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/*
* 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 SynchronizeSceneHandler SynchronizeScene;
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;
}
m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
if (RegionInfo.NonphysPrimMax > 0)
{
m_maxNonphys = RegionInfo.NonphysPrimMax;
}
m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys);
if (RegionInfo.PhysPrimMin > 0)
{
m_minPhys = RegionInfo.PhysPrimMin;
}
m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
if (RegionInfo.PhysPrimMax > 0)
{
m_maxPhys = RegionInfo.PhysPrimMax;
}
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 prioritizer Time");
UpdatePrioritizationScheme = UpdatePrioritizationSchemes.Time;
}
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.Time;
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)
{
//agent.ControllingClient.new
//this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo());
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);
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);
if (SynchronizeScene != null)
SynchronizeScene(this);
}
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));
}
}
/// <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.ScheduleGroupForFullUpdate();
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;
}
public void updateScenePartGroup(SceneObjectPart part, SceneObjectGroup grp)
{
m_sceneGraph.updateScenePartGroup(part, grp);
}
/* 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)
{
bool vialogin = false;
if (!VerifyClient(aCircuit, ep, out vialogin))
{
// if it doesn't pass, we remove the agentcircuitdata altogether
// and the scene presence and the client, if they exist
try
{
ScenePresence sp = WaitGetScenePresence(agentID);
if (sp != null)
{
PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
CloseAgent(sp.UUID, false);
}
// BANG! SLASH!
m_authenticateHandler.RemoveCircuit(agentID);
return false;
}
catch (Exception e)
{
m_log.DebugFormat("[SCENE]: Exception while closing aborted client: {0}", e.StackTrace);
}
}
else
return true;
}
return false;
}
/// <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;
}
// We have to wait until the viewer contacts this region after receiving EAC.
// That calls AddNewClient, which finally creates the ScenePresence
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 invalid session id {1} (possibly from simulator in older version; tell them to update).",
sp.UUID, cAgentData.SessionID);
Console.WriteLine(String.Format("[SCENE]: Attempt to update agent {0} ({1}) with invalid session id {2}",
sp.UUID, sp.ControllingClient.SessionId, cAgentData.SessionID));
}
sp.UpdateChildAgent(cAgentData);
int ntimes = 20;
if (cAgentData.SenderWantsToWaitForRoot)
{
while (sp.IsChildAgent && ntimes-- > 0)
Thread.Sleep(1000);
if (sp.IsChildAgent)
m_log.WarnFormat(
"[SCENE]: Found presence {0} {1} unexpectedly still child in {2}",
sp.Name, sp.UUID, Name);
else
m_log.InfoFormat(
"[SCENE]: Found presence {0} {1} as root in {2} after {3} waits",
sp.Name, sp.UUID, Name, 20 - ntimes);
if (sp.IsChildAgent)
return false;
}
return true;
}
return false;
}
/// <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 = 30;
ScenePresence sp = null;
while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0))
Thread.Sleep(1000);
if (sp == null)
m_log.WarnFormat(
"[SCENE PRESENCE]: Did not find presence with id {0} in {1} before timeout",
agentID, RegionInfo.RegionName);
return sp;
}
/// <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;
}
// public bool IncomingCloseAgent(UUID agentID)
// {
// return IncomingCloseAgent(agentID, false);
// }
// public bool IncomingCloseChildAgent(UUID agentID)
// {
// return IncomingCloseAgent(agentID, true);
// }
/// <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);
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
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <returns></returns>
public UUID ConvertLocalIDToFullID(uint localID)
{
return m_sceneGraph.ConvertLocalIDToFullID(localID);
}
public void SwapRootAgentCount(bool rootChildChildRootTF)
{
m_sceneGraph.SwapRootChildAgent(rootChildChildRootTF);
}
public void AddPhysicalPrim(int num)
{
m_sceneGraph.AddPhysicalPrim(num);
}
public void RemovePhysicalPrim(int num)
{
m_sceneGraph.RemovePhysicalPrim(num);
}
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;
}
}
}
}
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