/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the 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.Diagnostics;
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.Framework.Monitoring;
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;
using PermissionMask = OpenSim.Framework.PermissionMask;
namespace OpenSim.Region.Framework.Scenes
{
public delegate bool FilterAvatarList(ScenePresence avatar);
public partial class Scene : SceneBase
{
private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L;
private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L;
public const int m_defaultNumberFramesStored = 10;
public delegate void SynchronizeSceneHandler(Scene scene);
#region Fields
public bool EmergencyMonitoring = false;
///
/// Show debug information about animations.
///
public bool DebugAnimations { get; set; }
///
/// Show debug information about teleports.
///
public bool DebugTeleporting { get; set; }
///
/// Show debug information about the scene loop.
///
public bool DebugUpdates { get; set; }
///
/// If true then the scene is saved to persistent storage periodically, every m_update_backup frames and
/// if objects meet required conditions (m_dontPersistBefore and m_dontPersistAfter).
///
///
/// Even if false, the scene will still be saved on clean shutdown.
/// FIXME: Currently, setting this to false will mean that objects are not periodically returned from parcels.
/// This needs to be fixed.
///
public bool PeriodicBackup { get; set; }
///
/// If false then the scene is never saved to persistence storage even if PeriodicBackup == true and even
/// if the scene is being shut down for the final time.
///
public bool UseBackup { get; set; }
///
/// If false then physical objects are disabled, though collisions will continue as normal.
///
public bool PhysicsEnabled
{
get
{
return m_physicsEnabled;
}
set
{
m_physicsEnabled = value;
if (PhysicsScene != null)
{
IPhysicsParameters physScene = PhysicsScene as IPhysicsParameters;
if (physScene != null)
physScene.SetPhysicsParameter(
"Active", m_physicsEnabled.ToString(), PhysParameterEntry.APPLY_TO_NONE);
}
}
}
private bool m_physicsEnabled;
///
/// If false then scripts are not enabled on the smiulator
///
public bool ScriptsEnabled
{
get { return m_scripts_enabled; }
set
{
if (m_scripts_enabled != value)
{
if (!value)
{
m_log.Info("Stopping all Scripts in Scene");
EntityBase[] entities = Entities.GetEntities();
foreach (EntityBase ent in entities)
{
if (ent is SceneObjectGroup)
((SceneObjectGroup)ent).RemoveScriptInstances(false);
}
}
else
{
m_log.Info("Starting all Scripts in Scene");
EntityBase[] entities = Entities.GetEntities();
foreach (EntityBase ent in entities)
{
if (ent is SceneObjectGroup)
{
SceneObjectGroup sog = (SceneObjectGroup)ent;
sog.CreateScriptInstances(0, false, DefaultScriptEngine, 0);
sog.ResumeScripts();
}
}
}
m_scripts_enabled = value;
}
}
}
private bool m_scripts_enabled;
public SynchronizeSceneHandler SynchronizeScene;
///
/// Used to prevent simultaneous calls to code that adds and removes agents.
///
private object m_removeClientLock = new object();
///
/// Statistical information for this scene.
///
public SimStatsReporter StatsReporter { get; private set; }
///
/// Controls whether physics can be applied to prims. Even if false, prims still have entries in a
/// PhysicsScene in order to perform collision detection
///
public bool PhysicalPrims { get; private set; }
///
/// Controls whether prims can be collided with.
///
///
/// If this is set to false then prims cannot be subject to physics either.
///
public bool CollidablePrims { get; private set; }
///
/// Minimum value of the size of a non-physical prim in each axis
///
public float m_minNonphys = 0.001f;
///
/// Maximum value of the size of a non-physical prim in each axis
///
public float m_maxNonphys = 256;
///
/// Minimum value of the size of a physical prim in each axis
///
public float m_minPhys = 0.01f;
///
/// Maximum value of the size of a physical prim in each axis
///
public float m_maxPhys = 64;
///
/// Max prims an object will hold
///
public int m_linksetCapacity = 0;
public bool m_clampPrimSize;
public bool m_trustBinaries;
public bool m_allowScriptCrossings = true;
///
/// Can avatars cross from and to this region?
///
public bool AllowAvatarCrossing { get; set; }
public bool m_useFlySlow;
public bool m_useTrashOnDelete = true;
///
/// Temporarily setting to trigger appearance resends at 60 second intervals.
///
public bool SendPeriodicAppearanceUpdates { get; set; }
///
/// How much a root agent has to change position before updates are sent to viewers.
///
public float RootPositionUpdateTolerance { get; set; }
///
/// How much a root agent has to rotate before updates are sent to viewers.
///
public float RootRotationUpdateTolerance { get; set; }
///
/// How much a root agent has to change velocity before updates are sent to viewers.
///
public float RootVelocityUpdateTolerance { get; set; }
///
/// If greater than 1, we only send terse updates to other root agents on every n updates.
///
public int RootTerseUpdatePeriod { get; set; }
///
/// If greater than 1, we only send terse updates to child agents on every n updates.
///
public int ChildTerseUpdatePeriod { get; set; }
protected float m_defaultDrawDistance = 255.0f;
public float DefaultDrawDistance
{
// get { return m_defaultDrawDistance; }
get
{
if (RegionInfo != null)
{
float largestDimension = Math.Max(RegionInfo.RegionSizeX, RegionInfo.RegionSizeY);
m_defaultDrawDistance = Math.Max(m_defaultDrawDistance, largestDimension);
}
return m_defaultDrawDistance;
}
}
private List m_AllowedViewers = new List();
private List m_BannedViewers = new List();
// 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 { get; set; }
public bool SeeIntoRegion { get; set; }
// Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
public bool LoginLock = false;
public bool StartDisabled = false;
public bool LoadingPrims;
public IXfer XferManager;
// 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;
protected int m_splitRegionID;
protected Timer m_restartWaitTimer = new Timer();
protected List m_regionRestartNotifyList = new List();
protected List m_neighbours = new List();
protected string m_simulatorVersion = "OpenSimulator Server";
protected AgentCircuitManager m_authenticateHandler;
protected SceneCommunicationService m_sceneGridService;
protected ISimulationDataService m_SimulationDataService;
protected IEstateDataService m_EstateDataService;
protected IAssetService m_AssetService;
protected IAuthorizationService m_AuthorizationService;
protected IInventoryService m_InventoryService;
protected IGridService m_GridService;
protected ILibraryService m_LibraryService;
protected ISimulationService m_simulationService;
protected IAuthenticationService m_AuthenticationService;
protected IPresenceService m_PresenceService;
protected IUserAccountService m_UserAccountService;
protected IAvatarService m_AvatarService;
protected IGridUserService m_GridUserService;
protected IAgentPreferencesService m_AgentPreferencesService;
protected IXMLRPC m_xmlrpcModule;
protected IWorldComm m_worldCommModule;
protected IAvatarFactoryModule m_AvatarFactory;
protected IConfigSource m_config;
protected IRegionSerialiserModule m_serialiser;
protected IDialogModule m_dialogModule;
protected ICapabilitiesModule m_capsModule;
protected IGroupsModule m_groupsModule;
private Dictionary m_extraSettings;
///
/// If true then the next time the scene loop is activated, updates will be performed by firing of a timer
/// rather than on a single thread that sleeps.
///
public bool UpdateOnTimer { get; set; }
///
/// Only used if we are updating scene on a timer rather than sleeping a thread.
///
private Timer m_sceneUpdateTimer;
///
/// Current scene frame number
///
public uint Frame
{
get;
protected set;
}
///
/// Current maintenance run number
///
public uint MaintenanceRun { get; private set; }
///
/// The minimum length of time in milliseconds that will be taken for a scene frame. If the frame takes less time then we
/// will sleep for the remaining period.
///
///
/// One can tweak this number to experiment. One current effect of reducing it is to make avatar animations
/// occur too quickly (viewer 1) or with even more slide (viewer 2).
///
public int MinFrameTicks
{
get { return m_minFrameTicks; }
private set
{
m_minFrameTicks = value;
MinFrameSeconds = (float)m_minFrameTicks / 1000;
}
}
private int m_minFrameTicks;
///
/// The minimum length of time in seconds that will be taken for a scene frame.
///
///
/// Always derived from MinFrameTicks.
///
public float MinFrameSeconds { get; private set; }
///
/// The minimum length of time in milliseconds that will be taken for a scene frame. If the frame takes less time then we
/// will sleep for the remaining period.
///
///
/// One can tweak this number to experiment. One current effect of reducing it is to make avatar animations
/// occur too quickly (viewer 1) or with even more slide (viewer 2).
///
public int MinMaintenanceTicks { get; set; }
private int m_update_physics = 1;
private int m_update_entitymovement = 1;
private int m_update_objects = 1;
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 m_update_coarse_locations = 50;
private int m_update_temp_cleaning = 180;
private int agentMS;
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 spareMS;
// A temporary configuration flag to enable using FireAndForget to process
// collisions from the physics engine. There is a problem with collisions
// stopping sometimes and MB's suspicion is some race condition passing
// collisions from the physics engine callback to the script engine.
// This causes the collision events to be passed with a FireAndForget
// call which should eliminate that linkage. Testers can turn this on
// and see if collisions stop. If they don't, the problem is somewhere else.
// This feature defaults to 'off' so, by default, the simulator operation
// is not changed.
public bool ShouldUseFireAndForgetForCollisions = false;
///
/// Tick at which the last frame was processed.
///
private int m_lastFrameTick;
///
/// Tick at which the last maintenance run occurred.
///
private int m_lastMaintenanceTick;
///
/// Total script execution time (in Stopwatch Ticks) since the last frame
///
private long m_scriptExecutionTime = 0;
///
/// Signals whether temporary objects are currently being cleaned up. Needed because this is launched
/// asynchronously from the update loop.
///
private bool m_cleaningTemps = false;
///
/// Used to control main scene thread looping time when not updating via timer.
///
private ManualResetEvent m_updateWaitEvent = new ManualResetEvent(false);
///
/// Used to control maintenance thread runs.
///
private ManualResetEvent m_maintenanceWaitEvent = new ManualResetEvent(false);
// TODO: Possibly stop other classes being able to manipulate this directly.
private SceneGraph m_sceneGraph;
private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
private volatile bool m_backingup;
private Dictionary m_returns = new Dictionary();
private Dictionary m_groupsWithTargets = new Dictionary();
private string m_defaultScriptEngine;
private int m_unixStartTime;
public int UnixStartTime
{
get { return m_unixStartTime; }
}
///
/// Tick at which the last login occurred.
///
private int m_LastLogin;
///
/// Thread that runs the scene loop.
///
private Thread m_heartbeatThread;
///
/// True if these scene is in the process of shutting down or is shutdown.
///
public bool ShuttingDown
{
get { return m_shuttingDown; }
}
private volatile bool m_shuttingDown;
///
/// Is the scene active?
///
///
/// If false, maintenance and update loops are not being run, though after setting to false update may still
/// be active for a period (and IsRunning will still be true). Updates can still be triggered manually if
/// the scene is not active.
///
public bool Active
{
get { return m_active; }
set
{
if (value)
{
if (!m_active)
Start(false);
}
else
{
// This appears assymetric with Start() above but is not - setting m_active = false stops the loops
// XXX: Possibly this should be in an explicit Stop() method for symmetry.
m_active = false;
}
}
}
private volatile bool m_active;
///
/// If true then updates are running. This may be true for a short period after a scene is de-activated.
///
public bool IsRunning { get { return m_isRunning; } }
private volatile bool m_isRunning;
private Timer m_mapGenerationTimer = new Timer();
private bool m_generateMaptiles;
#endregion Fields
#region Properties
/* Used by the loadbalancer plugin on GForge */
public int SplitRegionID
{
get { return m_splitRegionID; }
set { m_splitRegionID = value; }
}
public new float TimeDilation
{
get { return m_sceneGraph.PhysicsScene.TimeDilation; }
}
public void setThreadCount(int inUseThreads)
{
// Just pass the thread count information on its way as the Scene
// does not require the value for anything at this time
StatsReporter.SetThreadCount(inUseThreads);
}
public SceneCommunicationService SceneGridService
{
get { return m_sceneGridService; }
}
public ISimulationDataService SimulationDataService
{
get
{
if (m_SimulationDataService == null)
{
m_SimulationDataService = RequestModuleInterface();
if (m_SimulationDataService == null)
{
throw new Exception("No ISimulationDataService available.");
}
}
return m_SimulationDataService;
}
}
public IEstateDataService EstateDataService
{
get
{
if (m_EstateDataService == null)
{
m_EstateDataService = RequestModuleInterface();
if (m_EstateDataService == null)
{
throw new Exception("No IEstateDataService available.");
}
}
return m_EstateDataService;
}
}
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;
}
}
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;
}
}
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;
}
}
public ILibraryService LibraryService
{
get
{
if (m_LibraryService == null)
m_LibraryService = RequestModuleInterface();
return m_LibraryService;
}
}
public ISimulationService SimulationService
{
get
{
if (m_simulationService == null)
m_simulationService = RequestModuleInterface();
return m_simulationService;
}
}
public IAuthenticationService AuthenticationService
{
get
{
if (m_AuthenticationService == null)
m_AuthenticationService = RequestModuleInterface();
return m_AuthenticationService;
}
}
public IPresenceService PresenceService
{
get
{
if (m_PresenceService == null)
m_PresenceService = RequestModuleInterface();
return m_PresenceService;
}
}
public IUserAccountService UserAccountService
{
get
{
if (m_UserAccountService == null)
m_UserAccountService = RequestModuleInterface();
return m_UserAccountService;
}
}
public IAvatarService AvatarService
{
get
{
if (m_AvatarService == null)
m_AvatarService = RequestModuleInterface();
return m_AvatarService;
}
}
public IGridUserService GridUserService
{
get
{
if (m_GridUserService == null)
m_GridUserService = RequestModuleInterface();
return m_GridUserService;
}
}
public IAgentPreferencesService AgentPreferencesService
{
get
{
if (m_AgentPreferencesService == null)
m_AgentPreferencesService = RequestModuleInterface();
return m_AgentPreferencesService;
}
}
public IAttachmentsModule AttachmentsModule { get; set; }
public IEntityTransferModule EntityTransferModule { get; private set; }
public IAgentAssetTransactions AgentTransactionsModule { get; private set; }
public IUserManagement UserManagementModule { get; private set; }
public IAvatarFactoryModule AvatarFactory
{
get { return m_AvatarFactory; }
}
public ICapabilitiesModule CapsModule
{
get { return m_capsModule; }
}
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 m_lastFrameTick; } }
public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get; set; }
public bool IsReprioritizationEnabled { get; set; }
public double ReprioritizationInterval { get; set; }
public double RootReprioritizationDistance { get; set; }
public double ChildReprioritizationDistance { get; set; }
public AgentCircuitManager AuthenticateHandler
{
get { return m_authenticateHandler; }
}
// an instance to the physics plugin's Scene object.
public PhysicsScene PhysicsScene
{
get { return m_sceneGraph.PhysicsScene; }
set
{
// If we're not doing the initial set
// Then we've got to remove the previous
// event handler
if (PhysicsScene != null && PhysicsScene.SupportsNINJAJoints)
{
PhysicsScene.OnJointMoved -= jointMoved;
PhysicsScene.OnJointDeactivated -= jointDeactivated;
PhysicsScene.OnJointErrorMessage -= jointErrorMessage;
}
m_sceneGraph.PhysicsScene = value;
if (PhysicsScene != null && m_sceneGraph.PhysicsScene.SupportsNINJAJoints)
{
// register event handlers to respond to joint movement/deactivation
PhysicsScene.OnJointMoved += jointMoved;
PhysicsScene.OnJointDeactivated += jointDeactivated;
PhysicsScene.OnJointErrorMessage += jointErrorMessage;
}
}
}
public string DefaultScriptEngine
{
get { return m_defaultScriptEngine; }
}
public EntityManager Entities
{
get { return m_sceneGraph.Entities; }
}
// used in sequence see: SpawnPoint()
private int m_SpawnPoint;
// can be closest/random/sequence
public string SpawnPointRouting
{
get;
private set;
}
// allow landmarks to pass
public bool TelehubAllowLandmarks
{
get;
private set;
}
#endregion Properties
#region Constructors
public Scene(RegionInfo regInfo, AgentCircuitManager authen, PhysicsScene physicsScene,
SceneCommunicationService sceneGridService,
ISimulationDataService simDataService, IEstateDataService estateDataService,
IConfigSource config, string simulatorVersion)
: this(regInfo, physicsScene)
{
m_config = config;
MinFrameTicks = 89;
MinMaintenanceTicks = 1000;
SeeIntoRegion = true;
Random random = new Random();
m_lastAllocatedLocalId = (uint)(random.NextDouble() * (double)(uint.MaxValue / 2)) + (uint)(uint.MaxValue / 4);
m_authenticateHandler = authen;
m_sceneGridService = sceneGridService;
m_SimulationDataService = simDataService;
m_EstateDataService = estateDataService;
m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
m_asyncSceneObjectDeleter.Enabled = true;
m_asyncInventorySender = new AsyncInventorySender(this);
#region Region Settings
// Load region settings
// LoadRegionSettings creates new region settings in persistence if they don't already exist for this region.
// However, in this case, the default textures are not set in memory properly, so we need to do it here and
// resave.
// FIXME: It shouldn't be up to the database plugins to create this data - we should do it when a new
// region is set up and avoid these gyrations.
RegionSettings rs = simDataService.LoadRegionSettings(RegionInfo.RegionID);
m_extraSettings = simDataService.GetExtra(RegionInfo.RegionID);
bool updatedTerrainTextures = false;
if (rs.TerrainTexture1 == UUID.Zero)
{
rs.TerrainTexture1 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_1;
updatedTerrainTextures = true;
}
if (rs.TerrainTexture2 == UUID.Zero)
{
rs.TerrainTexture2 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_2;
updatedTerrainTextures = true;
}
if (rs.TerrainTexture3 == UUID.Zero)
{
rs.TerrainTexture3 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_3;
updatedTerrainTextures = true;
}
if (rs.TerrainTexture4 == UUID.Zero)
{
rs.TerrainTexture4 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_4;
updatedTerrainTextures = true;
}
if (updatedTerrainTextures)
rs.Save();
RegionInfo.RegionSettings = rs;
if (estateDataService != null)
RegionInfo.EstateSettings = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false);
#endregion Region Settings
//Bind Storage Manager functions to some land manager functions for this scene
EventManager.OnLandObjectAdded +=
new EventManager.LandObjectAdded(simDataService.StoreLandObject);
EventManager.OnLandObjectRemoved +=
new EventManager.LandObjectRemoved(simDataService.RemoveLandObject);
RegisterDefaultSceneEvents();
// XXX: Don't set the public property since we don't want to activate here. This needs to be handled
// better in the future.
m_scripts_enabled = !RegionInfo.RegionSettings.DisableScripts;
PhysicsEnabled = !RegionInfo.RegionSettings.DisablePhysics;
m_simulatorVersion = simulatorVersion + " (" + Util.GetRuntimeInformation() + ")";
#region Region Config
// Region config overrides global config
//
if (m_config.Configs["Startup"] != null)
{
IConfig startupConfig = m_config.Configs["Startup"];
StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance);
UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup);
if (!UseBackup)
m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
//Animation states
m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
SeeIntoRegion = startupConfig.GetBoolean("see_into_region", SeeIntoRegion);
MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20);
PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
if (RegionInfo.NonphysPrimMin > 0)
{
m_minNonphys = RegionInfo.NonphysPrimMin;
}
m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
if (RegionInfo.NonphysPrimMax > 0)
{
m_maxNonphys = RegionInfo.NonphysPrimMax;
}
m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys);
if (RegionInfo.PhysPrimMin > 0)
{
m_minPhys = RegionInfo.PhysPrimMin;
}
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_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity);
if (RegionInfo.LinksetCapacity > 0)
{
m_linksetCapacity = RegionInfo.LinksetCapacity;
}
m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete);
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");
SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
string[] possibleMapConfigSections = new string[] { "Map", "Startup" };
m_generateMaptiles
= Util.GetConfigVarFromSections(config, "GenerateMaptiles", possibleMapConfigSections, true);
if (m_generateMaptiles)
{
int maptileRefresh = Util.GetConfigVarFromSections(config, "MaptileRefresh", possibleMapConfigSections, 0);
m_log.InfoFormat("[SCENE]: Region {0}, WORLD MAP refresh time set to {1} seconds", RegionInfo.RegionName, maptileRefresh);
if (maptileRefresh != 0)
{
m_mapGenerationTimer.Interval = maptileRefresh * 1000;
m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
m_mapGenerationTimer.AutoReset = true;
m_mapGenerationTimer.Start();
}
}
else
{
string tile
= Util.GetConfigVarFromSections(
config, "MaptileStaticUUID", possibleMapConfigSections, UUID.Zero.ToString());
UUID tileID;
if (tile != UUID.Zero.ToString() && UUID.TryParse(tile, out tileID))
{
RegionInfo.RegionSettings.TerrainImageID = tileID;
}
else
{
RegionInfo.RegionSettings.TerrainImageID = RegionInfo.MaptileStaticUUID;
m_log.InfoFormat("[SCENE]: Region {0}, maptile set to {1}", RegionInfo.RegionName, RegionInfo.MaptileStaticUUID.ToString());
}
}
string[] possibleAccessControlConfigSections = new string[] { "AccessControl", "Startup" };
string grant
= Util.GetConfigVarFromSections(
config, "AllowedClients", possibleAccessControlConfigSections, "");
if (grant.Length > 0)
{
foreach (string viewer in grant.Split('|'))
{
m_AllowedViewers.Add(viewer.Trim().ToLower());
}
}
grant
= Util.GetConfigVarFromSections(
config, "BannedClients", possibleAccessControlConfigSections, "");
if (grant.Length > 0)
{
foreach (string viewer in grant.Split('|'))
{
m_BannedViewers.Add(viewer.Trim().ToLower());
}
}
if (startupConfig.Contains("MinFrameTime"))
MinFrameTicks = (int)(startupConfig.GetFloat("MinFrameTime") * 1000);
m_update_backup = startupConfig.GetInt("UpdateStorageEveryNFrames", m_update_backup);
m_update_coarse_locations = startupConfig.GetInt("UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
m_update_entitymovement = startupConfig.GetInt("UpdateEntityMovementEveryNFrames", m_update_entitymovement);
m_update_events = startupConfig.GetInt("UpdateEventsEveryNFrames", m_update_events);
m_update_objects = startupConfig.GetInt("UpdateObjectsEveryNFrames", m_update_objects);
m_update_physics = startupConfig.GetInt("UpdatePhysicsEveryNFrames", m_update_physics);
m_update_presences = startupConfig.GetInt("UpdateAgentsEveryNFrames", m_update_presences);
m_update_terrain = startupConfig.GetInt("UpdateTerrainEveryNFrames", m_update_terrain);
m_update_temp_cleaning = startupConfig.GetInt("UpdateTempCleaningEveryNSeconds", m_update_temp_cleaning);
if (startupConfig.Contains("ShouldUseFireAndForgetForCollisions"))
{
ShouldUseFireAndForgetForCollisions = startupConfig.GetBoolean("ShouldUseFireAndForgetForCollisions", false);
}
}
// FIXME: Ultimately this should be in a module.
SendPeriodicAppearanceUpdates = false;
IConfig appearanceConfig = m_config.Configs["Appearance"];
if (appearanceConfig != null)
{
SendPeriodicAppearanceUpdates
= appearanceConfig.GetBoolean("ResendAppearanceUpdates", SendPeriodicAppearanceUpdates);
}
#endregion Region Config
IConfig entityTransferConfig = m_config.Configs["EntityTransfer"];
if (entityTransferConfig != null)
{
AllowAvatarCrossing = entityTransferConfig.GetBoolean("AllowAvatarCrossing", AllowAvatarCrossing);
}
#region Interest Management
IConfig interestConfig = m_config.Configs["InterestManagement"];
if (interestConfig != null)
{
string update_prioritization_scheme = interestConfig.GetString("UpdatePrioritizationScheme", "Time").Trim().ToLower();
try
{
UpdatePrioritizationScheme = (UpdatePrioritizationSchemes)Enum.Parse(typeof(UpdatePrioritizationSchemes), update_prioritization_scheme, true);
}
catch (Exception)
{
m_log.Warn("[PRIORITIZER]: UpdatePrioritizationScheme was not recognized, setting to default prioritizer Time");
UpdatePrioritizationScheme = UpdatePrioritizationSchemes.Time;
}
IsReprioritizationEnabled
= interestConfig.GetBoolean("ReprioritizationEnabled", IsReprioritizationEnabled);
ReprioritizationInterval
= interestConfig.GetDouble("ReprioritizationInterval", ReprioritizationInterval);
RootReprioritizationDistance
= interestConfig.GetDouble("RootReprioritizationDistance", RootReprioritizationDistance);
ChildReprioritizationDistance
= interestConfig.GetDouble("ChildReprioritizationDistance", ChildReprioritizationDistance);
RootTerseUpdatePeriod = interestConfig.GetInt("RootTerseUpdatePeriod", RootTerseUpdatePeriod);
ChildTerseUpdatePeriod = interestConfig.GetInt("ChildTerseUpdatePeriod", ChildTerseUpdatePeriod);
RootPositionUpdateTolerance
= interestConfig.GetFloat("RootPositionUpdateTolerance", RootPositionUpdateTolerance);
RootRotationUpdateTolerance
= interestConfig.GetFloat("RootRotationUpdateTolerance", RootRotationUpdateTolerance);
RootVelocityUpdateTolerance
= interestConfig.GetFloat("RootVelocityUpdateTolerance", RootVelocityUpdateTolerance);
}
m_log.DebugFormat("[SCENE]: Using the {0} prioritization scheme", UpdatePrioritizationScheme);
#endregion Interest Management
// The timer used by the Stopwatch class depends on the system hardware and operating system; inform
// if the timer is based on a high-resolution performance counter or based on the system timer;
// the performance counter will provide a more precise time than the system timer
if (Stopwatch.IsHighResolution)
m_log.InfoFormat("[SCENE]: Using high-resolution performance counter for statistics.");
else
m_log.InfoFormat("[SCENE]: Using system timer for statistics.");
// Acquire the statistics section of the OpenSim.ini file located
// in the bin directory
IConfig statisticsConfig = m_config.Configs["Statistics"];
// Confirm that the statistics section existed in the configuration
// file
if (statisticsConfig != null)
{
// Create the StatsReporter using the number of frames to store
// for the frame time statistics, or 10 frames if the config
// file doesn't contain a value
StatsReporter = new SimStatsReporter(this,
statisticsConfig.GetInt("NumberOfFrames",
m_defaultNumberFramesStored));
}
else
{
// Create a StatsReporter with the current scene and a default
// 10 frames stored for the frame time statistics
StatsReporter = new SimStatsReporter(this);
}
StatsReporter.OnSendStatsResult += SendSimStatsPackets;
StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
}
public Scene(RegionInfo regInfo, PhysicsScene physicsScene)
: base(regInfo)
{
m_sceneGraph = new SceneGraph(this);
m_sceneGraph.PhysicsScene = physicsScene;
// 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
+= () =>
{
m_log.ErrorFormat("[SCENE]: Restarting region {0} due to unrecoverable physics crash", Name);
RestartNow();
};
PhysicalPrims = true;
CollidablePrims = true;
PhysicsEnabled = true;
AllowAvatarCrossing = true;
PeriodicBackup = true;
UseBackup = true;
IsReprioritizationEnabled = true;
UpdatePrioritizationScheme = UpdatePrioritizationSchemes.Time;
ReprioritizationInterval = 5000;
RootRotationUpdateTolerance = 0.1f;
RootVelocityUpdateTolerance = 0.001f;
RootPositionUpdateTolerance = 0.05f;
RootReprioritizationDistance = 10.0;
ChildReprioritizationDistance = 20.0;
m_eventManager = new EventManager();
m_permissions = new ScenePermissions(this);
}
#endregion
#region Startup / Close Methods
///
/// 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;
m_eventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement;
}
public override string GetSimulatorVersion()
{
return m_simulatorVersion;
}
///
/// Process the fact that a neighbouring region has come 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)
{
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)
float dist = (float)Math.Max(DefaultDrawDistance,
(float)Math.Max(RegionInfo.RegionSizeX, RegionInfo.RegionSizeY));
uint newRegionX, newRegionY, thisRegionX, thisRegionY;
Util.RegionHandleToRegionLoc(otherRegion.RegionHandle, out newRegionX, out newRegionY);
Util.RegionHandleToRegionLoc(RegionInfo.RegionHandle, out thisRegionX, out thisRegionY);
//m_log.InfoFormat("[SCENE]: (on region {0}): Region {1} up in coords {2}-{3}",
// RegionInfo.RegionName, otherRegion.RegionName, newRegionX, newRegionY);
if (!Util.IsOutsideView(dist, thisRegionX, newRegionX, thisRegionY, newRegionY))
{
// Let the grid service module know, so this can be cached
m_eventManager.TriggerOnRegionUp(otherRegion);
try
{
ForEachRootScenePresence(delegate(ScenePresence agent)
{
//agent.ControllingClient.new
//this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo());
List old = new List();
old.Add(otherRegion.RegionHandle);
agent.DropOldNeighbours(old);
if (EntityTransferModule != null && agent.PresenceType != PresenceType.Npc)
EntityTransferModule.EnableChildAgent(agent, otherRegion);
});
}
catch (NullReferenceException)
{
// This means that we're not booted up completely yet.
// This shouldn't happen too often anymore.
m_log.Error("[SCENE]: Couldn't inform client of regionup because we got a null reference exception");
}
}
else
{
m_log.InfoFormat(
"[SCENE]: Got notice about far away Region: {0} at ({1}, {2})",
otherRegion.RegionName, otherRegion.RegionLocX, otherRegion.RegionLocY);
}
}
}
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);
}
// 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;
}
}
m_log.InfoFormat("[REGION]: Restarting region {0}", Name);
Close();
base.Restart();
}
// 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
{
ForEachRootScenePresence(delegate(ScenePresence agent)
{
if (EntityTransferModule != null && agent.PresenceType != PresenceType.Npc)
EntityTransferModule.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 int GetInaccurateNeighborCount()
{
return m_neighbours.Count;
}
// This is the method that shuts down the scene.
public override void Close()
{
if (m_shuttingDown)
{
m_log.WarnFormat("[SCENE]: Ignoring close request because already closing {0}", Name);
return;
}
m_log.InfoFormat("[SCENE]: Closing down the single simulator: {0}", RegionInfo.RegionName);
StatsReporter.Close();
m_restartTimer.Stop();
m_restartTimer.Close();
// Kick all ROOT agents with the message, 'The simulator is going down'
ForEachScenePresence(delegate(ScenePresence avatar)
{
avatar.RemoveNeighbourRegion(RegionInfo.RegionHandle);
if (!avatar.IsChildAgent)
avatar.ControllingClient.Kick("The simulator is going down.");
avatar.ControllingClient.SendShutdownConnectionNotice();
});
// Stop updating the scene objects and agents.
m_shuttingDown = true;
// Wait here, or the kick messages won't actually get to the agents before the scene terminates.
// We also need to wait to avoid a race condition with the scene update loop which might not yet
// have checked ShuttingDown.
Thread.Sleep(500);
// Stop all client threads.
ForEachScenePresence(delegate(ScenePresence avatar) { CloseAgent(avatar.UUID, false); });
m_log.Debug("[SCENE]: Persisting changed objects");
EventManager.TriggerSceneShuttingDown(this);
Backup(false);
m_sceneGraph.Close();
if (!GridService.DeregisterRegion(RegionInfo.RegionID))
m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", Name);
base.Close();
// XEngine currently listens to the EventManager.OnShutdown event to trigger script stop and persistence.
// Therefore. we must dispose of the PhysicsScene after this to prevent a window where script code can
// attempt to reference a null or disposed physics scene.
if (PhysicsScene != null)
{
PhysicsScene phys = PhysicsScene;
// remove the physics engine from both Scene and SceneGraph
PhysicsScene = null;
phys.Dispose();
phys = null;
}
}
public override void Start()
{
Start(true);
}
///
/// Start the scene
///
///
/// Start the scripts within the scene.
///
public void Start(bool startScripts)
{
if (IsRunning)
return;
m_isRunning = true;
m_active = true;
m_unixStartTime = Util.UnixTimeSinceEpoch();
// m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName);
if (m_heartbeatThread != null)
{
m_heartbeatThread.Abort();
m_heartbeatThread = null;
}
m_heartbeatThread
= WorkManager.StartThread(
Heartbeat, string.Format("Heartbeat-({0})", RegionInfo.RegionName.Replace(" ", "_")), ThreadPriority.Normal, false, false);
StartScripts();
}
///
/// Sets up references to modules required by the scene
///
public void SetModuleInterfaces()
{
m_xmlrpcModule = RequestModuleInterface();
m_worldCommModule = RequestModuleInterface();
XferManager = RequestModuleInterface();
m_AvatarFactory = RequestModuleInterface();
AttachmentsModule = RequestModuleInterface();
m_serialiser = RequestModuleInterface();
m_dialogModule = RequestModuleInterface();
m_capsModule = RequestModuleInterface();
EntityTransferModule = RequestModuleInterface();
m_groupsModule = RequestModuleInterface();
AgentTransactionsModule = RequestModuleInterface();
UserManagementModule = RequestModuleInterface();
}
#endregion
#region Update Methods
///
/// Activate the various loops necessary to continually update the scene.
///
private void Heartbeat()
{
m_eventManager.TriggerOnRegionStarted(this);
// The first frame can take a very long time due to physics actors being added on startup. Therefore,
// don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false
// alarms for scenes with many objects.
Update(1);
WorkManager.StartThread(
Maintenance, string.Format("Maintenance ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, true);
Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true;
m_lastFrameTick = Util.EnvironmentTickCount();
if (UpdateOnTimer)
{
m_sceneUpdateTimer = new Timer(MinFrameTicks);
m_sceneUpdateTimer.AutoReset = true;
m_sceneUpdateTimer.Elapsed += Update;
m_sceneUpdateTimer.Start();
}
else
{
Thread.CurrentThread.Priority = ThreadPriority.Highest;
Update(-1);
Watchdog.RemoveThread();
m_isRunning = false;
}
}
private volatile bool m_isTimerUpdateRunning;
private void Update(object sender, ElapsedEventArgs e)
{
if (m_isTimerUpdateRunning)
return;
m_isTimerUpdateRunning = true;
// If the last frame did not complete on time, then immediately start the next update on the same thread
// and ignore further timed updates until we have a frame that had spare time.
while (!Update(1) && Active) { }
if (!Active || m_shuttingDown)
{
m_sceneUpdateTimer.Stop();
m_sceneUpdateTimer = null;
m_isRunning = false;
}
m_isTimerUpdateRunning = false;
}
private void Maintenance()
{
DoMaintenance(-1);
Watchdog.RemoveThread();
}
public void DoMaintenance(int runs)
{
long? endRun = null;
int runtc, tmpMS;
int previousMaintenanceTick;
if (runs >= 0)
endRun = MaintenanceRun + runs;
List coarseLocations;
List avatarUUIDs;
while (!m_shuttingDown && ((endRun == null && Active) || MaintenanceRun < endRun))
{
runtc = Util.EnvironmentTickCount();
++MaintenanceRun;
// m_log.DebugFormat("[SCENE]: Maintenance run {0} in {1}", MaintenanceRun, Name);
// Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
if (MaintenanceRun % (m_update_coarse_locations / 10) == 0)
{
SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
// Send coarse locations to clients
ForEachScenePresence(delegate(ScenePresence presence)
{
presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
});
}
if (SendPeriodicAppearanceUpdates && MaintenanceRun % 60 == 0)
{
// m_log.DebugFormat("[SCENE]: Sending periodic appearance updates");
if (AvatarFactory != null)
{
ForEachRootScenePresence(sp => AvatarFactory.SendAppearance(sp.UUID));
}
}
// Delete temp-on-rez stuff
if (MaintenanceRun % m_update_temp_cleaning == 0 && !m_cleaningTemps)
{
// m_log.DebugFormat("[SCENE]: Running temp-on-rez cleaning in {0}", Name);
tmpMS = Util.EnvironmentTickCount();
m_cleaningTemps = true;
WorkManager.RunInThread(
delegate { CleanTempObjects(); m_cleaningTemps = false; },
null,
string.Format("CleanTempObjects ({0})", Name));
tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpMS);
}
Watchdog.UpdateThread();
previousMaintenanceTick = m_lastMaintenanceTick;
m_lastMaintenanceTick = Util.EnvironmentTickCount();
runtc = Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, runtc);
runtc = MinMaintenanceTicks - runtc;
if (runtc > 0)
m_maintenanceWaitEvent.WaitOne(runtc);
// Optionally warn if a frame takes double the amount of time that it should.
if (DebugUpdates
&& Util.EnvironmentTickCountSubtract(
m_lastMaintenanceTick, previousMaintenanceTick) > MinMaintenanceTicks * 2)
m_log.WarnFormat(
"[SCENE]: Maintenance took {0} ms (desired max {1} ms) in {2}",
Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, previousMaintenanceTick),
MinMaintenanceTicks,
RegionInfo.RegionName);
}
}
public override bool Update(int frames)
{
long? endFrame = null;
if (frames >= 0)
endFrame = Frame + frames;
float physicsFPS = 0f;
int previousFrameTick, tmpMS;
// These variables will be used to save the precise frame time using the
// Stopwatch class of Microsoft SDK; the times are recorded at the start
// and end of a particular section of code, and then used to calculate
// the frame times, which are the sums of the sections for each given name
double preciseTotalFrameTime = 0.0;
double preciseSimFrameTime = 0.0;
double precisePhysicsFrameTime = 0.0;
Stopwatch totalFrameStopwatch = new Stopwatch();
Stopwatch simFrameStopwatch = new Stopwatch();
Stopwatch physicsFrameStopwatch = new Stopwatch();
// Begin the stopwatch to keep track of the time that the frame
// started running to determine how long the frame took to complete
totalFrameStopwatch.Start();
while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame))
{
++Frame;
// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
agentMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0;
try
{
EventManager.TriggerRegionHeartbeatStart(this);
// Apply taints in terrain module to terrain in physics scene
if (Frame % m_update_terrain == 0)
{
// At several points inside the code there was a need to
// create a more precise measurement of time elapsed.
// This led to the addition of variables that have a
// similar function and thus remain tightly connected to
// their original counterparts. However, the original
// code is not receiving comments from our group because
// we don't feel right modifying the code to that degree
// at this point in time, the precise values all begin
// with the keyword precise
tmpMS = Util.EnvironmentTickCount();
simFrameStopwatch.Start();
UpdateTerrain();
// Get the simulation frame time that the avatar force
// input took
simFrameStopwatch.Stop();
preciseSimFrameTime =
simFrameStopwatch.Elapsed.TotalMilliseconds;
terrainMS = Util.EnvironmentTickCountSubtract(tmpMS);
}
// At several points inside the code there was a need to
// create a more precise measurement of time elapsed. This
// led to the addition of variables that have a similar
// function and thus remain tightly connected to their
// original counterparts. However, the original code is
// not receiving comments from our group because we don't
// feel right modifying the code to that degree at this
// point in time, the precise values all begin with the
// keyword precise
tmpMS = Util.EnvironmentTickCount();
// Begin the stopwatch to track the time to prepare physics
physicsFrameStopwatch.Start();
if (PhysicsEnabled && Frame % m_update_physics == 0)
m_sceneGraph.UpdatePreparePhysics();
// Get the time it took to prepare the physics, this
// would report the most precise time that physics was
// running on the machine and should the physics not be
// enabled will report the time it took to check if physics
// was enabled
physicsFrameStopwatch.Stop();
precisePhysicsFrameTime = physicsFrameStopwatch.Elapsed.TotalMilliseconds;
physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS);
// Apply any pending avatar force input to the avatar's velocity
tmpMS = Util.EnvironmentTickCount();
simFrameStopwatch.Restart();
if (Frame % m_update_entitymovement == 0)
m_sceneGraph.UpdateScenePresenceMovement();
// Get the simulation frame time that the avatar force input
// took
simFrameStopwatch.Stop();
preciseSimFrameTime +=
simFrameStopwatch.Elapsed.TotalMilliseconds;
agentMS = Util.EnvironmentTickCountSubtract(tmpMS);
// Perform the main physics update. This will do the actual work of moving objects and avatars according to their
// velocity
tmpMS = Util.EnvironmentTickCount();
physicsFrameStopwatch.Restart();
if (Frame % m_update_physics == 0)
{
if (PhysicsEnabled)
physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameSeconds);
if (SynchronizeScene != null)
SynchronizeScene(this);
}
// Add the main physics update time to the prepare physics time
physicsFrameStopwatch.Stop();
precisePhysicsFrameTime += physicsFrameStopwatch.Elapsed.TotalMilliseconds;
physicsMS = Util.EnvironmentTickCountSubtract(tmpMS);
// Start the stopwatch for the remainder of the simulation
simFrameStopwatch.Restart();
tmpMS = Util.EnvironmentTickCount();
// Check if any objects have reached their targets
CheckAtTargets();
// Update SceneObjectGroups that have scheduled themselves for updates
// Objects queue their updates onto all scene presences
if (Frame % m_update_objects == 0)
m_sceneGraph.UpdateObjectGroups();
// Run through all ScenePresences looking for updates
// Presence updates and queued object updates for each presence are sent to clients
if (Frame % m_update_presences == 0)
m_sceneGraph.UpdatePresences();
agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
if (Frame % m_update_events == 0)
{
tmpMS = Util.EnvironmentTickCount();
UpdateEvents();
eventMS = Util.EnvironmentTickCountSubtract(tmpMS);
}
if (PeriodicBackup && Frame % m_update_backup == 0)
{
tmpMS = Util.EnvironmentTickCount();
UpdateStorageBackup();
backupMS = Util.EnvironmentTickCountSubtract(tmpMS);
}
//if (Frame % m_update_land == 0)
//{
// int ldMS = Util.EnvironmentTickCount();
// UpdateLand();
// landMS = Util.EnvironmentTickCountSubtract(ldMS);
//}
if (!LoginsEnabled && Frame == 20)
{
// m_log.DebugFormat("{0} {1} {2}", LoginsDisabled, m_sceneGraph.GetActiveScriptsCount(), LoginLock);
// 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();
if (!LoginLock)
{
if (!StartDisabled)
{
m_log.InfoFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName);
LoginsEnabled = true;
}
m_sceneGridService.InformNeighborsThatRegionisUp(
RequestModuleInterface(), RegionInfo);
// Region ready should always be set
Ready = true;
}
else
{
// This handles a case of a region having no scripts for the RegionReady module
if (m_sceneGraph.GetActiveScriptsCount() == 0)
{
// In this case, we leave it to the IRegionReadyModule to enable logins
// LoginLock can currently only be set by a region module implementation.
// If somehow this hasn't been done then the quickest way to bugfix is to see the
// NullReferenceException
IRegionReadyModule rrm = RequestModuleInterface();
rrm.TriggerRegionReady(this);
}
}
}
}
catch (Exception e)
{
m_log.ErrorFormat(
"[SCENE]: Failed on region {0} with exception {1}{2}",
RegionInfo.RegionName, e.Message, e.StackTrace);
}
EventManager.TriggerRegionHeartbeatEnd(this);
otherMS = eventMS + backupMS + terrainMS + landMS;
// Get the elapsed time for the simulation frame
simFrameStopwatch.Stop();
preciseSimFrameTime +=
simFrameStopwatch.Elapsed.TotalMilliseconds;
if (!UpdateOnTimer)
{
Watchdog.UpdateThread();
spareMS = MinFrameTicks - Util.EnvironmentTickCountSubtract(m_lastFrameTick);
if (spareMS > 0)
m_updateWaitEvent.WaitOne(spareMS);
else
spareMS = 0;
}
else
{
spareMS = Math.Max(0, MinFrameTicks - physicsMS2 - agentMS - physicsMS - otherMS);
}
// Get the total frame time
totalFrameStopwatch.Stop();
preciseTotalFrameTime =
totalFrameStopwatch.Elapsed.TotalMilliseconds;
// Restart the stopwatch for the total time of the next frame
totalFrameStopwatch.Restart();
previousFrameTick = m_lastFrameTick;
frameMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick);
m_lastFrameTick = Util.EnvironmentTickCount();
// if (Frame%m_update_avatars == 0)
// UpdateInWorldTime();
StatsReporter.AddPhysicsFPS(physicsFPS);
StatsReporter.AddTimeDilation(TimeDilation);
StatsReporter.AddFPS(1);
StatsReporter.addFrameMS(frameMS);
StatsReporter.addAgentMS(agentMS);
StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
StatsReporter.addOtherMS(otherMS);
StatsReporter.AddSpareMS(spareMS);
StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
StatsReporter.AddScriptMS((int) GetAndResetScriptExecutionTime());
// Send the correct time values to the stats reporter for the
// frame times
StatsReporter.addFrameTimeMilliseconds(preciseTotalFrameTime,
preciseSimFrameTime, precisePhysicsFrameTime, 0.0);
// Send the correct number of frames that the physics library
// has processed to the stats reporter
StatsReporter.addPhysicsFrame(1);
// Optionally warn if a frame takes double the amount of time that it should.
if (DebugUpdates
&& Util.EnvironmentTickCountSubtract(
m_lastFrameTick, previousFrameTick) > MinFrameTicks * 2)
m_log.WarnFormat(
"[SCENE]: Frame took {0} ms (desired max {1} ms) in {2}",
Util.EnvironmentTickCountSubtract(m_lastFrameTick, previousFrameTick),
MinFrameTicks,
RegionInfo.RegionName);
}
// Finished updating scene frame, so stop the total frame's Stopwatch
totalFrameStopwatch.Stop();
return spareMS >= 0;
}
///
/// Adds the execution time of one script to the total scripts execution time for this region.
///
/// Elapsed Stopwatch ticks
public void AddScriptExecutionTime(long ticks)
{
Interlocked.Add(ref m_scriptExecutionTime, ticks);
}
///
/// Returns the total execution time of all the scripts in the region since the last frame
/// (in milliseconds), and clears the value in preparation for the next frame.
///
/// Time in milliseconds
private long GetAndResetScriptExecutionTime()
{
long ticks = Interlocked.Exchange(ref m_scriptExecutionTime, 0);
return (ticks * 1000) / Stopwatch.Frequency;
}
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()
{
List objs = null;
lock (m_groupsWithTargets)
{
if (m_groupsWithTargets.Count != 0)
objs = new List(m_groupsWithTargets.Values);
}
if (objs != null)
{
foreach (SceneObjectGroup entry in objs)
entry.checkAtTargets();
}
}
///
/// Send out simstats data to all clients
///
/// Stats on the Simulator's performance
private void SendSimStatsPackets(SimStats stats)
{
ForEachRootClient(delegate(IClientAPI client)
{
client.SendSimStats(stats);
});
}
///
/// 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;
WorkManager.RunInThread(o => Backup(false), null, string.Format("BackupWaitCallback ({0})", Name));
}
}
///
/// Sends out the OnFrame event to the modules
///
private void UpdateEvents()
{
m_eventManager.TriggerOnFrame();
}
///
/// Backup the scene.
///
///
/// This acts as the main method of the backup thread. In a regression test whether the backup thread is not
/// running independently this can be invoked directly.
///
///
/// If true, then any changes that have not yet been persisted are persisted. If false,
/// then the persistence decision is left to the backup code (in some situations, such as object persistence,
/// it's much more efficient to backup multiple changes at once rather than every single one).
///
public void Backup(bool forced)
{
lock (m_returns)
{
EventManager.TriggerOnBackup(SimulationDataService, forced);
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)0;
msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
msg.Position = Vector3.Zero;
msg.RegionID = RegionInfo.RegionID.Guid;
// We must fill in a null-terminated 'empty' string here since bytes[0] will crash viewer 3.
msg.binaryBucket = Util.StringToBytes256("\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.HasGroupChanged = true;
group.ProcessBackup(SimulationDataService, true);
}
}
///
/// Tell an agent that their object has been returned.
///
///
/// The actual return is handled by the caller.
///
/// 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()
{
SimulationDataService.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
}
public void StoreWindlightProfile(RegionLightShareData wl)
{
RegionInfo.WindlightSettings = wl;
SimulationDataService.StoreRegionWindlightSettings(wl);
m_eventManager.TriggerOnSaveNewWindlightProfile();
}
public void LoadWindlightProfile()
{
RegionInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(RegionInfo.RegionID);
m_eventManager.TriggerOnSaveNewWindlightProfile();
}
///
/// Loads the World heightmap
///
public override void LoadWorldMap()
{
try
{
TerrainData map = SimulationDataService.LoadTerrain(RegionInfo.RegionID, (int)RegionInfo.RegionSizeX, (int)RegionInfo.RegionSizeY, (int)RegionInfo.RegionSizeZ);
if (map == null)
{
// This should be in the Terrain module, but it isn't because
// the heightmap is needed _way_ before the modules are initialized...
IConfig terrainConfig = m_config.Configs["Terrain"];
String m_InitialTerrain = "pinhead-island";
if (terrainConfig != null)
m_InitialTerrain = terrainConfig.GetString("InitialTerrain", m_InitialTerrain);
m_log.InfoFormat("[TERRAIN]: No default terrain. Generating a new terrain {0}.", m_InitialTerrain);
Heightmap = new TerrainChannel(m_InitialTerrain, (int)RegionInfo.RegionSizeX, (int)RegionInfo.RegionSizeY, (int)RegionInfo.RegionSizeZ);
SimulationDataService.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
}
else
{
Heightmap = new TerrainChannel(map);
}
}
catch (IOException e)
{
m_log.WarnFormat(
"[TERRAIN]: Scene.cs: LoadWorldMap() - Regenerating as failed with exception {0}{1}",
e.Message, e.StackTrace);
// 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();
SimulationDataService.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
}
}
catch (Exception e)
{
m_log.WarnFormat(
"[TERRAIN]: Scene.cs: LoadWorldMap() - Failed with exception {0}{1}", e.Message, e.StackTrace);
}
}
///
/// Register this region with a grid service
///
/// Thrown if registration of the region itself fails.
public void RegisterRegionWithGrid()
{
m_sceneGridService.SetScene(this);
//// Unfortunately this needs to be here and it can't be async.
//// The map tile image is stored in RegionSettings, but it also needs to be
//// stored in the GridService, because that's what the world map module uses
//// to send the map image UUIDs (of other regions) to the viewer...
if (m_generateMaptiles)
RegenerateMaptile();
GridRegion region = new GridRegion(RegionInfo);
string error = GridService.RegisterRegion(RegionInfo.ScopeID, region);
// m_log.DebugFormat("[SCENE]: RegisterRegionWithGrid. name={0},id={1},loc=<{2},{3}>,size=<{4},{5}>",
// m_regionName,
// RegionInfo.RegionID,
// RegionInfo.RegionLocX, RegionInfo.RegionLocY,
// RegionInfo.RegionSizeX, RegionInfo.RegionSizeY);
if (error != String.Empty)
throw new Exception(error);
}
#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 = SimulationDataService.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)
{
LoadingPrims = true;
m_log.Info("[SCENE]: Loading objects from datastore");
List PrimsFromDB = SimulationDataService.LoadObjects(regionID);
m_log.InfoFormat("[SCENE]: Loaded {0} objects from the datastore", PrimsFromDB.Count);
foreach (SceneObjectGroup group in PrimsFromDB)
{
AddRestoredSceneObject(group, true, true);
EventManager.TriggerOnSceneObjectLoaded(group);
SceneObjectPart rootPart = group.GetPart(group.UUID);
rootPart.Flags &= ~PrimFlags.Scripted;
rootPart.TrimPermissions();
// Don't do this here - it will get done later on when sculpt data is loaded.
// group.CheckSculptAndLoad();
}
LoadingPrims = false;
EventManager.TriggerPrimsLoaded(this);
}
public bool SupportsRayCastFiltered()
{
if (PhysicsScene == null)
return false;
return PhysicsScene.SupportsRaycastWorldFiltered();
}
public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
{
if (PhysicsScene == null)
return null;
return PhysicsScene.RaycastWorld(position, direction, length, Count, filter);
}
///
/// 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 = RayStart;
Vector3 AXdirection = direction;
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 = ei.AAfaceNormal;
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 = ei.ipoint;
Vector3 normal = ei.normal;
// 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 = ei.ipoint;
}
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);
}
else
{
IClientAPI client = null;
if (TryGetClient(ownerID, out client))
client.SendAlertMessage("You cannot create objects here.");
}
}
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);
SceneObjectGroup sceneObject = null;
// If an entity creator has been registered for this prim type then use that
if (m_entityCreators.ContainsKey((PCode)shape.PCode))
{
sceneObject = m_entityCreators[(PCode)shape.PCode].CreateEntity(ownerID, groupID, pos, rot, shape);
}
else
{
// Otherwise, use this default creation code;
sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape);
AddNewSceneObject(sceneObject, true);
sceneObject.SetGroup(groupID, null);
}
if (UserManagementModule != null)
sceneObject.RootPart.CreatorIdentification = UserManagementModule.GetUserUUI(ownerID);
sceneObject.ScheduleGroupForFullUpdate();
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
///
///
/// If true, we send updates to the client to tell it about this object
/// If false, we leave it up to the caller to do this
///
///
/// 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, bool sendClientUpdates)
{
if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates))
{
EventManager.TriggerObjectAddedToScene(sceneObject);
return true;
}
return false;
}
///
/// 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 AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, true);
}
///
/// Add a newly created object to the scene. Updates are also sent to viewers.
///
///
///
/// If true, the object is made persistent into the scene.
/// If false, the object will not persist over server restarts
///
/// true if the object was added. false if not
public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
{
return AddNewSceneObject(sceneObject, attachToBackup, true);
}
///
/// 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
///
///
/// If true, updates for the new scene object are sent to all viewers in range.
/// If false, it is left to the caller to schedule the update
///
/// true if the object was added. false if not
public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
{
if (m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates))
{
EventManager.TriggerObjectAddedToScene(sceneObject);
return true;
}
return false;
}
///
/// Add a newly created object to the scene.
///
///
/// This method does not send updates to the client - callers need to handle this themselves.
///
///
///
/// Position of the object. If null then the position stored in the object is used.
/// Rotation of the object. If null then the rotation stored in the object is used.
/// Velocity of the object. This parameter only has an effect if the object is physical
///
public bool AddNewSceneObject(
SceneObjectGroup sceneObject, bool attachToBackup, Vector3? pos, Quaternion? rot, Vector3 vel)
{
if (m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, pos, rot, vel))
{
EventManager.TriggerObjectAddedToScene(sceneObject);
return true;
}
return false;
}
///
/// Delete every object from the scene. This does not include attachments worn by avatars.
///
public void DeleteAllSceneObjects()
{
lock (Entities)
{
EntityBase[] entities = Entities.GetEntities();
foreach (EntityBase e in entities)
{
if (e is SceneObjectGroup)
{
SceneObjectGroup sog = (SceneObjectGroup)e;
if (!sog.IsAttachment)
DeleteSceneObject((SceneObjectGroup)e, false);
}
}
}
}
///
/// Synchronously delete the given object from the scene.
///
///
/// Scripts are also removed.
///
/// Object Id
/// Suppress broadcasting changes to other clients.
public void DeleteSceneObject(SceneObjectGroup group, bool silent)
{
DeleteSceneObject(group, silent, true);
}
///
/// Synchronously delete the given object from the scene.
///
/// Object Id
/// Suppress broadcasting changes to other clients.
/// If true, then scripts are removed. If false, then they are only stopped.
public void DeleteSceneObject(SceneObjectGroup group, bool silent, bool removeScripts)
{
// m_log.DebugFormat("[SCENE]: Deleting scene object {0} {1}", group.Name, group.UUID);
if (removeScripts)
group.RemoveScriptInstances(true);
else
group.StopScriptInstances();
SceneObjectPart[] partList = group.Parts;
foreach (SceneObjectPart part in partList)
{
if (part.KeyframeMotion != null)
{
part.KeyframeMotion.Delete();
part.KeyframeMotion = null;
}
if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
{
PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
}
else if (part.PhysActor != null)
{
part.RemoveFromPhysics();
}
}
if (UnlinkSceneObject(group, false))
{
EventManager.TriggerObjectBeingRemovedFromScene(group);
EventManager.TriggerParcelPrimCountTainted();
}
group.DeleteGroupFromScene(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.
///
/// The scene object.
/// If true, only deletes from scene, but keeps the object in the database.
/// true if the object was in the scene, false if it was not
public bool UnlinkSceneObject(SceneObjectGroup so, bool softDelete)
{
if (m_sceneGraph.DeleteSceneObject(so.UUID, softDelete))
{
if (!softDelete)
{
// If the group contains prims whose SceneGroupID is incorrect then force a
// database update, because RemoveObject() works by searching on the SceneGroupID.
// This is an expensive thing to do so only do it if absolutely necessary.
if (so.GroupContainsForeignPrims)
ForceSceneObjectBackup(so);
so.DetachFromBackup();
SimulationDataService.RemoveObject(so.UUID, RegionInfo.RegionID);
}
// We need to keep track of this state in case this group is still queued for further backup.
so.IsDeleted = true;
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("[SCENE]: 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("[SCENE]: exception when trying to return the prim that crossed the border.");
}
return;
}
if (EntityTransferModule != null)
EntityTransferModule.Cross(grp, attemptedPosition, silent);
}
// Simple test to see if a position is in the current region.
// This test is mostly used to see if a region crossing is necessary.
// Assuming the position is relative to the region so anything outside its bounds.
// Return 'true' if position inside region.
public bool PositionIsInCurrentRegion(Vector3 pos)
{
bool ret = false;
int xx = (int)Math.Floor(pos.X);
int yy = (int)Math.Floor(pos.Y);
if (xx < 0 || yy < 0)
return false;
IRegionCombinerModule regionCombinerModule = RequestModuleInterface();
if (regionCombinerModule == null)
{
// Regular region. Just check for region size
if (xx < RegionInfo.RegionSizeX && yy < RegionInfo.RegionSizeY)
ret = true;
}
else
{
// We're in a mega-region so see if we are still in that larger region
ret = regionCombinerModule.PositionIsInMegaregion(this.RegionInfo.RegionID, xx, yy);
}
return ret;
}
///
/// Called when objects or attachments cross the border, or teleport, between regions.
///
///
///
public bool IncomingCreateObject(Vector3 newPosition, ISceneObject sog)
{
//m_log.DebugFormat(" >>> IncomingCreateObject(sog) <<< {0} deleted? {1} isAttach? {2}", ((SceneObjectGroup)sog).AbsolutePosition,
// ((SceneObjectGroup)sog).IsDeleted, ((SceneObjectGroup)sog).RootPart.IsAttachment);
SceneObjectGroup newObject;
try
{
newObject = (SceneObjectGroup)sog;
}
catch (Exception e)
{
m_log.WarnFormat("[INTERREGION]: Problem casting object, exception {0}{1}", e.Message, e.StackTrace);
return false;
}
if (!EntityTransferModule.HandleIncomingSceneObject(newObject, newPosition))
return false;
// Do this as late as possible so that listeners have full access to the incoming object
EventManager.TriggerOnIncomingSceneObject(newObject);
return true;
}
///
/// 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)
{
// Force allocation of new LocalId
//
SceneObjectPart[] parts = sceneObject.Parts;
for (int i = 0; i < parts.Length; i++)
parts[i].LocalId = 0;
if (sceneObject.IsAttachmentCheckFull()) // Attachment
{
sceneObject.RootPart.AddFlag(PrimFlags.TemporaryOnRez);
sceneObject.RootPart.AddFlag(PrimFlags.Phantom);
// Don't sent a full update here because this will cause full updates to be sent twice for
// attachments on region crossings, resulting in viewer glitches.
AddRestoredSceneObject(sceneObject, false, false, false);
// Handle attachment special case
SceneObjectPart RootPrim = sceneObject.RootPart;
// Fix up attachment Parent Local ID
ScenePresence sp = GetScenePresence(sceneObject.OwnerID);
if (sp != null)
{
SceneObjectGroup grp = sceneObject;
// m_log.DebugFormat(
// "[ATTACHMENT]: Received attachment {0}, inworld asset id {1}", grp.FromItemID, grp.UUID);
// m_log.DebugFormat(
// "[ATTACHMENT]: Attach to avatar {0} at position {1}", sp.UUID, grp.AbsolutePosition);
RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
// We must currently not resume scripts at this stage since AttachmentsModule does not have the
// information that this is due to a teleport/border cross rather than an ordinary attachment.
// We currently do this in Scene.MakeRootAgent() instead.
if (AttachmentsModule != null)
AttachmentsModule.AttachObject(sp, grp, 0, false, false, true);
}
else
{
RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
}
}
else
{
AddRestoredSceneObject(sceneObject, true, false);
}
return true;
}
#endregion
#region Add/Remove Avatar Methods
public override ISceneAgent AddNewAgent(IClientAPI client, PresenceType type)
{
ScenePresence sp;
bool vialogin;
bool reallyNew = true;
// Update the number of users attempting to login
StatsReporter.UpdateUsersLoggingIn(true);
// Validation occurs in LLUDPServer
//
// XXX: A race condition exists here where two simultaneous calls to AddNewAgent can interfere with
// each other. In practice, this does not currently occur in the code.
AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode);
// We lock here on AgentCircuitData to prevent a race condition between the thread adding a new connection
// and a simultaneous one that removes it (as can happen if the client is closed at a particular point
// whilst connecting).
//
// It would be easier to lock across all NewUserConnection(), AddNewAgent() and
// RemoveClient() calls for all agents, but this would allow a slow call (e.g. because of slow service
// response in some module listening to AddNewAgent()) from holding up unrelated agent calls.
//
// In practice, the lock (this) in LLUDPServer.AddNewClient() currently lock across all
// AddNewClient() operations (though not other ops).
// In the future this can be relieved once locking per agent (not necessarily on AgentCircuitData) is improved.
lock (aCircuit)
{
vialogin
= (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
|| (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
// CheckHeartbeat();
sp = GetScenePresence(client.AgentId);
// XXX: Not sure how good it is to add a new client if a scene presence already exists. Possibly this
// could occur if a viewer crashes and relogs before the old client is kicked out. But this could cause
// other problems, and possibly the code calling AddNewAgent() should ensure that no client is already
// connected.
if (sp == null)
{
m_log.DebugFormat(
"[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}",
client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos);
sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type);
// We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the
// client is for a root or child agent.
// We must also set this before adding the client to the client manager so that an exception later on
// does not leave a client manager entry without the scene agent set, which will cause other code
// to fail since any entry in the client manager should have a ScenePresence
//
// XXX: This may be better set for a new client before that client is added to the client manager.
// But need to know what happens in the case where a ScenePresence is already present (and if this
// actually occurs).
client.SceneAgent = sp;
m_clientManager.Add(client);
SubscribeToClientEvents(client);
m_eventManager.TriggerOnNewPresence(sp);
sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags;
}
else
{
// We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the
// client is for a root or child agent.
// XXX: This may be better set for a new client before that client is added to the client manager.
// But need to know what happens in the case where a ScenePresence is already present (and if this
// actually occurs).
client.SceneAgent = sp;
m_log.WarnFormat(
"[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence",
sp.IsChildAgent ? "child" : "root", sp.Name, RegionInfo.RegionName);
reallyNew = false;
}
// This is currently also being done earlier in NewUserConnection for real users to see if this
// resolves problems where HG agents are occasionally seen by others as "Unknown user" in chat and other
// places. However, we still need to do it here for NPCs.
CacheUserName(sp, aCircuit);
if (reallyNew)
EventManager.TriggerOnNewClient(client);
if (vialogin)
EventManager.TriggerOnClientLogin(client);
}
// User has logged into the scene so update the list of users logging
// in
StatsReporter.UpdateUsersLoggingIn(false);
m_LastLogin = Util.EnvironmentTickCount();
return sp;
}
///
/// Returns the Home URI of the agent, or null if unknown.
///
public string GetAgentHomeURI(UUID agentID)
{
AgentCircuitData circuit = AuthenticateHandler.GetAgentCircuitData(agentID);
if (circuit != null && circuit.ServiceURLs != null && circuit.ServiceURLs.ContainsKey("HomeURI"))
return circuit.ServiceURLs["HomeURI"].ToString();
else
return null;
}
///
/// Cache the user name for later use.
///
///
///
private void CacheUserName(ScenePresence sp, AgentCircuitData aCircuit)
{
if (UserManagementModule != null)
{
string first = aCircuit.firstname, last = aCircuit.lastname;
if (sp != null && sp.PresenceType == PresenceType.Npc)
{
UserManagementModule.AddUser(aCircuit.AgentID, first, last);
}
else
{
string homeURL = string.Empty;
if (aCircuit.ServiceURLs.ContainsKey("HomeURI"))
homeURL = aCircuit.ServiceURLs["HomeURI"].ToString();
if (aCircuit.lastname.StartsWith("@"))
{
string[] parts = aCircuit.firstname.Split('.');
if (parts.Length >= 2)
{
first = parts[0];
last = parts[1];
}
}
UserManagementModule.AddUser(aCircuit.AgentID, first, last, homeURL);
}
}
}
private bool VerifyClient(AgentCircuitData aCircuit, System.Net.IPEndPoint ep, out bool vialogin)
{
vialogin = false;
// Do the verification here
if ((aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0)
{
m_log.DebugFormat("[SCENE]: Incoming client {0} {1} in region {2} via HG login", aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName);
vialogin = true;
IUserAgentVerificationModule userVerification = RequestModuleInterface();
if (userVerification != null && ep != null)
{
if (!userVerification.VerifyClient(aCircuit, ep.Address.ToString()))
{
// uh-oh, this is fishy
m_log.DebugFormat("[SCENE]: User Client Verification for {0} {1} in {2} returned false", aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName);
return false;
}
else
m_log.DebugFormat("[SCENE]: User Client Verification for {0} {1} in {2} returned true", aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName);
}
}
else if ((aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0)
{
m_log.DebugFormat("[SCENE]: Incoming client {0} {1} in region {2} via regular login. Client IP verification not performed.",
aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName);
vialogin = true;
}
return true;
}
// Called by Caps, on the first HTTP contact from the client
public override bool CheckClient(UUID agentID, System.Net.IPEndPoint ep)
{
AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(agentID);
if (aCircuit != null)
{
bool vialogin = false;
if (!VerifyClient(aCircuit, ep, out vialogin))
{
// if it doesn't pass, we remove the agentcircuitdata altogether
// and the scene presence and the client, if they exist
try
{
// We need to wait for the client to make UDP contact first.
// It's the UDP contact that creates the scene presence
ScenePresence sp = WaitGetScenePresence(agentID);
if (sp != null)
{
PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
CloseAgent(sp.UUID, false);
}
else
{
m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
}
// BANG! SLASH!
m_authenticateHandler.RemoveCircuit(agentID);
return false;
}
catch (Exception e)
{
m_log.DebugFormat("[SCENE]: Exception while closing aborted client: {0}", e.StackTrace);
}
}
else
return true;
}
return false;
}
///
/// 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);
SubscribeToClientTeleportEvents(client);
SubscribeToClientScriptEvents(client);
SubscribeToClientParcelEvents(client);
SubscribeToClientGridEvents(client);
SubscribeToClientNetworkEvents(client);
}
public virtual void SubscribeToClientTerrainEvents(IClientAPI client)
{
client.OnRegionHandShakeReply += SendLayerData;
}
public virtual void SubscribeToClientPrimEvents(IClientAPI client)
{
client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
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 += DeRezObjects;
client.OnObjectName += m_sceneGraph.PrimName;
client.OnObjectClickAction += m_sceneGraph.PrimClickAction;
client.OnObjectMaterial += m_sceneGraph.PrimMaterial;
client.OnLinkObjects += LinkObjects;
client.OnDelinkObjects += DelinkObjects;
client.OnObjectDuplicate += 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.OnObjectIncludeInSearch += m_sceneGraph.MakeObjectSearchable;
client.OnObjectOwner += ObjectOwner;
client.OnObjectGroupRequest += HandleObjectGroupUpdate;
}
public virtual void SubscribeToClientPrimRezEvents(IClientAPI client)
{
client.OnAddPrim += AddNewPrim;
client.OnRezObject += RezObject;
}
public virtual void SubscribeToClientInventoryEvents(IClientAPI client)
{
client.OnLinkInventoryItem += HandleLinkInventoryItem;
client.OnCreateNewInventoryFolder += HandleCreateInventoryFolder;
client.OnUpdateInventoryFolder += HandleUpdateInventoryFolder;
client.OnMoveInventoryFolder += HandleMoveInventoryFolder; // 2; //!!
client.OnFetchInventoryDescendents += HandleFetchInventoryDescendents;
client.OnPurgeInventoryDescendents += HandlePurgeInventoryDescendents; // 2; //!!
client.OnFetchInventory += m_asyncInventorySender.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 SubscribeToClientTeleportEvents(IClientAPI client)
{
client.OnTeleportLocationRequest += RequestTeleportLocation;
}
public virtual void SubscribeToClientScriptEvents(IClientAPI client)
{
client.OnScriptReset += ProcessScriptReset;
client.OnGetScriptRunning += GetScriptRunning;
client.OnSetScriptRunning += SetScriptRunning;
}
public virtual void SubscribeToClientParcelEvents(IClientAPI client)
{
client.OnParcelReturnObjectsRequest += LandChannel.ReturnObjectsInParcel;
client.OnParcelSetOtherCleanTime += LandChannel.SetParcelOtherCleanTime;
client.OnParcelBuy += ProcessParcelBuy;
}
public virtual void SubscribeToClientGridEvents(IClientAPI client)
{
//client.OnNameFromUUIDRequest += HandleUUIDNameRequest;
client.OnMoneyTransferRequest += ProcessMoneyTransferRequest;
}
public virtual void SubscribeToClientNetworkEvents(IClientAPI client)
{
client.OnNetworkStatsUpdate += StatsReporter.AddPacketsStats;
client.OnViewerEffect += ProcessViewerEffect;
}
///
/// Unsubscribe the client from events.
///
/// FIXME: Not called anywhere!
/// The IClientAPI of the client
public virtual void UnSubscribeToClientEvents(IClientAPI client)
{
UnSubscribeToClientTerrainEvents(client);
UnSubscribeToClientPrimEvents(client);
UnSubscribeToClientPrimRezEvents(client);
UnSubscribeToClientInventoryEvents(client);
UnSubscribeToClientTeleportEvents(client);
UnSubscribeToClientScriptEvents(client);
UnSubscribeToClientParcelEvents(client);
UnSubscribeToClientGridEvents(client);
UnSubscribeToClientNetworkEvents(client);
}
public virtual void UnSubscribeToClientTerrainEvents(IClientAPI client)
{
client.OnRegionHandShakeReply -= SendLayerData;
}
public virtual void UnSubscribeToClientPrimEvents(IClientAPI client)
{
client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
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 -= DeRezObjects;
client.OnObjectName -= m_sceneGraph.PrimName;
client.OnObjectClickAction -= m_sceneGraph.PrimClickAction;
client.OnObjectMaterial -= m_sceneGraph.PrimMaterial;
client.OnLinkObjects -= LinkObjects;
client.OnDelinkObjects -= DelinkObjects;
client.OnObjectDuplicate -= 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.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.OnCreateNewInventoryFolder -= HandleCreateInventoryFolder;
client.OnUpdateInventoryFolder -= HandleUpdateInventoryFolder;
client.OnMoveInventoryFolder -= HandleMoveInventoryFolder; // 2; //!!
client.OnFetchInventoryDescendents -= HandleFetchInventoryDescendents;
client.OnPurgeInventoryDescendents -= HandlePurgeInventoryDescendents; // 2; //!!
client.OnFetchInventory -= m_asyncInventorySender.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 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.OnParcelReturnObjectsRequest -= LandChannel.ReturnObjectsInParcel;
client.OnParcelSetOtherCleanTime -= LandChannel.SetParcelOtherCleanTime;
client.OnParcelBuy -= ProcessParcelBuy;
}
public virtual void UnSubscribeToClientGridEvents(IClientAPI client)
{
//client.OnNameFromUUIDRequest -= HandleUUIDNameRequest;
client.OnMoneyTransferRequest -= ProcessMoneyTransferRequest;
}
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 bool TeleportClientHome(UUID agentId, IClientAPI client)
{
if (EntityTransferModule != null)
{
return EntityTransferModule.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.");
}
return false;
}
///
/// Duplicates object specified by localID. This is the event handler for IClientAPI.
///
/// ID of object to duplicate
///
///
/// Agent doing the duplication
/// Group of new object
public void DuplicateObject(uint originalPrim, Vector3 offset, uint flags, UUID AgentID, UUID GroupID)
{
SceneObjectGroup copy = SceneGraph.DuplicateObject(originalPrim, offset, flags, AgentID, GroupID, Quaternion.Identity);
if (copy != null)
EventManager.TriggerObjectAddedToScene(copy);
}
///
/// 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 = RayStart;
Vector3 AXdirection = direction;
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 = ei.AAfaceNormal;
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 = ei.ipoint;
Vector3 normal = ei.normal;
Vector3 offset = normal * (ScaleOffset / 2f);
pos = intersectionpoint + offset;
// stick in offset format from the original prim
pos = pos - target.ParentGroup.AbsolutePosition;
SceneObjectGroup copy;
if (CopyRotates)
{
Quaternion worldRot = target2.GetWorldRotation();
// SceneObjectGroup obj = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot);
copy = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot);
//obj.Rotation = worldRot;
//obj.UpdateGroupRotationR(worldRot);
}
else
{
copy = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, Quaternion.Identity);
}
if (copy != null)
EventManager.TriggerObjectAddedToScene(copy);
}
}
}
///
/// Get the avatar appearance 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();
return;
}
appearance = aCircuit.Appearance;
if (appearance == null)
{
m_log.DebugFormat("[APPEARANCE]: Appearance not found in {0}, returning default", RegionInfo.RegionName);
appearance = new AvatarAppearance();
}
}
///
/// Remove the given client from the scene.
///
///
/// Only clientstack code should call this directly. All other code should call IncomingCloseAgent() instead
/// to properly operate the state machine and avoid race conditions with other close requests (such as directly
/// from viewers).
///
/// ID of agent to close
///
/// Close the neighbour child agents associated with this client.
///
public void RemoveClient(UUID agentID, bool closeChildAgents)
{
AgentCircuitData acd = m_authenticateHandler.GetAgentCircuitData(agentID);
// Shouldn't be necessary since RemoveClient() is currently only called by IClientAPI.Close() which
// in turn is only called by Scene.IncomingCloseAgent() which checks whether the presence exists or not
// However, will keep for now just in case.
if (acd == null)
{
m_log.ErrorFormat(
"[SCENE]: No agent circuit found for {0} in {1}, aborting Scene.RemoveClient", agentID, Name);
return;
}
// TODO: Can we now remove this lock?
lock (acd)
{
bool isChildAgent = false;
ScenePresence avatar = GetScenePresence(agentID);
// Shouldn't be necessary since RemoveClient() is currently only called by IClientAPI.Close() which
// in turn is only called by Scene.IncomingCloseAgent() which checks whether the presence exists or not
// However, will keep for now just in case.
if (avatar == null)
{
m_log.ErrorFormat(
"[SCENE]: Called RemoveClient() with agent ID {0} but no such presence is in the scene.", agentID);
m_authenticateHandler.RemoveCircuit(agentID);
return;
}
try
{
isChildAgent = avatar.IsChildAgent;
m_log.DebugFormat(
"[SCENE]: Removing {0} agent {1} {2} from {3}",
isChildAgent ? "child" : "root", avatar.Name, agentID, Name);
// Don't do this to root agents, it's not nice for the viewer
if (closeChildAgents && isChildAgent)
{
// Tell a single agent to disconnect from the region.
// Let's do this via UDP
avatar.ControllingClient.SendShutdownConnectionNotice();
}
// Only applies to root agents.
if (avatar.ParentID != 0)
{
avatar.StandUp();
}
m_sceneGraph.removeUserCount(!isChildAgent);
// TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop
// unnecessary operations. This should go away once NPCs have no accompanying IClientAPI
if (closeChildAgents && CapsModule != null)
CapsModule.RemoveCaps(agentID);
if (closeChildAgents && !isChildAgent)
{
List regions = avatar.KnownRegionHandles;
regions.Remove(RegionInfo.RegionHandle);
// This ends up being done asynchronously so that a logout isn't held up where there are many present but unresponsive neighbours.
m_sceneGridService.SendCloseChildAgentConnections(agentID, acd.SessionID.ToString(), regions);
}
m_eventManager.TriggerClientClosed(agentID, this);
m_eventManager.TriggerOnRemovePresence(agentID);
if (!isChildAgent)
{
if (AttachmentsModule != null)
{
AttachmentsModule.DeRezAttachments(avatar);
}
ForEachClient(
delegate(IClientAPI client)
{
//We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway
try { client.SendKillObject(new List { avatar.LocalId }); }
catch (NullReferenceException) { }
});
}
// It's possible for child agents to have transactions if changes are being made cross-border.
if (AgentTransactionsModule != null)
AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
}
catch (Exception e)
{
m_log.Error(
string.Format("[SCENE]: Exception removing {0} from {1}. Cleaning up. Exception ", avatar.Name, Name), e);
}
finally
{
try
{
// Always clean these structures up so that any failure above doesn't cause them to remain in the
// scene with possibly bad effects (e.g. continually timing out on unacked packets and triggering
// the same cleanup exception continually.
m_authenticateHandler.RemoveCircuit(agentID);
m_sceneGraph.RemoveScenePresence(agentID);
m_clientManager.Remove(agentID);
avatar.Close();
}
catch (Exception e)
{
m_log.Error(
string.Format("[SCENE]: Exception in final clean up of {0} in {1}. Exception ", avatar.Name, Name), e);
}
}
}
//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.RemoveNeighbourRegion(regionslst[i]);
}
}
}
}
#endregion
#region Entities
public void SendKillObject(List localIDs)
{
List deleteIDs = new List();
foreach (uint localID in localIDs)
{
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
continue;
}
}
deleteIDs.Add(localID);
}
ForEachClient(c => c.SendKillObject(deleteIDs));
}
#endregion
#region RegionComms
///
/// Do the work necessary to initiate a new user connection for a particular scene.
///
/// CircuitData of the agent who is connecting
///
/// Source region (may be null)
/// 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, GridRegion source, out string reason)
{
return NewUserConnection(agent, teleportFlags, source, out reason, true);
}
///
/// Do the work necessary to initiate a new user connection for a particular scene.
///
///
/// The return bool should allow for connections to be refused, but as not all calling paths
/// take proper notice of it yet, we still allowed banned users in.
///
/// At the moment this method 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.
///
/// This method is called by the login service (in the case of login) or another simulator (in the case of region
/// cross or teleport) to initiate the connection. It is not triggered by the viewer itself - the connection
/// is activated later when the viewer sends the initial UseCircuitCodePacket UDP packet (in the case of
/// the LLUDP stack).
///
/// CircuitData of the agent who is connecting
/// Source region (may be null)
/// Outputs the reason for the false response on this string
/// True for normal presence. False for NPC
/// or other applications where a full grid/Hypergrid presence may not be required.
/// True if the region accepts this agent. False if it does not. False will
/// also return a reason.
public bool NewUserConnection(AgentCircuitData acd, uint teleportFlags, GridRegion source, out string reason, bool requirePresenceLookup)
{
bool vialogin = ((teleportFlags & (uint)TPFlags.ViaLogin) != 0 ||
(teleportFlags & (uint)TPFlags.ViaHGLogin) != 0);
bool viahome = ((teleportFlags & (uint)TPFlags.ViaHome) != 0);
bool godlike = ((teleportFlags & (uint)TPFlags.Godlike) != 0);
reason = String.Empty;
//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
// Don't disable this log message - it's too helpful
string curViewer = Util.GetViewerName(acd);
m_log.DebugFormat(
"[SCENE]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, IP {6}, viewer {7}, teleportflags ({8}), position {9}. {10}",
RegionInfo.RegionName,
(acd.child ? "child" : "root"),
acd.firstname,
acd.lastname,
acd.AgentID,
acd.circuitcode,
acd.IPAddress,
curViewer,
((TPFlags)teleportFlags).ToString(),
acd.startpos,
(source == null) ? "" : string.Format("From region {0} ({1}){2}", source.RegionName, source.RegionID, (source.RawServerURI == null) ? "" : " @ " + source.ServerURI)
);
if (!LoginsEnabled)
{
reason = "Logins Disabled";
return false;
}
//Check if the viewer is banned or in the viewer access list
//We check if the substring is listed for higher flexebility
bool ViewerDenied = true;
//Check if the specific viewer is listed in the allowed viewer list
if (m_AllowedViewers.Count > 0)
{
foreach (string viewer in m_AllowedViewers)
{
if (viewer == curViewer.Substring(0, Math.Min(viewer.Length, curViewer.Length)).Trim().ToLower())
{
ViewerDenied = false;
break;
}
}
}
else
{
ViewerDenied = false;
}
//Check if the viewer is in the banned list
if (m_BannedViewers.Count > 0)
{
foreach (string viewer in m_BannedViewers)
{
if (viewer == curViewer.Substring(0, Math.Min(viewer.Length, curViewer.Length)).Trim().ToLower())
{
ViewerDenied = true;
break;
}
}
}
if (ViewerDenied)
{
m_log.DebugFormat(
"[SCENE]: Access denied for {0} {1} using {2}",
acd.firstname, acd.lastname, curViewer);
reason = "Access denied, your viewer is banned by the region owner";
return false;
}
ILandObject land;
ScenePresence sp;
lock (m_removeClientLock)
{
sp = GetScenePresence(acd.AgentID);
// We need to ensure that we are not already removing the scene presence before we ask it not to be
// closed.
if (sp != null && sp.IsChildAgent
&& (sp.LifecycleState == ScenePresenceState.Running
|| sp.LifecycleState == ScenePresenceState.PreRemove))
{
m_log.DebugFormat(
"[SCENE]: Reusing existing child scene presence for {0}, state {1} in {2}",
sp.Name, sp.LifecycleState, Name);
// In the case where, for example, an A B C D region layout, an avatar may
// teleport from A -> D, but then -> C before A has asked B to close its old child agent. When C
// renews the lease on the child agent at B, we must make sure that the close from A does not succeed.
//
// XXX: In the end, this should not be necessary if child agents are closed without delay on
// teleport, since realistically, the close request should always be processed before any other
// region tried to re-establish a child agent. This is much simpler since the logic below is
// vulnerable to an issue when a viewer quits a region without sending a proper logout but then
// re-establishes the connection on a relogin. This could wrongly set the DoNotCloseAfterTeleport
// flag when no teleport had taken place (and hence no close was going to come).
// if (!acd.ChildrenCapSeeds.ContainsKey(RegionInfo.RegionHandle))
// {
// m_log.DebugFormat(
// "[SCENE]: Setting DoNotCloseAfterTeleport for child scene presence {0} in {1} because source will attempt close.",
// sp.Name, Name);
//
// sp.DoNotCloseAfterTeleport = true;
// }
// else if (EntityTransferModule.IsInTransit(sp.UUID))
sp.LifecycleState = ScenePresenceState.Running;
if (EntityTransferModule.IsInTransit(sp.UUID))
{
sp.DoNotCloseAfterTeleport = true;
m_log.DebugFormat(
"[SCENE]: Set DoNotCloseAfterTeleport for child scene presence {0} in {1} because this region will attempt end-of-teleport close from a previous close.",
sp.Name, Name);
}
}
}
// Need to poll here in case we are currently deleting an sp. Letting threads run over each other will
// allow unpredictable things to happen.
if (sp != null)
{
const int polls = 10;
const int pollInterval = 1000;
int pollsLeft = polls;
while (sp.LifecycleState == ScenePresenceState.Removing && pollsLeft-- > 0)
Thread.Sleep(pollInterval);
if (sp.LifecycleState == ScenePresenceState.Removing)
{
m_log.WarnFormat(
"[SCENE]: Agent {0} in {1} was still being removed after {2}s. Aborting NewUserConnection.",
sp.Name, Name, polls * pollInterval / 1000);
return false;
}
else if (polls != pollsLeft)
{
m_log.DebugFormat(
"[SCENE]: NewUserConnection for agent {0} in {1} had to wait {2}s for in-progress removal to complete on an old presence.",
sp.Name, Name, polls * pollInterval / 1000);
}
}
// TODO: can we remove this lock?
lock (acd)
{
if (sp != null && !sp.IsChildAgent)
{
// We have a root agent. Is it in transit?
if (!EntityTransferModule.IsInTransit(sp.UUID))
{
// We have a zombie from a crashed session.
// Or the same user is trying to be root twice here, won't work.
// Kill it.
m_log.WarnFormat(
"[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
sp.Name, sp.UUID, RegionInfo.RegionName);
if (sp.ControllingClient != null)
CloseAgent(sp.UUID, true);
sp = null;
}
//else
// m_log.WarnFormat("[SCENE]: Existing root scene presence for {0} {1} in {2}, but agent is in trasit", sp.Name, sp.UUID, RegionInfo.RegionName);
}
// Optimistic: add or update the circuit data with the new agent circuit data and teleport flags.
// We need the circuit data here for some of the subsequent checks. (groups, for example)
// If the checks fail, we remove the circuit.
acd.teleportFlags = teleportFlags;
m_authenticateHandler.AddNewCircuit(acd.circuitcode, acd);
land = LandChannel.GetLandObject(acd.startpos.X, acd.startpos.Y);
// On login test land permisions
if (vialogin)
{
if (land != null && !TestLandRestrictions(acd.AgentID, out reason, ref acd.startpos.X, ref acd.startpos.Y))
{
m_authenticateHandler.RemoveCircuit(acd.circuitcode);
return false;
}
}
if (sp == null) // We don't have an [child] agent here already
{
if (requirePresenceLookup)
{
try
{
if (!VerifyUserPresence(acd, out reason))
{
m_authenticateHandler.RemoveCircuit(acd.circuitcode);
return false;
}
}
catch (Exception e)
{
m_log.ErrorFormat(
"[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace);
m_authenticateHandler.RemoveCircuit(acd.circuitcode);
return false;
}
}
try
{
if (!AuthorizeUser(acd, (vialogin ? false : SeeIntoRegion), out reason))
{
m_authenticateHandler.RemoveCircuit(acd.circuitcode);
return false;
}
}
catch (Exception e)
{
m_log.ErrorFormat(
"[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace);
m_authenticateHandler.RemoveCircuit(acd.circuitcode);
return false;
}
m_log.InfoFormat(
"[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
Name, (acd.child ? "child" : "root"), acd.firstname, acd.lastname,
acd.AgentID, acd.circuitcode);
if (CapsModule != null)
{
CapsModule.SetAgentCapsSeeds(acd);
CapsModule.CreateCaps(acd.AgentID);
}
}
else
{
// Let the SP know how we got here. This has a lot of interesting
// uses down the line.
sp.TeleportFlags = (TPFlags)teleportFlags;
if (sp.IsChildAgent)
{
m_log.DebugFormat(
"[SCENE]: Adjusting known seeds for existing agent {0} in {1}",
acd.AgentID, RegionInfo.RegionName);
sp.AdjustKnownSeeds();
if (CapsModule != null)
{
CapsModule.SetAgentCapsSeeds(acd);
CapsModule.CreateCaps(acd.AgentID);
}
}
}
// Try caching an incoming user name much earlier on to see if this helps with an issue
// where HG users are occasionally seen by others as "Unknown User" because their UUIDName
// request for the HG avatar appears to trigger before the user name is cached.
CacheUserName(null, acd);
}
if (vialogin)
{
// CleanDroppedAttachments();
// Make sure avatar position is in the region (why it wouldn't be is a mystery but do sanity checking)
if (acd.startpos.X < 0) acd.startpos.X = 1f;
if (acd.startpos.X >= RegionInfo.RegionSizeX) acd.startpos.X = RegionInfo.RegionSizeX - 1f;
if (acd.startpos.Y < 0) acd.startpos.Y = 1f;
if (acd.startpos.Y >= RegionInfo.RegionSizeY) acd.startpos.Y = RegionInfo.RegionSizeY - 1f;
// m_log.DebugFormat(
// "[SCENE]: Found telehub object {0} for new user connection {1} to {2}",
// RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
// Honor Estate teleport routing via Telehubs excluding ViaHome and GodLike TeleportFlags
if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero &&
RegionInfo.EstateSettings.AllowDirectTeleport == false &&
!viahome && !godlike)
{
SceneObjectGroup telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject);
if (telehub != null)
{
// Can have multiple SpawnPoints
List spawnpoints = RegionInfo.RegionSettings.SpawnPoints();
if (spawnpoints.Count > 1)
{
// We have multiple SpawnPoints, Route the agent to a random or sequential one
if (SpawnPointRouting == "random")
acd.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation(
telehub.AbsolutePosition,
telehub.GroupRotation
);
else
acd.startpos = spawnpoints[SpawnPoint()].GetLocation(
telehub.AbsolutePosition,
telehub.GroupRotation
);
}
else if (spawnpoints.Count == 1)
{
// We have a single SpawnPoint and will route the agent to it
acd.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
}
else
{
m_log.DebugFormat(
"[SCENE]: No spawnpoints defined for telehub {0} for {1} in {2}. Continuing.",
RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
}
}
else
{
m_log.DebugFormat(
"[SCENE]: No telehub {0} found to direct {1} in {2}. Continuing.",
RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
}
// Final permissions check; this time we don't allow changing the position
if (!IsPositionAllowed(acd.AgentID, acd.startpos, ref reason))
{
m_authenticateHandler.RemoveCircuit(acd.circuitcode);
return false;
}
return true;
}
// Honor parcel landing type and position.
if (land != null)
{
if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
{
acd.startpos = land.LandData.UserLocation;
// Final permissions check; this time we don't allow changing the position
if (!IsPositionAllowed(acd.AgentID, acd.startpos, ref reason))
{
m_authenticateHandler.RemoveCircuit(acd.circuitcode);
return false;
}
}
}
}
return true;
}
private bool IsPositionAllowed(UUID agentID, Vector3 pos, ref string reason)
{
ILandObject land = LandChannel.GetLandObject(pos);
if (land == null)
return true;
if (land.IsBannedFromLand(agentID) || land.IsRestrictedFromLand(agentID))
{
reason = "You are banned from the region.";
return false;
}
return true;
}
public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
{
if (posX < 0)
posX = 0;
else if (posX >= (float)RegionInfo.RegionSizeX)
posX = (float)RegionInfo.RegionSizeX - 0.001f;
if (posY < 0)
posY = 0;
else if (posY >= (float)RegionInfo.RegionSizeY)
posY = (float)RegionInfo.RegionSizeY - 0.001f;
reason = String.Empty;
if (Permissions.IsGod(agentID))
return true;
ILandObject land = LandChannel.GetLandObject(posX, posY);
if (land == null)
return false;
bool banned = land.IsBannedFromLand(agentID);
bool restricted = land.IsRestrictedFromLand(agentID);
if (banned || restricted)
{
ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
if (nearestParcel != null)
{
//Move agent to nearest allowed
Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
posX = newPosition.X;
posY = newPosition.Y;
}
else
{
if (banned)
{
reason = "Cannot regioncross into banned parcel.";
}
else
{
reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
RegionInfo.RegionName);
}
return false;
}
}
reason = "";
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 presence in the grid for {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)
{
reason = String.Format("Failed to verify user presence in the grid for {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, bool bypassAccessControl, 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(), agent.firstname, agent.lastname, RegionInfo.RegionID.ToString(), out reason))
{
m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because: {4}",
agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName, reason);
return false;
}
}
// We only test the things below when we want to cut off
// child agents from being present in the scene for which their root
// agent isn't allowed. Otherwise, we allow child agents. The test for
// the root is done elsewhere (QueryAccess)
if (!bypassAccessControl)
{
if (RegionInfo.EstateSettings != null)
{
if (RegionInfo.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;
}
}
else
{
m_log.ErrorFormat("[CONNECTION BEGIN]: Estate Settings is null!");
}
List agentGroups = new List();
if (m_groupsModule != null)
{
GroupMembershipData[] GroupMembership = m_groupsModule.GetMembershipData(agent.AgentID);
if (GroupMembership != null)
{
for (int i = 0; i < GroupMembership.Length; i++)
agentGroups.Add(GroupMembership[i].GroupID);
}
else
{
m_log.ErrorFormat("[CONNECTION BEGIN]: GroupMembership is null!");
}
}
bool groupAccess = false;
UUID[] estateGroups = RegionInfo.EstateSettings.EstateGroups;
if (estateGroups != null)
{
foreach (UUID group in estateGroups)
{
if (agentGroups.Contains(group))
{
groupAccess = true;
break;
}
}
}
else
{
m_log.ErrorFormat("[CONNECTION BEGIN]: EstateGroups is null!");
}
if (!RegionInfo.EstateSettings.PublicAccess &&
!RegionInfo.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 = GetScenePresence(AvatarID);
// if (loggingOffUser != null)
// {
// UUID localRegionSecret = UUID.Zero;
// bool parsedsecret = UUID.TryParse(RegionInfo.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, loggingOffUser.KnownRegionHandles);
// 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 = GetScenePresence(agentID);
// if (presence != null)
// {
// try
// {
// presence.MakeRootAgent(position, isFlying);
// }
// catch (Exception e)
// {
// m_log.ErrorFormat("[SCENE]: Unable to do agent crossing, exception {0}{1}", e.Message, e.StackTrace);
// }
// }
// 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 IncomingUpdateChildAgent(AgentData cAgentData)
{
m_log.DebugFormat(
"[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName);
// TODO: This check should probably be in QueryAccess().
ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, RegionInfo.RegionSizeX / 2, RegionInfo.RegionSizeY / 2);
if (nearestParcel == null)
{
m_log.InfoFormat(
"[SCENE]: Denying root agent entry to {0} in {1}: no allowed parcel",
cAgentData.AgentID, RegionInfo.RegionName);
return false;
}
// We have to wait until the viewer contacts this region
// after receiving the EnableSimulator HTTP Event Queue message (for the v1 teleport protocol)
// or TeleportFinish (for the v2 teleport protocol). This triggers the viewer to send
// a UseCircuitCode packet which in turn calls AddNewAgent which finally creates the ScenePresence.
ScenePresence sp = WaitGetScenePresence(cAgentData.AgentID);
if (sp != null)
{
if (cAgentData.SessionID != sp.ControllingClient.SessionId)
{
m_log.WarnFormat(
"[SCENE]: Attempt to update agent {0} with invalid session id {1} (possibly from simulator in older version; tell them to update).",
sp.UUID, cAgentData.SessionID);
Console.WriteLine(String.Format("[SCENE]: Attempt to update agent {0} ({1}) with invalid session id {2}",
sp.UUID, sp.ControllingClient.SessionId, cAgentData.SessionID));
}
sp.UpdateChildAgent(cAgentData);
int ntimes = 20;
if (cAgentData.SenderWantsToWaitForRoot)
{
while (sp.IsChildAgent && ntimes-- > 0)
Thread.Sleep(1000);
if (sp.IsChildAgent)
m_log.WarnFormat(
"[SCENE]: Found presence {0} {1} unexpectedly still child in {2}",
sp.Name, sp.UUID, Name);
else
m_log.InfoFormat(
"[SCENE]: Found presence {0} {1} as root in {2} after {3} waits",
sp.Name, sp.UUID, Name, 20 - ntimes);
if (sp.IsChildAgent)
return false;
}
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 IncomingUpdateChildAgent(AgentPosition cAgentData)
{
// m_log.DebugFormat(
// "[SCENE PRESENCE]: IncomingChildAgentDataUpdate POSITION for {0} in {1}, position {2}",
// cAgentData.AgentID, Name, cAgentData.Position);
ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID);
if (childAgentUpdate != null)
{
// if (childAgentUpdate.ControllingClient.SessionId != cAgentData.SessionID)
// // Only warn for now
// m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}. Neighbor running older version?",
// childAgentUpdate.UUID, cAgentData.SessionID);
// 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.UpdateChildAgent(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;
}
///
/// Poll until the requested ScenePresence appears or we timeout.
///
/// The scene presence is found, else null.
///
protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
{
int ntimes = 20;
ScenePresence sp = null;
while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0))
Thread.Sleep(1000);
if (sp == null)
m_log.WarnFormat(
"[SCENE PRESENCE]: Did not find presence with id {0} in {1} before timeout",
agentID, RegionInfo.RegionName);
return sp;
}
///
/// Authenticated close (via network)
///
///
///
///
///
public bool CloseAgent(UUID agentID, bool force, string auth_token)
{
//m_log.DebugFormat("[SCENE]: Processing incoming close agent {0} in region {1} with auth_token {2}", agentID, RegionInfo.RegionName, auth_token);
// Check that the auth_token is valid
AgentCircuitData acd = AuthenticateHandler.GetAgentCircuitData(agentID);
if (acd == null)
{
m_log.DebugFormat(
"[SCENE]: Request to close agent {0} but no such agent in scene {1}. May have been closed previously.",
agentID, Name);
return false;
}
if (acd.SessionID.ToString() == auth_token)
{
return CloseAgent(agentID, force);
}
else
{
m_log.WarnFormat(
"[SCENE]: Request to close agent {0} with invalid authorization token {1} in {2}",
agentID, auth_token, Name);
}
return false;
}
///
/// Tell a single client to prepare to close.
///
///
/// This should only be called if we may close the client but there will be some delay in so doing. Meant for
/// internal use - other callers should almost certainly called CloseClient().
///
///
/// true if pre-close state notification was successful. false if the agent
/// was not in a state where it could transition to pre-close.
public bool IncomingPreCloseClient(ScenePresence sp)
{
lock (m_removeClientLock)
{
// We need to avoid a race condition where in, for example, an A B C D region layout, an avatar may
// teleport from A -> D, but then -> C before A has asked B to close its old child agent. We do not
// want to obey this close since C may have renewed the child agent lease on B.
if (sp.DoNotCloseAfterTeleport)
{
m_log.DebugFormat(
"[SCENE]: Not pre-closing {0} agent {1} in {2} since another simulator has re-established the child connection",
sp.IsChildAgent ? "child" : "root", sp.Name, Name);
// Need to reset the flag so that a subsequent close after another teleport can succeed.
sp.DoNotCloseAfterTeleport = false;
return false;
}
if (sp.LifecycleState != ScenePresenceState.Running)
{
m_log.DebugFormat(
"[SCENE]: Called IncomingPreCloseAgent() for {0} in {1} but presence is already in state {2}",
sp.Name, Name, sp.LifecycleState);
return false;
}
sp.LifecycleState = ScenePresenceState.PreRemove;
return true;
}
}
///
/// Tell a single agent to disconnect from the region.
///
///
///
/// Force the agent to close even if it might be in the middle of some other operation. You do not want to
/// force unless you are absolutely sure that the agent is dead and a normal close is not working.
///
public override bool CloseAgent(UUID agentID, bool force)
{
ScenePresence sp;
lock (m_removeClientLock)
{
sp = GetScenePresence(agentID);
if (sp == null)
{
m_log.DebugFormat(
"[SCENE]: Called CloseClient() with agent ID {0} but no such presence is in {1}",
agentID, Name);
return false;
}
if (sp.LifecycleState != ScenePresenceState.Running && sp.LifecycleState != ScenePresenceState.PreRemove)
{
m_log.DebugFormat(
"[SCENE]: Called CloseClient() for {0} in {1} but presence is already in state {2}",
sp.Name, Name, sp.LifecycleState);
return false;
}
// We need to avoid a race condition where in, for example, an A B C D region layout, an avatar may
// teleport from A -> D, but then -> C before A has asked B to close its old child agent. We do not
// want to obey this close since C may have renewed the child agent lease on B.
if (sp.DoNotCloseAfterTeleport)
{
m_log.DebugFormat(
"[SCENE]: Not closing {0} agent {1} in {2} since another simulator has re-established the child connection",
sp.IsChildAgent ? "child" : "root", sp.Name, Name);
// Need to reset the flag so that a subsequent close after another teleport can succeed.
sp.DoNotCloseAfterTeleport = false;
return false;
}
sp.LifecycleState = ScenePresenceState.Removing;
}
sp.ControllingClient.Close(force);
return true;
}
///
/// Tries to teleport agent to another region.
///
///
/// The region name must exactly match that given.
///
///
///
///
///
///
public void RequestTeleportLocation(IClientAPI remoteClient, string regionName, Vector3 position,
Vector3 lookat, uint teleportFlags)
{
GridRegion region = GridService.GetRegionByName(RegionInfo.ScopeID, regionName);
if (region == null)
{
// can't find the region: Tell viewer and abort
remoteClient.SendTeleportFailed("The region '" + regionName + "' could not be found.");
return;
}
RequestTeleportLocation(remoteClient, region.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 = GetScenePresence(remoteClient.AgentId);
if (sp != null)
{
if (EntityTransferModule != null)
{
EntityTransferModule.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.");
}
}
}
public bool CrossAgentToNewRegion(ScenePresence agent, bool isFlying)
{
if (EntityTransferModule != null)
{
return EntityTransferModule.Cross(agent, isFlying);
}
else
{
m_log.DebugFormat("[SCENE]: Unable to cross agent to neighbouring region, because there is no AgentTransferModule");
}
return false;
}
public void SendOutChildAgentUpdates(AgentPosition cadu, ScenePresence presence)
{
m_sceneGridService.SendChildAgentDataUpdate(cadu, presence);
}
#endregion
#region Other Methods
protected override IConfigSource GetConfig()
{
return m_config;
}
#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()
{
EntityBase[] 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.DebugFormat("Searching for Primitive: '{0}'", cmdparams[2]);
EntityBase[] entityList = GetEntities();
foreach (EntityBase ent in entityList)
{
if (ent is SceneObjectGroup)
{
SceneObjectPart part = ((SceneObjectGroup)ent).GetPart(((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.DebugFormat("Edited scale of Primitive: {0}", part.Name);
}
}
}
}
}
#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;
}
///
/// Get LandData by position.
///
///
///
public LandData GetLandData(Vector3 pos)
{
return GetLandData(pos.X, pos.Y);
}
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 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 ((part.OwnerID == parcel.LandData.OwnerID) || Permissions.IsGod(part.OwnerID))
{
return true;
}
else if (((parcel.LandData.Flags & (uint)ParcelFlags.AllowGroupScripts) != 0)
&& (parcel.LandData.GroupID != UUID.Zero) && (parcel.LandData.GroupID == part.GroupID))
{
return true;
}
else
{
return false;
}
}
else
{
if (pos.X > 0f && pos.X < RegionInfo.RegionSizeX && pos.Y > 0f && pos.Y < RegionInfo.RegionSizeY)
{
// 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)
{
SceneObjectPart parent = part.ParentGroup.RootPart;
return ScriptDanger(parent, parent.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);
}
public int GetRootAgentCount()
{
return m_sceneGraph.GetRootAgentCount();
}
public int GetChildAgentCount()
{
return m_sceneGraph.GetChildAgentCount();
}
///
/// Request a scene presence by UUID. Fast, indexed lookup.
///
///
/// null if the presence was not found
public ScenePresence GetScenePresence(UUID agentID)
{
return m_sceneGraph.GetScenePresence(agentID);
}
///
/// Request the scene presence by name.
///
///
///
/// null if the presence was not found
public ScenePresence GetScenePresence(string firstName, string lastName)
{
return m_sceneGraph.GetScenePresence(firstName, lastName);
}
///
/// Request the scene presence by localID.
///
///
/// null if the presence was not found
public ScenePresence GetScenePresence(uint localID)
{
return m_sceneGraph.GetScenePresence(localID);
}
///
/// Gets all the scene presences in this scene.
///
///
/// This method will return both root and child scene presences.
///
/// Consider using ForEachScenePresence() or ForEachRootScenePresence() if possible since these will not
/// involving creating a new List object.
///
///
/// A list of the scene presences. Adding or removing from the list will not affect the presences in the scene.
///
public List GetScenePresences()
{
return new List(m_sceneGraph.GetScenePresences());
}
///
/// Performs action on all avatars in the scene (root scene presences)
/// Avatars may be an NPC or a 'real' client.
///
///
public void ForEachRootScenePresence(Action action)
{
m_sceneGraph.ForEachAvatar(action);
}
///
/// Performs action on all scene presences (root and child)
///
///
public void ForEachScenePresence(Action action)
{
m_sceneGraph.ForEachScenePresence(action);
}
///
/// Get all the scene object groups.
///
///
/// The scene object groups. If the scene is empty then an empty list is returned.
///
public List GetSceneObjectGroups()
{
return m_sceneGraph.GetSceneObjectGroups();
}
///
/// Get a group via its UUID
///
///
/// null if no group with that id exists
public SceneObjectGroup GetSceneObjectGroup(UUID fullID)
{
return m_sceneGraph.GetSceneObjectGroup(fullID);
}
///
/// Get a group via its local ID
///
/// This will only return a group if the local ID matches a root part
///
/// null if no group with that id exists
public SceneObjectGroup GetSceneObjectGroup(uint localID)
{
return m_sceneGraph.GetSceneObjectGroup(localID);
}
///
/// Get a group by name from the scene (will return the first
/// found, if there are more than one prim with the same name)
///
///
/// null if no group with that name exists
public SceneObjectGroup GetSceneObjectGroup(string name)
{
return m_sceneGraph.GetSceneObjectGroup(name);
}
///
/// Attempt to get the SOG via its UUID
///
///
///
///
public bool TryGetSceneObjectGroup(UUID fullID, out SceneObjectGroup sog)
{
sog = GetSceneObjectGroup(fullID);
return sog != null;
}
///
/// Get a prim by name from the 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);
}
///
/// Attempt to get a prim via its UUID
///
///
///
///
public bool TryGetSceneObjectPart(UUID fullID, out SceneObjectPart sop)
{
sop = GetSceneObjectPart(fullID);
return sop != null;
}
///
/// 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);
}
///
/// Get a scene object group that contains the prim with the given uuid
///
///
/// null if no scene object group containing that prim is found
public SceneObjectGroup GetGroupByPrim(UUID fullID)
{
return m_sceneGraph.GetGroupByPrim(fullID);
}
public override bool TryGetScenePresence(UUID agentID, out ScenePresence sp)
{
return m_sceneGraph.TryGetScenePresence(agentID, out sp);
}
public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
{
return m_sceneGraph.TryGetAvatarByName(avatarName, out avatar);
}
///
/// Perform an action on all clients with an avatar in this scene (root only)
///
///
public void ForEachRootClient(Action action)
{
ForEachRootScenePresence(delegate(ScenePresence presence)
{
action(presence.ControllingClient);
});
}
///
/// Perform an action on all clients connected to the region (root and child)
///
///
public void ForEachClient(Action action)
{
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 EntityBase[] GetEntities()
{
return m_sceneGraph.GetEntities();
}
#endregion
// Commented pending deletion since this method no longer appears to do anything at all
// public bool NeedSceneCacheClear(UUID agentID)
// {
// IInventoryTransferModule inv = RequestModuleInterface();
// if (inv == null)
// return true;
//
// return inv.NeedSceneCacheClear(agentID, this);
// }
public void CleanTempObjects()
{
EntityBase[] entities = GetEntities();
foreach (EntityBase obj in entities)
{
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)
{
SimulationDataService.RemoveObject(uuid, RegionInfo.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_lastFrameTick)) < 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 = jointAnchor;
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 = jointAnchor;
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.Flags & 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;
}
// Get terrain height at the specified location.
// Presumes the underlying implementation is a heightmap which is a 1m grid.
// Finds heightmap grid points before and after the point and
// does a linear approximation of the height at this intermediate point.
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 = p0;
Vector3 p2 = 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_lastFrameTick) > 2000)
// StartTimer();
// }
public override ISceneObject DeserializeObject(string representation)
{
return SceneObjectSerializer.FromXml2Format(representation);
}
public override bool AllowScriptCrossings
{
get { return m_allowScriptCrossings; }
}
public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
{
return GetNearestAllowedPosition(avatar, null);
}
public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
{
ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
if (nearestParcel != null)
{
Vector3 dir = Vector3.Normalize(Vector3.Multiply(avatar.Velocity, -1));
//Try to get a location that feels like where they came from
Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
if (nearestPoint != null)
{
m_log.Debug("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
return nearestPoint.Value;
}
//Sometimes velocity might be zero (local teleport), so try finding point along path from avatar to center of nearest parcel
Vector3 directionToParcelCenter = Vector3.Subtract(GetParcelCenterAtGround(nearestParcel), avatar.AbsolutePosition);
dir = Vector3.Normalize(directionToParcelCenter);
nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
if (nearestPoint != null)
{
m_log.Debug("They had a zero velocity, sending them to: " + nearestPoint.ToString());
return nearestPoint.Value;
}
ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
if (dest != excludeParcel)
{
// Ultimate backup if we have no idea where they are and
// the last allowed position was in another parcel
m_log.Debug("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
return avatar.lastKnownAllowedPosition;
}
// else fall through to region edge
}
//Go to the edge, this happens in teleporting to a region with no available parcels
Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar);
//m_log.Debug("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString());
return nearestRegionEdgePoint;
}
private Vector3 GetParcelCenterAtGround(ILandObject parcel)
{
Vector2 center = GetParcelCenter(parcel);
return GetPositionAtGround(center.X, center.Y);
}
private Vector3? GetNearestPointInParcelAlongDirectionFromPoint(Vector3 pos, Vector3 direction, ILandObject parcel)
{
Vector3 unitDirection = Vector3.Normalize(direction);
//Making distance to search go through some sane limit of distance
for (float distance = 0; distance < Math.Max(RegionInfo.RegionSizeX, RegionInfo.RegionSizeY) * 2; distance += .5f)
{
Vector3 testPos = Vector3.Add(pos, Vector3.Multiply(unitDirection, distance));
if (parcel.ContainsPoint((int)testPos.X, (int)testPos.Y))
{
return testPos;
}
}
return null;
}
public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
{
return GetNearestAllowedParcel(avatarId, x, y, null);
}
public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
{
List all = AllParcels();
float minParcelDistance = float.MaxValue;
ILandObject nearestParcel = null;
foreach (var parcel in all)
{
if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
{
float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
if (parcelDistance < minParcelDistance)
{
minParcelDistance = parcelDistance;
nearestParcel = parcel;
}
}
}
return nearestParcel;
}
private List AllParcels()
{
return LandChannel.AllParcels();
}
private float GetParcelDistancefromPoint(ILandObject parcel, float x, float y)
{
return Vector2.Distance(new Vector2(x, y), GetParcelCenter(parcel));
}
//calculate the average center point of a parcel
private Vector2 GetParcelCenter(ILandObject parcel)
{
int count = 0;
int avgx = 0;
int avgy = 0;
for (int x = 0; x < RegionInfo.RegionSizeX; x++)
{
for (int y = 0; y < RegionInfo.RegionSizeY; y++)
{
//Just keep a running average as we check if all the points are inside or not
if (parcel.ContainsPoint(x, y))
{
if (count == 0)
{
avgx = x;
avgy = y;
}
else
{
avgx = (avgx * count + x) / (count + 1);
avgy = (avgy * count + y) / (count + 1);
}
count += 1;
}
}
}
return new Vector2(avgx, avgy);
}
private Vector3 GetNearestRegionEdgePosition(ScenePresence avatar)
{
float xdistance = avatar.AbsolutePosition.X < RegionInfo.RegionSizeX / 2
? avatar.AbsolutePosition.X : RegionInfo.RegionSizeX - avatar.AbsolutePosition.X;
float ydistance = avatar.AbsolutePosition.Y < RegionInfo.RegionSizeY / 2
? avatar.AbsolutePosition.Y : RegionInfo.RegionSizeY - avatar.AbsolutePosition.Y;
//find out what vertical edge to go to
if (xdistance < ydistance)
{
if (avatar.AbsolutePosition.X < RegionInfo.RegionSizeX / 2)
{
return GetPositionAtAvatarHeightOrGroundHeight(avatar, 0.0f, avatar.AbsolutePosition.Y);
}
else
{
return GetPositionAtAvatarHeightOrGroundHeight(avatar, RegionInfo.RegionSizeY, avatar.AbsolutePosition.Y);
}
}
//find out what horizontal edge to go to
else
{
if (avatar.AbsolutePosition.Y < RegionInfo.RegionSizeY / 2)
{
return GetPositionAtAvatarHeightOrGroundHeight(avatar, avatar.AbsolutePosition.X, 0.0f);
}
else
{
return GetPositionAtAvatarHeightOrGroundHeight(avatar, avatar.AbsolutePosition.X, RegionInfo.RegionSizeY);
}
}
}
private Vector3 GetPositionAtAvatarHeightOrGroundHeight(ScenePresence avatar, float x, float y)
{
Vector3 ground = GetPositionAtGround(x, y);
if (avatar.AbsolutePosition.Z > ground.Z)
{
ground.Z = avatar.AbsolutePosition.Z;
}
return ground;
}
private Vector3 GetPositionAtGround(float x, float y)
{
return new Vector3(x, y, GetGroundHeight(x, y));
}
public List GetEstateRegions(int estateID)
{
IEstateDataService estateDataService = EstateDataService;
if (estateDataService == null)
return new List(0);
return estateDataService.GetRegions(estateID);
}
public void ReloadEstateData()
{
IEstateDataService estateDataService = EstateDataService;
if (estateDataService != null)
{
RegionInfo.EstateSettings = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false);
TriggerEstateSunUpdate();
}
}
public void TriggerEstateSunUpdate()
{
EventManager.TriggerEstateToolsSunUpdate(RegionInfo.RegionHandle);
}
private void HandleReloadEstate(string module, string[] cmd)
{
if (MainConsole.Instance.ConsoleScene == null ||
(MainConsole.Instance.ConsoleScene is Scene &&
(Scene)MainConsole.Instance.ConsoleScene == this))
{
ReloadEstateData();
}
}
///
/// Get the volume of space that will encompass all the given objects.
///
///
///
///
///
///
///
///
///
public static Vector3[] GetCombinedBoundingBox(
List objects,
out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
{
minX = float.MaxValue;
maxX = float.MinValue;
minY = float.MaxValue;
maxY = float.MinValue;
minZ = float.MaxValue;
maxZ = float.MinValue;
List offsets = new List();
foreach (SceneObjectGroup g in objects)
{
float ominX, ominY, ominZ, omaxX, omaxY, omaxZ;
Vector3 vec = g.AbsolutePosition;
g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ);
// m_log.DebugFormat(
// "[SCENE]: For {0} found AxisAlignedBoundingBoxRaw {1}, {2}",
// g.Name, new Vector3(ominX, ominY, ominZ), new Vector3(omaxX, omaxY, omaxZ));
ominX += vec.X;
omaxX += vec.X;
ominY += vec.Y;
omaxY += vec.Y;
ominZ += vec.Z;
omaxZ += vec.Z;
if (minX > ominX)
minX = ominX;
if (minY > ominY)
minY = ominY;
if (minZ > ominZ)
minZ = ominZ;
if (maxX < omaxX)
maxX = omaxX;
if (maxY < omaxY)
maxY = omaxY;
if (maxZ < omaxZ)
maxZ = omaxZ;
}
foreach (SceneObjectGroup g in objects)
{
Vector3 vec = g.AbsolutePosition;
vec.X -= minX;
vec.Y -= minY;
vec.Z -= minZ;
offsets.Add(vec);
}
return offsets.ToArray();
}
///
/// Regenerate the maptile for this scene.
///
///
///
private void RegenerateMaptile()
{
IWorldMapModule mapModule = RequestModuleInterface();
if (mapModule != null)
mapModule.GenerateMaptile();
}
private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
{
RegenerateMaptile();
// We need to propagate the new image UUID to the grid service
// so that all simulators can retrieve it
string error = GridService.RegisterRegion(RegionInfo.ScopeID, new GridRegion(RegionInfo));
if (error != string.Empty)
throw new Exception(error);
}
///
/// This method is called across the simulation connector to
/// determine if a given agent is allowed in this region
/// AS A ROOT AGENT
///
///
/// Returning false here will prevent them
/// from logging into the region, teleporting into the region
/// or corssing the broder walking, but will NOT prevent
/// child agent creation, thereby emulating the SL behavior.
///
/// The visitor's User ID
/// The visitor's Home URI (may be null)
///
///
///
public bool QueryAccess(UUID agentID, string agentHomeURI, bool viaTeleport, Vector3 position, List features, out string reason)
{
reason = string.Empty;
if (Permissions.IsGod(agentID))
{
reason = String.Empty;
return true;
}
if (!AllowAvatarCrossing && !viaTeleport)
return false;
// FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
// However, the long term fix is to make sure root agent count is always accurate.
m_sceneGraph.RecalculateStats();
int num = m_sceneGraph.GetRootAgentCount();
if (num >= RegionInfo.RegionSettings.AgentLimit)
{
if (!Permissions.IsAdministrator(agentID))
{
reason = "The region is full";
m_log.DebugFormat(
"[SCENE]: Denying presence with id {0} entry into {1} since region is at agent limit of {2}",
agentID, RegionInfo.RegionName, RegionInfo.RegionSettings.AgentLimit);
return false;
}
}
ScenePresence presence = GetScenePresence(agentID);
IClientAPI client = null;
AgentCircuitData aCircuit = null;
if (presence != null)
{
client = presence.ControllingClient;
if (client != null)
aCircuit = client.RequestClientInfo();
}
// We may be called before there is a presence or a client.
// Fake AgentCircuitData to keep IAuthorizationModule smiling
if (client == null)
{
aCircuit = new AgentCircuitData();
aCircuit.AgentID = agentID;
aCircuit.firstname = String.Empty;
aCircuit.lastname = String.Empty;
}
try
{
if (!AuthorizeUser(aCircuit, false, out reason))
{
//m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
return false;
}
}
catch (Exception e)
{
m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} " + e.StackTrace, e.Message);
reason = "Error authorizing agent: " + e.Message;
return false;
}
if (viaTeleport)
{
if (!RegionInfo.EstateSettings.AllowDirectTeleport)
{
SceneObjectGroup telehub;
if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject)) != null)
{
List spawnPoints = RegionInfo.RegionSettings.SpawnPoints();
bool banned = true;
foreach (SpawnPoint sp in spawnPoints)
{
Vector3 spawnPoint = sp.GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
ILandObject land = LandChannel.GetLandObject(spawnPoint.X, spawnPoint.Y);
if (land == null)
continue;
if (land.IsEitherBannedOrRestricted(agentID))
continue;
banned = false;
break;
}
if (banned)
{
if (Permissions.IsAdministrator(agentID) == false || Permissions.IsGridGod(agentID) == false)
{
reason = "No suitable landing point found";
return false;
}
reason = "Administrative access only";
return true;
}
}
}
float posX = 128.0f;
float posY = 128.0f;
if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
{
// m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
reason = "You are banned from the region on all parcels";
return false;
}
}
else // Walking
{
ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
if (land == null)
{
reason = "No parcel found";
return false;
}
bool banned = land.IsBannedFromLand(agentID);
bool restricted = land.IsRestrictedFromLand(agentID);
if (banned || restricted)
{
if (banned)
reason = "You are banned from the parcel";
else
reason = "The parcel is restricted";
return false;
}
}
reason = String.Empty;
return true;
}
///
/// This method deals with movement when an avatar is automatically moving (but this is distinct from the
/// autopilot that moves an avatar to a sit target!.
///
///
/// This is not intended as a permament location for this method.
///
///
private void HandleOnSignificantClientMovement(ScenePresence presence)
{
if (presence.MovingToTarget)
{
double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget);
// m_log.DebugFormat(
// "[SCENE]: Abs pos of {0} is {1}, target {2}, distance {3}",
// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget);
// Check the error term of the current position in relation to the target position
if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT)
{
// We are close enough to the target
// m_log.DebugFormat("[SCENEE]: Stopping autopilot of {0}", presence.Name);
presence.Velocity = Vector3.Zero;
presence.AbsolutePosition = presence.MoveToPositionTarget;
presence.ResetMoveToTarget();
if (presence.Flying)
{
// A horrible hack to stop the avatar dead in its tracks rather than having them overshoot
// the target if flying.
// We really need to be more subtle (slow the avatar as it approaches the target) or at
// least be able to set collision status once, rather than 5 times to give it enough
// weighting so that that PhysicsActor thinks it really is colliding.
for (int i = 0; i < 5; i++)
presence.IsColliding = true;
if (presence.LandAtTarget)
presence.Flying = false;
// Vector3 targetPos = presence.MoveToPositionTarget;
// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
// if (targetPos.Z - terrainHeight < 0.2)
// {
// presence.Flying = false;
// }
}
// m_log.DebugFormat(
// "[SCENE]: AgentControlFlags {0}, MovementFlag {1} for {2}",
// presence.AgentControlFlags, presence.MovementFlag, presence.Name);
}
else
{
// m_log.DebugFormat(
// "[SCENE]: Updating npc {0} at {1} for next movement to {2}",
// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
Vector3 agent_control_v3 = new Vector3();
presence.HandleMoveToTargetUpdate(1, ref agent_control_v3);
presence.AddNewMovement(agent_control_v3);
}
}
}
// manage and select spawn points in sequence
public int SpawnPoint()
{
int spawnpoints = RegionInfo.RegionSettings.SpawnPoints().Count;
if (spawnpoints == 0)
return 0;
m_SpawnPoint++;
if (m_SpawnPoint > spawnpoints)
m_SpawnPoint = 1;
return m_SpawnPoint - 1;
}
///
/// Wrappers to get physics modules retrieve assets.
///
///
/// Has to be done this way
/// because we can't assign the asset service to physics directly - at the
/// time physics are instantiated it's not registered but it will be by
/// the time the first prim exists.
///
///
///
public void PhysicsRequestAsset(UUID assetID, AssetReceivedDelegate callback)
{
AssetService.Get(assetID.ToString(), callback, PhysicsAssetReceived);
}
private void PhysicsAssetReceived(string id, Object sender, AssetBase asset)
{
AssetReceivedDelegate callback = (AssetReceivedDelegate)sender;
callback(asset);
}
public string GetExtraSetting(string name)
{
if (m_extraSettings == null)
return String.Empty;
string val;
if (!m_extraSettings.TryGetValue(name, out val))
return String.Empty;
return val;
}
public void StoreExtraSetting(string name, string val)
{
if (m_extraSettings == null)
return;
string oldVal;
if (m_extraSettings.TryGetValue(name, out oldVal))
{
if (oldVal == val)
return;
}
m_extraSettings[name] = val;
m_SimulationDataService.SaveExtra(RegionInfo.RegionID, name, val);
m_eventManager.TriggerExtraSettingChanged(this, name, val);
}
public void RemoveExtraSetting(string name)
{
if (m_extraSettings == null)
return;
if (!m_extraSettings.ContainsKey(name))
return;
m_extraSettings.Remove(name);
m_SimulationDataService.RemoveExtra(RegionInfo.RegionID, name);
m_eventManager.TriggerExtraSettingChanged(this, name, String.Empty);
}
}
}