = 0.5f; // If we hit something if (ei.HitTF) { Vector3 scale = target.Scale; Vector3 scaleComponent = new Vector3(ei.AAfaceNormal.X, ei.AAfaceNormal.Y, ei.AAfaceNormal.Z); if (scaleComponent.X != 0) ScaleOffset = scale.X; if (scaleComponent.Y != 0) ScaleOffset = scale.Y; if (scaleComponent.Z != 0) ScaleOffset = scale.Z; ScaleOffset = Math.Abs(ScaleOffset); Vector3 intersectionpoint = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); Vector3 normal = new Vector3(ei.normal.X, ei.normal.Y, ei.normal.Z); Vector3 offset = normal * (ScaleOffset / 2f); pos = intersectionpoint + offset; // stick in offset format from the original prim pos = pos - target.ParentGroup.AbsolutePosition; if (CopyRotates) { Quaternion worldRot = target2.GetWorldRotation(); // SceneObjectGroup obj = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot); m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot); //obj.Rotation = worldRot; //obj.UpdateGroupRotation(worldRot); } else { m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID); } } return; } return; } } public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) { UserProfileData UserProfile = CommsManager.UserService.GetUserProfile(remoteClient.AgentId); if (UserProfile != null) { // I know I'm ignoring the regionHandle provided by the teleport location request. // reusing the TeleportLocationRequest delegate, so regionHandle isn't valid UserProfile.HomeRegionID = RegionInfo.RegionID; // TODO: The next line can be removed, as soon as only homeRegionID based UserServers are around. // TODO: The HomeRegion property can be removed then, too UserProfile.HomeRegion = RegionInfo.RegionHandle; UserProfile.HomeLocation = position; UserProfile.HomeLookAt = lookAt; CommsManager.UserService.UpdateUserProfile(UserProfile); // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); } else { m_dialogModule.SendAlertToUser(remoteClient, "Set Home request Failed."); } } /// <summary> /// Create a child agent scene presence and add it to this scene. /// </summary> /// <param name="client"></param> /// <returns></returns> protected virtual ScenePresence CreateAndAddScenePresence(IClientAPI client) { AvatarAppearance appearance = null; GetAvatarAppearance(client, out appearance); ScenePresence avatar = m_sceneGraph.CreateAndAddChildScenePresence(client, appearance); //avatar.KnownRegions = GetChildrenSeeds(avatar.UUID); return avatar; } /// <summary> /// Get the avatar apperance for the given client. /// </summary> /// <param name="client"></param> /// <param name="appearance"></param> public void GetAvatarAppearance(IClientAPI client, out AvatarAppearance appearance) { appearance = new AvatarAppearance(); try { if (m_AvatarFactory != null) { if (m_AvatarFactory.TryGetAvatarAppearance(client.AgentId, out appearance)) return; } } catch (Exception e) { m_log.ErrorFormat("[APPEARANCE]: Problem fetching appearance for avatar {0}, {1}", client.Name, e); } m_log.Warn("[APPEARANCE]: Appearance not found, returning default"); } /// <summary> /// Remove the given client from the scene. /// </summary> /// <param name="agentID"></param> public override void RemoveClient(UUID agentID) { bool childagentYN = false; ScenePresence avatar = GetScenePresence(agentID); if (avatar != null) { childagentYN = avatar.IsChildAgent; } try { m_log.DebugFormat( "[SCENE]: Removing {0} agent {1} from region {2}", (childagentYN ? "child" : "root"), agentID, RegionInfo.RegionName); m_sceneGraph.removeUserCount(!childagentYN); RemoveCapsHandler(agentID); if (avatar.Scene.NeedSceneCacheClear(avatar.UUID)) { CommsManager.UserProfileCacheService.RemoveUser(agentID); } if (!avatar.IsChildAgent) { m_sceneGridService.LogOffUser(agentID, RegionInfo.RegionID, RegionInfo.RegionHandle, avatar.AbsolutePosition, avatar.Lookat); //List<ulong> childknownRegions = new List<ulong>(); //List<ulong> ckn = avatar.KnownChildRegionHandles; //for (int i = 0; i < ckn.Count; i++) //{ // childknownRegions.Add(ckn[i]); //} List<ulong> regions = new List<ulong>(avatar.KnownChildRegionHandles); regions.Remove(RegionInfo.RegionHandle); m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); } m_eventManager.TriggerClientClosed(agentID); } 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(); }); IAgentAssetTransactions agentTransactions = this.RequestModuleInterface<IAgentAssetTransactions>(); if (agentTransactions != null) { agentTransactions.RemoveAgentAssetTransactions(agentID); } m_sceneGraph.RemoveScenePresence(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) { m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); } // Remove client agent from profile, so new logins will work if (!childagentYN) { m_sceneGridService.ClearUserAgent(agentID); } //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); } public void HandleRemoveKnownRegionsFromAvatar(UUID avatarID, List<ulong> regionslst) { ScenePresence av = GetScenePresence(avatarID); if (av != null) { lock (av) { for (int i = 0; i < regionslst.Count; i++) { av.KnownChildRegionHandles.Remove(regionslst[i]); } } } } 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 public void SendKillObject(uint localID) { SceneObjectPart part = GetSceneObjectPart(localID); if (part != null) // It is a prim { if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid { if (part.ParentGroup.RootPart != part) // Child part return; } } Broadcast(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); }); } #endregion #region RegionComms /// <summary> /// Register the methods that should be invoked when this scene receives various incoming events /// </summary> public void RegisterCommsEvents() { m_sceneGridService.OnExpectUser += NewUserConnection; m_sceneGridService.OnAvatarCrossingIntoRegion += AgentCrossing; m_sceneGridService.OnCloseAgentConnection += IncomingCloseAgent; m_sceneGridService.OnRegionUp += OtherRegionUp; //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate; m_sceneGridService.OnExpectPrim += IncomingInterRegionPrimGroup; //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar; m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid; m_sceneGridService.KiPrimitive += SendKillObject; m_sceneGridService.OnGetLandData += GetLandData; if (m_interregionCommsIn != null) { m_log.Debug("[SCENE]: Registering with InterregionCommsIn"); m_interregionCommsIn.OnChildAgentUpdate += IncomingChildAgentDataUpdate; } else m_log.Debug("[SCENE]: Unable to register with InterregionCommsIn"); } /// <summary> /// Deregister this scene from receiving incoming region events /// </summary> public void UnRegisterRegionWithComms() { m_sceneGridService.KiPrimitive -= SendKillObject; m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid; //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar; m_sceneGridService.OnExpectPrim -= IncomingInterRegionPrimGroup; //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate; m_sceneGridService.OnRegionUp -= OtherRegionUp; m_sceneGridService.OnExpectUser -= NewUserConnection; m_sceneGridService.OnAvatarCrossingIntoRegion -= AgentCrossing; m_sceneGridService.OnCloseAgentConnection -= IncomingCloseAgent; m_sceneGridService.OnGetLandData -= GetLandData; if (m_interregionCommsIn != null) m_interregionCommsIn.OnChildAgentUpdate -= IncomingChildAgentDataUpdate; m_sceneGridService.Close(); } /// <summary> /// Do the work necessary to initiate a new user connection for a particular scene. /// At the moment, this consists of setting up the caps infrastructure /// </summary> /// <param name="regionHandle"></param> /// <param name="agent"></param> public void NewUserConnection(AgentCircuitData agent) { if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) { m_log.WarnFormat( "[CONNECTION DEBUGGING]: Denied access to: {0} at {1} because the user is on the region banlist", agent.AgentID, RegionInfo.RegionName); } /// Diva: Horrible stuff! capsPaths[agent.AgentID] = agent.CapsPath; childrenSeeds[agent.AgentID] = ((agent.ChildrenCapSeeds == null) ? new Dictionary<ulong, string>() : agent.ChildrenCapSeeds); ScenePresence sp = m_sceneGraph.GetScenePresence(agent.AgentID); if (sp != null) { m_log.DebugFormat("[CONNECTION DEBUGGING]: Updated agent {0} in {1}", agent.AgentID, RegionInfo.RegionName); sp.AdjustKnownSeeds(); sp.AbsolutePosition = agent.startpos; return; } m_log.DebugFormat("[CONNECTION DEBUGGING]: Adding NewUserConnection for {0} in {1} with CC of {2}, pos={3}", agent.AgentID, RegionInfo.RegionName, agent.circuitcode, agent.startpos.ToString()); AddCapsHandler(agent.AgentID); if (!agent.child) { // Honor parcel landing type and position. ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y); if (land != null) { if (land.landData.LandingType == (byte)1 && land.landData.UserLocation != Vector3.Zero) { agent.startpos = land.landData.UserLocation; } } } m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent); // rewrite session_id CachedUserInfo userinfo = CommsManager.UserProfileCacheService.GetUserDetails(agent.AgentID); if (userinfo != null) { userinfo.SessionID = agent.SessionID; } else { m_log.WarnFormat("[USERINFO CACHE]: We couldn't find a User Info record for {0}. This is usually an indication that the UUID we're looking up is invalid", agent.AgentID); } } public void UpdateCircuitData(AgentCircuitData data) { m_authenticateHandler.UpdateAgentData(data); } public bool ChangeCircuitCode(uint oldcc, uint newcc) { return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc); } protected void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message) { ScenePresence loggingOffUser = null; loggingOffUser = GetScenePresence(AvatarID); if (loggingOffUser != null) { if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId) { m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, new List<ulong>(loggingOffUser.KnownRegions.Keys)); loggingOffUser.ControllingClient.Kick(message); // Give them a second to receive the message! System.Threading.Thread.Sleep(1000); loggingOffUser.ControllingClient.Close(true); } else { m_log.Info("[USERLOGOFF]: System sending the LogOff user message failed to sucessfully authenticate"); } } else { m_log.InfoFormat("[USERLOGOFF]: Got a logoff request for {0} but the user isn't here. The user might already have been logged out", AvatarID.ToString()); } } /// <summary> /// Add a caps handler for the given agent. If the CAPS handler already exists for this agent, /// then it is replaced by a new CAPS handler. /// /// FIXME: On login this is called twice, once for the login and once when the connection is made. /// This is somewhat innefficient and should be fixed. The initial login creation is necessary /// since the client asks for capabilities immediately after being informed of the seed. /// </summary> /// <param name="agentId"></param> /// <param name="capsObjectPath"></param> public void AddCapsHandler(UUID agentId) { if (RegionInfo.EstateSettings.IsBanned(agentId)) return; String capsObjectPath = GetCapsPath(agentId); Caps cap = null; if (m_capsHandlers.TryGetValue(agentId, out cap)) { m_log.DebugFormat("[CAPS] Attempt at registering twice for the same agent {0}. {1}. Ignoring.", agentId, capsObjectPath); return; } cap = new Caps( AssetCache, CommsManager.HttpServer, m_regInfo.ExternalHostName, CommsManager.HttpServer.Port, capsObjectPath, agentId, m_dumpAssetsToFile, RegionInfo.RegionName); cap.RegisterHandlers(); EventManager.TriggerOnRegisterCaps(agentId, cap); cap.AddNewInventoryItem = AddUploadedInventoryItem; cap.ItemUpdatedCall = CapsUpdateInventoryItemAsset; cap.TaskScriptUpdatedCall = CapsUpdateTaskInventoryScriptAsset; cap.CAPSFetchInventoryDescendents = HandleFetchInventoryDescendentsCAPS; cap.GetClient = m_sceneGraph.GetControllingClient; m_capsHandlers[agentId] = cap; } public Caps GetCapsHandlerForUser(UUID agentId) { lock (m_capsHandlers) { if (m_capsHandlers.ContainsKey(agentId)) { return m_capsHandlers[agentId]; } } return null; } /// <summary> /// Remove the caps handler for a given agent. /// </summary> /// <param name="agentId"></param> public void RemoveCapsHandler(UUID agentId) { if (childrenSeeds.ContainsKey(agentId)) { childrenSeeds.Remove(agentId); } lock (m_capsHandlers) { if (m_capsHandlers.ContainsKey(agentId)) { m_capsHandlers[agentId].DeregisterHandlers(); EventManager.TriggerOnDeregisterCaps(agentId, m_capsHandlers[agentId]); m_capsHandlers.Remove(agentId); } else { m_log.WarnFormat( "[CAPS]: Received request to remove CAPS handler for root agent {0} in {1}, but no such CAPS handler found!", agentId, RegionInfo.RegionName); } } } /// <summary> /// Triggered when an agent crosses into this sim. Also happens on initial login. /// </summary> /// <param name="agentID"></param> /// <param name="position"></param> /// <param name="isFlying"></param> public virtual void AgentCrossing(UUID agentID, Vector3 position, bool isFlying) { ScenePresence presence; lock (m_scenePresences) { m_scenePresences.TryGetValue(agentID, out presence); } if (presence != null) { try { presence.MakeRootAgent(position, isFlying); } catch (Exception e) { m_log.ErrorFormat("[SCENE]: Unable to do agent crossing, exception {0}", e); } } else { m_log.ErrorFormat( "[SCENE]: Could not find presence for agent {0} crossing into scene {1}", agentID, RegionInfo.RegionName); } } public virtual bool IncomingChildAgentDataUpdate(AgentData cAgentData) { //Console.WriteLine(" XXX Scene IncomingChildAgentDataUpdate FULL in " + RegionInfo.RegionName); ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID); if (childAgentUpdate != null) { childAgentUpdate.ChildAgentDataUpdate(cAgentData); return true; } return false; } public virtual bool IncomingChildAgentDataUpdate(AgentPosition cAgentData) { //Console.WriteLine(" XXX Scene IncomingChildAgentDataUpdate POSITION in " + RegionInfo.RegionName); ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID); if (childAgentUpdate != 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) { uint rRegionX = (uint)(cAgentData.RegionHandle >> 40); uint rRegionY = (((uint)(cAgentData.RegionHandle)) >> 8); uint tRegionX = RegionInfo.RegionLocX; uint tRegionY = RegionInfo.RegionLocY; //Send Data to ScenePresence childAgentUpdate.ChildAgentDataUpdate(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY); // Not Implemented: //TODO: Do we need to pass the message on to one of our neighbors? } return true; } return false; } public virtual bool IncomingReleaseAgent(UUID id) { return m_sceneGridService.ReleaseAgent(id); } public void SendReleaseAgent(ulong regionHandle, UUID id, string uri) { m_interregionCommsOut.SendReleaseAgent(regionHandle, id, uri); } /// <summary> /// Tell a single agent to disconnect from the region. /// </summary> /// <param name="regionHandle"></param> /// <param name="agentID"></param> public bool IncomingCloseAgent(UUID agentID) { ScenePresence presence = m_sceneGraph.GetScenePresence(agentID); if (presence != null) { // Nothing is removed here, so down count it as such if (presence.IsChildAgent) { m_sceneGraph.removeUserCount(false); } else { m_sceneGraph.removeUserCount(true); } // Don't do this to root agents on logout, it's not nice for the viewer if (presence.IsChildAgent) { // Tell a single agent to disconnect from the region. IEventQueue eq = RequestModuleInterface<IEventQueue>(); if (eq != null) { OSD Item = EventQueueHelper.DisableSimulator(RegionInfo.RegionHandle); eq.Enqueue(Item, agentID); } else presence.ControllingClient.SendShutdownConnectionNotice(); } presence.ControllingClient.Close(true); return true; } // Agent not here return false; } /// <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_log.InfoFormat("[MAPBLOCK]: {0}-{1}, {2}-{3}", minX, minY, maxX, maxY); m_sceneGridService.RequestMapBlocks(remoteClient, minX, minY, maxX, maxY); } /// <summary> /// Tries to teleport agent to other region. /// </summary> /// <param name="remoteClient"></param> /// <param name="regionName"></param> /// <param name="position"></param> /// <param name="lookAt"></param> /// <param name="teleportFlags"></param> public void RequestTeleportLocation(IClientAPI remoteClient, string regionName, Vector3 position, Vector3 lookat, uint teleportFlags) { RegionInfo regionInfo = m_sceneGridService.RequestClosestRegion(regionName); if (regionInfo == null) { // can't find the region: Tell viewer and abort remoteClient.SendTeleportFailed("The region '" + regionName + "' could not be found."); return; } RequestTeleportLocation(remoteClient, regionInfo.RegionHandle, position, lookat, teleportFlags); } /// <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="teleportFlags"></param> public void RequestTeleportLocation(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags) { lock (m_scenePresences) { if (m_scenePresences.ContainsKey(remoteClient.AgentId)) { m_sceneGridService.RequestTeleportToLocation(m_scenePresences[remoteClient.AgentId], regionHandle, position, lookAt, teleportFlags); } } } /// <summary> /// Tries to teleport agent to landmark. /// </summary> /// <param name="remoteClient"></param> /// <param name="regionHandle"></param> /// <param name="position"></param> public void RequestTeleportLandmark(IClientAPI remoteClient, UUID regionID, Vector3 position) { RegionInfo info = CommsManager.GridService.RequestNeighbourInfo(regionID); if (info == null) { // can't find the region: Tell viewer and abort remoteClient.SendTeleportFailed("The teleport destination could not be found."); return; } lock (m_scenePresences) { if (m_scenePresences.ContainsKey(remoteClient.AgentId)) { m_sceneGridService.RequestTeleportToLocation(m_scenePresences[remoteClient.AgentId], info.RegionHandle, position, Vector3.Zero, (uint)(TPFlags.SetLastToTarget | TPFlags.ViaLandmark)); } } } /// <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, UUID agentID, Vector3 position, bool isFlying) { return m_sceneGridService.CrossToNeighbouringRegion(regionHandle, agentID, position, isFlying); } public void SendOutChildAgentUpdates(AgentPosition cadu, ScenePresence presence) { m_sceneGridService.SendChildAgentDataUpdate(cadu, presence); } #endregion #region Module Methods /// <summary> /// Add a module to this scene. /// </summary> /// <param name="name"></param> /// <param name="module"></param> public void AddModule(string name, IRegionModule module) { if (!Modules.ContainsKey(name)) { Modules.Add(name, module); } } public void RegisterModuleCommander(string name, ICommander commander) { lock (m_moduleCommanders) { m_moduleCommanders.Add(name, commander); } } public ICommander GetCommander(string name) { lock (m_moduleCommanders) { return m_moduleCommanders[name]; } } public Dictionary<string, ICommander> GetCommanders() { return m_moduleCommanders; } /// <summary> /// Register an interface to a region module. This allows module methods to be called directly as /// well as via events. If there is already a module registered for this interface, it is not replaced /// (is this the best behaviour?) /// </summary> /// <param name="mod"></param> public void RegisterModuleInterface<M>(M mod) { if (!ModuleInterfaces.ContainsKey(typeof(M))) { List<Object> l = new List<Object>(); l.Add(mod); ModuleInterfaces.Add(typeof(M), l); if (mod is IEntityCreator) { IEntityCreator entityCreator = (IEntityCreator)mod; foreach (PCode pcode in entityCreator.CreationCapabilities) { m_entityCreators[pcode] = entityCreator; } } } } public void StackModuleInterface<M>(M mod) { List<Object> l; if (ModuleInterfaces.ContainsKey(typeof(M))) l = ModuleInterfaces[typeof(M)]; else l = new List<Object>(); if (l.Contains(mod)) return; l.Add(mod); if (mod is IEntityCreator) { IEntityCreator entityCreator = (IEntityCreator)mod; foreach (PCode pcode in entityCreator.CreationCapabilities) { m_entityCreators[pcode] = entityCreator; } } ModuleInterfaces[typeof(M)] = l; } /// <summary> /// For the given interface, retrieve the region module which implements it. /// </summary> /// <returns>null if there is no registered module implementing that interface</returns> public override T RequestModuleInterface<T>() { if (ModuleInterfaces.ContainsKey(typeof(T))) { return (T)ModuleInterfaces[typeof(T)][0]; } else { return default(T); } } /// <summary> /// For the given interface, retrieve an array of region modules that implement it. /// </summary> /// <returns>an empty array if there are no registered modules implementing that interface</returns> public override T[] RequestModuleInterfaces<T>() { if (ModuleInterfaces.ContainsKey(typeof(T))) { List<T> ret = new List<T>(); foreach (Object o in ModuleInterfaces[typeof(T)]) ret.Add((T)o); return ret.ToArray(); } else { return new T[] { default(T) }; } } public void SetObjectCapacity(int objects) { // Region specific config overrides global // if (RegionInfo.ObjectCapacity != 0) objects = RegionInfo.ObjectCapacity; if (StatsReporter != null) { StatsReporter.SetObjectCapacity(objects); } objectCapacity = objects; } public List<FriendListItem> GetFriendList(UUID avatarID) { return CommsManager.GetUserFriendList(avatarID); } public Dictionary<UUID, FriendRegionInfo> GetFriendRegionInfos(List<UUID> uuids) { return CommsManager.GetFriendRegionInfos(uuids); } public List<UUID> InformFriendsInOtherRegion(UUID agentId, ulong destRegionHandle, List<UUID> friends, bool online) { return CommsManager.InformFriendsInOtherRegion(agentId, destRegionHandle, friends, online); } public bool TriggerTerminateFriend(ulong regionHandle, UUID agentID, UUID exFriendID) { return CommsManager.TriggerTerminateFriend(regionHandle, agentID, exFriendID); } #endregion #region Other Methods /// <summary> /// /// </summary> /// <param name="phase"></param> public void SetTimePhase(int phase) { m_timePhase = phase; } public virtual void StoreAddFriendship(UUID ownerID, UUID friendID, uint perms) { m_sceneGridService.AddNewUserFriend(ownerID, friendID, perms); } public virtual void StoreUpdateFriendship(UUID ownerID, UUID friendID, uint perms) { m_sceneGridService.UpdateUserFriendPerms(ownerID, friendID, perms); } public virtual void StoreRemoveFriendship(UUID ownerID, UUID ExfriendID) { m_sceneGridService.RemoveUserFriend(ownerID, ExfriendID); } public void AddPacketStats(int inPackets, int outPackets, int unAckedBytes) { StatsReporter.AddInPackets(inPackets); StatsReporter.AddOutPackets(outPackets); StatsReporter.AddunAckedBytes(unAckedBytes); } public void AddAgentTime(int ms) { StatsReporter.addFrameMS(ms); StatsReporter.addAgentMS(ms); } public void AddAgentUpdates(int count) { StatsReporter.AddAgentUpdates(count); } public void AddPendingDownloads(int count) { StatsReporter.addPendingDownload(count); } #endregion #region Alert Methods /// <summary> /// Handle a request for admin rights /// </summary> /// <param name="agentID"></param> /// <param name="sessionID"></param> /// <param name="token"></param> /// <param name="controllingClient"></param> public void handleRequestGodlikePowers(UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient) { lock (m_scenePresences) { // User needs to be logged into this sim if (m_scenePresences.ContainsKey(agentID)) { if (godLike == false) { m_scenePresences[agentID].GrantGodlikePowers(agentID, sessionID, token, godLike); return; } // First check that this is the sim owner if (Permissions.IsGod(agentID)) { // Next we check for spoofing..... UUID testSessionID = m_scenePresences[agentID].ControllingClient.SessionId; if (sessionID == testSessionID) { if (sessionID == controllingClient.SessionId) { //m_log.Info("godlike: " + godLike.ToString()); m_scenePresences[agentID].GrantGodlikePowers(agentID, testSessionID, token, godLike); } } } else { m_dialogModule.SendAlertToUser(agentID, "Request for god powers denied"); } } } } /// <summary> /// Kicks User specified from the simulator. This logs them off of the grid /// If the client gets the UUID: 44e87126e7944ded05b37c42da3d5cdb it assumes /// that you're kicking it even if the avatar's UUID isn't the UUID that the /// agent is assigned /// </summary> /// <param name="godID">The person doing the kicking</param> /// <param name="sessionID">The session of the person doing the kicking</param> /// <param name="agentID">the person that is being kicked</param> /// <param name="kickflags">This isn't used apparently</param> /// <param name="reason">The message to send to the user after it's been turned into a field</param> public void HandleGodlikeKickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason) { // For some reason the client sends this seemingly hard coded UUID for kicking everyone. Dun-know. UUID kickUserID = new UUID("44e87126e7944ded05b37c42da3d5cdb"); lock (m_scenePresences) { if (m_scenePresences.ContainsKey(agentID) || agentID == kickUserID) { if (Permissions.IsGod(godID)) { if (agentID == kickUserID) { ClientManager.ForEachClient(delegate(IClientAPI controller) { if (controller.AgentId != godID) controller.Kick(Utils.BytesToString(reason)); } ); // 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 != null && p.IsChildAgent; if (controller.AgentId != godID && !childagent) // Do we really want to kick the initiator of this madness? { controller.Close(true); } } ); } else { m_sceneGraph.removeUserCount(!m_scenePresences[agentID].IsChildAgent); m_scenePresences[agentID].ControllingClient.Kick(Utils.BytesToString(reason)); m_scenePresences[agentID].ControllingClient.Close(true); } } else { m_dialogModule.SendAlertToUser(godID, "Kick request denied"); } } } } public void HandleObjectPermissionsUpdate(IClientAPI controller, UUID agentID, UUID sessionID, byte field, uint localId, uint mask, byte set) { // Check for spoofing.. since this is permissions we're talking about here! if ((controller.SessionId == sessionID) && (controller.AgentId == agentID)) { // Tell the object to do permission update if (localId != 0) { SceneObjectGroup chObjectGroup = GetGroupByPrim(localId); if (chObjectGroup != null) { chObjectGroup.UpdatePermissions(agentID, field, localId, mask, set); } } } } /// <summary> /// Handle an alert command from the console. /// FIXME: Command parsing code really shouldn't be in this core Scene class. /// </summary> /// <param name="commandParams"></param> public void HandleAlertCommand(string[] commandParams) { if (commandParams[0] == "general") { string message = CombineParams(commandParams, 1); m_dialogModule.SendGeneralAlert(message); } else { string message = CombineParams(commandParams, 2); m_dialogModule.SendAlertToUser(commandParams[0], commandParams[1], message, false); } } private string CombineParams(string[] commandParams, int pos) { string result = String.Empty; 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> EntityList = GetEntities(); foreach (EntityBase ent in EntityList) { 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> EntityList = GetEntities(); foreach (EntityBase ent in EntityList) { if (ent is SceneObjectGroup) { SceneObjectPart part = ((SceneObjectGroup)ent).GetChildPart(((SceneObjectGroup)ent).UUID); if (part != null) { if (part.Name == cmdparams[0]) { part.Resize( new Vector3(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="showParams">What to show</param> public void Show(string[] showParams) { switch (showParams[0]) { case "users": m_log.Error("Current Region: " + RegionInfo.RegionName); m_log.ErrorFormat("{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 scenePresence in GetAvatars()) { m_log.ErrorFormat("{0,-16}{1,-16}{2,-25}{3,-25}{4,-16},{5,-16}{6,-16}", scenePresence.Firstname, scenePresence.Lastname, scenePresence.UUID, scenePresence.ControllingClient.AgentId, "Unknown", "Unknown", RegionInfo.RegionName); } break; case "modules": m_log.Error("The currently loaded modules in " + RegionInfo.RegionName + " are:"); foreach (IRegionModule module in Modules.Values) { if (!module.IsSharedModule) { m_log.Error("Region Module: " + module.Name); } } break; } } #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 Heightmap[x, y]; } public UUID GetLandOwner(float x, float y) { ILandObject land = LandChannel.GetLandObject(x, y); if (land == null) { return UUID.Zero; } else { return land.landData.OwnerID; } } public LandData GetLandData(float x, float y) { return LandChannel.GetLandObject(x, y).landData; } public LandData GetLandData(uint x, uint y) { m_log.DebugFormat("[SCENE] returning land for {0},{1}", x, y); return LandChannel.GetLandObject((int)x, (int)y).landData; } public void SetLandMusicURL(float x, float y, string url) { ILandObject land = LandChannel.GetLandObject(x, y); if (land == null) { return; } else { land.landData.MusicURL = url; land.sendLandUpdateToAvatarsOverMe(); return; } } public void SetLandMediaURL(float x, float y, string url) { ILandObject land = LandChannel.GetLandObject(x, y); if (land == null) { return; } else { land.landData.MediaURL = url; land.sendLandUpdateToAvatarsOverMe(); return; } } public RegionInfo RequestClosestRegion(string name) { return m_sceneGridService.RequestClosestRegion(name); } #endregion #region Script Engine private List<ScriptEngineInterface> ScriptEngines = new List<ScriptEngineInterface>(); private bool m_dumpAssetsToFile; /// <summary> /// /// </summary> /// <param name="scriptEngine"></param> public void AddScriptEngine(ScriptEngineInterface scriptEngine) { ScriptEngines.Add(scriptEngine); scriptEngine.InitializeEngine(this); } public void TriggerObjectChanged(uint localID, uint change) { m_eventManager.TriggerOnScriptChangedEvent(localID, change); } public void TriggerAtTargetEvent(uint localID, uint handle, Vector3 targetpos, Vector3 currentpos) { m_eventManager.TriggerAtTargetEvent(localID, handle, targetpos, currentpos); } public void TriggerNotAtTargetEvent(uint localID) { m_eventManager.TriggerNotAtTargetEvent(localID); } private bool ScriptDanger(SceneObjectPart part,Vector3 pos) { ILandObject parcel = LandChannel.GetLandObject(pos.X, pos.Y); if (part != null) { if (parcel != null) { if ((parcel.landData.Flags & (uint)Parcel.ParcelFlags.AllowOtherScripts) != 0) { return true; } else if ((parcel.landData.Flags & (uint)Parcel.ParcelFlags.AllowGroupScripts) != 0) { if (part.OwnerID == parcel.landData.OwnerID || (parcel.landData.IsGroupOwned && part.GroupID == parcel.landData.GroupID) || Permissions.IsGod(part.OwnerID)) { return true; } else { return false; } } else { if (part.OwnerID == parcel.landData.OwnerID) { return true; } else { return false; } } } else { if (pos.X > 0f && pos.X < Constants.RegionSize && pos.Y > 0f && pos.Y < Constants.RegionSize) { // The only time parcel != null when an object is inside a region is when // there is nothing behind the landchannel. IE, no land plugin loaded. return true; } else { // The object is outside of this region. Stop piping events to it. return false; } } } else { return false; } } public bool ScriptDanger(uint localID, Vector3 pos) { SceneObjectPart part = GetSceneObjectPart(localID); if (part != null) { return ScriptDanger(part, pos); } else { return false; } } public bool PipeEventsForScript(uint localID) { SceneObjectPart part = GetSceneObjectPart(localID); if (part != null) { // Changed so that child prims of attachments return ScriptDanger for their parent, so that // their scripts will actually run. // -- Leaf, Tue Aug 12 14:17:05 EDT 2008 SceneObjectPart parent = part.ParentGroup.RootPart; if (parent != null && parent.IsAttachment) return ScriptDanger(parent, parent.GetWorldPosition()); else return ScriptDanger(part, part.GetWorldPosition()); } else { return false; } } #endregion #region SceneGraph wrapper methods /// <summary> /// /// </summary> /// <param name="localID"></param> /// <returns></returns> public UUID ConvertLocalIDToFullID(uint localID) { return m_sceneGraph.ConvertLocalIDToFullID(localID); } public void SwapRootAgentCount(bool rootChildChildRootTF) { m_sceneGraph.SwapRootChildAgent(rootChildChildRootTF); } public void AddPhysicalPrim(int num) { m_sceneGraph.AddPhysicalPrim(num); } public void RemovePhysicalPrim(int num) { m_sceneGraph.RemovePhysicalPrim(num); } //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> /// Return a list of all avatars in this region. /// This list is a new object, so it can be iterated over without locking. /// </summary> /// <returns></returns> public List<ScenePresence> GetAvatars() { return m_sceneGraph.GetAvatars(); } /// <summary> /// Return a list of all ScenePresences in this region. This returns child agents as well as root agents. /// This list is a new object, so it can be iterated over without locking. /// </summary> /// <returns></returns> public List<ScenePresence> GetScenePresences() { return m_sceneGraph.GetScenePresences(); } /// <summary> /// Request a filtered list of ScenePresences in this region. /// This list is a new object, so it can be iterated over without locking. /// </summary> /// <param name="filter"></param> /// <returns></returns> public List<ScenePresence> GetScenePresences(FilterAvatarList filter) { return m_sceneGraph.GetScenePresences(filter); } /// <summary> /// Request a scene presence by UUID /// </summary> /// <param name="avatarID"></param> /// <returns></returns> public ScenePresence GetScenePresence(UUID avatarID) { return m_sceneGraph.GetScenePresence(avatarID); } public override bool PresenceChildStatus(UUID avatarID) { ScenePresence cp = GetScenePresence(avatarID); // FIXME: This is really crap - some logout code is relying on a NullReferenceException to halt its processing // This needs to be fixed properly by cleaning up the logout code. //if (cp != null) // return cp.IsChildAgent; //return false; return cp.IsChildAgent; } /// <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 avatars. if (m_scenePresences != null) { try { List<ScenePresence> presenceList = GetScenePresences(); foreach (ScenePresence presence in presenceList) { action(presence); } } catch (Exception e) { m_log.Info("[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> /// Get a named prim contained in this scene (will return the first /// found, if there are more than one prim with the same name) /// </summary> /// <param name="name"></param> /// <returns></returns> public SceneObjectPart GetSceneObjectPart(string name) { return m_sceneGraph.GetSceneObjectPart(name); } /// <summary> /// Get a prim via its local id /// </summary> /// <param name="localID"></param> /// <returns></returns> public SceneObjectPart GetSceneObjectPart(uint localID) { return m_sceneGraph.GetSceneObjectPart(localID); } /// <summary> /// Get a prim via its UUID /// </summary> /// <param name="fullID"></param> /// <returns></returns> public SceneObjectPart GetSceneObjectPart(UUID fullID) { return m_sceneGraph.GetSceneObjectPart(fullID); } internal bool TryGetAvatar(UUID avatarId, out ScenePresence avatar) { return m_sceneGraph.TryGetAvatar(avatarId, out avatar); } internal bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) { return m_sceneGraph.TryGetAvatarByName(avatarName, out avatar); } public void ForEachClient(Action<IClientAPI> action) { m_sceneGraph.ForEachClient(action); } /// <summary> /// Returns a list of the entities in the scene. This is a new list so operations perform on the list itself /// will not affect the original list of objects in the scene. /// </summary> /// <returns></returns> public List<EntityBase> GetEntities() { return m_sceneGraph.GetEntities(); } #endregion #region Avatar Appearance Default public static void GetDefaultAvatarAppearance(out AvatarWearable[] wearables, out byte[] visualParams) { visualParams = GetDefaultVisualParams(); wearables = AvatarWearable.DefaultWearables; } private static byte[] GetDefaultVisualParams() { byte[] visualParams; visualParams = new byte[218]; for (int i = 0; i < 218; i++) { visualParams[i] = 100; } return visualParams; } #endregion public void ParcelMediaSetTime(float time) { //should be doing this by parcel, but as its only for testing // The use of Thread.Sleep here causes the following compiler error under mono 1.2.4 // OpenSim/Region/Environment/Scenes/Scene.cs(3675,17): error CS0103: The name `Thread' does not exist // in the context of `<>c__CompilerGenerated17' // MW said it was okay to comment the body of this method out for now since the code is experimental // and will be replaced anyway // ForEachClient(delegate(IClientAPI client) // { // client.SendParcelMediaCommand((uint)(2), ParcelMediaCommandEnum.Pause, 0); // Thread.Sleep(10); // client.SendParcelMediaCommand((uint)(64), ParcelMediaCommandEnum.Time, time); // Thread.Sleep(200); // client.SendParcelMediaCommand((uint)(4), ParcelMediaCommandEnum.Play, 0); // }); } public void RegionHandleRequest(IClientAPI client, UUID regionID) { RegionInfo info; if (regionID == RegionInfo.RegionID) info = RegionInfo; else info = CommsManager.GridService.RequestNeighbourInfo(regionID); if (info != null) client.SendRegionHandle(regionID, info.RegionHandle); } public void TerrainUnAcked(IClientAPI client, int patchX, int patchY) { //Console.WriteLine("Terrain packet unacked, resending patch: " + patchX + " , " + patchY); client.SendLayerData(patchX, patchY, Heightmap.GetFloatsSerialised()); } public void SetRootAgentScene(UUID agentID) { IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>(); if (inv == null) return; inv.SetRootAgentScene(agentID, this); EventManager.TriggerSetRootAgentScene(agentID, this); } public bool NeedSceneCacheClear(UUID agentID) { IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>(); if (inv == null) return true; return inv.NeedSceneCacheClear(agentID, this); } public void ObjectSaleInfo(IClientAPI client, UUID agentID, UUID sessionID, uint localID, byte saleType, int salePrice) { SceneObjectPart part = GetSceneObjectPart(localID); if (part == null || part.ParentGroup == null) return; if (part.ParentGroup.IsDeleted) return; part = part.ParentGroup.RootPart; part.ObjectSaleType = saleType; part.SalePrice = salePrice; part.ParentGroup.HasGroupChanged = true; part.GetProperties(client); } public bool PerformObjectBuy(IClientAPI remoteClient, UUID categoryID, uint localID, byte saleType) { SceneObjectPart part = GetSceneObjectPart(localID); if (part == null) return false; if (part.ParentGroup == null) return false; SceneObjectGroup group = part.ParentGroup; switch (saleType) { case 1: // Sell as original (in-place sale) uint effectivePerms=group.GetEffectivePermissions(); if ((effectivePerms & (uint)PermissionMask.Transfer) == 0) { m_dialogModule.SendAlertToUser(remoteClient, "This item doesn't appear to be for sale"); return false; } group.SetOwnerId(remoteClient.AgentId); group.SetRootPartOwner(part, remoteClient.AgentId, remoteClient.ActiveGroupId); List<SceneObjectPart> partList = new List<SceneObjectPart>(group.Children.Values); if (Permissions.PropagatePermissions()) { foreach (SceneObjectPart child in partList) { child.Inventory.ChangeInventoryOwner(remoteClient.AgentId); child.ApplyNextOwnerPermissions(); } } part.ObjectSaleType = 0; part.SalePrice = 10; group.HasGroupChanged = true; part.GetProperties(remoteClient); part.ScheduleFullUpdate(); break; case 2: // Sell a copy string sceneObjectXml = group.ToXmlString(); CachedUserInfo userInfo = CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId); if (userInfo != null) { uint perms=group.GetEffectivePermissions(); if ((perms & (uint)PermissionMask.Transfer) == 0) { m_dialogModule.SendAlertToUser(remoteClient, "This item doesn't appear to be for sale"); return false; } AssetBase asset = CreateAsset( group.GetPartName(localID), group.GetPartDescription(localID), (sbyte)AssetType.Object, Utils.StringToBytes(sceneObjectXml)); AssetCache.AddAsset(asset); InventoryItemBase item = new InventoryItemBase(); item.Creator = part.CreatorID; item.ID = UUID.Random(); item.Owner = remoteClient.AgentId; item.AssetID = asset.FullID; item.Description = asset.Description; item.Name = asset.Name; item.AssetType = asset.Type; item.InvType = (int)InventoryType.Object; item.Folder = categoryID; uint nextPerms=(perms & 7) << 13; if ((nextPerms & (uint)PermissionMask.Copy) == 0) perms &= ~(uint)PermissionMask.Copy; if ((nextPerms & (uint)PermissionMask.Transfer) == 0) perms &= ~(uint)PermissionMask.Transfer; if ((nextPerms & (uint)PermissionMask.Modify) == 0) perms &= ~(uint)PermissionMask.Modify; item.BasePermissions = perms & part.NextOwnerMask; item.CurrentPermissions = perms & part.NextOwnerMask; item.NextPermissions = part.NextOwnerMask; item.EveryOnePermissions = part.EveryoneMask & part.NextOwnerMask; item.GroupPermissions = part.GroupMask & part.NextOwnerMask; item.CurrentPermissions |= 8; // Slam! item.CreationDate = Util.UnixTimeSinceEpoch(); userInfo.AddItem(item); remoteClient.SendInventoryItemCreateUpdate(item); } else { m_dialogModule.SendAlertToUser(remoteClient, "Cannot buy now. Your inventory is unavailable"); return false; } break; case 3: // Sell contents List<UUID> invList = part.Inventory.GetInventoryList(); bool okToSell = true; foreach (UUID invID in invList) { TaskInventoryItem item = part.Inventory.GetInventoryItem(invID); if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) { okToSell = false; break; } } if (!okToSell) { m_dialogModule.SendAlertToUser( remoteClient, "This item's inventory doesn't appear to be for sale"); return false; } if (invList.Count > 0) MoveTaskInventoryItems(remoteClient.AgentId, part.Name, part, invList); break; } return true; } public void CleanTempObjects() { List<EntityBase> objs = GetEntities(); foreach (EntityBase obj in objs) { if (obj is SceneObjectGroup) { SceneObjectGroup grp = (SceneObjectGroup)obj; if (!grp.IsDeleted) { if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) { if (grp.RootPart.Expires <= DateTime.Now) DeleteSceneObject(grp, false); } } } } } public void DeleteFromStorage(UUID uuid) { m_storageManager.DataStore.RemoveObject(uuid, m_regInfo.RegionID); } public int GetHealth() { int health=1; // Start at 1, means we're up // A login in the last 4 mins? We can't be doing too badly // if ((System.Environment.TickCount - m_LastLogin) < 240000) health++; return 0; } // This callback allows the PhysicsScene to call back to its caller (the SceneGraph) and // update non-physical objects like the joint proxy objects that represent the position // of the joints in the scene. // This routine is normally called from within a lock (OdeLock) from within the OdePhysicsScene // WARNING: be careful of deadlocks here if you manipulate the scene. Remember you are being called // from within the OdePhysicsScene. protected internal void jointMoved(PhysicsJoint joint) { // m_parentScene.PhysicsScene.DumpJointInfo(); // non-thread-locked version; we should already be in a lock (OdeLock) when this callback is invoked // FIXME: this causes a sequential lookup of all objects in the scene; use a dictionary SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene); if (jointProxyObject == null) { jointErrorMessage(joint, "WARNING, joint proxy not found, name " + joint.ObjectNameInScene); return; } // now update the joint proxy object in the scene to have the position of the joint as returned by the physics engine SceneObjectPart trackedBody = GetSceneObjectPart(joint.TrackedBodyName); // FIXME: causes a sequential lookup if (trackedBody == null) return; // the actor may have been deleted but the joint still lingers around a few frames waiting for deletion. during this time, trackedBody is NULL to prevent further motion of the joint proxy. jointProxyObject.Velocity = trackedBody.Velocity; jointProxyObject.RotationalVelocity = trackedBody.RotationalVelocity; switch (joint.Type) { case PhysicsJointType.Ball: { PhysicsVector jointAnchor = PhysicsScene.GetJointAnchor(joint); Vector3 proxyPos = new Vector3(jointAnchor.X, jointAnchor.Y, jointAnchor.Z); jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update } break; case PhysicsJointType.Hinge: { PhysicsVector jointAnchor = PhysicsScene.GetJointAnchor(joint); // Normally, we would just ask the physics scene to return the axis for the joint. // Unfortunately, ODE sometimes returns <0,0,0> for the joint axis, which should // never occur. Therefore we cannot rely on ODE to always return a correct joint axis. // Therefore the following call does not always work: //PhysicsVector phyJointAxis = _PhyScene.GetJointAxis(joint); // instead we compute the joint orientation by saving the original joint orientation // relative to one of the jointed bodies, and applying this transformation // to the current position of the jointed bodies (the tracked body) to compute the // current joint orientation. if (joint.TrackedBodyName == null) { jointErrorMessage(joint, "joint.TrackedBodyName is null, joint " + joint.ObjectNameInScene); } Vector3 proxyPos = new Vector3(jointAnchor.X, jointAnchor.Y, jointAnchor.Z); Quaternion q = trackedBody.RotationOffset * joint.LocalRotation; jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update jointProxyObject.ParentGroup.UpdateGroupRotation(q); // schedules the entire group for a terse update } break; } } // This callback allows the PhysicsScene to call back to its caller (the SceneGraph) and // update non-physical objects like the joint proxy objects that represent the position // of the joints in the scene. // This routine is normally called from within a lock (OdeLock) from within the OdePhysicsScene // WARNING: be careful of deadlocks here if you manipulate the scene. Remember you are being called // from within the OdePhysicsScene. protected internal void jointDeactivated(PhysicsJoint joint) { //m_log.Debug("[NINJA] SceneGraph.jointDeactivated, joint:" + joint.ObjectNameInScene); // FIXME: this causes a sequential lookup of all objects in the scene; use a dictionary SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene); if (jointProxyObject == null) { jointErrorMessage(joint, "WARNING, trying to deactivate (stop interpolation of) joint proxy, but not found, name " + joint.ObjectNameInScene); return; } // turn the proxy non-physical, which also stops its client-side interpolation bool wasUsingPhysics = ((jointProxyObject.ObjectFlags & (uint)PrimFlags.Physics) != 0); if (wasUsingPhysics) { jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock } } // This callback allows the PhysicsScene to call back to its caller (the SceneGraph) and // alert the user of errors by using the debug channel in the same way that scripts alert // the user of compile errors. // This routine is normally called from within a lock (OdeLock) from within the OdePhysicsScene // WARNING: be careful of deadlocks here if you manipulate the scene. Remember you are being called // from within the OdePhysicsScene. public void jointErrorMessage(PhysicsJoint joint, string message) { // FIXME: this causes a sequential lookup of all objects in the scene; use a dictionary if (joint != null) { if (joint.ErrorMessageCount > PhysicsJoint.maxErrorMessages) return; SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene); if (jointProxyObject != null) { SimChat(Utils.StringToBytes("[NINJA] " + message), ChatTypeEnum.DebugChannel, 2147483647, jointProxyObject.AbsolutePosition, jointProxyObject.Name, jointProxyObject.UUID, false); joint.ErrorMessageCount++; if (joint.ErrorMessageCount > PhysicsJoint.maxErrorMessages) { SimChat(Utils.StringToBytes("[NINJA] Too many messages for this joint, suppressing further messages."), ChatTypeEnum.DebugChannel, 2147483647, jointProxyObject.AbsolutePosition, jointProxyObject.Name, jointProxyObject.UUID, false); } } else { // couldn't find the joint proxy object; the error message is silently suppressed } } } } }