/* * 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 OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Drawing; using System.Drawing.Imaging; using System.IO; using System.Text; using System.Threading; using System.Timers; using System.Xml; using Nini.Config; using OpenMetaverse; using OpenMetaverse.Packets; using OpenMetaverse.Imaging; using OpenSim.Framework; using OpenSim.Services.Interfaces; using OpenSim.Framework.Communications; using OpenSim.Framework.Console; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes.Scripting; using OpenSim.Region.Framework.Scenes.Serialization; using OpenSim.Region.Physics.Manager; using Timer=System.Timers.Timer; using TPFlags = OpenSim.Framework.Constants.TeleportFlags; using GridRegion = OpenSim.Services.Interfaces.GridRegion; namespace OpenSim.Region.Framework.Scenes { public delegate bool FilterAvatarList(ScenePresence avatar); public partial class Scene : SceneBase { public enum UpdatePrioritizationSchemes { Time = 0, Distance = 1, SimpleAngularDistance = 2, FrontBack = 3, } public delegate void SynchronizeSceneHandler(Scene scene); public SynchronizeSceneHandler SynchronizeScene = null; /* Used by the loadbalancer plugin on GForge */ protected int m_splitRegionID = 0; public int SplitRegionID { get { return m_splitRegionID; } set { m_splitRegionID = value; } } 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 m_regionRestartNotifyList = new List(); protected List m_neighbours = new List(); private volatile int m_bordersLocked = 0; public bool BordersLocked { get { return m_bordersLocked == 1; } set { if (value == true) m_bordersLocked = 1; else m_bordersLocked = 0; } } public List NorthBorders = new List(); public List EastBorders = new List(); public List SouthBorders = new List(); public List WestBorders = new List(); /// /// The scene graph for this scene /// /// TODO: Possibly stop other classes being able to manipulate this directly. private SceneGraph m_sceneGraph; /// /// Are we applying physics to any of the prims in this scene? /// public bool m_physicalPrim; public float m_maxNonphys = 256; public float m_maxPhys = 10; public bool m_clampPrimSize; public bool m_trustBinaries; public bool m_allowScriptCrossings; public bool m_useFlySlow; public bool m_usePreJump; public bool m_seeIntoRegionFromNeighbor; // TODO: need to figure out how allow client agents but deny // root agents when ACL denies access to root agent public bool m_strictAccessControl = true; public int MaxUndoCount = 5; private int m_RestartTimerCounter; private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing private int m_incrementsof15seconds; private volatile bool m_backingup; private bool m_useAsyncWhenPossible; private Dictionary m_returns = new Dictionary(); private Dictionary m_groupsWithTargets = new Dictionary(); protected string m_simulatorVersion = "OpenSimulator Server"; protected ModuleLoader m_moduleLoader; protected StorageManager m_storageManager; protected AgentCircuitManager m_authenticateHandler; protected SceneCommunicationService m_sceneGridService; public bool LoginsDisabled = true; public new float TimeDilation { get { return m_sceneGraph.PhysicsScene.TimeDilation; } } public SceneCommunicationService SceneGridService { get { return m_sceneGridService; } } public IXfer XferManager; protected IAssetService m_AssetService; protected IAuthorizationService m_AuthorizationService; private Object m_heartbeatLock = new Object(); public IAssetService AssetService { get { if (m_AssetService == null) { m_AssetService = RequestModuleInterface(); if (m_AssetService == null) { throw new Exception("No IAssetService available."); } } return m_AssetService; } } public IAuthorizationService AuthorizationService { get { if (m_AuthorizationService == null) { m_AuthorizationService = RequestModuleInterface(); //if (m_AuthorizationService == null) //{ // // don't throw an exception if no authorization service is set for the time being // m_log.InfoFormat("[SCENE]: No Authorization service is configured"); //} } return m_AuthorizationService; } } protected IInventoryService m_InventoryService; public IInventoryService InventoryService { get { if (m_InventoryService == null) { m_InventoryService = RequestModuleInterface(); if (m_InventoryService == null) { throw new Exception("No IInventoryService available. This could happen if the config_include folder doesn't exist or if the OpenSim.ini [Architecture] section isn't set. Please also check that you have the correct version of your inventory service dll. Sometimes old versions of this dll will still exist. Do a clean checkout and re-create the opensim.ini from the opensim.ini.example."); } } return m_InventoryService; } } protected IGridService m_GridService; public IGridService GridService { get { if (m_GridService == null) { m_GridService = RequestModuleInterface(); if (m_GridService == null) { throw new Exception("No IGridService available. This could happen if the config_include folder doesn't exist or if the OpenSim.ini [Architecture] section isn't set. Please also check that you have the correct version of your inventory service dll. Sometimes old versions of this dll will still exist. Do a clean checkout and re-create the opensim.ini from the opensim.ini.example."); } } return m_GridService; } } protected ILibraryService m_LibraryService; public ILibraryService LibraryService { get { if (m_LibraryService == null) m_LibraryService = RequestModuleInterface(); return m_LibraryService; } } protected ISimulationService m_simulationService; public ISimulationService SimulationService { get { if (m_simulationService == null) m_simulationService = RequestModuleInterface(); return m_simulationService; } } protected IAuthenticationService m_AuthenticationService; public IAuthenticationService AuthenticationService { get { if (m_AuthenticationService == null) m_AuthenticationService = RequestModuleInterface(); return m_AuthenticationService; } } protected IPresenceService m_PresenceService; public IPresenceService PresenceService { get { if (m_PresenceService == null) m_PresenceService = RequestModuleInterface(); return m_PresenceService; } } protected IUserAccountService m_UserAccountService; public IUserAccountService UserAccountService { get { if (m_UserAccountService == null) m_UserAccountService = RequestModuleInterface(); return m_UserAccountService; } } protected OpenSim.Services.Interfaces.IAvatarService m_AvatarService; public OpenSim.Services.Interfaces.IAvatarService AvatarService { get { if (m_AvatarService == null) m_AvatarService = RequestModuleInterface(); return m_AvatarService; } } protected IXMLRPC m_xmlrpcModule; protected IWorldComm m_worldCommModule; protected IAvatarFactory m_AvatarFactory; public IAvatarFactory AvatarFactory { get { return m_AvatarFactory; } } protected IConfigSource m_config; protected IRegionSerialiserModule m_serialiser; protected IDialogModule m_dialogModule; protected IEntityTransferModule m_teleportModule; protected ICapabilitiesModule m_capsModule; public ICapabilitiesModule CapsModule { get { return m_capsModule; } } protected override IConfigSource GetConfig() { return m_config; } // Central Update Loop protected int m_fps = 10; protected uint m_frame; protected float m_timespan = 0.089f; protected DateTime m_lastupdate = DateTime.UtcNow; private int m_update_physics = 1; private int m_update_entitymovement = 1; private int m_update_objects = 1; // Update objects which have scheduled themselves 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; private int physicsMS2; private int physicsMS; private int otherMS; private int tempOnRezMS; private int eventMS; private int backupMS; private int terrainMS; private int landMS; private int lastCompletedFrame; public int MonitorFrameTime { get { return frameMS; } } public int MonitorPhysicsUpdateTime { get { return physicsMS; } } public int MonitorPhysicsSyncTime { get { return physicsMS2; } } public int MonitorOtherTime { get { return otherMS; } } public int MonitorTempOnRezTime { get { return tempOnRezMS; } } public int MonitorEventTime { get { return eventMS; } } // This may need to be divided into each event? public int MonitorBackupTime { get { return backupMS; } } public int MonitorTerrainTime { get { return terrainMS; } } public int MonitorLandTime { get { return landMS; } } public int MonitorLastFrameTick { get { return lastCompletedFrame; } } private bool m_physics_enabled = true; private bool m_scripts_enabled = true; private string m_defaultScriptEngine; private int m_LastLogin; private Thread HeartbeatThread; private volatile bool shuttingdown; private int m_lastUpdate; private bool m_firstHeartbeat = true; private UpdatePrioritizationSchemes m_update_prioritization_scheme = UpdatePrioritizationSchemes.Time; private bool m_reprioritization_enabled = true; private double m_reprioritization_interval = 5000.0; private double m_root_reprioritization_distance = 10.0; private double m_child_reprioritization_distance = 20.0; 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 UpdatePrioritizationSchemes UpdatePrioritizationScheme { get { return this.m_update_prioritization_scheme; } } public bool IsReprioritizationEnabled { get { return m_reprioritization_enabled; } } public double ReprioritizationInterval { get { return m_reprioritization_interval; } } public double RootReprioritizationDistance { get { return m_root_reprioritization_distance; } } public double ChildReprioritizationDistance { get { return m_child_reprioritization_distance; } } public AgentCircuitManager AuthenticateHandler { get { return m_authenticateHandler; } } public SceneGraph SceneContents { get { return m_sceneGraph; } } // 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; } } /// /// This is for llGetRegionFPS /// public float SimulatorFPS { get { return StatsReporter.getLastReportedSimFPS(); } } public float[] SimulatorStats { get { return StatsReporter.getLastReportedSimStats(); } } public string DefaultScriptEngine { get { return m_defaultScriptEngine; } } public EntityManager Entities { get { return m_sceneGraph.Entities; } } public Dictionary m_restorePresences { get { return m_sceneGraph.RestorePresences; } set { m_sceneGraph.RestorePresences = value; } } public int objectCapacity = 45000; #endregion #region BinaryStats public class StatLogger { public DateTime StartTime; public string Path; public System.IO.BinaryWriter Log; } static StatLogger m_statLog = null; static TimeSpan m_statLogPeriod = TimeSpan.FromSeconds(300); static string m_statsDir = String.Empty; static Object m_statLockObject = new Object(); private void LogSimStats(SimStats stats) { SimStatsPacket pack = new SimStatsPacket(); pack.Region = new SimStatsPacket.RegionBlock(); pack.Region.RegionX = stats.RegionX; pack.Region.RegionY = stats.RegionY; pack.Region.RegionFlags = stats.RegionFlags; pack.Region.ObjectCapacity = stats.ObjectCapacity; //pack.Region = //stats.RegionBlock; pack.Stat = stats.StatsBlock; pack.Header.Reliable = false; // note that we are inside the reporter lock when called DateTime now = DateTime.Now; // hide some time information into the packet pack.Header.Sequence = (uint)now.Ticks; lock (m_statLockObject) // m_statLog is shared so make sure there is only executer here { try { if (m_statLog == null || now > m_statLog.StartTime + m_statLogPeriod) { // First log file or time has expired, start writing to a new log file if (m_statLog != null && m_statLog.Log != null) { m_statLog.Log.Close(); } m_statLog = new StatLogger(); m_statLog.StartTime = now; m_statLog.Path = (m_statsDir.Length > 0 ? m_statsDir + System.IO.Path.DirectorySeparatorChar.ToString() : "") + String.Format("stats-{0}.log", now.ToString("yyyyMMddHHmmss")); m_statLog.Log = new BinaryWriter(File.Open(m_statLog.Path, FileMode.Append, FileAccess.Write)); } // Write the serialized data to disk if (m_statLog != null && m_statLog.Log != null) m_statLog.Log.Write(pack.ToBytes()); } catch (Exception ex) { m_log.Error("statistics gathering failed: " + ex.Message, ex); if (m_statLog != null && m_statLog.Log != null) { m_statLog.Log.Close(); } m_statLog = null; } } return; } #endregion #region Constructors public Scene(RegionInfo regInfo, AgentCircuitManager authen, SceneCommunicationService sceneGridService, StorageManager storeManager, ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim, bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion) { m_config = config; Random random = new Random(); BordersLocked = true; Border northBorder = new Border(); northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize); //<--- northBorder.CrossDirection = Cardinals.N; NorthBorders.Add(northBorder); Border southBorder = new Border(); southBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, 0); //---> southBorder.CrossDirection = Cardinals.S; SouthBorders.Add(southBorder); Border eastBorder = new Border(); eastBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize); //<--- eastBorder.CrossDirection = Cardinals.E; EastBorders.Add(eastBorder); Border westBorder = new Border(); westBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, 0); //---> westBorder.CrossDirection = Cardinals.W; WestBorders.Add(westBorder); BordersLocked = false; m_lastAllocatedLocalId = (uint)(random.NextDouble() * (double)(uint.MaxValue/2))+(uint)(uint.MaxValue/4); m_moduleLoader = moduleLoader; m_authenticateHandler = authen; m_sceneGridService = sceneGridService; m_storageManager = storeManager; m_regInfo = regInfo; m_regionHandle = m_regInfo.RegionHandle; m_regionName = m_regInfo.RegionName; m_datastore = m_regInfo.DataStore; m_lastUpdate = Util.EnvironmentTickCount(); 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); m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(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(); 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); // Old /* m_simulatorVersion = simulatorVersion + " (OS " + Util.GetOperatingSystemInformation() + ")" + " ChilTasks:" + m_seeIntoRegionFromNeighbor.ToString() + " PhysPrim:" + m_physicalPrim.ToString(); */ m_simulatorVersion = simulatorVersion + " (" + Util.GetRuntimeInformation() + ")"; try { // Region config overrides global config // IConfig startupConfig = m_config.Configs["Startup"]; // Should we try to run loops synchronously or asynchronously? m_useAsyncWhenPossible = startupConfig.GetBoolean("use_async_when_possible", false); //Animation states m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); // TODO: Change default to true once the feature is supported m_usePreJump = startupConfig.GetBoolean("enableprejump", false); m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); if (RegionInfo.NonphysPrimMax > 0) { m_maxNonphys = RegionInfo.NonphysPrimMax; } m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 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", m_clampPrimSize); if (RegionInfo.ClampPrimSize) { m_clampPrimSize = true; } m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 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", "XEngine"); IConfig packetConfig = m_config.Configs["PacketPool"]; if (packetConfig != null) { PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true); PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true); } m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); IConfig interest_management_config = m_config.Configs["InterestManagement"]; if (interest_management_config != null) { string update_prioritization_scheme = interest_management_config.GetString("UpdatePrioritizationScheme", "Time").Trim().ToLower(); switch (update_prioritization_scheme) { case "time": m_update_prioritization_scheme = UpdatePrioritizationSchemes.Time; break; case "distance": m_update_prioritization_scheme = UpdatePrioritizationSchemes.Distance; break; case "simpleangulardistance": m_update_prioritization_scheme = UpdatePrioritizationSchemes.SimpleAngularDistance; break; case "frontback": m_update_prioritization_scheme = UpdatePrioritizationSchemes.FrontBack; break; default: m_log.Warn("[SCENE]: UpdatePrioritizationScheme was not recognized, setting to default settomg of Time"); m_update_prioritization_scheme = UpdatePrioritizationSchemes.Time; break; } m_reprioritization_enabled = interest_management_config.GetBoolean("ReprioritizationEnabled", true); m_reprioritization_interval = interest_management_config.GetDouble("ReprioritizationInterval", 5000.0); m_root_reprioritization_distance = interest_management_config.GetDouble("RootReprioritizationDistance", 10.0); m_child_reprioritization_distance = interest_management_config.GetDouble("ChildReprioritizationDistance", 20.0); } m_log.Info("[SCENE]: Using the " + m_update_prioritization_scheme + " prioritization scheme"); #region BinaryStats try { IConfig statConfig = m_config.Configs["Statistics.Binary"]; if (statConfig.Contains("enabled") && statConfig.GetBoolean("enabled")) { if (statConfig.Contains("collect_region_stats")) { if (statConfig.GetBoolean("collect_region_stats")) { // if enabled, add us to the event. If not enabled, I won't get called StatsReporter.OnSendStatsResult += LogSimStats; } } if (statConfig.Contains("region_stats_period_seconds")) { m_statLogPeriod = TimeSpan.FromSeconds(statConfig.GetInt("region_stats_period_seconds")); } if (statConfig.Contains("stats_dir")) { m_statsDir = statConfig.GetString("stats_dir"); } } } catch { // if it doesn't work, we don't collect anything } #endregion BinaryStats } catch { m_log.Warn("[SCENE]: Failed to load StartupConfig"); } } /// /// Mock constructor for scene group persistency unit tests. /// SceneObjectGroup RegionId property is delegated to Scene. /// /// public Scene(RegionInfo regInfo) { BordersLocked = true; Border northBorder = new Border(); northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize); //<--- northBorder.CrossDirection = Cardinals.N; NorthBorders.Add(northBorder); Border southBorder = new Border(); southBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue,0); //---> southBorder.CrossDirection = Cardinals.S; SouthBorders.Add(southBorder); Border eastBorder = new Border(); eastBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize); //<--- eastBorder.CrossDirection = Cardinals.E; EastBorders.Add(eastBorder); Border westBorder = new Border(); westBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue,0); //---> westBorder.CrossDirection = Cardinals.W; WestBorders.Add(westBorder); BordersLocked = false; m_regInfo = regInfo; m_eventManager = new EventManager(); m_lastUpdate = Util.EnvironmentTickCount(); } #endregion #region Startup / Close Methods public bool ShuttingDown { get { return shuttingdown; } } /// /// The scene graph for this scene /// /// TODO: Possibly stop other classes being able to manipulate this directly. public SceneGraph SceneGraph { get { return m_sceneGraph; } } protected virtual void RegisterDefaultSceneEvents() { IDialogModule dm = RequestModuleInterface(); if (dm != null) m_eventManager.OnPermissionError += dm.SendAlertToUser; } public override string GetSimulatorVersion() { return m_simulatorVersion; } public string[] GetUserNames(UUID uuid) { string[] returnstring = new string[0]; UserAccount account = UserAccountService.GetUserAccount(RegionInfo.ScopeID, uuid); if (account != null) { returnstring = new string[2]; returnstring[0] = account.FirstName; returnstring[1] = account.LastName; } return returnstring; } public string GetUserName(UUID uuid) { string[] names = GetUserNames(uuid); if (names.Length == 2) { string firstname = names[0]; string lastname = names[1]; return firstname + " " + lastname; } return "(hippos)"; } /// /// Another region is up. /// /// 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. /// /// RegionInfo handle for the new region. /// True after all operations complete, throws exceptions otherwise. public override void OtherRegionUp(GridRegion otherRegion) { uint xcell = (uint)((int)otherRegion.RegionLocX / (int)Constants.RegionSize); uint ycell = (uint)((int)otherRegion.RegionLocY / (int)Constants.RegionSize); m_log.InfoFormat("[SCENE]: (on region {0}): Region {1} up in coords {2}-{3}", RegionInfo.RegionName, otherRegion.RegionName, xcell, ycell); if (RegionInfo.RegionHandle != otherRegion.RegionHandle) { // If these are cast to INT because long + negative values + abs returns invalid data int resultX = Math.Abs((int)xcell - (int)RegionInfo.RegionLocX); int resultY = Math.Abs((int)ycell - (int)RegionInfo.RegionLocY); if (resultX <= 1 && resultY <= 1) { // Let the grid service module know, so this can be cached m_eventManager.TriggerOnRegionUp(otherRegion); RegionInfo regInfo = new RegionInfo(xcell, ycell, otherRegion.InternalEndPoint, otherRegion.ExternalHostName); regInfo.RegionID = otherRegion.RegionID; regInfo.RegionName = otherRegion.RegionName; regInfo.ScopeID = otherRegion.ScopeID; regInfo.ExternalHostName = otherRegion.ExternalHostName; GridRegion r = new GridRegion(regInfo); 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()); List old = new List(); old.Add(otherRegion.RegionHandle); agent.DropOldNeighbours(old); if (m_teleportModule != null) m_teleportModule.EnableChildAgent(agent, r); } } ); } 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() + ")"); } } } 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; } // Alias IncomingHelloNeighbour OtherRegionUp, for now public GridRegion IncomingHelloNeighbour(RegionInfo neighbour) { OtherRegionUp(new GridRegion(neighbour)); return new GridRegion(RegionInfo); } /// /// Given float seconds, this will restart the region. /// /// float indicating duration before restart. public virtual void Restart(float seconds) { Restart(seconds, true); } /// /// Given float seconds, this will restart the region. showDialog will optionally alert the users. /// /// float indicating duration before restart. public virtual void Restart(float seconds, bool showDialog) { // 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(); if (showDialog) { m_dialogModule.SendNotificationToUsersInRegion( UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0))); } } } // 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() { IConfig startupConfig = m_config.Configs["Startup"]; if (startupConfig != null) { if (startupConfig.GetBoolean("InworldRestartShutsDown", false)) { MainConsole.Instance.RunCommand("shutdown"); return; } } 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) { GridRegion r = new GridRegion(region); try { ForEachScenePresence(delegate(ScenePresence agent) { // If agent is a root agent. if (!agent.IsChildAgent) { if (m_teleportModule != null) m_teleportModule.EnableChildAgent(agent, r); } } ); } 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(false); } } } 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); m_restartTimer.Stop(); m_restartTimer.Close(); // 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(); }); // Stop updating the scene objects and agents. //m_heartbeatTimer.Close(); shuttingdown = true; m_log.Debug("[SCENE]: Persisting changed objects"); List entities = GetEntities(); foreach (EntityBase entity in entities) { if (!entity.IsDeleted && entity is SceneObjectGroup && ((SceneObjectGroup)entity).HasGroupChanged) { ((SceneObjectGroup)entity).ProcessBackup(m_storageManager.DataStore, false); } } m_sceneGraph.Close(); // De-register with region communications (events cleanup) UnRegisterRegionWithComms(); // call the base class Close method. base.Close(); } /// /// Start the timer which triggers regular scene updates /// 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); if (HeartbeatThread != null) { HeartbeatThread.Abort(); HeartbeatThread = null; } m_lastUpdate = Util.EnvironmentTickCount(); HeartbeatThread = Watchdog.StartThread(Heartbeat, "Heartbeat for region " + RegionInfo.RegionName, ThreadPriority.Normal, false); } /// /// Sets up references to modules required by the scene /// public void SetModuleInterfaces() { m_xmlrpcModule = RequestModuleInterface(); m_worldCommModule = RequestModuleInterface(); XferManager = RequestModuleInterface(); m_AvatarFactory = RequestModuleInterface(); m_serialiser = RequestModuleInterface(); m_dialogModule = RequestModuleInterface(); m_capsModule = RequestModuleInterface(); m_teleportModule = RequestModuleInterface(); } #endregion #region Update Methods /// /// Performs per-frame updates regularly /// private void Heartbeat() { if (!Monitor.TryEnter(m_heartbeatLock)) { Watchdog.RemoveThread(); return; } try { Update(); m_lastUpdate = Util.EnvironmentTickCount(); m_firstHeartbeat = false; } catch (ThreadAbortException) { } finally { Monitor.Pulse(m_heartbeatLock); Monitor.Exit(m_heartbeatLock); } Watchdog.RemoveThread(); } /// /// Performs per-frame updates on the scene, this should be the central scene loop /// public override void Update() { float physicsFPS; int maintc; while (!shuttingdown) { TimeSpan SinceLastFrame = DateTime.UtcNow - m_lastupdate; physicsFPS = 0f; maintc = Util.EnvironmentTickCount(); int tmpFrameMS = maintc; tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0; // Increment the frame counter ++m_frame; try { // Check if any objects have reached their targets CheckAtTargets(); // Run through all ScenePresences looking for updates // Presence updates and queued object updates for each presence are sent to clients if (m_frame % m_update_presences == 0) m_sceneGraph.UpdatePresences(); // Update SceneObjectGroups that have scheduled themselves for updates // Objects queue their updates onto all scene presences if (m_frame % m_update_objects == 0) m_sceneGraph.UpdateObjectGroups(); int tmpPhysicsMS2 = Util.EnvironmentTickCount(); if ((m_frame % m_update_physics == 0) && m_physics_enabled) m_sceneGraph.UpdatePreparePhysics(); physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2); if (m_frame % m_update_entitymovement == 0) m_sceneGraph.UpdateScenePresenceMovement(); int tmpPhysicsMS = Util.EnvironmentTickCount(); if (m_frame % m_update_physics == 0) { if (m_physics_enabled) physicsFPS = m_sceneGraph.UpdatePhysics(Math.Max(SinceLastFrame.TotalSeconds, m_timespan)); if (SynchronizeScene != null) SynchronizeScene(this); } physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS); // Delete temp-on-rez stuff if (m_frame % m_update_backup == 0) { int tmpTempOnRezMS = Util.EnvironmentTickCount(); CleanTempObjects(); tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS); } if (RegionStatus != RegionStatus.SlaveScene) { if (m_frame % m_update_events == 0) { int evMS = Util.EnvironmentTickCount(); UpdateEvents(); eventMS = Util.EnvironmentTickCountSubtract(evMS); ; } if (m_frame % m_update_backup == 0) { int backMS = Util.EnvironmentTickCount(); UpdateStorageBackup(); backupMS = Util.EnvironmentTickCountSubtract(backMS); } if (m_frame % m_update_terrain == 0) { int terMS = Util.EnvironmentTickCount(); UpdateTerrain(); terrainMS = Util.EnvironmentTickCountSubtract(terMS); } if (m_frame % m_update_land == 0) { int ldMS = Util.EnvironmentTickCount(); UpdateLand(); landMS = Util.EnvironmentTickCountSubtract(ldMS); } frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS); otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; lastCompletedFrame = Util.EnvironmentTickCount(); // if (m_frame%m_update_avatars == 0) // UpdateInWorldTime(); StatsReporter.AddPhysicsFPS(physicsFPS); StatsReporter.AddTimeDilation(TimeDilation); StatsReporter.AddFPS(1); StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount()); StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount()); StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount()); StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount()); StatsReporter.addFrameMS(frameMS); StatsReporter.addPhysicsMS(physicsMS + physicsMS2); StatsReporter.addOtherMS(otherMS); StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount()); StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS()); } if (LoginsDisabled && m_frame == 20) { // In 99.9% of cases it is a bad idea to manually force garbage collection. However, // this is a rare case where we know we have just went through a long cycle of heap // allocations, and there is no more work to be done until someone logs in GC.Collect(); IConfig startupConfig = m_config.Configs["Startup"]; if (startupConfig == null || !startupConfig.GetBoolean("StartDisabled", false)) { m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName); LoginsDisabled = false; } } } catch (NotImplementedException) { throw; } catch (AccessViolationException e) { m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); } //catch (NullReferenceException e) //{ // m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); //} catch (InvalidOperationException e) { m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); } catch (Exception e) { m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); } finally { m_lastupdate = DateTime.UtcNow; } maintc = Util.EnvironmentTickCountSubtract(maintc); maintc = (int)(m_timespan * 1000) - maintc; if (maintc > 0) Thread.Sleep(maintc); // Tell the watchdog that this thread is still alive Watchdog.UpdateThread(); } } public void AddGroupTarget(SceneObjectGroup grp) { lock (m_groupsWithTargets) m_groupsWithTargets[grp.UUID] = grp; } public void RemoveGroupTarget(SceneObjectGroup grp) { lock (m_groupsWithTargets) m_groupsWithTargets.Remove(grp.UUID); } private void CheckAtTargets() { lock (m_groupsWithTargets) { foreach (SceneObjectGroup entry in m_groupsWithTargets.Values) { entry.checkAtTargets(); } } } /// /// Send out simstats data to all clients /// /// Stats on the Simulator's performance private void SendSimStatsPackets(SimStats stats) { ForEachScenePresence( delegate(ScenePresence agent) { if (!agent.IsChildAgent) agent.ControllingClient.SendSimStats(stats); } ); } /// /// Recount SceneObjectPart in parcel aabb /// private void UpdateLand() { if (LandChannel != null) { if (LandChannel.IsLandPrimCountTainted()) { EventManager.TriggerParcelPrimCountUpdate(); } } } /// /// Update the terrain if it needs to be updated. /// private void UpdateTerrain() { EventManager.TriggerTerrainTick(); } /// /// Back up queued up changes /// private void UpdateStorageBackup() { if (!m_backingup) { m_backingup = true; Util.FireAndForget(BackupWaitCallback); } } /// /// Sends out the OnFrame event to the modules /// private void UpdateEvents() { m_eventManager.TriggerOnFrame(); } /// /// Wrapper for Backup() that can be called with Util.FireAndForget() /// private void BackupWaitCallback(object o) { Backup(); } /// /// Backup the scene. This acts as the main method of the backup thread. /// /// public void Backup() { lock (m_returns) { EventManager.TriggerOnBackup(m_storageManager.DataStore); m_backingup = false; foreach (KeyValuePair 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(); if (tr != null) tr.SendInstantMessage(msg, delegate(bool success) {}); } m_returns.Clear(); } } /// /// Synchronous force backup. For deletes and links/unlinks /// /// Object to be backed up public void ForceSceneObjectBackup(SceneObjectGroup group) { if (group != null) { group.ProcessBackup(m_storageManager.DataStore, true); } } /// /// Return object to avatar Message /// /// Avatar Unique Id /// Name of object returned /// Location of object returned /// Reasion for object return 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 /// /// Store the terrain in the persistant data store /// public void SaveTerrain() { m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID); } public void StoreWindlightProfile(RegionMeta7WindlightData wl) { m_regInfo.WindlightSettings = wl; m_storageManager.DataStore.StoreRegionWindlightSettings(wl); m_eventManager.TriggerOnSaveNewWindlightProfile(); } public void LoadWindlightProfile() { m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(RegionInfo.RegionID); m_eventManager.TriggerOnSaveNewWindlightProfile(); } /// /// Loads the World heightmap /// 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 (IOException e) { m_log.Warn("[TERRAIN]: Scene.cs: LoadWorldMap() - Failed with exception " + e.ToString() + " Regenerating"); // Non standard region size. If there's an old terrain in the database, it might read past the buffer #pragma warning disable 0162 if ((int)Constants.RegionSize != 256) { Heightmap = new TerrainChannel(); m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID); } } catch (Exception e) { m_log.Warn("[TERRAIN]: Scene.cs: LoadWorldMap() - Failed with exception " + e.ToString()); } } /// /// Register this region with a grid service /// /// Thrown if registration of the region itself fails. public void RegisterRegionWithGrid() { RegisterCommsEvents(); // These two 'commands' *must be* next to each other or sim rebooting fails. //m_sceneGridService.RegisterRegion(m_interregionCommsOut, RegionInfo); GridRegion region = new GridRegion(RegionInfo); string error = GridService.RegisterRegion(RegionInfo.ScopeID, region); if (error != String.Empty) { throw new Exception(error); } m_sceneGridService.SetScene(this); m_sceneGridService.InformNeighborsThatRegionisUp(RequestModuleInterface(), RegionInfo); //Dictionary 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); // } //} } /// /// Create a terrain texture for this scene /// public void CreateTerrainTexture(bool temporary) { //create a texture asset of the terrain IMapImageGenerator terrain = RequestModuleInterface(); // Cannot create a map for a nonexistant heightmap yet. if (Heightmap == null) return; if (terrain == null) return; byte[] data = terrain.WriteJpeg2000Image("defaultstripe.png"); if (data != null) { IWorldMapModule mapModule = RequestModuleInterface(); if (mapModule != null) mapModule.LazySaveGeneratedMaptile(data, temporary); } } #endregion #region Load Land /// /// Loads all Parcel data from the datastore for region identified by regionID /// /// Unique Identifier of the Region to load parcel data for public void loadAllLandObjectsFromStorage(UUID regionID) { m_log.Info("[SCENE]: Loading land objects from storage"); List 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 /// /// Loads the World's objects /// public virtual void LoadPrimsFromStorage(UUID regionID) { m_log.Info("[SCENE]: Loading objects from datastore"); List PrimsFromDB = m_storageManager.DataStore.LoadObjects(regionID); m_log.Info("[SCENE]: Loaded " + PrimsFromDB.Count + " objects from the datastore"); 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)"); } /// /// Gets a new rez location based on the raycast and the size of the object that is being rezzed. /// /// /// /// /// /// /// /// /// /// /// 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); //Seems to make no sense to do this as this call is used for rezzing from inventory as well, and with inventory items their size is not always 0.5f //And in cases when we weren't rezzing from inventory we were re-adding the 0.25 straight after calling this method // 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; //increase height so its above the ground. //should be getting the normal of the ground at the rez point and using that? pos.Z += scale.Z / 2f; return pos; } } /// /// Create a New SceneObjectGroup/Part by raycasting /// /// /// /// /// /// /// /// /// /// 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; The rez point should now be correct so that its not in the ground 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; } /// /// Add an object into the scene that has come from storage /// /// /// /// /// 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 /// /// /// If true, we won't persist this object until it changes /// If false, we'll persist this object immediately /// /// /// true if the object was added, false if an object with the same uuid was already in the scene /// public bool AddRestoredSceneObject( SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted) { return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted); } /// /// Add a newly created object to the scene /// /// /// /// If true, the object is made persistent into the scene. /// If false, the object will not persist over server restarts /// public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup) { return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup); } /// /// Delete every object from the scene /// public void DeleteAllSceneObjects() { lock (Entities) { ICollection entities = new List(Entities); foreach (EntityBase e in entities) { if (e is SceneObjectGroup) DeleteSceneObject((SceneObjectGroup)e, false); } } } /// /// Synchronously delete the given object from the scene. /// /// Object Id /// Suppress broadcasting changes to other clients. public void DeleteSceneObject(SceneObjectGroup group, bool silent) { // m_log.DebugFormat("[SCENE]: Deleting scene object {0} {1}", group.Name, group.UUID); //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(true); } 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); // m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); } /// /// Unlink the given object from the scene. Unlike delete, this just removes the record of the object - the /// object itself is not destroyed. /// /// Id of object. /// true if the object was in the scene, false if it was not /// If true, only deletes from scene, but keeps object in database. public bool UnlinkSceneObject(UUID uuid, bool softDelete) { if (m_sceneGraph.DeleteSceneObject(uuid, softDelete)) { if (!softDelete) { m_storageManager.DataStore.RemoveObject(uuid, m_regInfo.RegionID); } return true; } return false; } /// /// Move the given scene object into a new region depending on which region its absolute position has moved /// into. /// /// /// the attempted out of region position of the scene object /// the scene object that we're crossing 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; } if (grp.RootPart.RETURN_AT_EDGE) { // We remove the object here try { List objects = new List(); objects.Add(grp); SceneObjectGroup[] objectsArray = objects.ToArray(); returnObjects(objectsArray, UUID.Zero); } catch (Exception) { m_log.Warn("[DATABASE]: exception when trying to return the prim that crossed the border."); } return; } if (m_teleportModule != null) m_teleportModule.Cross(grp, attemptedPosition, silent); } public Border GetCrossedBorder(Vector3 position, Cardinals gridline) { if (BordersLocked) { switch (gridline) { case Cardinals.N: lock (NorthBorders) { foreach (Border b in NorthBorders) { if (b.TestCross(position)) return b; } } break; case Cardinals.S: lock (SouthBorders) { foreach (Border b in SouthBorders) { if (b.TestCross(position)) return b; } } break; case Cardinals.E: lock (EastBorders) { foreach (Border b in EastBorders) { if (b.TestCross(position)) return b; } } break; case Cardinals.W: lock (WestBorders) { foreach (Border b in WestBorders) { if (b.TestCross(position)) return b; } } break; } } else { switch (gridline) { case Cardinals.N: foreach (Border b in NorthBorders) { if (b.TestCross(position)) return b; } break; case Cardinals.S: foreach (Border b in SouthBorders) { if (b.TestCross(position)) return b; } break; case Cardinals.E: foreach (Border b in EastBorders) { if (b.TestCross(position)) return b; } break; case Cardinals.W: foreach (Border b in WestBorders) { if (b.TestCross(position)) return b; } break; } } return null; } public bool TestBorderCross(Vector3 position, Cardinals border) { if (BordersLocked) { switch (border) { case Cardinals.N: lock (NorthBorders) { foreach (Border b in NorthBorders) { if (b.TestCross(position)) return true; } } break; case Cardinals.E: lock (EastBorders) { foreach (Border b in EastBorders) { if (b.TestCross(position)) return true; } } break; case Cardinals.S: lock (SouthBorders) { foreach (Border b in SouthBorders) { if (b.TestCross(position)) return true; } } break; case Cardinals.W: lock (WestBorders) { foreach (Border b in WestBorders) { if (b.TestCross(position)) return true; } } break; } } else { switch (border) { case Cardinals.N: foreach (Border b in NorthBorders) { if (b.TestCross(position)) return true; } break; case Cardinals.E: foreach (Border b in EastBorders) { if (b.TestCross(position)) return true; } break; case Cardinals.S: foreach (Border b in SouthBorders) { if (b.TestCross(position)) return true; } break; case Cardinals.W: foreach (Border b in WestBorders) { if (b.TestCross(position)) return true; } break; } } return false; } /// /// Called when objects or attachments cross the border between regions. /// /// /// public bool IncomingCreateObject(ISceneObject sog) { //m_log.Debug(" >>> IncomingCreateObject(sog) <<< " + ((SceneObjectGroup)sog).AbsolutePosition + " deleted? " + ((SceneObjectGroup)sog).IsDeleted); SceneObjectGroup newObject; try { newObject = (SceneObjectGroup)sog; } catch (Exception e) { m_log.WarnFormat("[SCENE]: Problem casting object: {0}", e.Message); return false; } if (!AddSceneObject(newObject)) { m_log.DebugFormat("[SCENE]: Problem adding scene object {0} in {1} ", sog.UUID, RegionInfo.RegionName); return false; } newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, 1); // Do this as late as possible so that listeners have full access to the incoming object EventManager.TriggerOnIncomingSceneObject(newObject); return true; } /// /// Attachment rezzing /// /// Agent Unique ID /// Object ID /// False public virtual bool IncomingCreateObject(UUID userID, UUID itemID) { //m_log.DebugFormat(" >>> IncomingCreateObject(userID, itemID) <<< {0} {1}", userID, itemID); ScenePresence sp = GetScenePresence(userID); if (sp != null) { uint attPt = (uint)sp.Appearance.GetAttachpoint(itemID); m_sceneGraph.RezSingleAttachment(sp.ControllingClient, itemID, attPt); } return false; } /// /// Adds a Scene Object group to the Scene. /// Verifies that the creator of the object is not banned from the simulator. /// Checks if the item is an Attachment /// /// /// True if the SceneObjectGroup was added, False if it was not public bool AddSceneObject(SceneObjectGroup sceneObject) { // 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; } sceneObject.SetScene(this); // Force allocation of new LocalId // foreach (SceneObjectPart p in sceneObject.Children.Values) p.LocalId = 0; if (sceneObject.IsAttachmentCheckFull()) // Attachment { sceneObject.RootPart.AddFlag(PrimFlags.TemporaryOnRez); sceneObject.RootPart.AddFlag(PrimFlags.Phantom); AddRestoredSceneObject(sceneObject, false, false); // Handle attachment special case SceneObjectPart RootPrim = sceneObject.RootPart; // 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); SceneObjectGroup grp = sceneObject; //RootPrim.SetParentLocalId(parentLocalID); m_log.DebugFormat( "[ATTACHMENT]: Received attachment {0}, inworld asset id {1}", grp.GetFromItemID(), grp.UUID); //grp.SetFromAssetID(grp.RootPart.LastOwnerID); m_log.DebugFormat( "[ATTACHMENT]: Attach to avatar {0} at position {1}", sp.UUID, grp.AbsolutePosition); AttachObject( sp.ControllingClient, grp.LocalId, (uint)0, grp.GroupRotation, grp.AbsolutePosition, false); RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 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; } } return true; } #endregion #region Add/Remove Avatar Methods /// /// Adding a New Client and Create a Presence for it. /// /// public override void AddNewClient(IClientAPI client) { bool vialogin = false; m_clientManager.Add(client); CheckHeartbeat(); 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 { AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode); // Do the verification here System.Net.EndPoint ep = client.GetClientEP(); if (aCircuit != null) { if ((aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0) { m_log.DebugFormat("[Scene]: Incoming client {0} {1} in region {2} via Login", aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName); vialogin = true; IUserAgentVerificationModule userVerification = RequestModuleInterface(); if (userVerification != null && ep != null) { if (!userVerification.VerifyClient(aCircuit, ep.ToString())) { // uh-oh, this is fishy m_log.WarnFormat("[Scene]: Agent {0} with session {1} connecting with unidentified end point {2}. Refusing service.", client.AgentId, client.SessionId, ep.ToString()); try { client.Close(); } catch (Exception e) { m_log.DebugFormat("[Scene]: Exception while closing aborted client: {0}", e.StackTrace); } return; } else m_log.DebugFormat("[Scene]: User Client Verification for {0} {1} returned true", aCircuit.firstname, aCircuit.lastname); } } } m_log.Debug("[Scene] Adding new agent " + client.Name + " to scene " + RegionInfo.RegionName); ScenePresence sp = CreateAndAddScenePresence(client); if (aCircuit != null) sp.Appearance = aCircuit.Appearance; // HERE!!! Do the initial attachments right here // first agent upon login is a root agent by design. // All other AddNewClient calls find aCircuit.child to be true if (aCircuit == null || (aCircuit != null && aCircuit.child == false)) { sp.IsChildAgent = false; Util.FireAndForget(delegate(object o) { sp.RezAttachments(); }); } } m_LastLogin = Util.EnvironmentTickCount(); EventManager.TriggerOnNewClient(client); if (vialogin) EventManager.TriggerOnClientLogin(client); } /// /// Register for events from the client /// /// The IClientAPI of the connected client public virtual void SubscribeToClientEvents(IClientAPI client) { SubscribeToClientTerrainEvents(client); SubscribeToClientPrimEvents(client); SubscribeToClientPrimRezEvents(client); SubscribeToClientInventoryEvents(client); SubscribeToClientAttachmentEvents(client); SubscribeToClientTeleportEvents(client); SubscribeToClientScriptEvents(client); SubscribeToClientParcelEvents(client); SubscribeToClientGridEvents(client); SubscribeToClientGodEvents(client); SubscribeToClientNetworkEvents(client); // EventManager.TriggerOnNewClient(client); } public virtual void SubscribeToClientTerrainEvents(IClientAPI client) { client.OnRegionHandShakeReply += SendLayerData; client.OnUnackedTerrain += TerrainUnAcked; } public virtual void SubscribeToClientPrimEvents(IClientAPI client) { 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.OnUpdatePrimSingleRotationPosition += m_sceneGraph.UpdatePrimSingleRotationPosition; 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.OnObjectRequest += RequestPrim; client.OnObjectSelect += SelectPrim; client.OnObjectDeselect += DeselectPrim; client.OnGrabUpdate += m_sceneGraph.MoveObject; client.OnSpinStart += m_sceneGraph.SpinStart; client.OnSpinUpdate += m_sceneGraph.SpinObject; client.OnDeRezObject += DeRezObject; 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.OnObjectPermissions += HandleObjectPermissionsUpdate; client.OnGrabObject += ProcessObjectGrab; client.OnGrabUpdate += ProcessObjectGrabUpdate; client.OnDeGrabObject += ProcessObjectDeGrab; client.OnUndo += m_sceneGraph.HandleUndo; client.OnRedo += m_sceneGraph.HandleRedo; client.OnObjectDescription += m_sceneGraph.PrimDescription; client.OnObjectDrop += m_sceneGraph.DropObject; client.OnObjectSaleInfo += ObjectSaleInfo; client.OnObjectIncludeInSearch += m_sceneGraph.MakeObjectSearchable; client.OnObjectOwner += ObjectOwner; } public virtual void SubscribeToClientPrimRezEvents(IClientAPI client) { client.OnAddPrim += AddNewPrim; client.OnRezObject += RezObject; } public virtual void SubscribeToClientInventoryEvents(IClientAPI client) { client.OnCreateNewInventoryItem += CreateNewInventoryItem; client.OnCreateNewInventoryFolder += HandleCreateInventoryFolder; client.OnUpdateInventoryFolder += HandleUpdateInventoryFolder; client.OnMoveInventoryFolder += HandleMoveInventoryFolder; // 2; //!! client.OnFetchInventoryDescendents += HandleFetchInventoryDescendents; client.OnPurgeInventoryDescendents += HandlePurgeInventoryDescendents; // 2; //!! 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; } public virtual void SubscribeToClientAttachmentEvents(IClientAPI client) { client.OnRezSingleAttachmentFromInv += RezSingleAttachment; client.OnRezMultipleAttachmentsFromInv += RezMultipleAttachments; client.OnDetachAttachmentIntoInv += DetachSingleAttachmentToInv; client.OnObjectAttach += m_sceneGraph.AttachObject; client.OnObjectDetach += m_sceneGraph.DetachObject; } public virtual void SubscribeToClientTeleportEvents(IClientAPI client) { client.OnTeleportLocationRequest += RequestTeleportLocation; client.OnTeleportLandmarkRequest += RequestTeleportLandmark; } public virtual void SubscribeToClientScriptEvents(IClientAPI client) { client.OnScriptReset += ProcessScriptReset; client.OnGetScriptRunning += GetScriptRunning; client.OnSetScriptRunning += SetScriptRunning; } public virtual void SubscribeToClientParcelEvents(IClientAPI client) { client.OnObjectGroupRequest += m_sceneGraph.HandleObjectGroupUpdate; client.OnParcelReturnObjectsRequest += LandChannel.ReturnObjectsInParcel; client.OnParcelSetOtherCleanTime += LandChannel.SetParcelOtherCleanTime; client.OnParcelBuy += ProcessParcelBuy; } public virtual void SubscribeToClientGridEvents(IClientAPI client) { client.OnNameFromUUIDRequest += HandleUUIDNameRequest; client.OnMoneyTransferRequest += ProcessMoneyTransferRequest; client.OnAvatarPickerRequest += ProcessAvatarPickerRequest; client.OnSetStartLocationRequest += SetHomeRezPoint; client.OnRegionHandleRequest += RegionHandleRequest; } public virtual void SubscribeToClientGodEvents(IClientAPI client) { IGodsModule godsModule = RequestModuleInterface(); client.OnGodKickUser += godsModule.KickUser; client.OnRequestGodlikePowers += godsModule.RequestGodlikePowers; } public virtual void SubscribeToClientNetworkEvents(IClientAPI client) { client.OnNetworkStatsUpdate += StatsReporter.AddPacketsStats; client.OnViewerEffect += ProcessViewerEffect; } protected virtual void UnsubscribeToClientEvents(IClientAPI client) { } /// /// Register for events from the client /// /// The IClientAPI of the connected client public virtual void UnSubscribeToClientEvents(IClientAPI client) { UnSubscribeToClientTerrainEvents(client); UnSubscribeToClientPrimEvents(client); UnSubscribeToClientPrimRezEvents(client); UnSubscribeToClientInventoryEvents(client); UnSubscribeToClientAttachmentEvents(client); UnSubscribeToClientTeleportEvents(client); UnSubscribeToClientScriptEvents(client); UnSubscribeToClientParcelEvents(client); UnSubscribeToClientGridEvents(client); UnSubscribeToClientGodEvents(client); UnSubscribeToClientNetworkEvents(client); // EventManager.TriggerOnNewClient(client); } public virtual void UnSubscribeToClientTerrainEvents(IClientAPI client) { client.OnRegionHandShakeReply -= SendLayerData; client.OnUnackedTerrain -= TerrainUnAcked; } public virtual void UnSubscribeToClientPrimEvents(IClientAPI client) { 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.OnUpdatePrimSingleRotationPosition -= m_sceneGraph.UpdatePrimSingleRotationPosition; 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.OnObjectRequest -= RequestPrim; client.OnObjectSelect -= SelectPrim; client.OnObjectDeselect -= DeselectPrim; client.OnGrabUpdate -= m_sceneGraph.MoveObject; client.OnSpinStart -= m_sceneGraph.SpinStart; client.OnSpinUpdate -= m_sceneGraph.SpinObject; client.OnDeRezObject -= DeRezObject; 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.OnObjectPermissions -= HandleObjectPermissionsUpdate; client.OnGrabObject -= ProcessObjectGrab; client.OnDeGrabObject -= ProcessObjectDeGrab; client.OnUndo -= m_sceneGraph.HandleUndo; client.OnRedo -= m_sceneGraph.HandleRedo; client.OnObjectDescription -= m_sceneGraph.PrimDescription; client.OnObjectDrop -= m_sceneGraph.DropObject; client.OnObjectSaleInfo -= ObjectSaleInfo; client.OnObjectIncludeInSearch -= m_sceneGraph.MakeObjectSearchable; client.OnObjectOwner -= ObjectOwner; } public virtual void UnSubscribeToClientPrimRezEvents(IClientAPI client) { client.OnAddPrim -= AddNewPrim; client.OnRezObject -= RezObject; } public virtual void UnSubscribeToClientInventoryEvents(IClientAPI client) { client.OnCreateNewInventoryItem -= CreateNewInventoryItem; client.OnCreateNewInventoryFolder -= HandleCreateInventoryFolder; client.OnUpdateInventoryFolder -= HandleUpdateInventoryFolder; client.OnMoveInventoryFolder -= HandleMoveInventoryFolder; // 2; //!! client.OnFetchInventoryDescendents -= HandleFetchInventoryDescendents; client.OnPurgeInventoryDescendents -= HandlePurgeInventoryDescendents; // 2; //!! 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; } public virtual void UnSubscribeToClientAttachmentEvents(IClientAPI client) { client.OnRezSingleAttachmentFromInv -= RezSingleAttachment; client.OnRezMultipleAttachmentsFromInv -= RezMultipleAttachments; client.OnDetachAttachmentIntoInv -= DetachSingleAttachmentToInv; client.OnObjectAttach -= m_sceneGraph.AttachObject; client.OnObjectDetach -= m_sceneGraph.DetachObject; } public virtual void UnSubscribeToClientTeleportEvents(IClientAPI client) { client.OnTeleportLocationRequest -= RequestTeleportLocation; client.OnTeleportLandmarkRequest -= RequestTeleportLandmark; //client.OnTeleportHomeRequest -= TeleportClientHome; } public virtual void UnSubscribeToClientScriptEvents(IClientAPI client) { client.OnScriptReset -= ProcessScriptReset; client.OnGetScriptRunning -= GetScriptRunning; client.OnSetScriptRunning -= SetScriptRunning; } public virtual void UnSubscribeToClientParcelEvents(IClientAPI client) { client.OnObjectGroupRequest -= m_sceneGraph.HandleObjectGroupUpdate; client.OnParcelReturnObjectsRequest -= LandChannel.ReturnObjectsInParcel; client.OnParcelSetOtherCleanTime -= LandChannel.SetParcelOtherCleanTime; client.OnParcelBuy -= ProcessParcelBuy; } public virtual void UnSubscribeToClientGridEvents(IClientAPI client) { client.OnNameFromUUIDRequest -= HandleUUIDNameRequest; client.OnMoneyTransferRequest -= ProcessMoneyTransferRequest; client.OnAvatarPickerRequest -= ProcessAvatarPickerRequest; client.OnSetStartLocationRequest -= SetHomeRezPoint; client.OnRegionHandleRequest -= RegionHandleRequest; } public virtual void UnSubscribeToClientGodEvents(IClientAPI client) { IGodsModule godsModule = RequestModuleInterface(); client.OnGodKickUser -= godsModule.KickUser; client.OnRequestGodlikePowers -= godsModule.RequestGodlikePowers; } public virtual void UnSubscribeToClientNetworkEvents(IClientAPI client) { client.OnNetworkStatsUpdate -= StatsReporter.AddPacketsStats; client.OnViewerEffect -= ProcessViewerEffect; } /// /// Teleport an avatar to their home region /// /// The avatar's Unique ID /// The IClientAPI for the client public virtual void TeleportClientHome(UUID agentId, IClientAPI client) { if (m_teleportModule != null) m_teleportModule.TeleportHome(agentId, client); else { m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); client.SendTeleportFailed("Unable to perform teleports on this simulator."); } } /// /// Duplicates object specified by localID at position raycasted against RayTargetObject using /// RayEnd and RayStart to determine what the angle of the ray is /// /// ID of object to duplicate /// /// Agent doing the duplication /// Group of new object /// The target of the Ray /// The ending of the ray (farthest away point) /// The Beginning of the ray (closest point) /// Bool to bypass raycasting /// The End specified is the place to add the object /// Position the object at the center of the face that it's colliding with /// Rotate the object the same as the localID object 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.UpdateGroupRotationR(worldRot); } else { m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID); } } return; } return; } } /// /// Sets the Home Point. The LoginService uses this to know where to put a user when they log-in /// /// /// /// /// /// public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) { if (PresenceService.SetHomeLocation(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) // 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."); } /// /// Create a child agent scene presence and add it to this scene. /// /// /// protected virtual ScenePresence CreateAndAddScenePresence(IClientAPI client) { CheckHeartbeat(); AvatarAppearance appearance = null; GetAvatarAppearance(client, out appearance); ScenePresence avatar = m_sceneGraph.CreateAndAddChildScenePresence(client, appearance); //avatar.KnownRegions = GetChildrenSeeds(avatar.UUID); m_eventManager.TriggerOnNewPresence(avatar); return avatar; } /// /// Get the avatar apperance for the given client. /// /// /// public void GetAvatarAppearance(IClientAPI client, out AvatarAppearance appearance) { AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode); if (aCircuit == null) { m_log.DebugFormat("[APPEARANCE] Client did not supply a circuit. Non-Linden? Creating default appearance."); appearance = new AvatarAppearance(client.AgentId); return; } appearance = aCircuit.Appearance; if (appearance == null) { m_log.DebugFormat("[APPEARANCE]: Appearance not found in {0}, returning default", RegionInfo.RegionName); appearance = new AvatarAppearance(client.AgentId); } } /// /// Remove the given client from the scene. /// /// public override void RemoveClient(UUID agentID) { CheckHeartbeat(); bool childagentYN = false; ScenePresence avatar = GetScenePresence(agentID); if (avatar != null) { childagentYN = avatar.IsChildAgent; if (avatar.ParentID != 0) { avatar.StandUp(); } try { m_log.DebugFormat( "[SCENE]: Removing {0} agent {1} from region {2}", (childagentYN ? "child" : "root"), agentID, RegionInfo.RegionName); m_sceneGraph.removeUserCount(!childagentYN); CapsModule.RemoveCapsHandler(agentID); // REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever // this method is doing is HORRIBLE!!! avatar.Scene.NeedSceneCacheClear(avatar.UUID); if (!avatar.IsChildAgent) { //List childknownRegions = new List(); //List ckn = avatar.KnownChildRegionHandles; //for (int i = 0; i < ckn.Count; i++) //{ // childknownRegions.Add(ckn[i]); //} List regions = new List(avatar.KnownChildRegionHandles); regions.Remove(RegionInfo.RegionHandle); m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); } m_eventManager.TriggerClientClosed(agentID, this); } catch (NullReferenceException) { // We don't know which count to remove it from // Avatar is already disposed :/ } m_eventManager.TriggerOnRemovePresence(agentID); ForEachClient( delegate(IClientAPI client) { //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway try { client.SendKillObject(avatar.RegionHandle, avatar.LocalId); } catch (NullReferenceException) { } }); ForEachScenePresence( delegate(ScenePresence presence) { presence.CoarseLocationChange(); }); IAgentAssetTransactions agentTransactions = this.RequestModuleInterface(); if (agentTransactions != null) { agentTransactions.RemoveAgentAssetTransactions(agentID); } // Remove the avatar from the scene m_sceneGraph.RemoveScenePresence(agentID); m_clientManager.Remove(agentID); try { avatar.Close(); } catch (NullReferenceException) { //We can safely ignore null reference exceptions. It means the avatar are dead and cleaned up anyway. } catch (Exception e) { m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); } m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); } } /// /// Removes region from an avatar's known region list. This coincides with child agents. For each child agent, there will be a known region entry. /// /// /// /// public void HandleRemoveKnownRegionsFromAvatar(UUID avatarID, List regionslst) { ScenePresence av = GetScenePresence(avatarID); if (av != null) { lock (av) { for (int i = 0; i < regionslst.Count; i++) { av.KnownChildRegionHandles.Remove(regionslst[i]); } } } } /// /// Inform all other ScenePresences on this Scene that someone else has changed position on the minimap. /// 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; } } ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); }); } #endregion #region RegionComms /// /// Register the methods that should be invoked when this scene receives various incoming events /// public void RegisterCommsEvents() { m_sceneGridService.OnExpectUser += HandleNewUserConnection; m_sceneGridService.OnAvatarCrossingIntoRegion += AgentCrossing; m_sceneGridService.OnCloseAgentConnection += IncomingCloseAgent; //m_eventManager.OnRegionUp += OtherRegionUp; //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate; //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar; m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid; m_sceneGridService.KiPrimitive += SendKillObject; m_sceneGridService.OnGetLandData += GetLandData; } /// /// Deregister this scene from receiving incoming region events /// public void UnRegisterRegionWithComms() { m_sceneGridService.KiPrimitive -= SendKillObject; m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid; //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar; //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate; //m_eventManager.OnRegionUp -= OtherRegionUp; m_sceneGridService.OnExpectUser -= HandleNewUserConnection; m_sceneGridService.OnAvatarCrossingIntoRegion -= AgentCrossing; m_sceneGridService.OnCloseAgentConnection -= IncomingCloseAgent; m_sceneGridService.OnGetLandData -= GetLandData; // this does nothing; should be removed m_sceneGridService.Close(); if (!GridService.DeregisterRegion(m_regInfo.RegionID)) m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", m_regInfo.RegionName); } /// /// A handler for the SceneCommunicationService event, to match that events return type of void. /// Use NewUserConnection() directly if possible so the return type can refuse connections. /// At the moment nothing actually seems to use this event, /// as everything is switching to calling the NewUserConnection method directly. /// /// Now obsoleting this because it doesn't handle teleportFlags propertly /// /// /// [Obsolete("Please call NewUserConnection directly.")] public void HandleNewUserConnection(AgentCircuitData agent) { string reason; NewUserConnection(agent, 0, out reason); } /// /// 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 /// The return bool should allow for connections to be refused, but as not all calling paths /// take proper notice of it let, we allowed banned users in still. /// /// CircuitData of the agent who is connecting /// Outputs the reason for the false response on this string /// True if the region accepts this agent. False if it does not. False will /// also return a reason. public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, out string reason) { //Teleport flags: // // TeleportFlags.ViaGodlikeLure - Border Crossing // TeleportFlags.ViaLogin - Login // TeleportFlags.TeleportFlags.ViaLure - Teleport request sent by another user // TeleportFlags.ViaLandmark | TeleportFlags.ViaLocation | TeleportFlags.ViaLandmark | TeleportFlags.Default - Regular Teleport if (LoginsDisabled) { reason = "Logins Disabled"; return false; } // Don't disable this log message - it's too helpful m_log.InfoFormat( "[CONNECTION BEGIN]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, teleportflags {6})", RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname, agent.AgentID, agent.circuitcode, teleportFlags); reason = String.Empty; if (!VerifyUserPresence(agent, out reason)) return false; if (!AuthorizeUser(agent, out reason)) return false; m_log.InfoFormat( "[CONNECTION BEGIN]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})", RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname, agent.AgentID, agent.circuitcode); CapsModule.NewUserConnection(agent); ScenePresence sp = m_sceneGraph.GetScenePresence(agent.AgentID); if (sp != null) { m_log.DebugFormat( "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", agent.AgentID, RegionInfo.RegionName); sp.AdjustKnownSeeds(); return true; } CapsModule.AddCapsHandler(agent.AgentID); if ((teleportFlags & ((uint)TeleportFlags.ViaLandmark | (uint)TeleportFlags.ViaLocation | (uint)TeleportFlags.ViaLandmark | (uint)TeleportFlags.Default)) != 0) System.Threading.Thread.Sleep(2000); if (!agent.child) { if (TestBorderCross(agent.startpos,Cardinals.E)) { Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.E); agent.startpos.X = crossedBorder.BorderLine.Z - 1; } if (TestBorderCross(agent.startpos, Cardinals.N)) { Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.N); agent.startpos.Y = crossedBorder.BorderLine.Z - 1; } //Mitigate http://opensimulator.org/mantis/view.php?id=3522 // Check if start position is outside of region // If it is, check the Z start position also.. if not, leave it alone. if (BordersLocked) { lock (EastBorders) { if (agent.startpos.X > EastBorders[0].BorderLine.Z) { m_log.Warn("FIX AGENT POSITION"); agent.startpos.X = EastBorders[0].BorderLine.Z * 0.5f; if (agent.startpos.Z > 720) agent.startpos.Z = 720; } } lock (NorthBorders) { if (agent.startpos.Y > NorthBorders[0].BorderLine.Z) { m_log.Warn("FIX Agent POSITION"); agent.startpos.Y = NorthBorders[0].BorderLine.Z * 0.5f; if (agent.startpos.Z > 720) agent.startpos.Z = 720; } } } else { if (agent.startpos.X > EastBorders[0].BorderLine.Z) { m_log.Warn("FIX AGENT POSITION"); agent.startpos.X = EastBorders[0].BorderLine.Z * 0.5f; if (agent.startpos.Z > 720) agent.startpos.Z = 720; } if (agent.startpos.Y > NorthBorders[0].BorderLine.Z) { m_log.Warn("FIX Agent POSITION"); agent.startpos.Y = NorthBorders[0].BorderLine.Z * 0.5f; if (agent.startpos.Z > 720) agent.startpos.Z = 720; } } // 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; } } */// This is now handled properly in ScenePresence.MakeRootAgent } agent.teleportFlags = teleportFlags; m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent); return true; } /// /// Verifies that the user has a presence on the Grid /// /// Circuit Data of the Agent we're verifying /// Outputs the reason for the false response on this string /// True if the user has a session on the grid. False if it does not. False will /// also return a reason. public virtual bool VerifyUserPresence(AgentCircuitData agent, out string reason) { reason = String.Empty; IPresenceService presence = RequestModuleInterface(); if (presence == null) { reason = String.Format("Failed to verify user {0} {1} in region {2}. Presence service does not exist.", agent.firstname, agent.lastname, RegionInfo.RegionName); return false; } OpenSim.Services.Interfaces.PresenceInfo pinfo = presence.GetAgent(agent.SessionID); if (pinfo == null || (pinfo != null && pinfo.Online == false)) { reason = String.Format("Failed to verify user {0} {1}, access denied to region {2}.", agent.firstname, agent.lastname, RegionInfo.RegionName); return false; } return true; } /// /// Verify if the user can connect to this region. Checks the banlist and ensures that the region is set for public access /// /// The circuit data for the agent /// outputs the reason to this string /// True if the region accepts this agent. False if it does not. False will /// also return a reason. protected virtual bool AuthorizeUser(AgentCircuitData agent, out string reason) { reason = String.Empty; if (!m_strictAccessControl) return true; if (Permissions.IsGod(agent.AgentID)) return true; if (AuthorizationService != null) { if (!AuthorizationService.IsAuthorizedForRegion(agent.AgentID.ToString(), RegionInfo.RegionID.ToString(),out reason)) { m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region", agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); //reason = String.Format("You are not currently on the access list for {0}",RegionInfo.RegionName); return false; } } if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) { m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); reason = String.Format("Denied access to region {0}: You have been banned from that region.", RegionInfo.RegionName); return false; } IGroupsModule groupsModule = RequestModuleInterface(); List agentGroups = new List(); if (groupsModule != null) { GroupMembershipData[] GroupMembership = groupsModule.GetMembershipData(agent.AgentID); for (int i = 0; i < GroupMembership.Length; i++) agentGroups.Add(GroupMembership[i].GroupID); } bool groupAccess = false; UUID[] estateGroups = m_regInfo.EstateSettings.EstateGroups; foreach (UUID group in estateGroups) { if (agentGroups.Contains(group)) { groupAccess = true; break; } } if (!m_regInfo.EstateSettings.PublicAccess && !m_regInfo.EstateSettings.HasAccess(agent.AgentID) && !groupAccess) { m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate", agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.", RegionInfo.RegionName); return false; } // TODO: estate/region settings are not properly hooked up // to ILandObject.isRestrictedFromLand() // if (null != LandChannel) // { // // region seems to have local Id of 1 // ILandObject land = LandChannel.GetLandObject(1); // if (null != land) // { // if (land.isBannedFromLand(agent.AgentID)) // { // m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user has been banned from land", // agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); // reason = String.Format("Denied access to private region {0}: You are banned from that region.", // RegionInfo.RegionName); // return false; // } // if (land.isRestrictedFromLand(agent.AgentID)) // { // m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region", // agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); // reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.", // RegionInfo.RegionName); // return false; // } // } // } return true; } /// /// Update an AgentCircuitData object with new information /// /// Information to update the AgentCircuitData with public void UpdateCircuitData(AgentCircuitData data) { m_authenticateHandler.UpdateAgentData(data); } /// /// Change the Circuit Code for the user's Circuit Data /// /// The old Circuit Code. Must match a previous circuit code /// The new Circuit Code. Must not be an already existing circuit code /// True if we successfully changed it. False if we did not public bool ChangeCircuitCode(uint oldcc, uint newcc) { return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc); } /// /// The Grid has requested that we log-off a user. Log them off. /// /// Unique ID of the avatar to log-off /// SecureSessionID of the user, or the RegionSecret text when logging on to the grid /// message to display to the user. Reason for being logged off public void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message) { ScenePresence loggingOffUser = null; loggingOffUser = GetScenePresence(AvatarID); if (loggingOffUser != null) { UUID localRegionSecret = UUID.Zero; bool parsedsecret = UUID.TryParse(m_regInfo.regionSecret, out localRegionSecret); // Region Secret is used here in case a new sessionid overwrites an old one on the user server. // Will update the user server in a few revisions to use it. if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId || (parsedsecret && RegionSecret == localRegionSecret)) { m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, new List(loggingOffUser.KnownRegions.Keys)); loggingOffUser.ControllingClient.Kick(message); // Give them a second to receive the message! Thread.Sleep(1000); loggingOffUser.ControllingClient.Close(); } 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()); } } /// /// Triggered when an agent crosses into this sim. Also happens on initial login. /// /// /// /// public virtual void AgentCrossing(UUID agentID, Vector3 position, bool isFlying) { ScenePresence presence; m_sceneGraph.TryGetAvatar(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); } } /// /// We've got an update about an agent that sees into this region, /// send it to ScenePresence for processing It's the full data. /// /// Agent that contains all of the relevant things about an agent. /// Appearance, animations, position, etc. /// true if we handled it. public virtual bool IncomingChildAgentDataUpdate(AgentData cAgentData) { m_log.DebugFormat( "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName); // We have to wait until the viewer contacts this region after receiving EAC. // That calls AddNewClient, which finally creates the ScenePresence ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID); if (childAgentUpdate != null) { childAgentUpdate.ChildAgentDataUpdate(cAgentData); return true; } return false; } /// /// We've got an update about an agent that sees into this region, /// send it to ScenePresence for processing It's only positional data /// /// AgentPosition that contains agent positional data so we can know what to send /// true if we handled it. public virtual bool IncomingChildAgentDataUpdate(AgentPosition cAgentData) { //m_log.Debug(" 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; } protected virtual ScenePresence WaitGetScenePresence(UUID agentID) { int ntimes = 10; ScenePresence childAgentUpdate = null; while ((childAgentUpdate = GetScenePresence(agentID)) == null && (ntimes-- > 0)) Thread.Sleep(1000); return childAgentUpdate; } public virtual bool IncomingRetrieveRootAgent(UUID id, out IAgentData agent) { agent = null; ScenePresence sp = GetScenePresence(id); if ((sp != null) && (!sp.IsChildAgent)) { sp.IsChildAgent = true; return sp.CopyAgent(out agent); } return false; } /// /// Tell a single agent to disconnect from the region. /// /// /// public bool IncomingCloseAgent(UUID agentID) { //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", 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(); if (eq != null) { eq.DisableSimulator(RegionInfo.RegionHandle, agentID); } else presence.ControllingClient.SendShutdownConnectionNotice(); } presence.ControllingClient.Close(); return true; } // Agent not here return false; } /// /// Tries to teleport agent to other region. /// /// /// /// /// /// public void RequestTeleportLocation(IClientAPI remoteClient, string regionName, Vector3 position, Vector3 lookat, uint teleportFlags) { GridRegion regionInfo = GridService.GetRegionByName(UUID.Zero, 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); } /// /// Tries to teleport agent to other region. /// /// /// /// /// /// public void RequestTeleportLocation(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags) { ScenePresence sp; m_sceneGraph.TryGetAvatar(remoteClient.AgentId, out sp); if (sp != null) { uint regionX = m_regInfo.RegionLocX; uint regionY = m_regInfo.RegionLocY; Utils.LongToUInts(regionHandle, out regionX, out regionY); int shiftx = (int) regionX - (int) m_regInfo.RegionLocX * (int)Constants.RegionSize; int shifty = (int) regionY - (int) m_regInfo.RegionLocY * (int)Constants.RegionSize; position.X += shiftx; position.Y += shifty; bool result = false; if (TestBorderCross(position,Cardinals.N)) result = true; if (TestBorderCross(position, Cardinals.S)) result = true; if (TestBorderCross(position, Cardinals.E)) result = true; if (TestBorderCross(position, Cardinals.W)) result = true; // bordercross if position is outside of region if (!result) regionHandle = m_regInfo.RegionHandle; else { // not in this region, undo the shift! position.X -= shiftx; position.Y -= shifty; } if (m_teleportModule != null) m_teleportModule.Teleport(sp, regionHandle, position, lookAt, teleportFlags); else { m_log.DebugFormat("[SCENE]: Unable to perform teleports: no AgentTransferModule is active"); sp.ControllingClient.SendTeleportFailed("Unable to perform teleports on this simulator."); } } } /// /// Tries to teleport agent to landmark. /// /// /// /// public void RequestTeleportLandmark(IClientAPI remoteClient, UUID regionID, Vector3 position) { GridRegion info = GridService.GetRegionByUUID(UUID.Zero, regionID); if (info == null) { // can't find the region: Tell viewer and abort remoteClient.SendTeleportFailed("The teleport destination could not be found."); return; } RequestTeleportLocation(remoteClient, info.RegionHandle, position, Vector3.Zero, (uint)(TPFlags.SetLastToTarget | TPFlags.ViaLandmark)); } public void CrossAgentToNewRegion(ScenePresence agent, bool isFlying) { if (m_teleportModule != null) m_teleportModule.Cross(agent, isFlying); else { m_log.DebugFormat("[SCENE]: Unable to cross agent to neighbouring region, because there is no AgentTransferModule"); } } public void SendOutChildAgentUpdates(AgentPosition cadu, ScenePresence presence) { m_sceneGridService.SendChildAgentDataUpdate(cadu, presence); } #endregion #region Other Methods 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; } #endregion 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); } } } } /// /// Causes all clients to get a full object update on all of the objects in the scene. /// public void ForceClientUpdate() { List EntityList = GetEntities(); foreach (EntityBase ent in EntityList) { if (ent is SceneObjectGroup) { ((SceneObjectGroup)ent).ScheduleGroupForFullUpdate(); } } } /// /// This is currently only used for scale (to scale to MegaPrim size) /// There is a console command that calls this in OpenSimMain /// /// public void HandleEditCommand(string[] cmdparams) { m_log.Debug("Searching for Primitive: '" + cmdparams[2] + "'"); List 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[2]) { part.Resize( new Vector3(Convert.ToSingle(cmdparams[3]), Convert.ToSingle(cmdparams[4]), Convert.ToSingle(cmdparams[5]))); m_log.Debug("Edited scale of Primitive: " + part.Name); } } } } } public override void Show(string[] showParams) { base.Show(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; } } #region Script Handling Methods /// /// Console command handler to send script command to script engine. /// /// public void SendCommandToPlugins(string[] args) { m_eventManager.TriggerOnPluginConsole(args); } 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; } #endregion #region Script Engine private List ScriptEngines = new List(); public bool DumpAssetsToFile; /// /// /// /// public void AddScriptEngine(ScriptEngineInterface scriptEngine) { ScriptEngines.Add(scriptEngine); scriptEngine.InitializeEngine(this); } 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)ParcelFlags.AllowOtherScripts) != 0) { return true; } else if ((parcel.LandData.Flags & (uint)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 /// /// /// /// /// 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. /// /// Return a list of all avatars in this region. /// This list is a new object, so it can be iterated over without locking. /// /// public List GetAvatars() { return m_sceneGraph.GetAvatars(); } /// /// 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. /// /// public ScenePresence[] GetScenePresences() { return m_sceneGraph.GetScenePresences(); } /// /// Request a filtered list of ScenePresences in this region. /// This list is a new object, so it can be iterated over without locking. /// /// /// public List GetScenePresences(FilterAvatarList filter) { return m_sceneGraph.GetScenePresences(filter); } /// /// Request a scene presence by UUID /// /// /// 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; } /// /// /// /// public void ForEachScenePresence(Action action) { // We don't want to try to send messages if there are no avatars. if (m_sceneGraph != null) { try { ScenePresence[] presences = GetScenePresences(); for (int i = 0; i < presences.Length; i++) action(presences[i]); } catch (Exception e) { m_log.Info("[BUG] in " + RegionInfo.RegionName + ": " + e.ToString()); m_log.Info("[BUG] Stack Trace: " + e.StackTrace); } } } /// /// /// /// // public void ForEachObject(Action action) // { // List presenceList; // // lock (m_sceneObjects) // { // presenceList = new List(m_sceneObjects.Values); // } // // foreach (SceneObjectGroup presence in presenceList) // { // action(presence); // } // } /// /// Get a named prim contained in this scene (will return the first /// found, if there are more than one prim with the same name) /// /// /// public SceneObjectPart GetSceneObjectPart(string name) { return m_sceneGraph.GetSceneObjectPart(name); } /// /// Get a prim via its local id /// /// /// public SceneObjectPart GetSceneObjectPart(uint localID) { return m_sceneGraph.GetSceneObjectPart(localID); } /// /// Get a prim via its UUID /// /// /// public SceneObjectPart GetSceneObjectPart(UUID fullID) { return m_sceneGraph.GetSceneObjectPart(fullID); } /// /// Get a scene object group that contains the prim with the given local id /// /// /// null if no scene object group containing that prim is found public SceneObjectGroup GetGroupByPrim(uint localID) { return m_sceneGraph.GetGroupByPrim(localID); } public bool TryGetAvatar(UUID avatarId, out ScenePresence avatar) { return m_sceneGraph.TryGetAvatar(avatarId, out avatar); } public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) { return m_sceneGraph.TryGetAvatarByName(avatarName, out avatar); } public void ForEachClient(Action action) { ForEachClient(action, m_useAsyncWhenPossible); } public void ForEachClient(Action action, bool doAsynchronous) { // FIXME: Asynchronous iteration is disabled until we have a threading model that // can support calling this function from an async packet handler without // potentially deadlocking m_clientManager.ForEachSync(action); //if (doAsynchronous) // m_clientManager.ForEach(action); //else // m_clientManager.ForEachSync(action); } public bool TryGetClient(UUID avatarID, out IClientAPI client) { return m_clientManager.TryGetValue(avatarID, out client); } public bool TryGetClient(System.Net.IPEndPoint remoteEndPoint, out IClientAPI client) { return m_clientManager.TryGetValue(remoteEndPoint, out client); } public void ForEachSOG(Action action) { m_sceneGraph.ForEachSOG(action); } /// /// 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. /// /// public List GetEntities() { return m_sceneGraph.GetEntities(); } #endregion public void RegionHandleRequest(IClientAPI client, UUID regionID) { ulong handle = 0; if (regionID == RegionInfo.RegionID) handle = RegionInfo.RegionHandle; else { GridRegion r = GridService.GetRegionByUUID(UUID.Zero, regionID); if (r != null) handle = r.RegionHandle; } if (handle != 0) client.SendRegionHandle(regionID, handle); } public void TerrainUnAcked(IClientAPI client, int patchX, int patchY) { //m_log.Debug("Terrain packet unacked, resending patch: " + patchX + " , " + patchY); client.SendLayerData(patchX, patchY, Heightmap.GetFloatsSerialised()); } public void SetRootAgentScene(UUID agentID) { IInventoryTransferModule inv = RequestModuleInterface(); if (inv == null) return; inv.SetRootAgentScene(agentID, this); EventManager.TriggerSetRootAgentScene(agentID, this); } public bool NeedSceneCacheClear(UUID agentID) { IInventoryTransferModule inv = RequestModuleInterface(); 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 partList = new List(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 Vector3 inventoryStoredPosition = new Vector3 (((group.AbsolutePosition.X > (int)Constants.RegionSize) ? 250 : group.AbsolutePosition.X) , (group.AbsolutePosition.X > (int)Constants.RegionSize) ? 250 : group.AbsolutePosition.X, group.AbsolutePosition.Z); Vector3 originalPosition = group.AbsolutePosition; group.AbsolutePosition = inventoryStoredPosition; string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(group); group.AbsolutePosition = originalPosition; 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), group.OwnerID); AssetService.Store(asset); InventoryItemBase item = new InventoryItemBase(); item.CreatorId = part.CreatorID.ToString(); 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(); if (InventoryService.AddItem(item)) remoteClient.SendInventoryItemCreateUpdate(item, 0); else { m_dialogModule.SendAlertToUser(remoteClient, "Cannot buy now. Your inventory is unavailable"); return false; } break; case 3: // Sell contents List invList = part.Inventory.GetInventoryList(); bool okToSell = true; foreach (UUID invID in invList) { TaskInventoryItem item1 = part.Inventory.GetInventoryItem(invID); if ((item1.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 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() { // Returns: // 1 = sim is up and accepting http requests. The heartbeat has // stopped and the sim is probably locked up, but a remote // admin restart may succeed // // 2 = Sim is up and the heartbeat is running. The sim is likely // usable for people within and logins _may_ work // // 3 = We have seen a new user enter within the past 4 minutes // which can be seen as positive confirmation of sim health // int health=1; // Start at 1, means we're up if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) health+=1; else return health; // A login in the last 4 mins? We can't be doing too badly // if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) health++; else return health; CheckHeartbeat(); return health; } // 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 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.AngularVelocity = trackedBody.AngularVelocity; switch (joint.Type) { case PhysicsJointType.Ball: { Vector3 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: { Vector3 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.UpdateGroupRotationR(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); 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) { 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 } } } public Scene ConsoleScene() { if (MainConsole.Instance == null) return null; if (MainConsole.Instance.ConsoleScene is Scene) return (Scene)MainConsole.Instance.ConsoleScene; return null; } public float GetGroundHeight(float x, float y) { if (x < 0) x = 0; if (x >= Heightmap.Width) x = Heightmap.Width - 1; if (y < 0) y = 0; if (y >= Heightmap.Height) y = Heightmap.Height - 1; Vector3 p0 = new Vector3(x, y, (float)Heightmap[(int)x, (int)y]); Vector3 p1 = new Vector3(p0); Vector3 p2 = new Vector3(p0); p1.X += 1.0f; if (p1.X < Heightmap.Width) p1.Z = (float)Heightmap[(int)p1.X, (int)p1.Y]; p2.Y += 1.0f; if (p2.Y < Heightmap.Height) p2.Z = (float)Heightmap[(int)p2.X, (int)p2.Y]; Vector3 v0 = new Vector3(p1.X - p0.X, p1.Y - p0.Y, p1.Z - p0.Z); Vector3 v1 = new Vector3(p2.X - p0.X, p2.Y - p0.Y, p2.Z - p0.Z); v0.Normalize(); v1.Normalize(); Vector3 vsn = new Vector3(); vsn.X = (v0.Y * v1.Z) - (v0.Z * v1.Y); vsn.Y = (v0.Z * v1.X) - (v0.X * v1.Z); vsn.Z = (v0.X * v1.Y) - (v0.Y * v1.X); vsn.Normalize(); float xdiff = x - (float)((int)x); float ydiff = y - (float)((int)y); return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; } private void CheckHeartbeat() { if (m_firstHeartbeat) return; if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000) StartTimer(); } public override ISceneObject DeserializeObject(string representation) { return SceneObjectSerializer.FromXml2Format(representation); } public override bool AllowScriptCrossings { get { return m_allowScriptCrossings; } } } }