aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes/Scene.cs
blob: e130bd7bc274c5ea51ab7af4c2ca7887cfd98353 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
2615
2616
2617
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
2711
2712
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
2753
2754
2755
2756
2757
2758
2759
2760
2761
2762
2763
2764
2765
2766
2767
2768
2769
2770
2771
2772
2773
2774
2775
2776
2777
2778
2779
2780
2781
2782
2783
2784
2785
2786
2787
2788
2789
2790
2791
2792
2793
2794
2795
2796
2797
2798
2799
2800
2801
2802
2803
2804
2805
2806
2807
2808
2809
2810
2811
2812
2813
2814
2815
2816
2817
2818
2819
2820
2821
2822
2823
2824
2825
2826
2827
2828
2829
2830
2831
2832
2833
2834
2835
2836
2837
2838
2839
2840
2841
2842
2843
2844
2845
2846
2847
2848
2849
2850
2851
2852
2853
2854
2855
2856
2857
2858
2859
2860
2861
2862
2863
2864
2865
2866
2867
2868
2869
2870
2871
2872
2873
2874
2875
2876
2877
2878
2879
2880
2881
2882
2883
2884
2885
2886
2887
2888
2889
2890
2891
2892
2893
2894
2895
2896
2897
2898
2899
2900
2901
2902
2903
2904
2905
2906
2907
2908
2909
2910
2911
2912
2913
2914
2915
2916
2917
2918
2919
2920
2921
2922
2923
2924
2925
2926
2927
2928
2929
2930
2931
2932
2933
2934
2935
2936
2937
2938
2939
2940
2941
2942
2943
2944
2945
2946
2947
2948
2949
2950
2951
2952
2953
2954
2955
2956
2957
2958
2959
2960
2961
2962
2963
2964
2965
2966
2967
2968
2969
2970
2971
2972
2973
2974
2975
2976
2977
2978
2979
2980
2981
2982
2983
2984
2985
2986
2987
2988
2989
2990
2991
2992
2993
2994
2995
2996
2997
2998
2999
3000
3001
3002
3003
3004
3005
3006
3007
3008
3009
3010
3011
3012
3013
3014
3015
3016
3017
3018
3019
3020
3021
3022
3023
3024
3025
3026
3027
3028
3029
3030
3031
3032
3033
3034
3035
3036
3037
3038
3039
3040
3041
3042
3043
3044
3045
3046
3047
3048
3049
3050
3051
3052
3053
3054
3055
3056
3057
3058
3059
3060
3061
3062
3063
3064
3065
3066
3067
3068
3069
3070
3071
3072
3073
3074
3075
3076
3077
3078
3079
3080
3081
3082
3083
3084
3085
3086
3087
3088
3089
3090
3091
3092
3093
3094
3095
3096
3097
3098
3099
3100
3101
3102
3103
3104
3105
3106
3107
3108
3109
3110
3111
3112
3113
3114
3115
3116
3117
3118
3119
3120
3121
3122
3123
3124
3125
3126
3127
3128
3129
3130
3131
3132
3133
3134
3135
3136
3137
3138
3139
3140
3141
3142
3143
3144
3145
3146
3147
3148
3149
3150
3151
3152
3153
3154
3155
3156
3157
3158
3159
3160
3161
3162
3163
3164
3165
3166
3167
3168
3169
3170
3171
3172
3173
3174
3175
3176
3177
3178
3179
3180
3181
3182
3183
3184
3185
3186
3187
3188
3189
3190
3191
3192
3193
3194
3195
3196
3197
3198
3199
3200
3201
3202
3203
3204
3205
3206
3207
3208
3209
3210
3211
3212
3213
3214
3215
3216
3217
3218
3219
3220
3221
3222
3223
3224
3225
3226
3227
3228
3229
3230
3231
3232
3233
3234
3235
3236
3237
3238
3239
3240
3241
3242
3243
3244
3245
3246
3247
3248
3249
3250
3251
3252
3253
3254
3255
3256
3257
3258
3259
3260
3261
3262
3263
3264
3265
3266
3267
3268
3269
3270
3271
3272
3273
3274
3275
3276
3277
3278
3279
3280
3281
3282
3283
3284
3285
3286
3287
3288
3289
3290
3291
3292
3293
3294
3295
3296
3297
3298
3299
3300
3301
3302
3303
3304
3305
3306
3307
3308
3309
3310
3311
3312
3313
3314
3315
3316
3317
3318
3319
3320
3321
3322
3323
3324
3325
3326
3327
3328
3329
3330
3331
3332
3333
3334
3335
3336
3337
3338
3339
3340
3341
3342
3343
3344
3345
3346
3347
3348
3349
3350
3351
3352
3353
3354
3355
3356
3357
3358
3359
3360
3361
3362
3363
3364
3365
3366
3367
3368
3369
3370
3371
3372
3373
3374
3375
3376
3377
3378
3379
3380
3381
3382
3383
3384
3385
3386
3387
3388
3389
3390
3391
3392
3393
3394
3395
3396
3397
3398
3399
3400
3401
3402
3403
3404
3405
3406
3407
3408
3409
3410
3411
3412
3413
3414
3415
3416
3417
3418
3419
3420
3421
3422
3423
3424
3425
3426
3427
3428
3429
3430
3431
3432
3433
3434
3435
3436
3437
3438
3439
3440
3441
3442
3443
3444
3445
3446
3447
3448
3449
3450
3451
3452
3453
3454
3455
3456
3457
3458
3459
3460
3461
3462
3463
3464
3465
3466
3467
3468
3469
3470
3471
3472
3473
3474
3475
3476
3477
3478
3479
3480
3481
3482
3483
3484
3485
3486
3487
3488
3489
3490
3491
3492
3493
3494
3495
3496
3497
3498
3499
3500
3501
3502
3503
3504
3505
3506
3507
3508
3509
3510
3511
3512
3513
3514
3515
3516
3517
3518
3519
3520
3521
3522
3523
3524
3525
3526
3527
3528
3529
3530
3531
3532
3533
3534
3535
3536
3537
3538
3539
3540
3541
3542
3543
3544
3545
3546
3547
3548
3549
3550
3551
3552
3553
3554
3555
3556
3557
3558
3559
3560
3561
3562
3563
3564
3565
3566
3567
3568
3569
3570
3571
3572
3573
3574
3575
3576
3577
3578
3579
3580
3581
3582
3583
3584
3585
3586
3587
3588
3589
3590
3591
3592
3593
3594
3595
3596
3597
3598
3599
3600
3601
3602
3603
3604
3605
3606
3607
3608
3609
3610
3611
3612
3613
3614
3615
3616
3617
3618
3619
3620
3621
3622
3623
3624
3625
3626
3627
3628
3629
3630
3631
3632
3633
3634
3635
3636
3637
3638
3639
3640
3641
3642
3643
3644
3645
3646
3647
3648
3649
3650
3651
3652
3653
3654
3655
3656
3657
3658
3659
3660
3661
3662
3663
3664
3665
3666
3667
3668
3669
3670
3671
3672
3673
3674
3675
3676
3677
3678
3679
3680
3681
3682
3683
3684
3685
3686
3687
3688
3689
3690
3691
3692
3693
3694
3695
3696
3697
3698
3699
3700
3701
3702
3703
3704
3705
3706
3707
3708
3709
3710
3711
3712
3713
3714
3715
3716
3717
3718
3719
3720
3721
3722
3723
3724
3725
3726
3727
3728
3729
3730
3731
3732
3733
3734
3735
3736
3737
3738
3739
3740
3741
3742
3743
3744
3745
3746
3747
3748
3749
3750
3751
3752
3753
3754
3755
3756
3757
3758
3759
3760
3761
3762
3763
3764
3765
3766
3767
3768
3769
3770
3771
3772
3773
3774
3775
3776
3777
3778
3779
3780
3781
3782
3783
3784
3785
3786
3787
3788
3789
3790
3791
3792
3793
3794
3795
3796
3797
3798
3799
3800
3801
3802
3803
3804
3805
3806
3807
3808
3809
3810
3811
3812
3813
3814
3815
3816
3817
3818
3819
3820
3821
3822
3823
3824
3825
3826
3827
3828
3829
3830
3831
3832
3833
3834
3835
3836
3837
3838
3839
3840
3841
3842
3843
3844
3845
3846
3847
3848
3849
3850
3851
3852
3853
3854
3855
3856
3857
3858
3859
3860
3861
3862
3863
3864
3865
3866
3867
3868
3869
3870
3871
3872
3873
3874
3875
3876
3877
3878
3879
3880
3881
3882
3883
3884
3885
3886
3887
3888
3889
3890
3891
3892
3893
3894
3895
3896
3897
3898
3899
3900
3901
3902
3903
3904
3905
3906
3907
3908
3909
3910
3911
3912
3913
3914
3915
3916
3917
3918
3919
3920
3921
3922
3923
3924
3925
3926
3927
3928
3929
3930
3931
3932
3933
3934
3935
3936
3937
3938
3939
3940
3941
3942
3943
3944
3945
3946
3947
3948
3949
3950
3951
3952
3953
3954
3955
3956
3957
3958
3959
3960
3961
3962
3963
3964
3965
3966
3967
3968
3969
3970
3971
3972
3973
3974
3975
3976
3977
3978
3979
3980
3981
3982
3983
3984
3985
3986
3987
3988
3989
3990
3991
3992
3993
3994
3995
3996
3997
3998
3999
4000
4001
4002
4003
4004
4005
4006
4007
4008
4009
4010
4011
4012
4013
4014
4015
4016
4017
4018
4019
4020
4021
4022
4023
4024
4025
4026
4027
4028
4029
4030
4031
4032
4033
4034
4035
4036
4037
4038
4039
4040
4041
4042
4043
4044
4045
4046
4047
4048
4049
4050
4051
4052
4053
4054
4055
4056
4057
4058
4059
4060
4061
4062
4063
4064
4065
4066
4067
4068
4069
4070
4071
4072
4073
4074
4075
4076
4077
4078
4079
4080
4081
4082
4083
4084
4085
4086
4087
4088
4089
4090
4091
4092
4093
4094
4095
4096
4097
4098
4099
4100
4101
4102
4103
4104
4105
4106
4107
4108
4109
4110
4111
4112
4113
4114
4115
4116
4117
4118
4119
4120
4121
4122
4123
4124
4125
4126
4127
4128
4129
4130
4131
4132
4133
4134
4135
4136
4137
4138
4139
4140
4141
4142
4143
4144
4145
4146
4147
4148
4149
4150
4151
4152
4153
4154
4155
4156
4157
4158
4159
4160
4161
4162
4163
4164
4165
4166
4167
4168
4169
4170
4171
4172
4173
4174
4175
4176
4177
4178
4179
4180
4181
4182
4183
4184
4185
4186
4187
4188
4189
4190
4191
4192
4193
4194
4195
4196
4197
4198
4199
4200
4201
4202
4203
4204
4205
4206
4207
4208
4209
4210
4211
4212
4213
4214
4215
4216
4217
4218
4219
4220
4221
4222
4223
4224
4225
4226
4227
4228
4229
4230
4231
4232
4233
4234
4235
4236
4237
4238
4239
4240
4241
4242
4243
4244
4245
4246
4247
4248
4249
4250
4251
4252
4253
4254
4255
4256
4257
4258
4259
4260
4261
4262
4263
4264
4265
4266
4267
4268
4269
4270
4271
4272
4273
4274
4275
4276
4277
4278
4279
4280
4281
4282
4283
4284
4285
4286
4287
4288
4289
4290
4291
4292
4293
4294
4295
4296
4297
4298
4299
4300
4301
4302
4303
4304
4305
4306
4307
4308
4309
4310
4311
4312
4313
4314
4315
4316
4317
4318
4319
4320
4321
4322
4323
4324
4325
4326
4327
4328
4329
4330
4331
4332
4333
4334
4335
4336
4337
4338
4339
4340
4341
4342
4343
4344
4345
4346
4347
4348
4349
4350
4351
4352
4353
4354
4355
4356
4357
4358
4359
4360
4361
4362
4363
4364
4365
4366
4367
4368
4369
4370
4371
4372
4373
4374
4375
4376
4377
4378
4379
4380
4381
4382
4383
4384
4385
4386
4387
4388
4389
4390
4391
4392
4393
4394
4395
4396
4397
4398
4399
4400
4401
4402
4403
4404
4405
4406
4407
4408
4409
4410
4411
4412
4413
4414
4415
4416
4417
4418
4419
4420
4421
4422
4423
4424
4425
4426
4427
4428
4429
4430
4431
4432
4433
4434
4435
4436
4437
4438
4439
4440
4441
4442
4443
4444
4445
4446
4447
4448
4449
4450
4451
4452
4453
4454
4455
4456
4457
4458
4459
4460
4461
4462
4463
4464
4465
4466
4467
4468
4469
4470
4471
4472
4473
4474
4475
4476
4477
4478
4479
4480
4481
4482
4483
4484
4485
4486
4487
4488
4489
4490
4491
4492
4493
4494
4495
4496
4497
4498
4499
4500
4501
4502
4503
4504
4505
4506
4507
4508
4509
4510
4511
4512
4513
4514
4515
4516
4517
4518
4519
4520
4521
4522
4523
4524
4525
4526
4527
4528
4529
4530
4531
4532
4533
4534
4535
4536
4537
4538
4539
4540
4541
4542
4543
4544
4545
4546
4547
4548
4549
4550
4551
4552
4553
4554
4555
4556
4557
4558
4559
4560
4561
4562
4563
4564
4565
4566
4567
4568
4569
4570
4571
4572
4573
4574
4575
4576
4577
4578
4579
4580
4581
4582
4583
4584
4585
4586
4587
4588
4589
4590
4591
4592
4593
4594
4595
4596
4597
4598
4599
4600
4601
4602
4603
4604
4605
4606
4607
4608
4609
4610
4611
4612
4613
4614
4615
4616
4617
4618
4619
4620
4621
4622
4623
4624
4625
4626
4627
4628
4629
4630
4631
4632
4633
4634
4635
4636
4637
4638
4639
4640
4641
4642
4643
4644
4645
4646
4647
4648
4649
4650
4651
4652
4653
4654
4655
4656
4657
4658
4659
4660
4661
4662
4663
4664
4665
4666
4667
4668
4669
4670
4671
4672
4673
4674
4675
4676
4677
4678
4679
4680
4681
4682
4683
4684
4685
4686
4687
4688
4689
4690
4691
4692
4693
4694
4695
4696
4697
4698
4699
4700
4701
4702
4703
4704
4705
4706
4707
4708
4709
4710
4711
4712
4713
4714
4715
4716
4717
4718
4719
4720
4721
4722
4723
4724
4725
4726
4727
4728
4729
4730
4731
4732
4733
4734
4735
4736
4737
4738
4739
4740
4741
4742
4743
4744
4745
4746
4747
4748
4749
4750
4751
4752
4753
4754
4755
4756
4757
4758
4759
4760
4761
4762
4763
4764
4765
4766
4767
4768
4769
4770
4771
4772
4773
4774
4775
4776
4777
4778
4779
4780
4781
4782
4783
4784
4785
4786
4787
4788
4789
4790
4791
4792
4793
4794
4795
4796
4797
4798
4799
4800
4801
4802
4803
4804
4805
4806
4807
4808
4809
4810
4811
4812
4813
4814
4815
4816
4817
4818
4819
4820
4821
4822
4823
4824
4825
4826
4827
4828
4829
4830
4831
4832
4833
4834
4835
4836
4837
4838
4839
4840
4841
4842
4843
4844
4845
4846
4847
4848
4849
4850
4851
4852
4853
4854
4855
4856
4857
4858
4859
4860
4861
4862
4863
4864
4865
4866
4867
4868
4869
4870
4871
4872
4873
4874
4875
4876
4877
4878
4879
4880
4881
4882
4883
4884
4885
4886
4887
4888
4889
4890
4891
4892
4893
4894
4895
4896
4897
4898
4899
4900
4901
4902
4903
4904
4905
4906
4907
4908
4909
4910
4911
4912
4913
4914
4915
4916
4917
4918
4919
4920
4921
4922
4923
4924
4925
4926
4927
4928
4929
4930
4931
4932
4933
4934
4935
4936
4937
4938
4939
4940
4941
4942
4943
4944
4945
4946
4947
4948
4949
4950
4951
4952
4953
4954
4955
4956
4957
4958
4959
4960
4961
4962
4963
4964
4965
4966
4967
4968
4969
4970
4971
4972
4973
4974
4975
4976
4977
4978
4979
4980
4981
4982
4983
4984
4985
4986
4987
4988
4989
4990
4991
4992
4993
4994
4995
4996
4997
4998
4999
5000
5001
5002
5003
5004
5005
5006
5007
5008
5009
5010
5011
5012
5013
5014
5015
5016
5017
5018
5019
5020
5021
5022
5023
5024
5025
5026
5027
5028
5029
5030
5031
5032
5033
5034
5035
5036
5037
5038
5039
5040
5041
5042
5043
5044
5045
5046
5047
5048
5049
5050
5051
5052
5053
5054
5055
5056
5057
5058
5059
5060
5061
5062
5063
5064
5065
5066
5067
5068
5069
5070
5071
5072
5073
5074
5075
5076
5077
5078
5079
5080
5081
5082
5083
5084
5085
5086
5087
5088
5089
5090
5091
5092
5093
5094
5095
5096
5097
5098
5099
5100
5101
5102
5103
5104
5105
5106
5107
5108
5109
5110
5111
5112
5113
5114
5115
5116
5117
5118
5119
5120
5121
5122
5123
5124
5125
5126
5127
5128
5129
5130
5131
5132
5133
5134
5135
5136
5137
5138
5139
5140
5141
5142
5143
5144
5145
5146
5147
5148
5149
5150
5151
5152
5153
5154
5155
5156
5157
5158
5159
5160
5161
5162
5163
5164
5165
5166
5167
5168
5169
5170
5171
5172
5173
5174
5175
5176
5177
5178
5179
5180
5181
5182
5183
5184
5185
5186
5187
5188
5189
5190
5191
5192
5193
5194
5195
5196
5197
5198
5199
5200
5201
5202
5203
5204
5205
5206
5207
5208
5209
5210
5211
5212
5213
5214
5215
5216
5217
5218
5219
5220
5221
5222
5223
5224
5225
5226
5227
5228
5229
5230
5231
5232
5233
5234
5235
5236
5237
5238
5239
5240
5241
5242
5243
5244
5245
5246
5247
5248
5249
5250
5251
5252
5253
5254
5255
5256
5257
5258
5259
5260
5261
5262
5263
5264
5265
5266
5267
5268
5269
5270
5271
5272
5273
5274
5275
5276
5277
5278
5279
5280
5281
5282
5283
5284
5285
5286
5287
5288
5289
5290
5291
5292
5293
5294
5295
5296
5297
5298
5299
5300
5301
5302
5303
5304
5305
5306
5307
5308
5309
5310
5311
5312
5313
5314
5315
5316
5317
5318
5319
5320
5321
5322
5323
5324
5325
5326
5327
5328
5329
5330
5331
5332
5333
5334
5335
5336
5337
5338
5339
5340
5341
5342
5343
5344
5345
5346
5347
5348
5349
5350
5351
5352
5353
5354
5355
5356
5357
5358
5359
5360
5361
5362
5363
5364
5365
5366
5367
5368
5369
5370
5371
5372
5373
5374
5375
5376
5377
5378
5379
5380
5381
5382
5383
5384
5385
5386
5387
5388
5389
5390
5391
5392
5393
5394
5395
5396
5397
5398
5399
5400
5401
5402
5403
5404
5405
5406
5407
5408
5409
5410
5411
5412
5413
5414
5415
5416
5417
5418
5419
5420
5421
5422
5423
5424
5425
5426
5427
5428
5429
5430
5431
5432
5433
5434
5435
5436
5437
5438
5439
5440
5441
5442
5443
5444
5445
5446
5447
5448
5449
5450
5451
5452
5453
5454
5455
5456
5457
5458
5459
5460
5461
5462
5463
5464
5465
5466
5467
5468
5469
5470
5471
5472
5473
5474
5475
5476
5477
5478
5479
5480
5481
5482
5483
5484
5485
5486
5487
5488
5489
5490
5491
5492
5493
5494
5495
5496
5497
5498
5499
5500
5501
5502
5503
5504
5505
5506
5507
5508
5509
5510
5511
5512
5513
5514
5515
5516
5517
5518
5519
5520
5521
5522
5523
5524
5525
5526
5527
5528
5529
5530
5531
5532
5533
5534
5535
5536
5537
5538
5539
5540
5541
5542
5543
5544
5545
5546
5547
5548
5549
5550
5551
5552
5553
5554
5555
5556
5557
5558
5559
5560
5561
5562
5563
5564
5565
5566
5567
5568
5569
5570
5571
5572
5573
5574
5575
5576
5577
5578
5579
5580
5581
5582
5583
5584
5585
5586
5587
5588
5589
5590
5591
5592
5593
5594
5595
5596
5597
5598
5599
5600
5601
5602
5603
5604
5605
5606
5607
5608
5609
5610
5611
5612
5613
5614
5615
5616
5617
5618
5619
5620
5621
5622
5623
5624
5625
5626
5627
5628
5629
5630
5631
5632
5633
5634
5635
5636
5637
5638
5639
5640
5641
5642
5643
5644
5645
5646
5647
5648
5649
5650
5651
5652
5653
5654
5655
5656
5657
5658
5659
5660
5661
5662
5663
5664
5665
5666
5667
5668
5669
5670
5671
5672
5673
5674
5675
5676
5677
5678
5679
5680
5681
5682
5683
5684
5685
5686
5687
5688
5689
5690
5691
5692
5693
5694
5695
5696
5697
5698
5699
5700
5701
5702
5703
5704
5705
5706
5707
5708
5709
5710
5711
5712
5713
5714
5715
5716
5717
5718
5719
5720
5721
5722
5723
5724
5725
5726
5727
5728
5729
5730
5731
5732
5733
5734
5735
5736
5737
5738
5739
5740
5741
5742
5743
5744
5745
5746
5747
5748
5749
5750
5751
5752
5753
5754
5755
5756
5757
5758
5759
5760
5761
5762
5763
5764
5765
5766
5767
5768
5769
5770
5771
5772
5773
5774
5775
5776
5777
5778
5779
5780
5781
5782
5783
5784
5785
5786
5787
5788
5789
5790
5791
5792
5793
5794
5795
5796
5797
5798
5799
5800
5801
5802
5803
5804
5805
5806
5807
5808
5809
5810
5811
5812
5813
5814
5815
5816
5817
5818
5819
5820
5821
5822
5823
5824
5825
5826
5827
5828
5829
5830
5831
5832
5833
5834
5835
5836
5837
5838
5839
5840
5841
5842
5843
5844
5845
5846
5847
5848
5849
5850
5851
5852
5853
5854
5855
5856
5857
5858
5859
5860
5861
5862
5863
5864
5865
5866
5867
5868
5869
5870
5871
5872
5873
5874
5875
5876
5877
5878
5879
5880
5881
5882
5883
5884
5885
5886
5887
5888
5889
5890
5891
5892
5893
5894
5895
5896
5897
5898
5899
5900
5901
5902
5903
5904
5905
5906
5907
5908
5909
5910
5911
5912
5913
5914
5915
5916
5917
5918
5919
5920
5921
5922
5923
5924
5925
5926
5927
5928
5929
5930
5931
5932
5933
5934
5935
5936
5937
5938
5939
5940
5941
5942
5943
5944
5945
5946
5947
5948
5949
5950
5951
5952
5953
5954
5955
5956
5957
5958
5959
5960
5961
5962
5963
5964
5965
5966
5967
5968
5969
5970
5971
5972
5973
5974
5975
5976
5977
5978
5979
5980
5981
5982
5983
5984
5985
5986
5987
5988
5989
5990
5991
5992
5993
5994
5995
5996
5997
5998
5999
6000
6001
6002
6003
6004
6005
6006
6007
6008
6009
6010
6011
6012
6013
6014
6015
6016
6017
6018
6019
6020
6021
6022
6023
6024
6025
6026
6027
6028
6029
6030
6031
6032
6033
6034
6035
6036
6037
6038
6039
6040
6041
6042
6043
6044
6045
6046
6047
6048
6049
6050
6051
6052
6053
6054
6055
6056
6057
6058
6059
6060
6061
6062
6063
6064
6065
6066
6067
6068
6069
6070
6071
6072
6073
6074
6075
6076
6077
6078
6079
6080
6081
6082
6083
6084
6085
6086
6087
6088
6089
6090
6091
6092
6093
6094
6095
6096
6097
6098
6099
6100
6101
6102
6103
6104
6105
6106
6107
6108
6109
6110
6111
6112
6113
6114
6115
6116
6117
6118
6119
6120
6121
6122
6123
6124
6125
6126
6127
6128
6129
6130
6131
6132
6133
6134
6135
6136
6137
6138
6139
6140
6141
6142
6143
6144
6145
6146
6147
6148
6149
6150
6151
6152
6153
6154
6155
6156
6157
6158
6159
6160
6161
6162
6163
6164
6165
6166
6167
6168
6169
6170
6171
6172
6173
6174
6175
6176
6177
6178
6179
6180
6181
6182
6183
6184
6185
6186
6187
6188
6189
6190
6191
6192
6193
6194
6195
6196
6197
6198
6199
6200
6201
6202
6203
6204
6205
6206
6207
6208
6209
6210
6211
6212
6213
6214
6215
6216
6217
6218
6219
6220
6221
6222
6223
6224
6225
6226
6227
6228
6229
6230
6231
6232
6233
6234
6235
6236
6237
6238
6239
6240
6241
6242
6243
6244
6245
6246
6247
6248
6249
6250
6251
6252
6253
6254
6255
6256
6257
6258
6259
6260
6261
6262
6263
6264
6265
6266
6267
6268
6269
6270
6271
6272
6273
6274
6275
6276
6277
6278
6279
6280
6281
6282
6283
6284
6285
6286
6287
6288
6289
6290
6291
6292
6293
6294
6295
6296
6297
6298
6299
6300
6301
6302
6303
6304
6305
6306
6307
6308
6309
6310
6311
6312
6313
6314
6315
6316
6317
6318
6319
6320
6321
6322
6323
6324
6325
6326
6327
6328
6329
6330
6331
6332
6333
6334
6335
6336
6337
6338
6339
6340
6341
6342
6343
6344
6345
6346
6347
6348
6349
6350
6351
6352
6353
6354
6355
6356
6357
6358
6359
6360
6361
6362
6363
6364
6365
6366
6367
6368
6369
6370
6371
6372
6373
6374
6375
6376
6377
6378
6379
6380
6381
6382
6383
6384
6385
6386
6387
6388
6389
6390
6391
6392
6393
6394
6395
6396
6397
6398
6399
6400
/*
 * 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 OpenMetaverse.StructuredData;
using OpenSim.Framework;
using OpenSim.Framework.Monitoring;
using OpenSim.Services.Interfaces;
using OpenSim.Framework.Console;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes.Scripting;
using OpenSim.Region.Framework.Scenes.Serialization;
using OpenSim.Region.PhysicsModules.SharedBase;
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 delegate void SynchronizeSceneHandler(Scene scene);


        #region Fields

        /// <summary>
        /// Show debug information about animations.
        /// </summary>
        public bool DebugAnimations { get; set; }

        /// <summary>
        /// Show debug information about teleports.
        /// </summary>
        public bool DebugTeleporting { get; set; }

        /// <summary>
        /// Show debug information about the scene loop.
        /// </summary>
        public bool DebugUpdates { get; set; }

        /// <summary>
        /// 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).
        /// </summary>
        /// <remarks>
        /// 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.
        /// </remarks>
        public bool PeriodicBackup { get; set; }

        /// <summary>
        /// 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.
        /// </summary>
        public bool UseBackup { get; set; }

        /// <summary>
        /// If false then physical objects are disabled, though collisions will continue as normal.
        /// </summary>

        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;

        /// <summary>
        /// If false then scripts are not enabled on the smiulator
        /// </summary>
        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 bool ClampNegativeZ
        {
            get { return m_clampNegativeZ; }
        }

        private bool m_clampNegativeZ = false;

        /// <summary>
        /// Used to prevent simultaneous calls to code that adds and removes agents.
        /// </summary>
        private object m_removeClientLock = new object();

        /// <summary>
        /// Statistical information for this scene.
        /// </summary>
        public SimStatsReporter StatsReporter { get; private set; }

        /// <summary>
        /// Controls whether physics can be applied to prims.  Even if false, prims still have entries in a
        /// PhysicsScene in order to perform collision detection
        /// </summary>
        public bool PhysicalPrims { get; private set; }

        /// <summary>
        /// Controls whether prims can be collided with.
        /// </summary>
        /// <remarks>
        /// If this is set to false then prims cannot be subject to physics either.
        /// </summary>
        public bool CollidablePrims { get; private set; }

        /// <summary>
        /// Minimum value of the size of a non-physical prim in each axis
        /// </summary>
        public float m_minNonphys = 0.001f;

        /// <summary>
        /// Maximum value of the size of a non-physical prim in each axis
        /// </summary>
        public float m_maxNonphys = 256;

        /// <summary>
        /// Minimum value of the size of a physical prim in each axis
        /// </summary>
        public float m_minPhys = 0.01f;

        /// <summary>
        /// Maximum value of the size of a physical prim in each axis
        /// </summary>
        public float m_maxPhys = 10;

        /// <summary>
        /// Max prims an object will hold
        /// </summary>
        public int m_linksetCapacity = 0;

        public bool m_clampPrimSize;
        public bool m_trustBinaries;
        public bool m_allowScriptCrossings = true;

        /// <summary>
        /// use legacy sittarget offsets to avoid contents breaks
        /// to compensate for SL bug
        /// </summary>
        public bool LegacySitOffsets = true;

        /// <summary>
        /// Can avatars cross from and to this region?
        /// </summary>
        public bool AllowAvatarCrossing { get; set; }

        /// Max prims an Physical object will hold
        /// </summary>
        ///
        public int m_linksetPhysCapacity = 0;

        /// <summary>
        /// When placed outside the region's border, do we transfer the objects or
        /// do we keep simulating them here?
        /// </summary>
        public bool DisableObjectTransfer { get; set; }

        public bool m_useFlySlow;
        public bool m_useTrashOnDelete = true;

         protected float m_defaultDrawDistance = 255f;
        protected float m_defaultCullingDrawDistance = 16f;
        public float DefaultDrawDistance
        {
             get { return ObjectsCullingByDistance?m_defaultCullingDrawDistance:m_defaultDrawDistance; }
        }

        protected float m_maxDrawDistance = 512.0f;
//        protected float m_maxDrawDistance = 256.0f;
        public float MaxDrawDistance
        {
            get { return m_maxDrawDistance; }
        }

        protected float m_maxRegionViewDistance = 255f;
        public float MaxRegionViewDistance
        {
            get { return m_maxRegionViewDistance; }
        }

        private List<string> m_AllowedViewers = new List<string>();
        private List<string> m_BannedViewers = new List<string>();

        // 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 bool m_seeIntoBannedRegion = false;
        public int MaxUndoCount = 5;

        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 Timer m_timerWatchdog = new Timer();
        protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
        protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
        protected string m_simulatorVersion = "OpenSimulator Server";
        protected AgentCircuitManager m_authenticateHandler;
        protected SceneCommunicationService m_sceneGridService;
        protected ISnmpModule m_snmpService = null;

        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<string, string> m_extraSettings;

        /// <summary>
        /// Current scene frame number
        /// </summary>
        public uint Frame
        {
            get;
            protected set;
        }

        /// <summary>
        /// Frame time
        /// </remarks>
        public float FrameTime { get; private set; }
        public int FrameTimeWarnPercent { get; private set; }
        public int FrameTimeCritPercent { get; private set; }

        // Normalize the frame related stats to nominal 55fps for viewer and scripts option
        // see SimStatsReporter.cs
        public bool Normalized55FPS { get; private 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 = 1000;

        private int m_update_coarse_locations = 5;
        private int m_update_temp_cleaning = 180;

        private float agentMS;
        private float frameMS;
        private float physicsMS2;
        private float physicsMS;
        private float otherMS;
        private float tempOnRezMS;
        private float eventMS;
        private float backupMS;
        private float terrainMS;
        private float landMS;

        /// <summary>
        /// Tick at which the last frame was processed.
        /// </summary>
        private int m_lastFrameTick;

        /// <summary>
        /// Total script execution time (in Stopwatch Ticks) since the last frame
        /// </summary>
        private long m_scriptExecutionTime = 0;

        /// <summary>
        /// Signals whether temporary objects are currently being cleaned up.  Needed because this is launched
        /// asynchronously from the update loop.
        /// </summary>
        private bool m_cleaningTemps = false;
        private bool m_sendingCoarseLocations = false; // same for async course locations sending

        /// <summary>
        /// Used to control main scene thread looping time when not updating via timer.
        /// </summary>
        private ManualResetEvent m_updateWaitEvent = 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<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
        private Dictionary<UUID, int> m_groupsWithTargets = new Dictionary<UUID, int>();

        private string m_defaultScriptEngine;

        private int m_unixStartTime;
        public int UnixStartTime
        {
            get { return m_unixStartTime; }
        }

        /// <summary>
        /// Tick at which the last login occurred.
        /// </summary>
        private int m_LastLogin;

        private int m_lastIncoming;
        private int m_lastOutgoing;
        private int m_hbRestarts = 0;


        /// <summary>
        /// Thread that runs the scene loop.
        /// </summary>
        private Thread m_heartbeatThread;

        /// <summary>
        /// True if these scene is in the process of shutting down or is shutdown.
        /// </summary>
        public bool ShuttingDown
        {
            get { return m_shuttingDown; }
        }
        private volatile bool m_shuttingDown;

        /// <summary>
        /// Is the scene active?
        /// </summary>
        /// <remarks>
        /// If false, update loop is 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.
        /// </remarks>
        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;

        /// <summary>
        /// If true then updates are running.  This may be true for a short period after a scene is de-activated.
        /// </summary>
        public bool IsRunning { get { return m_isRunning; } }
        private volatile bool m_isRunning;

        private bool m_firstHeartbeat = true;

//        private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
//        private bool m_reprioritizationEnabled = true;
//        private double m_reprioritizationInterval = 5000.0;
//        private double m_rootReprioritizationDistance = 10.0;
//        private double m_childReprioritizationDistance = 20.0;


        private Timer m_mapGenerationTimer = new Timer();
        private bool m_generateMaptiles;

        protected int m_lastHealth = -1;
        protected int m_lastUsers = -1;

        #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 ISnmpModule SnmpService
        {
            get
            {
                if (m_snmpService == null)
                {
                    m_snmpService = RequestModuleInterface<ISnmpModule>();
                }

                return m_snmpService;
            }
        }

        public ISimulationDataService SimulationDataService
        {
            get
            {
                if (m_SimulationDataService == null)
                {
                    m_SimulationDataService = RequestModuleInterface<ISimulationDataService>();

                    if (m_SimulationDataService == null)
                    {
                        throw new Exception("No ISimulationDataService available.");
                    }
                }

                return m_SimulationDataService;
            }
        }

        public IEstateDataService EstateDataService
        {
            get
            {
                if (m_EstateDataService == null)
                {
                    m_EstateDataService = RequestModuleInterface<IEstateDataService>();

                    if (m_EstateDataService == null)
                    {
                        throw new Exception("No IEstateDataService available.");
                    }
                }

                return m_EstateDataService;
            }
        }

        public IAssetService AssetService
        {
            get
            {
                if (m_AssetService == null)
                {
                    m_AssetService = RequestModuleInterface<IAssetService>();

                    if (m_AssetService == null)
                    {
                        throw new Exception("No IAssetService available.");
                    }
                }

                return m_AssetService;
            }
        }

        public IAuthorizationService AuthorizationService
        {
            get
            {
                if (m_AuthorizationService == null)
                {
                    m_AuthorizationService = RequestModuleInterface<IAuthorizationService>();

                    //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<IInventoryService>();

                    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<IGridService>();

                    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<ILibraryService>();

                return m_LibraryService;
            }
        }

        public ISimulationService SimulationService
        {
            get
            {
                if (m_simulationService == null)
                    m_simulationService = RequestModuleInterface<ISimulationService>();

                return m_simulationService;
            }
        }

        public IAuthenticationService AuthenticationService
        {
            get
            {
                if (m_AuthenticationService == null)
                    m_AuthenticationService = RequestModuleInterface<IAuthenticationService>();
                return m_AuthenticationService;
            }
        }

        public IPresenceService PresenceService
        {
            get
            {
                if (m_PresenceService == null)
                    m_PresenceService = RequestModuleInterface<IPresenceService>();
                return m_PresenceService;
            }
        }

        public IUserAccountService UserAccountService
        {
            get
            {
                if (m_UserAccountService == null)
                    m_UserAccountService = RequestModuleInterface<IUserAccountService>();
                return m_UserAccountService;
            }
        }

        public IAvatarService AvatarService
        {
            get
            {
                if (m_AvatarService == null)
                    m_AvatarService = RequestModuleInterface<IAvatarService>();
                return m_AvatarService;
            }
        }

        public IGridUserService GridUserService
        {
            get
            {
                if (m_GridUserService == null)
                    m_GridUserService = RequestModuleInterface<IGridUserService>();
                return m_GridUserService;
            }
        }

        public IAgentPreferencesService AgentPreferencesService
        {
            get
            {
                if (m_AgentPreferencesService == null)
                    m_AgentPreferencesService = RequestModuleInterface<IAgentPreferencesService>();
                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 (int)frameMS; } }
        public int MonitorPhysicsUpdateTime { get { return (int)physicsMS; } }
        public int MonitorPhysicsSyncTime { get { return (int)physicsMS2; } }
        public int MonitorOtherTime { get { return (int)otherMS; } }
        public int MonitorTempOnRezTime { get { return (int)tempOnRezMS; } }
        public int MonitorEventTime { get { return (int)eventMS; } } // This may need to be divided into each event?
        public int MonitorBackupTime { get { return (int)backupMS; } }
        public int MonitorTerrainTime { get { return (int)terrainMS; } }
        public int MonitorLandTime { get { return (int)landMS; } }
        public int MonitorLastFrameTick { get { return m_lastFrameTick; } }

        public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get; set; }
        public bool IsReprioritizationEnabled { get; set; }
        public float ReprioritizationInterval { get; set; }
        public float ReprioritizationDistance { get; set; }
        private float m_minReprioritizationDistance = 32f;
        public bool ObjectsCullingByDistance = false;

        private ExpiringCache<UUID, UUID> TeleportTargetsCoolDown = new ExpiringCache<UUID, UUID>();

        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,
                     ISimulationDataService simDataService, IEstateDataService estateDataService,
                     IConfigSource config, string simulatorVersion)
            : this(regInfo)
        {
            m_config = config;
            FrameTime = 0.0908f;
            FrameTimeWarnPercent = 60;
            FrameTimeCritPercent = 40;
            Normalized55FPS = true;
            SeeIntoRegion = true;

            Random random = new Random();

            m_lastAllocatedLocalId = (uint)(random.NextDouble() * (double)(uint.MaxValue / 2)) + (uint)(uint.MaxValue / 4);
            m_authenticateHandler = authen;
            m_sceneGridService = new SceneCommunicationService();
            m_SimulationDataService = simDataService;
            m_EstateDataService = estateDataService;

            m_lastIncoming = 0;
            m_lastOutgoing = 0;

            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);
                m_maxDrawDistance = startupConfig.GetFloat("MaxDrawDistance", m_maxDrawDistance);
                m_maxRegionViewDistance = startupConfig.GetFloat("MaxRegionsViewDistance", m_maxRegionViewDistance);

                // old versions compatibility
                LegacySitOffsets = startupConfig.GetBoolean("LegacySitOffsets", LegacySitOffsets);

                if (m_defaultDrawDistance > m_maxDrawDistance)
                    m_defaultDrawDistance = m_maxDrawDistance;

                if (m_maxRegionViewDistance > m_maxDrawDistance)
                    m_maxRegionViewDistance = m_maxDrawDistance;

                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", true);
                CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);

                m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
                if (RegionInfo.NonphysPrimMin > 0)
                {
                    m_minNonphys = RegionInfo.NonphysPrimMin;
                }
                // don't allow nonsense values
                if(m_minNonphys < 0.001f)
                    m_minNonphys = 0.001f;

                m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
                if (RegionInfo.NonphysPrimMax > 0)
                {
                    m_maxNonphys = RegionInfo.NonphysPrimMax;
                }
                if (m_maxNonphys > 65536)
                    m_maxNonphys = 65536;

                m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys);
                if (RegionInfo.PhysPrimMin > 0)
                {
                    m_minPhys = RegionInfo.PhysPrimMin;
                }
                if(m_minPhys < 0.01f)
                    m_minPhys = 0.01f;

                m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);

                if (RegionInfo.PhysPrimMax > 0)
                {
                    m_maxPhys = RegionInfo.PhysPrimMax;
                }
                if (m_maxPhys > 2048)
                    m_maxPhys = 2048;

                m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity);
                if (RegionInfo.LinksetCapacity > 0)
                {
                    m_linksetCapacity = RegionInfo.LinksetCapacity;
                }

                m_linksetPhysCapacity = startupConfig.GetInt("LinksetPhysPrims", m_linksetPhysCapacity);


                SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
                TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);

                // 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_clampNegativeZ = startupConfig.GetBoolean("ClampNegativeZ", m_clampNegativeZ);

                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");
                m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);

                m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
                m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);

                string[] possibleMapConfigSections = new string[] { "Map", "Startup" };

                m_generateMaptiles
                    = Util.GetConfigVarFromSections<bool>(config, "GenerateMaptiles", possibleMapConfigSections, true);

                if (m_generateMaptiles)
                {
                    int maptileRefresh = Util.GetConfigVarFromSections<int>(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<string>(
                            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[] { "Startup", "AccessControl"};

                string grant
                    = Util.GetConfigVarFromSections<string>(
                        config, "AllowedClients", possibleAccessControlConfigSections, string.Empty);

                if (grant.Length > 0)
                {
                    foreach (string viewer in grant.Split(','))
                    {
                        m_AllowedViewers.Add(viewer.Trim().ToLower());
                    }
                }

                grant
                    = Util.GetConfigVarFromSections<string>(
                        config, "DeniedClients", possibleAccessControlConfigSections, String.Empty);
                // Deal with the mess of someone having used a different word at some point
                if (grant == String.Empty)
                    grant = Util.GetConfigVarFromSections<string>(
                            config, "BannedClients", possibleAccessControlConfigSections, String.Empty);

                if (grant.Length > 0)
                {
                    foreach (string viewer in grant.Split(','))
                    {
                        m_BannedViewers.Add(viewer.Trim().ToLower());
                    }
                }

                FrameTime                 = startupConfig.GetFloat( "FrameTime", FrameTime);
                FrameTimeWarnPercent      = startupConfig.GetInt( "FrameTimeWarnPercent", FrameTimeWarnPercent);
                FrameTimeCritPercent      = startupConfig.GetInt( "FrameTimeCritPercent", FrameTimeCritPercent);
                Normalized55FPS           = startupConfig.GetBoolean( "Normalized55FPS", Normalized55FPS);

                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);

            }

            #endregion Region Config

            IConfig entityTransferConfig = m_config.Configs["EntityTransfer"];
            if (entityTransferConfig != null)
            {
                AllowAvatarCrossing = entityTransferConfig.GetBoolean("AllowAvatarCrossing", AllowAvatarCrossing);
                DisableObjectTransfer = entityTransferConfig.GetBoolean("DisableObjectTransfer", false);
            }

            #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 BestAvatarResponsiveness");
                    UpdatePrioritizationScheme = UpdatePrioritizationSchemes.BestAvatarResponsiveness;
                }

                IsReprioritizationEnabled
                    = interestConfig.GetBoolean("ReprioritizationEnabled", IsReprioritizationEnabled);
                ReprioritizationInterval
                    = interestConfig.GetFloat("ReprioritizationInterval", ReprioritizationInterval);
                ReprioritizationDistance
                    = interestConfig.GetFloat("RootReprioritizationDistance", ReprioritizationDistance);

                if(ReprioritizationDistance < m_minReprioritizationDistance)
                    ReprioritizationDistance = m_minReprioritizationDistance;

                ObjectsCullingByDistance
                    = interestConfig.GetBoolean("ObjectsCullingByDistance", ObjectsCullingByDistance);

            }

            m_log.DebugFormat("[SCENE]: Using the {0} prioritization scheme", UpdatePrioritizationScheme);

            #endregion Interest Management

            StatsReporter = new SimStatsReporter(this);

            StatsReporter.OnSendStatsResult += SendSimStatsPackets;
            StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;

            IConfig restartConfig = config.Configs["RestartModule"];
            if (restartConfig != null)
            {
                string markerPath = restartConfig.GetString("MarkerPath", String.Empty);

                if (markerPath != String.Empty)
                {
                    string path = Path.Combine(markerPath, RegionInfo.RegionID.ToString() + ".started");
                    try
                    {
                        string pidstring = System.Diagnostics.Process.GetCurrentProcess().Id.ToString();
                        FileStream fs = File.Create(path);
                        System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
                        Byte[] buf = enc.GetBytes(pidstring);
                        fs.Write(buf, 0, buf.Length);
                        fs.Close();
                    }
                    catch (Exception)
                    {
                    }
                }
            }

            StartTimerWatchdog();
        }

        public Scene(RegionInfo regInfo)
            : base(regInfo)
        {
            m_sceneGraph = new SceneGraph(this);

            // 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.BestAvatarResponsiveness;
            ReprioritizationInterval = 5000;

            ReprioritizationDistance = m_minReprioritizationDistance;

            m_eventManager = new EventManager();

            m_permissions = new ScenePermissions(this);

        }

        #endregion

        #region Startup / Close Methods

        /// <value>
        /// The scene graph for this scene
        /// </value>
        /// TODO: Possibly stop other classes being able to manipulate this directly.
        public SceneGraph SceneGraph
        {
            get { return m_sceneGraph; }
        }

        /// <summary>
        /// Called by the module loader when all modules are loaded, after each module's
        /// RegionLoaded hook is called. This is the earliest time where RequestModuleInterface
        /// may be used.
        /// </summary>
        public void AllModulesLoaded()
        {
            IDialogModule dm = RequestModuleInterface<IDialogModule>();

            if (dm != null)
                m_eventManager.OnPermissionError += dm.SendAlertToUser;

            ISimulatorFeaturesModule fm = RequestModuleInterface<ISimulatorFeaturesModule>();
            if (fm != null)
            {
                OSD openSimExtras;
                OSDMap openSimExtrasMap;

                if (!fm.TryGetFeature("OpenSimExtras", out openSimExtras))
                    openSimExtras = new OSDMap();

                float statisticsFPSfactor = 1.0f;
                if(Normalized55FPS)
                    statisticsFPSfactor = 55.0f * FrameTime;

                openSimExtrasMap = (OSDMap)openSimExtras;
                openSimExtrasMap["SimulatorFPS"] = OSD.FromReal(1.0f / FrameTime);
                openSimExtrasMap["SimulatorFPSFactor"] = OSD.FromReal(statisticsFPSfactor);
                openSimExtrasMap["SimulatorFPSWarnPercent"] = OSD.FromInteger(FrameTimeWarnPercent);
                openSimExtrasMap["SimulatorFPSCritPercent"] = OSD.FromInteger(FrameTimeCritPercent);

                fm.AddFeature("OpenSimExtras", openSimExtrasMap);
            }
        }

        protected virtual void RegisterDefaultSceneEvents()
        {
//            m_eventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement;
        }

        public override string GetSimulatorVersion()
        {
            return m_simulatorVersion;
        }

        /// <summary>
        /// Process the fact that a neighbouring region has come up.
        /// </summary>
        /// <remarks>
        /// 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.
        /// </remarks>
        /// <param name="otherRegion">RegionInfo handle for the new region.</param>
        /// <returns>True after all operations complete, throws exceptions otherwise.</returns>
        public override void OtherRegionUp(GridRegion otherRegion)
        {
            if (RegionInfo.RegionHandle != otherRegion.RegionHandle)
            {
                if (isNeighborRegion(otherRegion))
                {
                    // Let the grid service module know, so this can be cached
                    m_eventManager.TriggerOnRegionUp(otherRegion);

                    try
                    {
                        ForEachRootScenePresence(delegate(ScenePresence agent)
                        {
                            List<ulong> old = new List<ulong>();
                            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 bool isNeighborRegion(GridRegion otherRegion)
        {
            int tmp = otherRegion.RegionLocX - (int)RegionInfo.WorldLocX;

            if (tmp < -otherRegion.RegionSizeX && tmp > RegionInfo.RegionSizeX)
                return false;

            tmp = otherRegion.RegionLocY - (int)RegionInfo.WorldLocY;

            if (tmp < -otherRegion.RegionSizeY && tmp > RegionInfo.RegionSizeY)
                return false;

            return true;
        }

        public void AddNeighborRegion(RegionInfo region)
        {
            lock (m_neighbours)
            {
                if (!CheckNeighborRegion(region))
                {
                    m_neighbours.Add(region);
                }
            }
        }

        public bool CheckNeighborRegion(RegionInfo region)
        {
            bool found = false;
            lock (m_neighbours)
            {
                foreach (RegionInfo reg in m_neighbours)
                {
                    if (reg.RegionHandle == region.RegionHandle)
                    {
                        found = true;
                        break;
                    }
                }
            }
            return found;
        }

        // 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;
            }

            IEtcdModule etcd = RequestModuleInterface<IEtcdModule>();
            if (etcd != null)
            {
                etcd.Delete("Health");
                etcd.Delete("HealthFlags");
                etcd.Delete("RootAgents");
            }

            m_log.InfoFormat("[SCENE]: Closing down the single simulator: {0}", RegionInfo.RegionName);


            StatsReporter.Close();
            m_restartTimer.Stop();
            m_restartTimer.Close();

            if (!GridService.DeregisterRegion(RegionInfo.RegionID))
                m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", Name);

            // 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]: TriggerSceneShuttingDown");
            EventManager.TriggerSceneShuttingDown(this);

            m_log.Debug("[SCENE]: Persisting changed objects");
            Backup(true);

            m_log.Debug("[SCENE]: Closing scene");

            m_sceneGraph.Close();

            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)
            {
                m_log.Debug("[SCENE]: Dispose Physics");
                PhysicsScene phys = PhysicsScene;
                // remove the physics engine from both Scene and SceneGraph
                PhysicsScene = null;
                phys.Dispose();
                phys = null;
            }
        }

        public override void Start()
        {
            Start(true);
        }

        /// <summary>
        /// Start the scene
        /// </summary>
        /// <param name='startScripts'>
        /// Start the scripts within the scene.
        /// </param>
        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_hbRestarts++;
                if(m_hbRestarts > 10)
                    Environment.Exit(1);
                m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);

//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
//System.Diagnostics.Process proc = new System.Diagnostics.Process();
//proc.EnableRaisingEvents=false;
//proc.StartInfo.FileName = "/bin/kill";
//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
//proc.Start();
//proc.WaitForExit();
//Thread.Sleep(1000);
//Environment.Exit(1);
                m_heartbeatThread.Abort();
                Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
                m_heartbeatThread = null;
            }

            GC.Collect();
            GC.WaitForPendingFinalizers();
            GC.Collect();
            // tell physics to finish building actor
            m_sceneGraph.ProcessPhysicsPreSimulation();

            m_heartbeatThread = WorkManager.StartThread(
                Heartbeat, string.Format("Heartbeat-({0})", RegionInfo.RegionName.Replace(" ", "_")), ThreadPriority.Normal, false,
                false, null, 20000, false);
            StartScripts();
        }

        /// <summary>
        /// Sets up references to modules required by the scene
        /// </summary>
        public void SetModuleInterfaces()
        {
            m_xmlrpcModule = RequestModuleInterface<IXMLRPC>();
            m_worldCommModule = RequestModuleInterface<IWorldComm>();
            XferManager = RequestModuleInterface<IXfer>();
            m_AvatarFactory = RequestModuleInterface<IAvatarFactoryModule>();
            AttachmentsModule = RequestModuleInterface<IAttachmentsModule>();
            m_serialiser = RequestModuleInterface<IRegionSerialiserModule>();
            m_dialogModule = RequestModuleInterface<IDialogModule>();
            m_capsModule = RequestModuleInterface<ICapabilitiesModule>();
            EntityTransferModule = RequestModuleInterface<IEntityTransferModule>();
            m_groupsModule = RequestModuleInterface<IGroupsModule>();
            AgentTransactionsModule = RequestModuleInterface<IAgentAssetTransactions>();
            UserManagementModule = RequestModuleInterface<IUserManagement>();
        }

        #endregion

        #region Update Methods

        /// <summary>
        /// Activate the various loops necessary to continually update the scene.
        /// </summary>
        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);

            Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true;
            m_lastFrameTick = Util.EnvironmentTickCount();
            Update(-1);
            Watchdog.RemoveThread();
        }

        public override void Update(int frames)
        {
            long? endFrame = null;

            if (frames >= 0)
                endFrame = Frame + frames;

            float physicsFPS = 0f;
            float frameTimeMS = FrameTime * 1000.0f;

            int previousFrameTick;

            double tmpMS;
            double tmpMS2;
            double framestart;
            float sleepMS;
            float sleepError = 0;

            while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame))
            {
                framestart = Util.GetTimeStampMS();
                ++Frame;

                // m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);

                agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0f;

                try
                {
                    EventManager.TriggerRegionHeartbeatStart(this);

                    // Apply taints in terrain module to terrain in physics scene

                    tmpMS = Util.GetTimeStampMS();

                    if (Frame % 4 == 0)
                    {
                        CheckTerrainUpdates();
                    }

                    if (Frame % m_update_terrain == 0)
                    {
                        UpdateTerrain();
                    }

                    tmpMS2 = Util.GetTimeStampMS();
                    terrainMS = (float)(tmpMS2 - tmpMS);
                    tmpMS = tmpMS2;

                    if (PhysicsEnabled && Frame % m_update_physics == 0)
                        m_sceneGraph.UpdatePreparePhysics();

                    tmpMS2 = Util.GetTimeStampMS();
                    physicsMS2 = (float)(tmpMS2 - tmpMS);
                    tmpMS = tmpMS2;

/*
                    // Apply any pending avatar force input to the avatar's velocity
                    if (Frame % m_update_entitymovement == 0)
                        m_sceneGraph.UpdateScenePresenceMovement();
*/
                    if (Frame % (m_update_coarse_locations) == 0 && !m_sendingCoarseLocations)
                    {
                        m_sendingCoarseLocations = true;
                        WorkManager.RunInThreadPool(
                            delegate
                            {
                                List<Vector3> coarseLocations;
                                List<UUID> avatarUUIDs;
                                SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
                                // Send coarse locations to clients
                                ForEachScenePresence(delegate(ScenePresence presence)
                                {
                                    presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
                                });
                                m_sendingCoarseLocations = false; 
                            }, null, string.Format("SendCoarseLocations ({0})", Name));
                    }

                    // Get the simulation frame time that the avatar force input
                    // took
                    tmpMS2 = Util.GetTimeStampMS();
                    agentMS = (float)(tmpMS2 - tmpMS);
                    tmpMS = tmpMS2;

                    // Perform the main physics update.  This will do the actual work of moving objects and avatars according to their
                    // velocity
                    if (Frame % m_update_physics == 0)
                    {
                        if (PhysicsEnabled)
                            physicsFPS = m_sceneGraph.UpdatePhysics(FrameTime);
                    }

                    tmpMS2 = Util.GetTimeStampMS();
                    physicsMS = (float)(tmpMS2 - tmpMS);
                    tmpMS = tmpMS2;

                    // 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();

                    tmpMS2 = Util.GetTimeStampMS();
                    agentMS += (float)(tmpMS2 - tmpMS);
                    tmpMS = tmpMS2;

                    // Delete temp-on-rez stuff
                    if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
                    {
                        m_cleaningTemps = true;
                        WorkManager.RunInThreadPool(
                            delegate { CleanTempObjects(); m_cleaningTemps = false; }, null, string.Format("CleanTempObjects ({0})", Name));
                        tmpMS2 = Util.GetTimeStampMS();
                        tempOnRezMS = (float)(tmpMS2 - tmpMS); // bad.. counts the FireAndForget, not CleanTempObjects
                        tmpMS = tmpMS2;
                    }

                    if (Frame % m_update_events == 0)
                    {
                        UpdateEvents();

                        tmpMS2 = Util.GetTimeStampMS();
                        eventMS = (float)(tmpMS2 - tmpMS);
                        tmpMS = tmpMS2;
                    }

                    if (PeriodicBackup && Frame % m_update_backup == 0)
                    {
                        UpdateStorageBackup();

                        tmpMS2 = Util.GetTimeStampMS();
                        backupMS = (float)(tmpMS2 - tmpMS);
                        tmpMS = tmpMS2;
                    }

                    //if (Frame % m_update_land == 0)
                    //{
                    //    int ldMS = Util.EnvironmentTickCount();
                    //    UpdateLand();
                    //    landMS = Util.EnvironmentTickCountSubtract(ldMS);
                    //}

                    if (!LoginsEnabled && Frame == 20)
                    {
                        GC.Collect();
                        GC.WaitForPendingFinalizers();
                        GC.Collect();
                        if (!LoginLock)
                        {
                            if (!StartDisabled)
                            {
                                m_log.InfoFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName);
                                LoginsEnabled = true;
                            }

                            m_sceneGridService.InformNeighborsThatRegionisUp(
                                RequestModuleInterface<INeighbourService>(), 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<IRegionReadyModule>();
                                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);
                m_firstHeartbeat = false;
                Watchdog.UpdateThread();

                otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;

                tmpMS = Util.GetTimeStampMS();

                previousFrameTick = m_lastFrameTick;
                m_lastFrameTick = (int)(tmpMS + 0.5);

                // estimate sleep time
                tmpMS2 = tmpMS - framestart;
                tmpMS2 = (double)frameTimeMS - tmpMS2 - sleepError;

                // reuse frameMS as temporary
                frameMS = (float)tmpMS2;

                // sleep if we can
                if (tmpMS2 > 0)
                    {
                    Thread.Sleep((int)(tmpMS2 + 0.5));

                    tmpMS2 = Util.GetTimeStampMS();
                    sleepMS = (float)(tmpMS2 - tmpMS);
                    sleepError = sleepMS - frameMS;
                    Util.Clamp(sleepError, 0.0f, 20f);
                    frameMS = (float)(tmpMS2 - framestart);
                    }
                else
                    {
                    tmpMS2 = Util.GetTimeStampMS();
                    frameMS = (float)(tmpMS2 - framestart);
                    sleepMS = 0.0f;
                    sleepError = 0.0f;
                    }

                // script time is not scene frame time, but is displayed per frame
                float scriptTimeMS = GetAndResetScriptExecutionTime();
                StatsReporter.AddFrameStats(TimeDilation, physicsFPS, agentMS,
                             physicsMS + physicsMS2, otherMS , sleepMS, frameMS, scriptTimeMS);



                // if (Frame%m_update_avatars == 0)
                //   UpdateInWorldTime();

          // Optionally warn if a frame takes double the amount of time that it should.
                if (DebugUpdates
                    && Util.EnvironmentTickCountSubtract(
                        m_lastFrameTick, previousFrameTick) > (int)(FrameTime * 1000 * 2))

                    m_log.WarnFormat(
                        "[SCENE]: Frame took {0} ms (desired max {1} ms) in {2}",
                        Util.EnvironmentTickCountSubtract(m_lastFrameTick, previousFrameTick),
                        FrameTime * 1000,

                        RegionInfo.RegionName);
            }
        }

        /// <summary>
        /// Adds the execution time of one script to the total scripts execution time for this region.
        /// </summary>
        /// <param name="ticks">Elapsed Stopwatch ticks</param>
        public void AddScriptExecutionTime(long ticks)
        {
            StatsReporter.addScriptEvents(1);
            Interlocked.Add(ref m_scriptExecutionTime, ticks);
        }

        /// <summary>
        /// Returns the total execution time of all the scripts in the region since the last call
        /// (in milliseconds), and clears the value in preparation for the next call.
        /// </summary>
        /// <returns>Time in milliseconds</returns>

        // Warning: this is now called from StatsReporter, and can't be shared

        public long GetAndResetScriptExecutionTime()
        {
            long ticks = Interlocked.Exchange(ref m_scriptExecutionTime, 0);
            return (ticks * 1000L) / Stopwatch.Frequency;
        }

        public void AddGroupTarget(SceneObjectGroup grp)
        {
            lock (m_groupsWithTargets)
                m_groupsWithTargets[grp.UUID] = 0;
        }

        public void RemoveGroupTarget(SceneObjectGroup grp)
        {
            lock (m_groupsWithTargets)
                m_groupsWithTargets.Remove(grp.UUID);
        }

        private void CheckAtTargets()
        {
            List<UUID> objs = null;

            lock (m_groupsWithTargets)
            {
                if (m_groupsWithTargets.Count != 0)
                    objs = new List<UUID>(m_groupsWithTargets.Keys);
            }

            if (objs != null)
            {
                foreach (UUID entry in objs)
                {
                    SceneObjectGroup grp = GetSceneObjectGroup(entry);
                    if (grp == null)
                        m_groupsWithTargets.Remove(entry);
                    else
                        grp.checkAtTargets();
                }
            }
        }

        /// <summary>
        /// Send out simstats data to all clients
        /// </summary>
        /// <param name="stats">Stats on the Simulator's performance</param>
        private void SendSimStatsPackets(SimStats stats)
        {
            ForEachRootClient(delegate(IClientAPI client)
            {
                client.SendSimStats(stats);
            });
        }

        /// <summary>
        /// Update the terrain if it needs to be updated.
        /// </summary>
        private void UpdateTerrain()
        {
            EventManager.TriggerTerrainTick();
        }

        private void CheckTerrainUpdates()
        {
            EventManager.TriggerTerrainCheckUpdates();
        }

        /// <summary>
        /// Back up queued up changes
        /// </summary>
        private void UpdateStorageBackup()
        {
            if (!m_backingup)
            {
                WorkManager.RunInThreadPool(o => Backup(false), null, string.Format("BackupWorker ({0})", Name), false);
            }
        }

        /// <summary>
        /// Sends out the OnFrame event to the modules
        /// </summary>
        private void UpdateEvents()
        {
            m_eventManager.TriggerOnFrame();
        }

        /// <summary>
        /// Backup the scene.
        /// </summary>
        /// <remarks>
        /// 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.
        /// </remarks>
        /// <param name="forced">
        /// 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).
        /// <returns></returns>
        public void Backup(bool forced)
        {
            lock (m_returns)
            {
                if(m_backingup)
                {
                    m_log.WarnFormat("[Scene] Backup of {0} already running. New call skipped", RegionInfo.RegionName);
                    return;
                }

                m_backingup = true;
                try
                {
                    EventManager.TriggerOnBackup(SimulationDataService, forced);

                    if(m_returns.Count == 0)
                        return;

                    IMessageTransferModule tr = RequestModuleInterface<IMessageTransferModule>();
                    if (tr == null)
                        return;

                    uint unixtime = (uint)Util.UnixTimeSinceEpoch();
                    uint estateid =  RegionInfo.EstateSettings.ParentEstateID;
                    Guid regionguid = RegionInfo.RegionID.Guid;
 
                    foreach (KeyValuePair<UUID, ReturnInfo> ret in m_returns)
                    {
                        GridInstantMessage msg = new GridInstantMessage();
                        msg.fromAgentID = Guid.Empty; // From server
                        msg.toAgentID = ret.Key.Guid;
                        msg.imSessionID = Guid.NewGuid();
                        msg.timestamp = unixtime;
                        msg.fromAgentName = "Server";
                        msg.dialog = 19; // Object msg
                        msg.fromGroup = false;
                        msg.offline = 1;
                        msg.ParentEstateID = estateid;
                        msg.Position = Vector3.Zero;
                        msg.RegionID = regionguid;

                        // We must fill in a null-terminated 'empty' string here since bytes[0] will crash viewer 3.
                        msg.binaryBucket = new Byte[1] {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);

                        tr.SendInstantMessage(msg, delegate(bool success) { });
                    }
                    m_returns.Clear();
                }
                finally
                {
                    m_backingup = false;
                }
            }
        }

        /// <summary>
        /// Synchronous force backup.  For deletes and links/unlinks
        /// </summary>
        /// <param name="group">Object to be backed up</param>
        public void ForceSceneObjectBackup(SceneObjectGroup group)
        {
            if (group != null)
            {
                group.HasGroupChanged = true;
                group.ProcessBackup(SimulationDataService, true);
            }
        }

        /// <summary>
        /// Tell an agent that their object has been returned.
        /// </summary>
        /// <remarks>
        /// The actual return is handled by the caller.
        /// </remarks>
        /// <param name="agentID">Avatar Unique Id</param>
        /// <param name="objectName">Name of object returned</param>
        /// <param name="location">Location of object returned</param>
        /// <param name="reason">Reasion for object return</param>
        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

        /// <summary>
        /// Store the terrain in the persistant data store
        /// </summary>
        public void SaveTerrain()
        {
            SimulationDataService.StoreTerrain(Heightmap.GetTerrainData(), RegionInfo.RegionID);
        }

        /// <summary>
        /// Store the terrain in the persistant data store
        /// </summary>
        public void SaveBakedTerrain()
        {
            if(Bakedmap != null)
                SimulationDataService.StoreBakedTerrain(Bakedmap.GetTerrainData(), 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();
        }

        /// <summary>
        /// Loads the World heightmap
        /// </summary>
        public override void LoadWorldMap()
        {
            try
            {
                Bakedmap = null;
                TerrainData map = SimulationDataService.LoadBakedTerrain(RegionInfo.RegionID, (int)RegionInfo.RegionSizeX, (int)RegionInfo.RegionSizeY, (int)RegionInfo.RegionSizeZ);
                if (map != null)
                {
                    Bakedmap = new TerrainChannel(map);
                }
            }
            catch (Exception e)
            {
                m_log.WarnFormat(
                    "[TERRAIN]: Scene.cs: LoadWorldMap() baked terrain - Failed with exception {0}{1}", e.Message, e.StackTrace);
            }

            try
            {
                TerrainData map = SimulationDataService.LoadTerrain(RegionInfo.RegionID, (int)RegionInfo.RegionSizeX, (int)RegionInfo.RegionSizeY, (int)RegionInfo.RegionSizeZ);
                if (map == null)
                {
                    if(Bakedmap != null)
                    {
                        m_log.Warn("[TERRAIN]: terrain not found. Used stored baked terrain.");
                        Heightmap = Bakedmap.MakeCopy();
                        SimulationDataService.StoreTerrain(Heightmap.GetTerrainData(), RegionInfo.RegionID);
                    }
                    else
                    {
                        // 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.GetTerrainData(), 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);

#pragma warning disable 0162
                if ((int)Constants.RegionSize != 256)
                {
                    Heightmap = new TerrainChannel();

                    SimulationDataService.StoreTerrain(Heightmap.GetTerrainData(), RegionInfo.RegionID);
                }
            }
            catch (Exception e)
            {
                m_log.WarnFormat(
                    "[TERRAIN]: Scene.cs: LoadWorldMap() - Failed with exception {0}{1}", e.Message, e.StackTrace);
            }

            if(Bakedmap == null && Heightmap != null)
            {
                Bakedmap = Heightmap.MakeCopy();
                SimulationDataService.StoreBakedTerrain(Bakedmap.GetTerrainData(), RegionInfo.RegionID);
            }
        }

        /// <summary>
        /// Register this region with a grid service
        /// </summary>
        /// <exception cref="System.Exception">Thrown if registration of the region itself fails.</exception>
        public void RegisterRegionWithGrid()
        {
            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

        /// <summary>
        /// Loads all Parcel data from the datastore for region identified by regionID
        /// </summary>
        /// <param name="regionID">Unique Identifier of the Region to load parcel data for</param>
        public void loadAllLandObjectsFromStorage(UUID regionID)
        {
            m_log.Info("[SCENE]: Loading land objects from storage");
            List<LandData> 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

        /// <summary>
        /// Loads the World's objects
        /// </summary>
        /// <param name="regionID"></param>
        public virtual void LoadPrimsFromStorage(UUID regionID)
        {
            LoadingPrims = true;
            m_log.Info("[SCENE]: Loading objects from datastore");

            List<SceneObjectGroup> 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();
                group.InvalidateDeepEffectivePerms();

                // 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);
        }

        /// <summary>
        /// Gets a new rez location based on the raycast and the size of the object that is being rezzed.
        /// </summary>
        /// <param name="RayStart"></param>
        /// <param name="RayEnd"></param>
        /// <param name="RayTargetID"></param>
        /// <param name="rot"></param>
        /// <param name="bypassRayCast"></param>
        /// <param name="RayEndIsIntersection"></param>
        /// <param name="frontFacesOnly"></param>
        /// <param name="scale"></param>
        /// <param name="FaceCenter"></param>
        /// <returns></returns>
        public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
        {

            Vector3 dir = RayEnd - RayStart;

            float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
            Vector3 wpos = Vector3.Zero;
            // Check for water surface intersection from above
            if ((RayStart.Z > wheight) && (RayEnd.Z < wheight))
            {
                float ratio = (wheight - RayStart.Z) / dir.Z;
                wpos.X = RayStart.X + (ratio * dir.X);
                wpos.Y = RayStart.Y + (ratio * dir.Y);
                wpos.Z = wheight;
            }

            Vector3 pos = Vector3.Zero;

            if (RayEndIsIntersection != (byte)1)
            {
                float dist = dir.Length();
                if (dist != 0)
                {
                    Vector3 direction = dir * (1 / dist);

                    dist += 1.0f;

                    if (SupportsRayCastFiltered())
                    {
                        RayFilterFlags rayfilter = RayFilterFlags.BackFaceCull;
                        rayfilter |= RayFilterFlags.land;
                        rayfilter |= RayFilterFlags.physical;
                        rayfilter |= RayFilterFlags.nonphysical;
                        rayfilter |= RayFilterFlags.LSLPhantom; // ubODE will only see volume detectors

                        // get some more contacts ???
                        int physcount = 4;

                        List<ContactResult> physresults =
                            (List<ContactResult>)RayCastFiltered(RayStart, direction, dist, physcount, rayfilter);
                        if (physresults != null && physresults.Count > 0)
                        {
                            // look for terrain ?
                            if(RayTargetID == UUID.Zero)
                            {
                                foreach (ContactResult r in physresults)
                                {
                                    if (r.ConsumerID == 0)
                                    {
                                        pos = r.Normal * scale;
                                        pos *= 0.5f;
                                        pos = r.Pos + pos;

                                        if (wpos.Z > pos.Z) pos = wpos;
                                        return pos;
                                    }
                                }
                            }
                            else
                            {
                                foreach (ContactResult r in physresults)
                                {
                                    SceneObjectPart part = GetSceneObjectPart(r.ConsumerID);
                                    if (part == null)
                                        continue;
                                    if (part.UUID == RayTargetID)
                                    {
                                        pos = r.Normal * scale;
                                        pos *= 0.5f;
                                        pos = r.Pos + pos;

                                        if (wpos.Z > pos.Z) pos = wpos;
                                        return pos;
                                    }
                                }
                            }
                            // else the first we got
                            pos = physresults[0].Normal * scale;
                            pos *= 0.5f;
                            pos = physresults[0].Pos + pos;

                            if (wpos.Z > pos.Z)
                                pos = wpos;
                            return pos;
                        }

                    }
                    if (RayTargetID != UUID.Zero)
                    {
                        SceneObjectPart target = GetSceneObjectPart(RayTargetID);

                        Ray NewRay = new Ray(RayStart, direction);

                        if (target != null)
                        {
                            pos = target.AbsolutePosition;

                            // 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;

                                if (wpos.Z > pos.Z) pos = wpos;
                                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(NewRay, true, false);

                            // Un-comment the following line to print the raytrace results to the console.
                            //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());

                            if (ei.HitTF)
                            {
                                pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
                            }
                            else
                            {
                                // fall back to our stupid functionality
                                pos = RayEnd;
                            }

                            if (wpos.Z > pos.Z) pos = wpos;
                            return pos;
                        }
                    }
                }
            }

            // 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;
            // check against posible water intercept
            if (wpos.Z > pos.Z) pos = wpos;
            return pos;
        }


        /// <summary>
        /// Create a New SceneObjectGroup/Part by raycasting
        /// </summary>
        /// <param name="ownerID"></param>
        /// <param name="groupID"></param>
        /// <param name="RayEnd"></param>
        /// <param name="rot"></param>
        /// <param name="shape"></param>
        /// <param name="bypassRaycast"></param>
        /// <param name="RayStart"></param>
        /// <param name="RayTargetID"></param>
        /// <param name="RayEndIsIntersection"></param>
        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);
                sceneObject.SetGroup(groupID, null);
                AddNewSceneObject(sceneObject, true);

                if (AgentPreferencesService != null) // This will override the brave new full perm world!
                {
                    AgentPrefs prefs = AgentPreferencesService.GetAgentPreferences(ownerID);
                    // Only apply user selected prefs if the user set them
                    if (prefs != null && prefs.PermNextOwner != 0)
                    {
                        sceneObject.RootPart.GroupMask = (uint)prefs.PermGroup;
                        sceneObject.RootPart.EveryoneMask = (uint)prefs.PermEveryone;
                        sceneObject.RootPart.NextOwnerMask = (uint)prefs.PermNextOwner;
                    }
                }
            }

            if (UserManagementModule != null)
                sceneObject.RootPart.CreatorIdentification = UserManagementModule.GetUserUUI(ownerID);

            sceneObject.InvalidateDeepEffectivePerms();;
            sceneObject.ScheduleGroupForFullAnimUpdate();

            return sceneObject;
        }

        /// <summary>
        /// Add an object into the scene that has come from storage
        /// </summary>
        ///
        /// <param name="sceneObject"></param>
        /// <param name="attachToBackup">
        /// If true, changes to the object will be reflected in its persisted data
        /// If false, the persisted data will not be changed even if the object in the scene is changed
        /// </param>
        /// <param name="alreadyPersisted">
        /// If true, we won't persist this object until it changes
        /// If false, we'll persist this object immediately
        /// </param>
        /// <param name="sendClientUpdates">
        /// 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
        /// </param>
        /// <returns>
        /// true if the object was added, false if an object with the same uuid was already in the scene
        /// </returns>
        public bool AddRestoredSceneObject(
            SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
        {
            if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates))
            {
                sceneObject.IsDeleted = false;
                EventManager.TriggerObjectAddedToScene(sceneObject);
                return true;
            }

            return false;
        }

        /// <summary>
        /// Add an object into the scene that has come from storage
        /// </summary>
        ///
        /// <param name="sceneObject"></param>
        /// <param name="attachToBackup">
        /// If true, changes to the object will be reflected in its persisted data
        /// If false, the persisted data will not be changed even if the object in the scene is changed
        /// </param>
        /// <param name="alreadyPersisted">
        /// If true, we won't persist this object until it changes
        /// If false, we'll persist this object immediately
        /// </param>
        /// <returns>
        /// true if the object was added, false if an object with the same uuid was already in the scene
        /// </returns>
        public bool AddRestoredSceneObject(
            SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
        {
            return AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, true);
        }

        /// <summary>
        /// Add a newly created object to the scene.  Updates are also sent to viewers.
        /// </summary>
        /// <param name="sceneObject"></param>
        /// <param name="attachToBackup">
        /// If true, the object is made persistent into the scene.
        /// If false, the object will not persist over server restarts
        /// </param>
        /// <returns>true if the object was added.  false if not</returns>
        public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
        {
            return AddNewSceneObject(sceneObject, attachToBackup, true);
        }

        /// <summary>
        /// Add a newly created object to the scene
        /// </summary>
        /// <param name="sceneObject"></param>
        /// <param name="attachToBackup">
        /// If true, the object is made persistent into the scene.
        /// If false, the object will not persist over server restarts
        /// </param>
        /// <param name="sendClientUpdates">
        /// 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
        /// </param>
        /// <returns>true if the object was added.  false if not</returns>
        public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
        {
            if (m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates))
            {
                EventManager.TriggerObjectAddedToScene(sceneObject);
                return true;
            }

            return false;
        }

        /// <summary>
        /// Add a newly created object to the scene.
        /// </summary>
        /// <remarks>
        /// This method does not send updates to the client - callers need to handle this themselves.
        /// </remarks>
        /// <param name="sceneObject"></param>
        /// <param name="attachToBackup"></param>
        /// <param name="pos">Position of the object.  If null then the position stored in the object is used.</param>
        /// <param name="rot">Rotation of the object.  If null then the rotation stored in the object is used.</param>
        /// <param name="vel">Velocity of the object.  This parameter only has an effect if the object is physical</param>
        /// <returns></returns>
        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;
        }

        /// <summary>
        /// Delete every object from the scene.  This does not include attachments worn by avatars.
        /// </summary>
        public void DeleteAllSceneObjects()
        {
            DeleteAllSceneObjects(false);
        }

        /// <summary>
        /// Delete every object from the scene.  This does not include attachments worn by avatars.
        /// </summary>
        public void DeleteAllSceneObjects(bool exceptNoCopy)
        {
            List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
            lock (Entities)
            {
                EntityBase[] entities = Entities.GetEntities();
                foreach (EntityBase e in entities)
                {
                    if (e is SceneObjectGroup)
                    {
                        SceneObjectGroup sog = (SceneObjectGroup)e;
                        if (sog != null && !sog.IsAttachment)
                        {
                            if (!exceptNoCopy || ((sog.EffectiveOwnerPerms & (uint)PermissionMask.Copy) != 0))
                            {
                                DeleteSceneObject((SceneObjectGroup)e, false);
                            }
                            else
                            {
                                toReturn.Add((SceneObjectGroup)e);
                            }
                        }
                    }
                }
            }
            if (toReturn.Count > 0)
            {
                returnObjects(toReturn.ToArray(), null);
            }
        }

        /// <summary>
        /// Synchronously delete the given object from the scene.
        /// </summary>
        /// <remarks>
        /// Scripts are also removed.
        /// </remarks>
        /// <param name="group">Object Id</param>
        /// <param name="silent">Suppress broadcasting changes to other clients.</param>
        public void DeleteSceneObject(SceneObjectGroup group, bool silent)
        {
            DeleteSceneObject(group, silent, true);
        }

        /// <summary>
        /// Synchronously delete the given object from the scene.
        /// </summary>
        /// <param name="group">Object Id</param>
        /// <param name="silent">Suppress broadcasting changes to other clients.</param>
        /// <param name="removeScripts">If true, then scripts are removed.  If false, then they are only stopped.</para>
        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);

            // use this to mean also full delete
            if (removeScripts)
                group.Clear();
            partList = null;
            // m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
        }

        /// <summary>
        /// Unlink the given object from the scene.  Unlike delete, this just removes the record of the object - the
        /// object itself is not destroyed.
        /// </summary>
        /// <param name="so">The scene object.</param>
        /// <param name="softDelete">If true, only deletes from scene, but keeps the object in the database.</param>
        /// <returns>true if the object was in the scene, false if it was not</returns>
        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;
        }


        /* not in use, outdate by async method
                /// <summary>
                /// Move the given scene object into a new region depending on which region its absolute position has moved
                /// into.
                ///
                /// </summary>
                /// <param name="attemptedPosition">the attempted out of region position of the scene object</param>
                /// <param name="grp">the scene object that we're crossing</param>
                public void CrossPrimGroupIntoNewRegion(Vector3 attemptedPosition, SceneObjectGroup grp, bool silent)
                {
                    if (grp == null)
                        return;
                    if (grp.IsDeleted)
                        return;

                    if (grp.RootPart.DIE_AT_EDGE)
                    {
                        // We remove the object here
                        try
                        {
                            DeleteSceneObject(grp, false);
                        }
                        catch (Exception)
                        {
                            m_log.Warn("[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<SceneObjectGroup> objects = new List<SceneObjectGroup>();
                            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)
        {
            float t = pos.X;
            if (t < 0 || t >= RegionInfo.RegionSizeX)
                return false;

            t = pos.Y;
            if (t < 0 || t >= RegionInfo.RegionSizeY)
                return false;

            return true;
        }

        /// <summary>
        /// Called when objects or attachments cross the border, or teleport, between regions.
        /// </summary>
        /// <param name="sog"></param>
        /// <returns></returns>
        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;
        }

        /// <summary>
        /// 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
        /// </summary>
        /// <param name="sceneObject"></param>
        /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
        public bool AddSceneObject(SceneObjectGroup sceneObject)
        {
            if (sceneObject.OwnerID == UUID.Zero)
            {
                m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
                return false;
            }

            // If the user is banned, we won't let any of their objects
            // enter. Period.
            //
            int flags = GetUserFlags(sceneObject.OwnerID);
            if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
            {
                m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);

                return false;
            }

            // 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
                {
                    m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
//                    RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
//                    RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
                }
                if (sceneObject.OwnerID == UUID.Zero)
                {
                    m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
                    return false;
                }
            }
            else
            {
                if (sceneObject.OwnerID == UUID.Zero)
                {
                    m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
                    return false;
                }
                AddRestoredSceneObject(sceneObject, true, false);
            }

            return true;
        }

        private int GetStateSource(SceneObjectGroup sog)
        {
            if(!sog.IsAttachmentCheckFull())
                return 2; // StateSource.PrimCrossing

            ScenePresence sp = GetScenePresence(sog.OwnerID);
            if (sp != null)
                return sp.GetStateSource();

            return 2; // StateSource.PrimCrossing
        }

        public int GetUserFlags(UUID user)
        {
            //Unfortunately the SP approach means that the value is cached until region is restarted
            /*
            ScenePresence sp;
            if (TryGetScenePresence(user, out sp))
            {
                return sp.UserFlags;
            }
            else
            {
             */
                UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
                if (uac == null)
                    return 0;
                return uac.UserFlags;
            //}
        }

        #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);

                if (sp == null)
                {
                    m_log.DebugFormat(
                        "[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}, tpflags: {4}",
                        client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos,
                        ((TPFlags)aCircuit.teleportFlags).ToString());

                    m_clientManager.Add(client);
                    SubscribeToClientEvents(client);

                    sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type);

                    sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags;

                    m_eventManager.TriggerOnNewPresence(sp);
                }
                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).


                    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;
                }
                client.SceneAgent = sp;

                // 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;
        }

        /// <summary>
        /// Returns the Home URI of the agent, or null if unknown.
        /// </summary>
        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;
        }

        /// <summary>
        /// Cache the user name for later use.
        /// </summary>
        /// <param name="sp"></param>
        /// <param name="aCircuit"></param>
        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, true);
                }
                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<IUserAgentVerificationModule>();
                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)
                return false;

            bool vialogin = false;
            if (VerifyClient(aCircuit, ep, out vialogin))
                return true;

            // if it doesn't pass, we remove the agentcircuitdata altogether
            // and the scene presence and the client, if they exist
            try
            {
                ScenePresence sp = WaitGetScenePresence(agentID);
                if (sp != null)
                {
                    PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
                    CloseAgent(sp.UUID, false);
                }
                // BANG! SLASH!
                m_authenticateHandler.RemoveCircuit(agentID);
            }
            catch (Exception e)
            {
                m_log.DebugFormat("[SCENE]: Exception while closing aborted client: {0}", e.StackTrace);
            }

            return false;
        }

        /// <summary>
        /// Register for events from the client
        /// </summary>
        /// <param name="client">The IClientAPI of the connected client</param>
        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.onClientChangeObject += m_sceneGraph.ClientChangeObject;

            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.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.OnSpinStart += ProcessSpinStart;
            client.OnSpinUpdate += ProcessSpinObject;
            client.OnSpinStop += ProcessSpinObjectStop;
            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.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
            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;
        }

        /// <summary>
        /// Unsubscribe the client from events.
        /// </summary>
        /// FIXME: Not called anywhere!
        /// <param name="client">The IClientAPI of the client</param>
        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.onClientChangeObject -= m_sceneGraph.ClientChangeObject;

            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.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.OnSpinStart -= ProcessSpinStart;
            client.OnSpinUpdate -= ProcessSpinObject;
            client.OnSpinStop -= ProcessSpinObjectStop;
            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;
        }

        /// <summary>
        /// Teleport an avatar to their home region
        /// </summary>
        /// <param name="agentId">The avatar's Unique ID</param>
        /// <param name="client">The IClientAPI for the client</param>
        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;
        }

        /// <summary>
        /// Duplicates object specified by localID. This is the event handler for IClientAPI.
        /// </summary>
        /// <param name="originalPrim">ID of object to duplicate</param>
        /// <param name="offset"></param>
        /// <param name="flags"></param>
        /// <param name="AgentID">Agent doing the duplication</param>
        /// <param name="GroupID">Group of new object</param>
        public void DuplicateObject(uint originalPrim, Vector3 offset, uint flags, UUID AgentID, UUID GroupID)
        {
            bool createSelected = (flags & (uint)PrimFlags.CreateSelected) != 0;
            SceneObjectGroup copy = SceneGraph.DuplicateObject(originalPrim, offset, AgentID,
                    GroupID, Quaternion.Identity, createSelected);
            if (copy != null)
                EventManager.TriggerObjectAddedToScene(copy);
        }

        /// <summary>
        /// Duplicates object specified by localID at position raycasted against RayTargetObject using
        /// RayEnd and RayStart to determine what the angle of the ray is
        /// </summary>
        /// <param name="localID">ID of object to duplicate</param>
        /// <param name="dupeFlags"></param>
        /// <param name="AgentID">Agent doing the duplication</param>
        /// <param name="GroupID">Group of new object</param>
        /// <param name="RayTargetObj">The target of the Ray</param>
        /// <param name="RayEnd">The ending of the ray (farthest away point)</param>
        /// <param name="RayStart">The Beginning of the ray (closest point)</param>
        /// <param name="BypassRaycast">Bool to bypass raycasting</param>
        /// <param name="RayEndIsIntersection">The End specified is the place to add the object</param>
        /// <param name="CopyCenters">Position the object at the center of the face that it's colliding with</param>
        /// <param name="CopyRotates">Rotate the object the same as the localID object</param>
        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);

            bool createSelected = (dupeFlags & (uint)PrimFlags.CreateSelected) != 0;

            if (target != null && target2 != null)
            {
                Vector3 direction = Vector3.Normalize(RayEnd - RayStart);

                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(RayStart,direction);

                // 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, AgentID, GroupID, worldRot, createSelected);
                        //obj.Rotation = worldRot;
                        //obj.UpdateGroupRotationR(worldRot);
                    }
                    else
                    {
                        copy = m_sceneGraph.DuplicateObject(localID, pos, AgentID, GroupID, Quaternion.Identity, createSelected);
                    }

                    if (copy != null)
                        EventManager.TriggerObjectAddedToScene(copy);
                }
            }
        }

        /// <summary>
        /// Get the avatar appearance for the given client.
        /// </summary>
        /// <param name="client"></param>
        /// <param name="appearance"></param>
        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();
            }
        }

        /// <summary>
        /// Remove the given client from the scene.
        /// </summary>
        /// <remarks>
        /// 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).
        /// </remarks>
        /// <param name='agentID'>ID of agent to close</param>
        /// <param name='closeChildAgents'>
        /// Close the neighbour child agents associated with this client.
        /// </param>
        ///

        private object m_removeClientPrivLock = new Object();

        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 (m_removeClientPrivLock)
            {
                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, avatar.ControllingClient.CircuitCode);

                    if (closeChildAgents && !isChildAgent)
                    {
                        List<ulong> 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_log.Debug("[Scene]TriggerClientClosed done");
                    m_eventManager.TriggerOnRemovePresence(agentID);
//                    m_log.Debug("[Scene]TriggerOnRemovePresence done");

                    if (!isChildAgent)
                    {
                        if (AttachmentsModule != null)
                        {
//                            m_log.Debug("[Scene]DeRezAttachments");
                            AttachmentsModule.DeRezAttachments(avatar);
//                            m_log.Debug("[Scene]DeRezAttachments done");
                        }

                        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<uint> { avatar.LocalId }); }
                                catch (NullReferenceException) { }
                            });
                    }

                    // It's possible for child agents to have transactions if changes are being made cross-border.
                    if (AgentTransactionsModule != null)
                    {
//                        m_log.Debug("[Scene]RemoveAgentAssetTransactions");
                        AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
                    }
                    m_log.Debug("[Scene] The avatar has left the building");
                }
                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));
        }

        /// <summary>
        /// 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.
        ///
        /// </summary>
        /// <param name="avatarID"></param>
        /// <param name="regionslst"></param>
        public void HandleRemoveKnownRegionsFromAvatar(UUID avatarID, List<ulong> regionslst)
        {
            ScenePresence av = GetScenePresence(avatarID);
            if (av != null)
            {
                lock (av)
                {
                    for (int i = 0; i < regionslst.Count; i++)
                    {
                        av.RemoveNeighbourRegion(regionslst[i]);
                    }
                }
            }
        }

        #endregion

        #region Entities

        public void SendKillObject(List<uint> localIDs)
        {
            List<uint> deleteIDs = new List<uint>();

            foreach (uint localID in localIDs)
            {
                SceneObjectPart part = GetSceneObjectPart(localID);
                if (part != null && part.ParentGroup != null &&
                            part.ParentGroup.RootPart == part)
                    deleteIDs.Add(localID);
            }

            ForEachClient(c => c.SendKillObject(deleteIDs));
        }

        #endregion

        #region RegionComms

        /// <summary>
        /// Do the work necessary to initiate a new user connection for a particular scene.
        /// </summary>
        /// <param name="agent">CircuitData of the agent who is connecting</param>
        /// <param name="teleportFlags"></param>
        /// <param name="source">Source region (may be null)</param>
        /// <param name="reason">Outputs the reason for the false response on this string</param>
        /// <returns>True if the region accepts this agent.  False if it does not.  False will
        /// also return a reason.</returns>
        public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, GridRegion source, out string reason)
        {
            return NewUserConnection(agent, teleportFlags, source, out reason, true);
        }

        /// <summary>
        /// Do the work necessary to initiate a new user connection for a particular scene.
        /// </summary>
        /// <remarks>
        /// 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).
        /// </remarks>
        /// <param name="acd">CircuitData of the agent who is connecting</param>
        /// <param name="source">Source region (may be null)</param>
        /// <param name="reason">Outputs the reason for the false response on this string</param>
        /// <param name="requirePresenceLookup">True for normal presence. False for NPC
        /// or other applications where a full grid/Hypergrid presence may not be required.</param>
        /// <returns>True if the region accepts this agent.  False if it does not.  False will
        /// also return a reason.</returns>
        ///
        private object m_newUserConnLock = new object();

        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)
            );

//            m_log.DebugFormat("NewUserConnection stack {0}", Environment.StackTrace);

            if (!LoginsEnabled)
            {
                reason = "Logins to this region are 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;
            }

            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 (m_newUserConnLock)
            {
                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;

                if (vialogin)
                {
                    IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
                    if (cache != null)
//                        cache.Remove(acd.firstname + " " + acd.lastname);
                        cache.Remove(acd.AgentID);

                    // Remove any preexisting circuit - we don't want duplicates
                    // This is a stab at preventing avatar "ghosting"
                    m_authenticateHandler.RemoveCircuit(acd.AgentID);
                }

                m_authenticateHandler.AddNewCircuit(acd.circuitcode, acd);

                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, acd.circuitcode);
                    }
                }
                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);

                        if (CapsModule != null)
                        {
                            CapsModule.SetAgentCapsSeeds(acd);
                            CapsModule.CreateCaps(acd.AgentID, acd.circuitcode);
                        }

                        sp.AdjustKnownSeeds();
                    }
                }

                // 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 (CapsModule != null)
            {
                CapsModule.ActivateCaps(acd.circuitcode);
            }

//            if (vialogin)
//            {
//                CleanDroppedAttachments();
//            }

            if(teleportFlags != (uint) TPFlags.Default)
            {
                // Make sure root avatar position is in the region
                if (acd.startpos.X < 0)
                    acd.startpos.X = 1f;
                else if (acd.startpos.X >= RegionInfo.RegionSizeX)
                    acd.startpos.X = RegionInfo.RegionSizeX - 1f;
                if (acd.startpos.Y < 0)
                    acd.startpos.Y = 1f;
                else if (acd.startpos.Y >= RegionInfo.RegionSizeY)
                    acd.startpos.Y = RegionInfo.RegionSizeY - 1f;
            }
            // only check access, actual relocations will happen later on ScenePresence MakeRoot
            // allow child agents creation
//            if(!godlike && teleportFlags != (uint) TPFlags.Default)
            if(teleportFlags != (uint) TPFlags.Default)
            {
                bool checkTeleHub;

                // don't check hubs if via home or via lure
                if((teleportFlags & (uint) TPFlags.ViaHome) != 0
                        || (teleportFlags & (uint) TPFlags.ViaLure) != 0)
                        checkTeleHub = false;
                else
                    checkTeleHub = vialogin
                        || (TelehubAllowLandmarks == true ? false : ((teleportFlags & (uint)TPFlags.ViaLandmark) != 0 ))
                        || (teleportFlags & (uint) TPFlags.ViaLocation) != 0;

                if(!CheckLandPositionAccess(acd.AgentID, true, checkTeleHub, acd.startpos, out 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 >= RegionInfo.RegionSizeX)
                posX = RegionInfo.RegionSizeX - 0.5f;
            if (posY < 0)
                posY = 0;
            else if (posY >= RegionInfo.RegionSizeY)
                posY = RegionInfo.RegionSizeY - 0.5f;

            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);
                Vector2? newPosition = null;
                if (nearestParcel != null)
                {
                    //Move agent to nearest allowed
//                    Vector2 newPosition = GetParcelSafeCorner(nearestParcel);
                    newPosition = nearestParcel.GetNearestPoint(new Vector3(posX, posY,0));
                }
                if(newPosition == null)
                {
                    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;
                }
                else
                {
                    posX = newPosition.Value.X;
                    posY = newPosition.Value.Y;
                }
            }
            reason = "";
            return true;
        }

        /// <summary>
        /// Verifies that the user has a presence on the Grid
        /// </summary>
        /// <param name="agent">Circuit Data of the Agent we're verifying</param>
        /// <param name="reason">Outputs the reason for the false response on this string</param>
        /// <returns>True if the user has a session on the grid.  False if it does not.  False will
        /// also return a reason.</returns>
        public virtual bool VerifyUserPresence(AgentCircuitData agent, out string reason)
        {
            reason = String.Empty;

            IPresenceService presence = RequestModuleInterface<IPresenceService>();
            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;
        }

        /// <summary>
        /// Verify if the user can connect to this region.  Checks the banlist and ensures that the region is set for public access
        /// </summary>
        /// <param name="agent">The circuit data for the agent</param>
        /// <param name="reason">outputs the reason to this string</param>
        /// <returns>True if the region accepts this agent.  False if it does not.  False will
        /// also return a reason.</returns>
        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)
                {
                    // something is broken?  let it get in
                    m_log.ErrorFormat("[CONNECTION BEGIN]: Estate Settings is null!");
                    return true;
                }

                // check estate ban
                int flags = GetUserFlags(agent.AgentID);
                if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, flags))
                {
                    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;
                }

                // public access
                if (RegionInfo.EstateSettings.PublicAccess)
                    return true;

                // in access list / owner / manager
                if (RegionInfo.EstateSettings.HasAccess(agent.AgentID))
                    return true;

                // finally test groups
                bool groupAccess = false;

                // some say GOTO is ugly
                if(m_groupsModule == null) // if no groups refuse
                    goto Label_GroupsDone;

                UUID[] estateGroups = RegionInfo.EstateSettings.EstateGroups;

                if(estateGroups == null)
                {
                    m_log.ErrorFormat("[CONNECTION BEGIN]: Estate GroupMembership is null!");
                    goto Label_GroupsDone;
                }

                if(estateGroups.Length == 0)
                    goto Label_GroupsDone;

                List<UUID> agentGroups = new List<UUID>();
                GroupMembershipData[] GroupMembership = m_groupsModule.GetMembershipData(agent.AgentID);

                if(GroupMembership == null)
                {
                    m_log.ErrorFormat("[CONNECTION BEGIN]: GroupMembership is null!");
                    goto Label_GroupsDone;
                }

                if(GroupMembership.Length == 0)
                    goto Label_GroupsDone;

                for(int i = 0;i < GroupMembership.Length;i++)
                    agentGroups.Add(GroupMembership[i].GroupID);

                foreach(UUID group in estateGroups)
                {
                    if(agentGroups.Contains(group))
                    {
                        groupAccess = true;
                        break;
                    }
                }

Label_GroupsDone:
                if (!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 do not have access to that region.",
                                     RegionInfo.RegionName);
                    return false;
                }
            }

            return true;
        }

        /// <summary>
        /// Update an AgentCircuitData object with new information
        /// </summary>
        /// <param name="data">Information to update the AgentCircuitData with</param>
        public void UpdateCircuitData(AgentCircuitData data)
        {
            m_authenticateHandler.UpdateAgentData(data);
        }

        /// <summary>
        /// Change the Circuit Code for the user's Circuit Data
        /// </summary>
        /// <param name="oldcc">The old Circuit Code.  Must match a previous circuit code</param>
        /// <param name="newcc">The new Circuit Code.  Must not be an already existing circuit code</param>
        /// <returns>True if we successfully changed it.  False if we did not</returns>
        public bool ChangeCircuitCode(uint oldcc, uint newcc)
        {
            return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc);
        }

//        /// <summary>
//        /// The Grid has requested that we log-off a user.  Log them off.
//        /// </summary>
//        /// <param name="AvatarID">Unique ID of the avatar to log-off</param>
//        /// <param name="RegionSecret">SecureSessionID of the user, or the RegionSecret text when logging on to the grid</param>
//        /// <param name="message">message to display to the user.  Reason for being logged off</param>
//        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());
//            }
//        }

//        /// <summary>
//        /// Triggered when an agent crosses into this sim.  Also happens on initial login.
//        /// </summary>
//        /// <param name="agentID"></param>
//        /// <param name="position"></param>
//        /// <param name="isFlying"></param>
//        public virtual void AgentCrossing(UUID agentID, Vector3 position, bool isFlying)
//        {
//            ScenePresence presence = 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);
//            }
//        }

        /// <summary>
        /// We've got an update about an agent that sees into this region,
        /// send it to ScenePresence for processing  It's the full data.
        /// </summary>
        /// <param name="cAgentData">Agent that contains all of the relevant things about an agent.
        /// Appearance, animations, position, etc.</param>
        /// <returns>true if we handled it.</returns>
        public virtual bool IncomingUpdateChildAgent(AgentData cAgentData)
        {
            m_log.DebugFormat(
                "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName);

            if (!LoginsEnabled)
            {
//                reason = "Logins Disabled";
                m_log.DebugFormat(
                    "[SCENE]: update for {0} in {1} refused: Logins Disabled", cAgentData.AgentID, RegionInfo.RegionName);
                return false;
            }

            int flags = GetUserFlags(cAgentData.AgentID);
            if (RegionInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
            {
                m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
                return false;
            }

            // TODO: This check should probably be in QueryAccess().
            ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID,
                (float)RegionInfo.RegionSizeX * 0.5f, (float)RegionInfo.RegionSizeY  * 0.5f);
            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 (!sp.IsChildAgent)
                {
                    m_log.WarnFormat("[SCENE]: Ignoring a child update on a root agent {0} {1} in {2}",
                            sp.Name, sp.UUID, Name);
                    return false;
                }
                if (cAgentData.SessionID != sp.ControllingClient.SessionId)
                {
                    m_log.WarnFormat(
                        "[SCENE]: Attempt to update agent {0} with diferent session id {1} != {2}",
                        sp.UUID, sp.ControllingClient.SessionId, cAgentData.SessionID);
                    return false;
                }

                sp.UpdateChildAgent(cAgentData);

                int ntimes = 100;
                if (cAgentData.SenderWantsToWaitForRoot)
                {
                    while (sp.IsChildAgent && ntimes-- > 0)
                        Thread.Sleep(250);

                    if (sp.IsChildAgent)
                    {
                        m_log.WarnFormat(
                            "[SCENE]: Found presence {0} {1} unexpectedly still child in {2}",
                            sp.Name, sp.UUID, Name);
                        return false;
                    }
                }

                return true;
            }

            return false;
        }

        /// <summary>
        /// We've got an update about an agent that sees into this region,
        /// send it to ScenePresence for processing  It's only positional data
        /// </summary>
        /// <param name="cAgentData">AgentPosition that contains agent positional data so we can know what to send</param>
        /// <returns>true if we handled it.</returns>
        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;
        }

        /// <summary>
        /// Poll until the requested ScenePresence appears or we timeout.
        /// </summary>
        /// <returns>The scene presence is found, else null.</returns>
        /// <param name='agentID'></param>
        protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
        {
            int ntimes = 120; // 30s
            ScenePresence sp = null;
            while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0))
                Thread.Sleep(250);

            if (sp == null)
                m_log.WarnFormat(
                    "[SCENE PRESENCE]: Did not find presence with id {0} in {1} before timeout",
                    agentID, RegionInfo.RegionName);

            return sp;
        }

        /// <summary>
        /// Authenticated close (via network)
        /// </summary>
        /// <param name="agentID"></param>
        /// <param name="force"></param>
        /// <param name="auth_token"></param>
        /// <returns></returns>
        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;
        }

        /// <summary>
        /// Tell a single client to prepare to close.
        /// </summary>
        /// <remarks>
        /// 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().
        /// </remarks>
        /// <param name="sp"></param>
        /// <returns>true if pre-close state notification was successful.  false if the agent
        /// was not in a state where it could transition to pre-close.</returns>
        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;
            }
        }

        /// <summary>
        /// Tell a single agent to disconnect from the region.
        /// </summary>
        /// <param name="agentID"></param>
        /// <param name="force">
        /// 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.
        /// </param>
        public override bool CloseAgent(UUID agentID, bool force)
        {
            ScenePresence sp;

            lock (m_removeClientLock)
            {
                sp = GetScenePresence(agentID);

                if (sp == null)
                {
                    // If there is no scene presence, we may be handling a dead
                    // client. These can keep an avatar from reentering a region
                    // and since they don't get cleaned up they will stick
                    // around until region restart. So, if there is no SP,
                    // remove the client as well.
                    IClientAPI client = null;
                    if (m_clientManager.TryGetValue(agentID, out client))
                    {
                        m_clientManager.Remove(agentID);
                        if (CapsModule != null)
                            CapsModule.RemoveCaps(agentID, 0);
                        m_log.DebugFormat( "[SCENE]: Dead client for agent ID {0} was cleaned up in {1}", agentID, Name);
                        return true;
                    }
                    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;
            }

            if (sp != null)
            {
                sp.ControllingClient.Close(force, force);

                if(sp.IsNPC && UserManagementModule != null)
                    UserManagementModule.RemoveUser(sp.UUID);

                return true;
            }

            return true;
        }

        /// <summary>
        /// Tries to teleport agent to another region.
        /// </summary>
        /// <remarks>
        /// The region name must exactly match that given.
        /// </remarks>
        /// <param name="remoteClient"></param>
        /// <param name="regionName"></param>
        /// <param name="position"></param>
        /// <param name="lookAt"></param>
        /// <param name="teleportFlags"></param>
        public void RequestTeleportLocation(IClientAPI remoteClient, string regionName, Vector3 position,
                                            Vector3 lookat, uint teleportFlags)
        {
            if (EntityTransferModule == null)
            {
                m_log.DebugFormat("[SCENE]: Unable to perform teleports: no AgentTransferModule is active");
                return;
            }

            ScenePresence sp = GetScenePresence(remoteClient.AgentId);
            if (sp == null || sp.IsDeleted || sp.IsInTransit)
                return;

            ulong regionHandle = 0;
            if(regionName == RegionInfo.RegionName)
                regionHandle = RegionInfo.RegionHandle;
            else
            {
                GridRegion region = GridService.GetRegionByName(RegionInfo.ScopeID, regionName);
                if (region != null)
                    regionHandle = region.RegionHandle;
            }

            if(regionHandle == 0)
            {
                // can't find the region: Tell viewer and abort
                remoteClient.SendTeleportFailed("The region '" + regionName + "' could not be found.");
                return;
            }

            EntityTransferModule.Teleport(sp, regionHandle, position, lookat, teleportFlags);
        }

        /// <summary>
        /// Tries to teleport agent to other region.
        /// </summary>
        /// <param name="remoteClient"></param>
        /// <param name="regionHandle"></param>
        /// <param name="position"></param>
        /// <param name="lookAt"></param>
        /// <param name="teleportFlags"></param>
        public void RequestTeleportLocation(IClientAPI remoteClient, ulong regionHandle, Vector3 position,
                                            Vector3 lookAt, uint teleportFlags)
        {
            if (EntityTransferModule == null)
            {
                m_log.DebugFormat("[SCENE]: Unable to perform teleports: no AgentTransferModule is active");
                return;
            }

            ScenePresence sp = GetScenePresence(remoteClient.AgentId);
            if (sp == null || sp.IsDeleted || sp.IsInTransit)
                return;

            EntityTransferModule.Teleport(sp, regionHandle, position, lookAt, teleportFlags);
        }

        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);
                    }
                }
            }
        }

        /// <summary>
        /// Causes all clients to get a full object update on all of the objects in the scene.
        /// </summary>
        public void ForceClientUpdate()
        {
            EntityBase[] entityList = GetEntities();
            foreach (EntityBase ent in entityList)
            {
                if (ent is SceneObjectGroup)
                {
                    ((SceneObjectGroup)ent).ScheduleGroupForFullUpdate();
                }
            }
        }

        /// <summary>
        /// This is currently only used for scale (to scale to MegaPrim size)
        /// There is a console command that calls this in OpenSimMain
        /// </summary>
        /// <param name="cmdparams"></param>
        public void HandleEditCommand(string[] cmdparams)
        {
            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

        /// <summary>
        /// Console command handler to send script command to script engine.
        /// </summary>
        /// <param name="args"></param>
        public void SendCommandToPlugins(string[] args)
        {
            m_eventManager.TriggerOnPluginConsole(args);
        }

        public LandData GetLandData(float x, float y)
        {
            ILandObject parcel = LandChannel.GetLandObject(x, y);
            if (parcel == null)
                return null;
            return parcel.LandData;
        }

        /// <summary>
        /// Get LandData by position.
        /// </summary>
        /// <param name="pos"></param>
        /// <returns></returns>
        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);
            ILandObject parcel = LandChannel.GetLandObject((int)x, (int)y);
            if (parcel == null)
                return null;
            return parcel.LandData;
        }

        #endregion

        #region Script Engine
        public bool LSLScriptDanger(SceneObjectPart part, Vector3 pos)
        {

            ILandObject parcel = LandChannel.GetLandObject(pos.X, pos.Y);
            if (parcel == null)
                return true;
            
            LandData ldata = parcel.LandData;
            if (ldata == null)
                return true;
     
            uint landflags = ldata.Flags;
        
            uint mask = (uint)(ParcelFlags.CreateObjects | ParcelFlags.AllowAPrimitiveEntry);
            if((landflags & mask) != mask)
                return true;
 
            if((landflags & (uint)ParcelFlags.AllowOtherScripts) != 0)
                return false;

            if(part == null)
                return true;
            if(part.GroupID == ldata.GroupID && (landflags & (uint)ParcelFlags.AllowGroupScripts) != 0)
                return false;

            return true;
        }

        private bool ScriptDanger(SceneObjectPart part, Vector3 pos)
        {
            if (part == null)
                return false;

            ILandObject parcel = LandChannel.GetLandObject(pos.X, pos.Y);
            if (parcel != null)
            {
                if ((parcel.LandData.Flags & (uint)ParcelFlags.AllowOtherScripts) != 0)
                    return true;

                if ((part.OwnerID == parcel.LandData.OwnerID) || Permissions.IsGod(part.OwnerID))
                    return true;

                if (((parcel.LandData.Flags & (uint)ParcelFlags.AllowGroupScripts) != 0)
                    && (parcel.LandData.GroupID != UUID.Zero) && (parcel.LandData.GroupID == part.GroupID))
                    return true;
            }
            else
            {
                if (pos.X > 0f && pos.X < RegionInfo.RegionSizeX && pos.Y > 0f && pos.Y < RegionInfo.RegionSizeY)
                    return true;
            }

            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 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();
        }

        /// <summary>
        /// Request a scene presence by UUID. Fast, indexed lookup.
        /// </summary>
        /// <param name="agentID"></param>
        /// <returns>null if the presence was not found</returns>
        public ScenePresence GetScenePresence(UUID agentID)
        {
            return m_sceneGraph.GetScenePresence(agentID);
        }

        /// <summary>
        /// Request the scene presence by name.
        /// </summary>
        /// <param name="firstName"></param>
        /// <param name="lastName"></param>
        /// <returns>null if the presence was not found</returns>
        public ScenePresence GetScenePresence(string firstName, string lastName)
        {
            return m_sceneGraph.GetScenePresence(firstName, lastName);
        }

        /// <summary>
        /// Request the scene presence by localID.
        /// </summary>
        /// <param name="localID"></param>
        /// <returns>null if the presence was not found</returns>
        public ScenePresence GetScenePresence(uint localID)
        {
            return m_sceneGraph.GetScenePresence(localID);
        }

        /// <summary>
        /// Gets all the scene presences in this scene.
        /// </summary>
        /// <remarks>
        /// 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.
        /// </remarks>
        /// <returns>
        /// A list of the scene presences.  Adding or removing from the list will not affect the presences in the scene.
        /// </returns>
        public List<ScenePresence> GetScenePresences()
        {
            return new List<ScenePresence>(m_sceneGraph.GetScenePresences());
        }

        /// <summary>
        /// Performs action on all avatars in the scene (root scene presences)
        /// Avatars may be an NPC or a 'real' client.
        /// </summary>
        /// <param name="action"></param>
        public void ForEachRootScenePresence(Action<ScenePresence> action)
        {
            m_sceneGraph.ForEachAvatar(action);
        }

        /// <summary>
        /// Performs action on all scene presences (root and child)
        /// </summary>
        /// <param name="action"></param>
        public void ForEachScenePresence(Action<ScenePresence> action)
        {
            m_sceneGraph.ForEachScenePresence(action);
        }

        /// <summary>
        /// Get all the scene object groups.
        /// </summary>
        /// <returns>
        /// The scene object groups.  If the scene is empty then an empty list is returned.
        /// </returns>
        public List<SceneObjectGroup> GetSceneObjectGroups()
        {
            return m_sceneGraph.GetSceneObjectGroups();
        }

        /// <summary>
        /// Get a group via its UUID
        /// </summary>
        /// <param name="fullID"></param>
        /// <returns>null if no group with that id exists</returns>
        public SceneObjectGroup GetSceneObjectGroup(UUID fullID)
        {
            return m_sceneGraph.GetSceneObjectGroup(fullID);
        }

        /// <summary>
        /// Get a group via its local ID
        /// </summary>
        /// <remarks>This will only return a group if the local ID matches a root part</remarks>
        /// <param name="localID"></param>
        /// <returns>null if no group with that id exists</returns>
        public SceneObjectGroup GetSceneObjectGroup(uint localID)
        {
            return m_sceneGraph.GetSceneObjectGroup(localID);
        }

        /// <summary>
        /// Get a group by name from the scene (will return the first
        /// found, if there are more than one prim with the same name)
        /// </summary>
        /// <param name="name"></param>
        /// <returns>null if no group with that name exists</returns>
        public SceneObjectGroup GetSceneObjectGroup(string name)
        {
            return m_sceneGraph.GetSceneObjectGroup(name);
        }

        /// <summary>
        /// Attempt to get the SOG via its UUID
        /// </summary>
        /// <param name="fullID"></param>
        /// <param name="sog"></param>
        /// <returns></returns>
        public bool TryGetSceneObjectGroup(UUID fullID, out SceneObjectGroup sog)
        {
            sog = GetSceneObjectGroup(fullID);
            return sog != null;
        }

        /// <summary>
        /// Get a prim by name from the scene (will return the first
        /// found, if there are more than one prim with the same name)
        /// </summary>
        /// <param name="name"></param>
        /// <returns></returns>
        public SceneObjectPart GetSceneObjectPart(string name)
        {
            return m_sceneGraph.GetSceneObjectPart(name);
        }

        /// <summary>
        /// Get a prim via its local id
        /// </summary>
        /// <param name="localID"></param>
        /// <returns></returns>
        public SceneObjectPart GetSceneObjectPart(uint localID)
        {
            return m_sceneGraph.GetSceneObjectPart(localID);
        }

        /// <summary>
        /// Get a prim via its UUID
        /// </summary>
        /// <param name="fullID"></param>
        /// <returns></returns>
        public SceneObjectPart GetSceneObjectPart(UUID fullID)
        {
            return m_sceneGraph.GetSceneObjectPart(fullID);
        }

        /// <summary>
        /// Attempt to get a prim via its UUID
        /// </summary>
        /// <param name="fullID"></param>
        /// <param name="sop"></param>
        /// <returns></returns>
        public bool TryGetSceneObjectPart(UUID fullID, out SceneObjectPart sop)
        {
            sop = GetSceneObjectPart(fullID);
            return sop != null;
        }

        /// <summary>
        /// Get a scene object group that contains the prim with the given local id
        /// </summary>
        /// <param name="localID"></param>
        /// <returns>null if no scene object group containing that prim is found</returns>
        public SceneObjectGroup GetGroupByPrim(uint localID)
        {
            return m_sceneGraph.GetGroupByPrim(localID);
        }

        /// <summary>
        /// Get a scene object group that contains the prim with the given uuid
        /// </summary>
        /// <param name="fullID"></param>
        /// <returns>null if no scene object group containing that prim is found</returns>
        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);
        }

        /// <summary>
        /// Perform an action on all clients with an avatar in this scene (root only)
        /// </summary>
        /// <param name="action"></param>
        public void ForEachRootClient(Action<IClientAPI> action)
        {
            ForEachRootScenePresence(delegate(ScenePresence presence)
            {
                action(presence.ControllingClient);
            });
        }

        /// <summary>
        /// Perform an action on all clients connected to the region (root and child)
        /// </summary>
        /// <param name="action"></param>
        public void ForEachClient(Action<IClientAPI> action)
        {
            m_clientManager.ForEach(action);
        }

        public int GetNumberOfClients()
        {
            return m_clientManager.Count;
        }

        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<SceneObjectGroup> action)
        {
            m_sceneGraph.ForEachSOG(action);
        }

        /// <summary>
        /// Returns a list of the entities in the scene.  This is a new list so operations perform on the list itself
        /// will not affect the original list of objects in the scene.
        /// </summary>
        /// <returns></returns>
        public 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<IInventoryTransferModule>();
//            if (inv == null)
//                return true;
//
//            return inv.NeedSceneCacheClear(agentID, this);
//        }

        public void CleanTempObjects()
        {
            DateTime now =  DateTime.UtcNow;
            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.GetSittingAvatarsCount() == 0 && grp.RootPart.Expires <= now)
                                DeleteSceneObject(grp, false);
                        }
                    }
                }
            }
        }

        public void DeleteFromStorage(UUID uuid)
        {
            SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID);
        }

        public int GetHealth(out int flags, out string message)
        {
            // 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
            //
            // 3 = Sim is up and one packet thread is running. Sim is
            // unstable and will not accept new logins
            //
            // 4 = Sim is up and both packet threads are running. Sim is
            // likely usable
            //
            // 5 = 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

            flags = 0;
            message = String.Empty;

            CheckHeartbeat();

            if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
            {
                // We're still starting
                // 0 means "in startup", it can't happen another way, since
                // to get here, we must be able to accept http connections
                return 0;
            }

            if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 2000)
            {
                health+=1;
                flags |= 1;
            }

            if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 2000)
            {
                health+=1;
                flags |= 2;
            }

            if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 2000)
            {
                health+=1;
                flags |= 4;
            }
            /*
            else
            {
int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
System.Diagnostics.Process proc = new System.Diagnostics.Process();
proc.EnableRaisingEvents=false;
proc.StartInfo.FileName = "/bin/kill";
proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
proc.Start();
proc.WaitForExit();
Thread.Sleep(1000);
Environment.Exit(1);
            }
            */

            if (flags != 7)
                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;

            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,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 <x,y> 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)) > 5000)
                Start();
        }

        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)
        {
            Vector3 pos = avatar.AbsolutePosition;

            ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, pos.X, pos.Y, excludeParcel);

            if (nearestParcel != null)
            {
                Vector2? nearestPoint = null;
                Vector3 dir = -avatar.Velocity;
                float dirlen = dir.Length();
                if(dirlen > 1.0f)
                    //Try to get a location that feels like where they came from
                    nearestPoint = nearestParcel.GetNearestPointAlongDirection(pos, dir);

                if (nearestPoint == null)
                    nearestPoint = nearestParcel.GetNearestPoint(pos);

                if (nearestPoint != null)
                {
                    return GetPositionAtAvatarHeightOrGroundHeight(avatar,
                            nearestPoint.Value.X, nearestPoint.Value.Y);
                }

                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);

            //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString());
            return nearestRegionEdgePoint;
        }

        private Vector3 GetParcelCenterAtGround(ILandObject parcel)
        {
            Vector2 center = parcel.CenterPoint;
            return GetPositionAtGround(center.X, center.Y);
        }

        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)
        {
            if(LandChannel == null)
                return null;

            List<ILandObject> all = LandChannel.AllParcels();

            if(all == null || all.Count == 0)
                return null;

            float minParcelDistanceSQ = float.MaxValue;
            ILandObject nearestParcel = null;
            Vector2 curCenter;
            float parcelDistanceSQ;

            foreach (var parcel in all)
            {
                if (parcel != excludeParcel && !parcel.IsEitherBannedOrRestricted(avatarId))
                {
                    curCenter = parcel.CenterPoint;
                    curCenter.X -= x;
                    curCenter.Y -= y;
                    parcelDistanceSQ = curCenter.LengthSquared();
                    if (parcelDistanceSQ < minParcelDistanceSQ)
                    {
                        minParcelDistanceSQ = parcelDistanceSQ;
                        nearestParcel = parcel;
                    }
                }
            }

            return nearestParcel;
        }

        private Vector2 GetParcelSafeCorner(ILandObject parcel)
        {
            Vector2 place = parcel.StartPoint;
            place.X += 2f;
            place.Y += 2f;
            return place;
        }

        private Vector3 GetNearestRegionEdgePosition(ScenePresence avatar)
        {
            float posX = avatar.AbsolutePosition.X;
            float posY = avatar.AbsolutePosition.Y;
            float regionSizeX = RegionInfo.RegionSizeX;
            float halfRegionSizeX = regionSizeX * 0.5f;
            float regionSizeY = RegionInfo.RegionSizeY;
            float halfRegionSizeY = regionSizeY * 0.5f;

            float xdistance = posX < halfRegionSizeX ? posX : regionSizeX - posX;
            float ydistance = posY < halfRegionSizeY ? posY : regionSizeY - posY;

            //find out what vertical edge to go to
            if (xdistance < ydistance)
            {
                if (posX < halfRegionSizeX)
                    return GetPositionAtAvatarHeightOrGroundHeight(avatar, 0.5f, posY);
                else
                    return GetPositionAtAvatarHeightOrGroundHeight(avatar, regionSizeX - 0.5f, posY);
            }
            //find out what horizontal edge to go to
            else
            {
                if (posY < halfRegionSizeY)
                    return GetPositionAtAvatarHeightOrGroundHeight(avatar, posX, 0.5f);
                else
                    return GetPositionAtAvatarHeightOrGroundHeight(avatar, posX, regionSizeY - 0.5f);
            }
        }

        private Vector3 GetPositionAtAvatarHeightOrGroundHeight(ScenePresence avatar, float x, float y)
        {
            Vector3 ground = GetPositionAtGround(x, y);
            if(avatar.Appearance != null)
                ground.Z += avatar.Appearance.AvatarHeight * 0.5f;
            else
                ground.Z += 0.8f;

            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<UUID> GetEstateRegions(int estateID)
        {
            IEstateDataService estateDataService = EstateDataService;
            if (estateDataService == null)
                return new List<UUID>(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();
            }
        }

        /// <summary>
        /// Get the volume of space that will encompass all the given objects.
        /// </summary>
        /// <param name="objects"></param>
        /// <param name="minX"></param>
        /// <param name="maxX"></param>
        /// <param name="minY"></param>
        /// <param name="maxY"></param>
        /// <param name="minZ"></param>
        /// <param name="maxZ"></param>
        /// <returns></returns>
        public static Vector3[] GetCombinedBoundingBox(
           List<SceneObjectGroup> 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<Vector3> offsets = new List<Vector3>();

            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();
        }

        /// <summary>
        /// Regenerate the maptile for this scene.
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void RegenerateMaptile()
        {
            IWorldMapModule mapModule = RequestModuleInterface<IWorldMapModule>();
            if (mapModule != null)
                mapModule.GenerateMaptile();
        }

//        public void CleanDroppedAttachments()
//        {
//            List<SceneObjectGroup> objectsToDelete =
//                    new List<SceneObjectGroup>();
//
//            lock (m_cleaningAttachments)
//            {
//                ForEachSOG(delegate (SceneObjectGroup grp)
//                        {
//                            if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
//                            {
//                                UUID agentID = grp.OwnerID;
//                                if (agentID == UUID.Zero)
//                                {
//                                    objectsToDelete.Add(grp);
//                                    return;
//                                }
//
//                                ScenePresence sp = GetScenePresence(agentID);
//                                if (sp == null)
//                                {
//                                    objectsToDelete.Add(grp);
//                                    return;
//                                }
//                            }
//                        });
//            }
//
//            foreach (SceneObjectGroup grp in objectsToDelete)
//            {
//                m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
//                DeleteSceneObject(grp, true);
//            }
//        }

        public void ThreadAlive(int threadCode)
        {
            switch(threadCode)
            {
                case 1: // Incoming
                    m_lastIncoming = Util.EnvironmentTickCount();
                    break;
                case 2: // Incoming
                    m_lastOutgoing = Util.EnvironmentTickCount();
                    break;
            }
        }

        public 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);
        }

        /// <summary>
        /// This method is called across the simulation connector to
        /// determine if a given agent is allowed in this region
        /// AS A ROOT AGENT
        /// </summary>
        /// <remarks>
        /// 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.
        /// </remarks>
        /// <param name='agentID'>The visitor's User ID</param>
        /// <param name="agentHomeURI">The visitor's Home URI (may be null)</param>
        /// <param name='position'></param>
        /// <param name='reason'></param>
        /// <returns></returns>
        public bool QueryAccess(UUID agentID, string agentHomeURI, bool viaTeleport, Vector3 position, List<UUID> features, out string reason)
        {
            reason = string.Empty;

            if (Permissions.IsGod(agentID))
                return true;

            if (!AllowAvatarCrossing && !viaTeleport)
            {
                reason = "Region Crossing not allowed";
                return false;
            }

            bool isAdmin = Permissions.IsAdministrator(agentID);
            bool isManager = Permissions.IsEstateManager(agentID);

            // 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 (!(isAdmin || isManager))
                {
                    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);
//                    reason = "Region authorization fail";
                    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;
            }

            // last check aditional land access restrictions and relocations
            // if crossing (viaTeleport false) check only the specified parcel
            return CheckLandPositionAccess(agentID, viaTeleport, true, position, out reason);
        }

        // check access to land.
        public bool CheckLandPositionAccess(UUID agentID, bool NotCrossing, bool checkTeleHub, Vector3 position, out string reason)
        {
            reason = string.Empty;

            if (Permissions.IsGod(agentID))
                return true;

            // Permissions.IsAdministrator is the same as IsGod for now
//            bool isAdmin = Permissions.IsAdministrator(agentID);
//            if(isAdmin)
//                return true;

            // also honor estate managers access rights
            bool isManager = Permissions.IsEstateManager(agentID);
            if(isManager)
                return true;

            if (NotCrossing)
            {
                if (!RegionInfo.EstateSettings.AllowDirectTeleport)
                {
                    SceneObjectGroup telehub;
                    if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = GetSceneObjectGroup  (RegionInfo.RegionSettings.TelehubObject)) != null && checkTeleHub)
                    {
                        bool banned = true;
                        bool validTelehub = false;
                        List<SpawnPoint> spawnPoints = RegionInfo.RegionSettings.SpawnPoints();
                        Vector3 spawnPoint;
                        ILandObject land = null;
                        Vector3 telehubPosition = telehub.AbsolutePosition;

                        if(spawnPoints.Count == 0)
                        {
                            // will this ever happen?
                            // if so use the telehub object position
                            spawnPoint = telehubPosition;
                            land = LandChannel.GetLandObject(spawnPoint.X, spawnPoint.Y);
                            if(land != null && !land.IsEitherBannedOrRestricted(agentID))
                            {
                                banned = false;
                                validTelehub = true;
                            }
                        }
                        else
                        {
                            Quaternion telehubRotation = telehub.GroupRotation;
                            foreach (SpawnPoint spawn in spawnPoints)
                            {
                                spawnPoint = spawn.GetLocation(telehubPosition, telehubRotation);
                                land = LandChannel.GetLandObject(spawnPoint.X, spawnPoint.Y);
                                if (land == null)
                                    continue;
                                validTelehub = true;
                                if (!land.IsEitherBannedOrRestricted(agentID))
                                {
                                    banned = false;
                                    break;
                                }
                            }
                        }

                        if(validTelehub)
                        {
                            if (banned)
                            {
                                reason = "No suitable landing point found";
                                return false;
                            }
                            else
                                return true;
                        }
                       // possible broken telehub, fall into normal check
                    }
                }

                float posX = position.X;
                float posY = position.Y;

                // allow position relocation
                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 dont have access to the region parcels";
                    return false;
                }
            }
            else // check for query region crossing only
            {
                // no relocation allowed on crossings
                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;
                }
            }

            return true;
        }

        public void StartTimerWatchdog()
        {
            m_timerWatchdog.Interval = 1000;
            m_timerWatchdog.Elapsed += TimerWatchdog;
            m_timerWatchdog.AutoReset = true;
            m_timerWatchdog.Start();
        }

        public void TimerWatchdog(object sender, ElapsedEventArgs e)
        {
            CheckHeartbeat();

            IEtcdModule etcd = RequestModuleInterface<IEtcdModule>();
            int flags;
            string message;
            if (etcd != null)
            {
                int health = GetHealth(out flags, out message);
                if (health != m_lastHealth)
                {
                    m_lastHealth = health;

                    etcd.Store("Health", health.ToString(), 300000);
                    etcd.Store("HealthFlags", flags.ToString(), 300000);
                }

                int roots = 0;
                foreach (ScenePresence sp in GetScenePresences())
                    if (!sp.IsChildAgent && !sp.IsNPC)
                        roots++;

                if (m_lastUsers != roots)
                {
                    m_lastUsers = roots;
                    etcd.Store("RootAgents", roots.ToString(), 300000);
                }
            }
        }

        /// 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!.
        /// </summary>
        /// <remarks>
        /// This is not intended as a permament location for this method.
        /// </remarks>
        /// <param name="presence"></param>
/* move to target is now done on presence update
        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;
        }

        private void HandleGcCollect(string module, string[] args)
        {
            GC.Collect();
        }

        /// <summary>
        /// Wrappers to get physics modules retrieve assets.
        /// </summary>
        /// <remarks>
        /// 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.
        /// </remarks>
        /// <param name="assetID"></param>
        /// <param name="callback"></param>
        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);
        }

        public bool InTeleportTargetsCoolDown(UUID sourceID, UUID targetID, double timeout)
        {
            lock(TeleportTargetsCoolDown)
            {
                UUID lastSource = UUID.Zero;
                TeleportTargetsCoolDown.TryGetValue(targetID, out lastSource);
                if(lastSource == UUID.Zero)
                {
                    TeleportTargetsCoolDown.Add(targetID, sourceID, timeout);
                    return false;
                }
                TeleportTargetsCoolDown.AddOrUpdate(targetID, sourceID, timeout);
                return lastSource == sourceID;
            }
        }
    }
}