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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 copyrightD
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using System.Text;
using System.Threading;
using System.Timers;
using System.Xml;
using Nini.Config;
using OpenMetaverse;
using OpenMetaverse.Packets;
using OpenMetaverse.Imaging;
using OpenSim.Framework;
using OpenSim.Services.Interfaces;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Console;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes.Scripting;
using OpenSim.Region.Framework.Scenes.Serialization;
using OpenSim.Region.Physics.Manager;
using Timer=System.Timers.Timer;
using TPFlags = OpenSim.Framework.Constants.TeleportFlags;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
namespace OpenSim.Region.Framework.Scenes
{
public delegate bool FilterAvatarList(ScenePresence avatar);
public partial class Scene : SceneBase
{
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
public bool EmergencyMonitoring = false;
public SynchronizeSceneHandler SynchronizeScene;
public SimStatsReporter StatsReporter;
public List<Border> NorthBorders = new List<Border>();
public List<Border> EastBorders = new List<Border>();
public List<Border> SouthBorders = new List<Border>();
public List<Border> WestBorders = new List<Border>();
/// <summary>Are we applying physics to any of the prims in this scene?</summary>
public bool m_physicalPrim;
public float m_maxNonphys = 256;
public float m_maxPhys = 10;
public bool m_clampPrimSize;
public bool m_trustBinaries;
public bool m_allowScriptCrossings;
public bool m_useFlySlow;
public bool m_usePreJump;
public bool m_seeIntoRegionFromNeighbor;
protected float m_defaultDrawDistance = 255.0f;
public float DefaultDrawDistance
{
get { return m_defaultDrawDistance; }
}
// TODO: need to figure out how allow client agents but deny
// root agents when ACL denies access to root agent
public bool m_strictAccessControl = true;
public int MaxUndoCount = 5;
public bool LoginsDisabled = true;
public bool LoadingPrims;
public IXfer XferManager;
// the minimum time that must elapse before a changed object will be considered for persisted
public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L;
// the maximum time that must elapse before a changed object will be considered for persisted
public long m_persistAfter = DEFAULT_MAX_TIME_FOR_PERSISTENCE * 10000000L;
protected int m_splitRegionID;
protected Timer m_restartWaitTimer = new Timer();
protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
protected string m_simulatorVersion = "OpenSimulator Server";
protected ModuleLoader m_moduleLoader;
protected AgentCircuitManager m_authenticateHandler;
protected SceneCommunicationService m_sceneGridService;
protected ISimulationDataService m_SimulationDataService;
protected IEstateDataService m_EstateDataService;
protected IAssetService m_AssetService;
protected IAuthorizationService m_AuthorizationService;
protected IInventoryService m_InventoryService;
protected IGridService m_GridService;
protected ILibraryService m_LibraryService;
protected ISimulationService m_simulationService;
protected IAuthenticationService m_AuthenticationService;
protected IPresenceService m_PresenceService;
protected IUserAccountService m_UserAccountService;
protected IAvatarService m_AvatarService;
protected IGridUserService m_GridUserService;
protected IXMLRPC m_xmlrpcModule;
protected IWorldComm m_worldCommModule;
protected IAvatarFactory m_AvatarFactory;
protected IConfigSource m_config;
protected IRegionSerialiserModule m_serialiser;
protected IDialogModule m_dialogModule;
protected IEntityTransferModule m_teleportModule;
protected ICapabilitiesModule m_capsModule;
// Central Update Loop
protected int m_fps = 10;
/// <summary>
/// Current scene frame number
/// </summary>
public uint Frame
{
get;
protected set;
}
protected float m_timespan = 0.089f;
protected DateTime m_lastupdate = DateTime.UtcNow;
// TODO: Possibly stop other classes being able to manipulate this directly.
private SceneGraph m_sceneGraph;
private volatile int m_bordersLocked;
// private int m_RestartTimerCounter;
private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
// private int m_incrementsof15seconds;
private volatile bool m_backingup;
private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>();
private Object m_heartbeatLock = new Object();
private int m_update_physics = 1;
private int m_update_entitymovement = 1;
private int m_update_objects = 1; // Update objects which have scheduled themselves for updates
private int m_update_presences = 1; // Update scene presence movements
private int m_update_events = 1;
private int m_update_backup = 200;
private int m_update_terrain = 50;
// private int m_update_land = 1;
private int m_update_coarse_locations = 50;
private int frameMS;
private int physicsMS2;
private int physicsMS;
private int otherMS;
private int tempOnRezMS;
private int eventMS;
private int backupMS;
private int terrainMS;
private int landMS;
private int lastCompletedFrame;
private bool m_physics_enabled = true;
private bool m_scripts_enabled = true;
private string m_defaultScriptEngine;
private int m_LastLogin;
private Thread HeartbeatThread;
private volatile bool shuttingdown;
private int m_lastUpdate;
private bool m_firstHeartbeat = true;
private object m_deleting_scene_object = new object();
private object m_cleaningAttachments = new object();
private bool m_cleaningTemps = false;
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;
// private Dictionary<UUID, string[]> m_UserNamesCache = new Dictionary<UUID, string[]>();
#endregion Fields
#region Properties
/* Used by the loadbalancer plugin on GForge */
public int SplitRegionID
{
get { return m_splitRegionID; }
set { m_splitRegionID = value; }
}
public bool BordersLocked
{
get { return m_bordersLocked == 1; }
set
{
if (value == true)
m_bordersLocked = 1;
else
m_bordersLocked = 0;
}
}
public new float TimeDilation
{
get { return m_sceneGraph.PhysicsScene.TimeDilation; }
}
public SceneCommunicationService SceneGridService
{
get { return m_sceneGridService; }
}
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 IAttachmentsModule AttachmentsModule { get; set; }
public IAvatarFactory AvatarFactory
{
get { return m_AvatarFactory; }
}
public ICapabilitiesModule CapsModule
{
get { return m_capsModule; }
}
public int MonitorFrameTime { get { return frameMS; } }
public int MonitorPhysicsUpdateTime { get { return physicsMS; } }
public int MonitorPhysicsSyncTime { get { return physicsMS2; } }
public int MonitorOtherTime { get { return otherMS; } }
public int MonitorTempOnRezTime { get { return tempOnRezMS; } }
public int MonitorEventTime { get { return eventMS; } } // This may need to be divided into each event?
public int MonitorBackupTime { get { return backupMS; } }
public int MonitorTerrainTime { get { return terrainMS; } }
public int MonitorLandTime { get { return landMS; } }
public int MonitorLastFrameTick { get { return lastCompletedFrame; } }
public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get { return m_priorityScheme; } }
public bool IsReprioritizationEnabled { get { return m_reprioritizationEnabled; } }
public double ReprioritizationInterval { get { return m_reprioritizationInterval; } }
public double RootReprioritizationDistance { get { return m_rootReprioritizationDistance; } }
public double ChildReprioritizationDistance { get { return m_childReprioritizationDistance; } }
public AgentCircuitManager AuthenticateHandler
{
get { return m_authenticateHandler; }
}
public SceneGraph SceneContents
{
get { return m_sceneGraph; }
}
// an instance to the physics plugin's Scene object.
public PhysicsScene PhysicsScene
{
get { return m_sceneGraph.PhysicsScene; }
set
{
// If we're not doing the initial set
// Then we've got to remove the previous
// event handler
if (PhysicsScene != null && PhysicsScene.SupportsNINJAJoints)
{
PhysicsScene.OnJointMoved -= jointMoved;
PhysicsScene.OnJointDeactivated -= jointDeactivated;
PhysicsScene.OnJointErrorMessage -= jointErrorMessage;
}
m_sceneGraph.PhysicsScene = value;
if (PhysicsScene != null && m_sceneGraph.PhysicsScene.SupportsNINJAJoints)
{
// register event handlers to respond to joint movement/deactivation
PhysicsScene.OnJointMoved += jointMoved;
PhysicsScene.OnJointDeactivated += jointDeactivated;
PhysicsScene.OnJointErrorMessage += jointErrorMessage;
}
}
}
// This gets locked so things stay thread safe.
public object SyncRoot
{
get { return m_sceneGraph.m_syncRoot; }
}
/// <summary>
/// This is for llGetRegionFPS
/// </summary>
public float SimulatorFPS
{
get { return StatsReporter.getLastReportedSimFPS(); }
}
public float[] SimulatorStats
{
get { return StatsReporter.getLastReportedSimStats(); }
}
public string DefaultScriptEngine
{
get { return m_defaultScriptEngine; }
}
public EntityManager Entities
{
get { return m_sceneGraph.Entities; }
}
#endregion Properties
#region Constructors
public Scene(RegionInfo regInfo, AgentCircuitManager authen,
SceneCommunicationService sceneGridService,
ISimulationDataService simDataService, IEstateDataService estateDataService,
ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim,
bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion)
{
m_config = config;
Random random = new Random();
BordersLocked = true;
Border northBorder = new Border();
northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize); //<---
northBorder.CrossDirection = Cardinals.N;
NorthBorders.Add(northBorder);
Border southBorder = new Border();
southBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, 0); //--->
southBorder.CrossDirection = Cardinals.S;
SouthBorders.Add(southBorder);
Border eastBorder = new Border();
eastBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize); //<---
eastBorder.CrossDirection = Cardinals.E;
EastBorders.Add(eastBorder);
Border westBorder = new Border();
westBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, 0); //--->
westBorder.CrossDirection = Cardinals.W;
WestBorders.Add(westBorder);
BordersLocked = false;
m_lastAllocatedLocalId = (uint)(random.NextDouble() * (double)(uint.MaxValue/2))+(uint)(uint.MaxValue/4);
m_moduleLoader = moduleLoader;
m_authenticateHandler = authen;
m_sceneGridService = sceneGridService;
m_SimulationDataService = simDataService;
m_EstateDataService = estateDataService;
m_regInfo = regInfo;
m_regionHandle = m_regInfo.RegionHandle;
m_regionName = m_regInfo.RegionName;
m_lastUpdate = Util.EnvironmentTickCount();
m_physicalPrim = physicalPrim;
m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor;
m_eventManager = new EventManager();
m_permissions = new ScenePermissions(this);
m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
m_asyncSceneObjectDeleter.Enabled = true;
#region Region Settings
// Load region settings
m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID);
if (estateDataService != null)
m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false);
#endregion Region Settings
MainConsole.Instance.Commands.AddCommand("region", false, "reload estate",
"reload estate",
"Reload the estate data", HandleReloadEstate);
//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);
m_sceneGraph = new SceneGraph(this, m_regInfo);
// If the scene graph has an Unrecoverable error, restart this sim.
// Currently the only thing that causes it to happen is two kinds of specific
// Physics based crashes.
//
// Out of memory
// Operating system has killed the plugin
m_sceneGraph.UnRecoverableError += RestartNow;
RegisterDefaultSceneEvents();
DumpAssetsToFile = dumpAssetsToFile;
m_scripts_enabled = !RegionInfo.RegionSettings.DisableScripts;
m_physics_enabled = !RegionInfo.RegionSettings.DisablePhysics;
StatsReporter = new SimStatsReporter(this);
StatsReporter.OnSendStatsResult += SendSimStatsPackets;
StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
// Old
/*
m_simulatorVersion = simulatorVersion
+ " (OS " + Util.GetOperatingSystemInformation() + ")"
+ " ChilTasks:" + m_seeIntoRegionFromNeighbor.ToString()
+ " PhysPrim:" + m_physicalPrim.ToString();
*/
m_simulatorVersion = simulatorVersion + " (" + Util.GetRuntimeInformation() + ")";
#region Region Config
try
{
// Region config overrides global config
//
IConfig startupConfig = m_config.Configs["Startup"];
m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
//Animation states
m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
// TODO: Change default to true once the feature is supported
m_usePreJump = startupConfig.GetBoolean("enableprejump", false);
m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
if (RegionInfo.NonphysPrimMax > 0)
{
m_maxNonphys = RegionInfo.NonphysPrimMax;
}
m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
if (RegionInfo.PhysPrimMax > 0)
{
m_maxPhys = RegionInfo.PhysPrimMax;
}
// Here, if clamping is requested in either global or
// local config, it will be used
//
m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
if (RegionInfo.ClampPrimSize)
{
m_clampPrimSize = true;
}
m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
m_dontPersistBefore =
startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
m_dontPersistBefore *= 10000000;
m_persistAfter =
startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
m_persistAfter *= 10000000;
m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
IConfig packetConfig = m_config.Configs["PacketPool"];
if (packetConfig != null)
{
PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
}
m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
if (m_generateMaptiles)
{
int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0);
if (maptileRefresh != 0)
{
m_mapGenerationTimer.Interval = maptileRefresh * 1000;
m_mapGenerationTimer.Elapsed += RegenerateMaptile;
m_mapGenerationTimer.AutoReset = true;
m_mapGenerationTimer.Start();
}
}
else
{
string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
UUID tileID;
if (UUID.TryParse(tile, out tileID))
{
RegionInfo.RegionSettings.TerrainImageID = tileID;
}
}
}
catch
{
m_log.Warn("[SCENE]: Failed to load StartupConfig");
}
#endregion Region Config
#region Interest Management
if (m_config != null)
{
IConfig interestConfig = m_config.Configs["InterestManagement"];
if (interestConfig != null)
{
string update_prioritization_scheme = interestConfig.GetString("UpdatePrioritizationScheme", "Time").Trim().ToLower();
try
{
m_priorityScheme = (UpdatePrioritizationSchemes)Enum.Parse(typeof(UpdatePrioritizationSchemes), update_prioritization_scheme, true);
}
catch (Exception)
{
m_log.Warn("[PRIORITIZER]: UpdatePrioritizationScheme was not recognized, setting to default prioritizer Time");
m_priorityScheme = UpdatePrioritizationSchemes.Time;
}
m_reprioritizationEnabled = interestConfig.GetBoolean("ReprioritizationEnabled", true);
m_reprioritizationInterval = interestConfig.GetDouble("ReprioritizationInterval", 5000.0);
m_rootReprioritizationDistance = interestConfig.GetDouble("RootReprioritizationDistance", 10.0);
m_childReprioritizationDistance = interestConfig.GetDouble("ChildReprioritizationDistance", 20.0);
}
}
m_log.Info("[SCENE]: Using the " + m_priorityScheme + " prioritization scheme");
#endregion Interest Management
}
/// <summary>
/// Mock constructor for scene group persistency unit tests.
/// SceneObjectGroup RegionId property is delegated to Scene.
/// </summary>
/// <param name="regInfo"></param>
public Scene(RegionInfo regInfo)
{
BordersLocked = true;
Border northBorder = new Border();
northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize); //<---
northBorder.CrossDirection = Cardinals.N;
NorthBorders.Add(northBorder);
Border southBorder = new Border();
southBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue,0); //--->
southBorder.CrossDirection = Cardinals.S;
SouthBorders.Add(southBorder);
Border eastBorder = new Border();
eastBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize); //<---
eastBorder.CrossDirection = Cardinals.E;
EastBorders.Add(eastBorder);
Border westBorder = new Border();
westBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue,0); //--->
westBorder.CrossDirection = Cardinals.W;
WestBorders.Add(westBorder);
BordersLocked = false;
m_regInfo = regInfo;
m_eventManager = new EventManager();
m_lastUpdate = Util.EnvironmentTickCount();
}
#endregion
#region Startup / Close Methods
public bool ShuttingDown
{
get { return shuttingdown; }
}
/// <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; }
}
protected virtual void RegisterDefaultSceneEvents()
{
IDialogModule dm = RequestModuleInterface<IDialogModule>();
if (dm != null)
m_eventManager.OnPermissionError += dm.SendAlertToUser;
}
public override string GetSimulatorVersion()
{
return m_simulatorVersion;
}
/// <summary>
/// Another region is up.
///
/// We only add it to the neighbor list if it's within 1 region from here.
/// Agents may have draw distance values that cross two regions though, so
/// we add it to the notify list regardless of distance. We'll check
/// the agent's draw distance before notifying them though.
/// </summary>
/// <param name="otherRegion">RegionInfo handle for the new region.</param>
/// <returns>True after all operations complete, throws exceptions otherwise.</returns>
public override void OtherRegionUp(GridRegion otherRegion)
{
uint xcell = (uint)((int)otherRegion.RegionLocX / (int)Constants.RegionSize);
uint ycell = (uint)((int)otherRegion.RegionLocY / (int)Constants.RegionSize);
//m_log.InfoFormat("[SCENE]: (on region {0}): Region {1} up in coords {2}-{3}",
// RegionInfo.RegionName, otherRegion.RegionName, xcell, ycell);
if (RegionInfo.RegionHandle != otherRegion.RegionHandle)
{
// If these are cast to INT because long + negative values + abs returns invalid data
int resultX = Math.Abs((int)xcell - (int)RegionInfo.RegionLocX);
int resultY = Math.Abs((int)ycell - (int)RegionInfo.RegionLocY);
if (resultX <= 1 && resultY <= 1)
{
// Let the grid service module know, so this can be cached
m_eventManager.TriggerOnRegionUp(otherRegion);
try
{
ForEachScenePresence(delegate(ScenePresence agent)
{
// If agent is a root agent.
if (!agent.IsChildAgent)
{
//agent.ControllingClient.new
//this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo());
List<ulong> old = new List<ulong>();
old.Add(otherRegion.RegionHandle);
agent.DropOldNeighbours(old);
if (m_teleportModule != null)
m_teleportModule.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.Info("[INTERGRID]: Got notice about far away Region: " + otherRegion.RegionName.ToString() +
" at (" + otherRegion.RegionLocX.ToString() + ", " +
otherRegion.RegionLocY.ToString() + ")");
}
}
}
public void AddNeighborRegion(RegionInfo region)
{
lock (m_neighbours)
{
if (!CheckNeighborRegion(region))
{
m_neighbours.Add(region);
}
}
}
public bool CheckNeighborRegion(RegionInfo region)
{
bool found = false;
lock (m_neighbours)
{
foreach (RegionInfo reg in m_neighbours)
{
if (reg.RegionHandle == region.RegionHandle)
{
found = true;
break;
}
}
}
return found;
}
// Alias IncomingHelloNeighbour OtherRegionUp, for now
public GridRegion IncomingHelloNeighbour(RegionInfo neighbour)
{
OtherRegionUp(new GridRegion(neighbour));
return new GridRegion(RegionInfo);
}
// This causes the region to restart immediatley.
public void RestartNow()
{
IConfig startupConfig = m_config.Configs["Startup"];
if (startupConfig != null)
{
if (startupConfig.GetBoolean("InworldRestartShutsDown", false))
{
MainConsole.Instance.RunCommand("shutdown");
return;
}
}
if (PhysicsScene != null)
{
PhysicsScene.Dispose();
}
m_log.Error("[REGION]: Closing");
Close();
m_log.Error("[REGION]: Firing Region Restart Message");
base.Restart();
}
// This is a helper function that notifies root agents in this region that a new sim near them has come up
// This is in the form of a timer because when an instance of OpenSim.exe is started,
// Even though the sims initialize, they don't listen until 'all of the sims are initialized'
// If we tell an agent about a sim that's not listening yet, the agent will not be able to connect to it.
// subsequently the agent will never see the region come back online.
public void RestartNotifyWaitElapsed(object sender, ElapsedEventArgs e)
{
m_restartWaitTimer.Stop();
lock (m_regionRestartNotifyList)
{
foreach (RegionInfo region in m_regionRestartNotifyList)
{
GridRegion r = new GridRegion(region);
try
{
ForEachScenePresence(delegate(ScenePresence agent)
{
// If agent is a root agent.
if (!agent.IsChildAgent)
{
if (m_teleportModule != null)
m_teleportModule.EnableChildAgent(agent, r);
}
}
);
}
catch (NullReferenceException)
{
// This means that we're not booted up completely yet.
// This shouldn't happen too often anymore.
}
}
// Reset list to nothing.
m_regionRestartNotifyList.Clear();
}
}
public void SetSceneCoreDebug(bool ScriptEngine, bool CollisionEvents, bool PhysicsEngine)
{
if (m_scripts_enabled != !ScriptEngine)
{
if (ScriptEngine)
{
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 = !ScriptEngine;
m_log.Info("[TOTEDD]: Here is the method to trigger disabling of the scripting engine");
}
if (m_physics_enabled != !PhysicsEngine)
{
m_physics_enabled = !PhysicsEngine;
}
}
public int GetInaccurateNeighborCount()
{
return m_neighbours.Count;
}
// This is the method that shuts down the scene.
public override void Close()
{
m_log.InfoFormat("[SCENE]: Closing down the single simulator: {0}", RegionInfo.RegionName);
m_restartTimer.Stop();
m_restartTimer.Close();
// Kick all ROOT agents with the message, 'The simulator is going down'
ForEachScenePresence(delegate(ScenePresence avatar)
{
if (avatar.KnownChildRegionHandles.Contains(RegionInfo.RegionHandle))
avatar.KnownChildRegionHandles.Remove(RegionInfo.RegionHandle);
if (!avatar.IsChildAgent)
avatar.ControllingClient.Kick("The simulator is going down.");
avatar.ControllingClient.SendShutdownConnectionNotice();
});
// Wait here, or the kick messages won't actually get to the agents before the scene terminates.
Thread.Sleep(500);
// Stop all client threads.
ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); });
// Stop updating the scene objects and agents.
//m_heartbeatTimer.Close();
shuttingdown = true;
m_log.Debug("[SCENE]: Persisting changed objects");
EntityBase[] entities = GetEntities();
foreach (EntityBase entity in entities)
{
if (!entity.IsDeleted && entity is SceneObjectGroup && ((SceneObjectGroup)entity).HasGroupChanged)
{
((SceneObjectGroup)entity).ProcessBackup(SimulationDataService, false);
}
}
m_sceneGraph.Close();
// De-register with region communications (events cleanup)
UnRegisterRegionWithComms();
// call the base class Close method.
base.Close();
}
/// <summary>
/// Start the timer which triggers regular scene updates
/// </summary>
public void StartTimer()
{
//m_log.Debug("[SCENE]: Starting timer");
//m_heartbeatTimer.Enabled = true;
//m_heartbeatTimer.Interval = (int)(m_timespan * 1000);
//m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
if (HeartbeatThread != null)
{
HeartbeatThread.Abort();
HeartbeatThread = null;
}
m_lastUpdate = Util.EnvironmentTickCount();
HeartbeatThread = Watchdog.StartThread(Heartbeat, "Heartbeat for region " + RegionInfo.RegionName, ThreadPriority.Normal, false);
}
/// <summary>
/// Sets up references to modules required by the scene
/// </summary>
public void SetModuleInterfaces()
{
m_xmlrpcModule = RequestModuleInterface<IXMLRPC>();
m_worldCommModule = RequestModuleInterface<IWorldComm>();
XferManager = RequestModuleInterface<IXfer>();
m_AvatarFactory = RequestModuleInterface<IAvatarFactory>();
AttachmentsModule = RequestModuleInterface<IAttachmentsModule>();
m_serialiser = RequestModuleInterface<IRegionSerialiserModule>();
m_dialogModule = RequestModuleInterface<IDialogModule>();
m_capsModule = RequestModuleInterface<ICapabilitiesModule>();
m_teleportModule = RequestModuleInterface<IEntityTransferModule>();
// Shoving this in here for now, because we have the needed
// interfaces at this point
//
// TODO: Find a better place for this
//
while (m_regInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null)
{
MainConsole.Instance.OutputFormat("Estate {0} has no owner set.", m_regInfo.EstateSettings.EstateName);
List<char> excluded = new List<char>(new char[1]{' '});
string first = MainConsole.Instance.CmdPrompt("Estate owner first name", "Test", excluded);
string last = MainConsole.Instance.CmdPrompt("Estate owner last name", "User", excluded);
UserAccount account = UserAccountService.GetUserAccount(m_regInfo.ScopeID, first, last);
if (account == null)
{
// Create a new account
account = new UserAccount(m_regInfo.ScopeID, first, last, String.Empty);
if (account.ServiceURLs == null || (account.ServiceURLs != null && account.ServiceURLs.Count == 0))
{
account.ServiceURLs = new Dictionary<string, object>();
account.ServiceURLs["HomeURI"] = string.Empty;
account.ServiceURLs["GatekeeperURI"] = string.Empty;
account.ServiceURLs["InventoryServerURI"] = string.Empty;
account.ServiceURLs["AssetServerURI"] = string.Empty;
}
if (UserAccountService.StoreUserAccount(account))
{
string password = MainConsole.Instance.PasswdPrompt("Password");
string email = MainConsole.Instance.CmdPrompt("Email", "");
account.Email = email;
UserAccountService.StoreUserAccount(account);
bool success = false;
success = AuthenticationService.SetPassword(account.PrincipalID, password);
if (!success)
m_log.WarnFormat("[USER ACCOUNT SERVICE]: Unable to set password for account {0} {1}.",
first, last);
GridRegion home = null;
if (GridService != null)
{
List<GridRegion> defaultRegions = GridService.GetDefaultRegions(UUID.Zero);
if (defaultRegions != null && defaultRegions.Count >= 1)
home = defaultRegions[0];
if (GridUserService != null && home != null)
GridUserService.SetHome(account.PrincipalID.ToString(), home.RegionID, new Vector3(128, 128, 0), new Vector3(0, 1, 0));
else
m_log.WarnFormat("[USER ACCOUNT SERVICE]: Unable to set home for account {0} {1}.",
first, last);
}
else
m_log.WarnFormat("[USER ACCOUNT SERVICE]: Unable to retrieve home region for account {0} {1}.",
first, last);
if (InventoryService != null)
success = InventoryService.CreateUserInventory(account.PrincipalID);
if (!success)
m_log.WarnFormat("[USER ACCOUNT SERVICE]: Unable to create inventory for account {0} {1}.",
first, last);
m_log.InfoFormat("[USER ACCOUNT SERVICE]: Account {0} {1} created successfully", first, last);
m_regInfo.EstateSettings.EstateOwner = account.PrincipalID;
m_regInfo.EstateSettings.Save();
}
else
m_log.ErrorFormat("[SCENE]: Unable to store account. If this simulator is connected to a grid, you must create the estate owner account first.");
}
else
{
m_regInfo.EstateSettings.EstateOwner = account.PrincipalID;
m_regInfo.EstateSettings.Save();
}
}
}
#endregion
#region Update Methods
/// <summary>
/// Performs per-frame updates regularly
/// </summary>
private void Heartbeat()
{
if (!Monitor.TryEnter(m_heartbeatLock))
{
Watchdog.RemoveThread();
return;
}
try
{
while (!shuttingdown)
Update();
m_lastUpdate = Util.EnvironmentTickCount();
m_firstHeartbeat = false;
}
catch (ThreadAbortException)
{
}
finally
{
Monitor.Pulse(m_heartbeatLock);
Monitor.Exit(m_heartbeatLock);
}
Watchdog.RemoveThread();
}
public override void Update()
{
TimeSpan SinceLastFrame = DateTime.UtcNow - m_lastupdate;
float physicsFPS = 0f;
int maintc = Util.EnvironmentTickCount();
int tmpFrameMS = maintc;
tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
// Increment the frame counter
++Frame;
try
{
// 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();
// Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
if (Frame % m_update_coarse_locations == 0)
{
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);
});
}
int tmpPhysicsMS2 = Util.EnvironmentTickCount();
if ((Frame % m_update_physics == 0) && m_physics_enabled)
m_sceneGraph.UpdatePreparePhysics();
physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
// Apply any pending avatar force input to the avatar's velocity
if (Frame % m_update_entitymovement == 0)
m_sceneGraph.UpdateScenePresenceMovement();
// Perform the main physics update. This will do the actual work of moving objects and avatars according to their
// velocity
int tmpPhysicsMS = Util.EnvironmentTickCount();
if (Frame % m_update_physics == 0)
{
if (m_physics_enabled)
physicsFPS = m_sceneGraph.UpdatePhysics(Math.Max(SinceLastFrame.TotalSeconds, m_timespan));
if (SynchronizeScene != null)
SynchronizeScene(this);
}
physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
// Delete temp-on-rez stuff
if (Frame % 1000 == 0 && !m_cleaningTemps)
{
int tmpTempOnRezMS = Util.EnvironmentTickCount();
m_cleaningTemps = true;
Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS);
}
if (RegionStatus != RegionStatus.SlaveScene)
{
if (Frame % m_update_events == 0)
{
int evMS = Util.EnvironmentTickCount();
UpdateEvents();
eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
}
if (Frame % m_update_backup == 0)
{
int backMS = Util.EnvironmentTickCount();
UpdateStorageBackup();
backupMS = Util.EnvironmentTickCountSubtract(backMS);
}
if (Frame % m_update_terrain == 0)
{
int terMS = Util.EnvironmentTickCount();
UpdateTerrain();
terrainMS = Util.EnvironmentTickCountSubtract(terMS);
}
//if (Frame % m_update_land == 0)
//{
// int ldMS = Util.EnvironmentTickCount();
// UpdateLand();
// landMS = Util.EnvironmentTickCountSubtract(ldMS);
//}
frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
lastCompletedFrame = Util.EnvironmentTickCount();
// if (Frame%m_update_avatars == 0)
// UpdateInWorldTime();
StatsReporter.AddPhysicsFPS(physicsFPS);
StatsReporter.AddTimeDilation(TimeDilation);
StatsReporter.AddFPS(1);
StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount());
StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount());
StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount());
StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount());
StatsReporter.addFrameMS(frameMS);
StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
StatsReporter.addOtherMS(otherMS);
StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount());
StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
}
if (LoginsDisabled && Frame == 20)
{
// In 99.9% of cases it is a bad idea to manually force garbage collection. However,
// this is a rare case where we know we have just went through a long cycle of heap
// allocations, and there is no more work to be done until someone logs in
GC.Collect();
IConfig startupConfig = m_config.Configs["Startup"];
if (startupConfig == null || !startupConfig.GetBoolean("StartDisabled", false))
{
m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName);
LoginsDisabled = false;
m_sceneGridService.InformNeighborsThatRegionisUp(RequestModuleInterface<INeighbourService>(), RegionInfo);
}
}
}
catch (NotImplementedException)
{
throw;
}
catch (AccessViolationException e)
{
m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
}
//catch (NullReferenceException e)
//{
// m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
//}
catch (InvalidOperationException e)
{
m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
}
catch (Exception e)
{
m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
}
finally
{
m_lastupdate = DateTime.UtcNow;
}
maintc = Util.EnvironmentTickCountSubtract(maintc);
maintc = (int)(m_timespan * 1000) - maintc;
if (maintc > 0)
Thread.Sleep(maintc);
// Tell the watchdog that this thread is still alive
Watchdog.UpdateThread();
}
public void AddGroupTarget(SceneObjectGroup grp)
{
lock (m_groupsWithTargets)
m_groupsWithTargets[grp.UUID] = grp;
}
public void RemoveGroupTarget(SceneObjectGroup grp)
{
lock (m_groupsWithTargets)
m_groupsWithTargets.Remove(grp.UUID);
}
private void CheckAtTargets()
{
Dictionary<UUID, SceneObjectGroup>.ValueCollection objs;
lock (m_groupsWithTargets)
objs = m_groupsWithTargets.Values;
foreach (SceneObjectGroup entry in objs)
entry.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)
{
ForEachScenePresence(
delegate(ScenePresence agent)
{
if (!agent.IsChildAgent)
agent.ControllingClient.SendSimStats(stats);
}
);
}
/// <summary>
/// Update the terrain if it needs to be updated.
/// </summary>
private void UpdateTerrain()
{
EventManager.TriggerTerrainTick();
}
/// <summary>
/// Back up queued up changes
/// </summary>
private void UpdateStorageBackup()
{
if (!m_backingup)
{
m_backingup = true;
Util.FireAndForget(BackupWaitCallback);
}
}
/// <summary>
/// Sends out the OnFrame event to the modules
/// </summary>
private void UpdateEvents()
{
m_eventManager.TriggerOnFrame();
}
/// <summary>
/// Wrapper for Backup() that can be called with Util.FireAndForget()
/// </summary>
private void BackupWaitCallback(object o)
{
Backup(false);
}
/// <summary>
/// Backup the scene. This acts as the main method of the backup thread.
/// </summary>
/// <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)
{
EventManager.TriggerOnBackup(SimulationDataService, forced);
m_backingup = false;
foreach (KeyValuePair<UUID, ReturnInfo> ret in m_returns)
{
UUID transaction = UUID.Random();
GridInstantMessage msg = new GridInstantMessage();
msg.fromAgentID = new Guid(UUID.Zero.ToString()); // From server
msg.toAgentID = new Guid(ret.Key.ToString());
msg.imSessionID = new Guid(transaction.ToString());
msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
msg.fromAgentName = "Server";
msg.dialog = (byte)19; // Object msg
msg.fromGroup = false;
msg.offline = (byte)1;
msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
msg.Position = Vector3.Zero;
msg.RegionID = RegionInfo.RegionID.Guid;
msg.binaryBucket = new byte[0];
if (ret.Value.count > 1)
msg.message = string.Format("Your {0} objects were returned from {1} in region {2} due to {3}", ret.Value.count, ret.Value.location.ToString(), RegionInfo.RegionName, ret.Value.reason);
else
msg.message = string.Format("Your object {0} was returned from {1} in region {2} due to {3}", ret.Value.objectName, ret.Value.location.ToString(), RegionInfo.RegionName, ret.Value.reason);
IMessageTransferModule tr = RequestModuleInterface<IMessageTransferModule>();
if (tr != null)
tr.SendInstantMessage(msg, delegate(bool success) {});
}
m_returns.Clear();
}
}
/// <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.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.GetDoubles(), RegionInfo.RegionID);
}
public void StoreWindlightProfile(RegionLightShareData wl)
{
m_regInfo.WindlightSettings = wl;
SimulationDataService.StoreRegionWindlightSettings(wl);
m_eventManager.TriggerOnSaveNewWindlightProfile();
}
public void LoadWindlightProfile()
{
m_regInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(RegionInfo.RegionID);
m_eventManager.TriggerOnSaveNewWindlightProfile();
}
/// <summary>
/// Loads the World heightmap
/// </summary>
public override void LoadWorldMap()
{
try
{
double[,] map = SimulationDataService.LoadTerrain(RegionInfo.RegionID);
if (map == null)
{
m_log.Info("[TERRAIN]: No default terrain. Generating a new terrain.");
Heightmap = new TerrainChannel();
SimulationDataService.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
}
else
{
Heightmap = new TerrainChannel(map);
}
}
catch (IOException e)
{
m_log.Warn("[TERRAIN]: Scene.cs: LoadWorldMap() - Failed with exception " + e.ToString() + " Regenerating");
// Non standard region size. If there's an old terrain in the database, it might read past the buffer
#pragma warning disable 0162
if ((int)Constants.RegionSize != 256)
{
Heightmap = new TerrainChannel();
SimulationDataService.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
}
}
catch (Exception e)
{
m_log.Warn("[TERRAIN]: Scene.cs: LoadWorldMap() - Failed with exception " + e.ToString());
}
}
/// <summary>
/// Register this region with a grid service
/// </summary>
/// <exception cref="System.Exception">Thrown if registration of the region itself fails.</exception>
public void RegisterRegionWithGrid()
{
RegisterCommsEvents();
m_sceneGridService.SetScene(this);
// If we generate maptiles internally at all, the maptile generator
// will register the region. If not, do it here
if (m_generateMaptiles)
{
RegenerateMaptile(null, null);
}
else
{
GridRegion region = new GridRegion(RegionInfo);
string error = GridService.RegisterRegion(RegionInfo.ScopeID, region);
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>
public virtual void LoadPrimsFromStorage(UUID regionID)
{
LoadingPrims = true;
m_log.Info("[SCENE]: Loading objects from datastore");
List<SceneObjectGroup> PrimsFromDB = SimulationDataService.LoadObjects(regionID);
m_log.Info("[SCENE]: Loaded " + PrimsFromDB.Count + " objects from the datastore");
foreach (SceneObjectGroup group in PrimsFromDB)
{
EventManager.TriggerOnSceneObjectLoaded(group);
if (group.RootPart == null)
{
m_log.ErrorFormat(
"[SCENE]: Found a SceneObjectGroup with m_rootPart == null and {0} children",
group.Parts == null ? 0 : group.PrimCount);
}
AddRestoredSceneObject(group, true, true);
SceneObjectPart rootPart = group.GetChildPart(group.UUID);
rootPart.Flags &= ~PrimFlags.Scripted;
rootPart.TrimPermissions();
group.CheckSculptAndLoad();
//rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
}
m_log.Info("[SCENE]: Loaded " + PrimsFromDB.Count.ToString() + " SceneObject(s)");
LoadingPrims = false;
}
/// <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 pos = Vector3.Zero;
if (RayEndIsIntersection == (byte)1)
{
pos = RayEnd;
return pos;
}
if (RayTargetID != UUID.Zero)
{
SceneObjectPart target = GetSceneObjectPart(RayTargetID);
Vector3 direction = Vector3.Normalize(RayEnd - RayStart);
Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
if (target != null)
{
pos = target.AbsolutePosition;
//m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString());
// TODO: Raytrace better here
//EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection));
Ray NewRay = new Ray(AXOrigin, AXdirection);
// Ray Trace against target here
EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
// Un-comment out the following line to Get Raytrace results printed to the console.
// m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
float ScaleOffset = 0.5f;
// If we hit something
if (ei.HitTF)
{
Vector3 scaleComponent = new Vector3(ei.AAfaceNormal.X, ei.AAfaceNormal.Y, ei.AAfaceNormal.Z);
if (scaleComponent.X != 0) ScaleOffset = scale.X;
if (scaleComponent.Y != 0) ScaleOffset = scale.Y;
if (scaleComponent.Z != 0) ScaleOffset = scale.Z;
ScaleOffset = Math.Abs(ScaleOffset);
Vector3 intersectionpoint = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
Vector3 normal = new Vector3(ei.normal.X, ei.normal.Y, ei.normal.Z);
// Set the position to the intersection point
Vector3 offset = (normal * (ScaleOffset / 2f));
pos = (intersectionpoint + offset);
//Seems to make no sense to do this as this call is used for rezzing from inventory as well, and with inventory items their size is not always 0.5f
//And in cases when we weren't rezzing from inventory we were re-adding the 0.25 straight after calling this method
// Un-offset the prim (it gets offset later by the consumer method)
//pos.Z -= 0.25F;
}
return pos;
}
else
{
// We don't have a target here, so we're going to raytrace all the objects in the scene.
EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
// Un-comment the following line to print the raytrace results to the console.
//m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
if (ei.HitTF)
{
pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
} else
{
// fall back to our stupid functionality
pos = RayEnd;
}
return pos;
}
}
else
{
// fall back to our stupid functionality
pos = RayEnd;
//increase height so its above the ground.
//should be getting the normal of the ground at the rez point and using that?
pos.Z += scale.Z / 2f;
return pos;
}
}
/// <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);
}
}
public virtual SceneObjectGroup AddNewPrim(
UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
{
//m_log.DebugFormat(
// "[SCENE]: Scene.AddNewPrim() pcode {0} called for {1} in {2}", shape.PCode, ownerID, RegionInfo.RegionName);
SceneObjectGroup sceneObject = null;
// If an entity creator has been registered for this prim type then use that
if (m_entityCreators.ContainsKey((PCode)shape.PCode))
{
sceneObject = m_entityCreators[(PCode)shape.PCode].CreateEntity(ownerID, groupID, pos, rot, shape);
}
else
{
// Otherwise, use this default creation code;
sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape);
AddNewSceneObject(sceneObject, true);
sceneObject.SetGroup(groupID, null);
}
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)
{
return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
}
/// <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>
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>
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>
///
/// This method does not send updates to the client - callers need to handle this themselves.
/// <param name="sceneObject"></param>
/// <param name="attachToBackup"></param>
/// <param name="pos">Position of the object</param>
/// <param name="rot">Rotation of the object</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()
{
lock (Entities)
{
EntityBase[] entities = Entities.GetEntities();
foreach (EntityBase e in entities)
{
if (e is SceneObjectGroup)
{
SceneObjectGroup sog = (SceneObjectGroup)e;
if (!sog.IsAttachment)
DeleteSceneObject((SceneObjectGroup)e, false);
}
}
}
}
/// <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>
public void DeleteSceneObject(SceneObjectGroup group, bool silent)
{
// m_log.DebugFormat("[SCENE]: Deleting scene object {0} {1}", group.Name, group.UUID);
//SceneObjectPart rootPart = group.GetChildPart(group.UUID);
// Serialise calls to RemoveScriptInstances to avoid
// deadlocking on m_parts inside SceneObjectGroup
lock (m_deleting_scene_object)
{
group.RemoveScriptInstances(true);
}
SceneObjectPart[] partList = group.Parts;
foreach (SceneObjectPart part in partList)
{
if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
{
PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
}
else if (part.PhysActor != null)
{
PhysicsScene.RemovePrim(part.PhysActor);
part.PhysActor = null;
}
}
// if (rootPart.PhysActor != null)
// {
// PhysicsScene.RemovePrim(rootPart.PhysActor);
// rootPart.PhysActor = null;
// }
if (UnlinkSceneObject(group, false))
{
EventManager.TriggerObjectBeingRemovedFromScene(group);
EventManager.TriggerParcelPrimCountTainted();
}
group.DeleteGroupFromScene(silent);
// 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)
{
// Force a database update so that the scene object group ID is accurate. It's possible that the
// group has recently been delinked from another group but that this change has not been persisted
// to the DB.
// This is an expensive thing to do so only do it if absolutely necessary.
if (so.HasGroupChangedDueToDelink)
ForceSceneObjectBackup(so);
so.DetachFromBackup();
SimulationDataService.RemoveObject(so.UUID, m_regInfo.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;
}
/// <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 (m_teleportModule != null)
m_teleportModule.Cross(grp, attemptedPosition, silent);
}
public Border GetCrossedBorder(Vector3 position, Cardinals gridline)
{
if (BordersLocked)
{
switch (gridline)
{
case Cardinals.N:
lock (NorthBorders)
{
foreach (Border b in NorthBorders)
{
if (b.TestCross(position))
return b;
}
}
break;
case Cardinals.S:
lock (SouthBorders)
{
foreach (Border b in SouthBorders)
{
if (b.TestCross(position))
return b;
}
}
break;
case Cardinals.E:
lock (EastBorders)
{
foreach (Border b in EastBorders)
{
if (b.TestCross(position))
return b;
}
}
break;
case Cardinals.W:
lock (WestBorders)
{
foreach (Border b in WestBorders)
{
if (b.TestCross(position))
return b;
}
}
break;
}
}
else
{
switch (gridline)
{
case Cardinals.N:
foreach (Border b in NorthBorders)
{
if (b.TestCross(position))
return b;
}
break;
case Cardinals.S:
foreach (Border b in SouthBorders)
{
if (b.TestCross(position))
return b;
}
break;
case Cardinals.E:
foreach (Border b in EastBorders)
{
if (b.TestCross(position))
return b;
}
break;
case Cardinals.W:
foreach (Border b in WestBorders)
{
if (b.TestCross(position))
return b;
}
break;
}
}
return null;
}
public bool TestBorderCross(Vector3 position, Cardinals border)
{
if (BordersLocked)
{
switch (border)
{
case Cardinals.N:
lock (NorthBorders)
{
foreach (Border b in NorthBorders)
{
if (b.TestCross(position))
return true;
}
}
break;
case Cardinals.E:
lock (EastBorders)
{
foreach (Border b in EastBorders)
{
if (b.TestCross(position))
return true;
}
}
break;
case Cardinals.S:
lock (SouthBorders)
{
foreach (Border b in SouthBorders)
{
if (b.TestCross(position))
return true;
}
}
break;
case Cardinals.W:
lock (WestBorders)
{
foreach (Border b in WestBorders)
{
if (b.TestCross(position))
return true;
}
}
break;
}
}
else
{
switch (border)
{
case Cardinals.N:
foreach (Border b in NorthBorders)
{
if (b.TestCross(position))
return true;
}
break;
case Cardinals.E:
foreach (Border b in EastBorders)
{
if (b.TestCross(position))
return true;
}
break;
case Cardinals.S:
foreach (Border b in SouthBorders)
{
if (b.TestCross(position))
return true;
}
break;
case Cardinals.W:
foreach (Border b in WestBorders)
{
if (b.TestCross(position))
return true;
}
break;
}
}
return false;
}
/// <summary>
/// Called when objects or attachments cross the border, or teleport, between regions.
/// </summary>
/// <param name="sog"></param>
/// <returns></returns>
public bool IncomingCreateObject(ISceneObject sog)
{
//m_log.Debug(" >>> IncomingCreateObject(sog) <<< " + ((SceneObjectGroup)sog).AbsolutePosition + " deleted? " + ((SceneObjectGroup)sog).IsDeleted);
SceneObjectGroup newObject;
try
{
newObject = (SceneObjectGroup)sog;
}
catch (Exception e)
{
m_log.WarnFormat("[SCENE]: Problem casting object: " + e.ToString());
return false;
}
if (!AddSceneObject(newObject))
{
m_log.DebugFormat("[SCENE]: Problem adding scene object {0} in {1} ", sog.UUID, RegionInfo.RegionName);
return false;
}
newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject));
newObject.ResumeScripts();
// Do this as late as possible so that listeners have full access to the incoming object
EventManager.TriggerOnIncomingSceneObject(newObject);
return true;
}
/// <summary>
/// Attachment rezzing
/// </summary>
/// <param name="userID">Agent Unique ID</param>
/// <param name="itemID">Object ID</param>
/// <returns>False</returns>
public virtual bool IncomingCreateObject(UUID userID, UUID itemID)
{
//m_log.DebugFormat(" >>> IncomingCreateObject(userID, itemID) <<< {0} {1}", userID, itemID);
ScenePresence sp = GetScenePresence(userID);
if (sp != null && AttachmentsModule != null)
{
uint attPt = (uint)sp.Appearance.GetAttachpoint(itemID);
AttachmentsModule.RezSingleAttachmentFromInventory(sp.ControllingClient, itemID, attPt);
}
return false;
}
/// <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 the user is banned, we won't let any of their objects
// enter. Period.
//
if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID))
{
m_log.Info("[INTERREGION]: Denied prim crossing for " +
"banned avatar");
return false;
}
sceneObject.SetScene(this);
// Force allocation of new LocalId
//
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.GetFromItemID(), grp.UUID);
m_log.DebugFormat(
"[ATTACHMENT]: Attach to avatar {0} at position {1}", sp.UUID, grp.AbsolutePosition);
RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
if (AttachmentsModule != null)
AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false);
}
else
{
RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
}
}
else
{
AddRestoredSceneObject(sceneObject, true, false);
if (!Permissions.CanObjectEntry(sceneObject.UUID,
true, sceneObject.AbsolutePosition))
{
// Deny non attachments based on parcel settings
//
m_log.Info("[INTERREGION]: Denied prim crossing " +
"because of parcel settings");
DeleteSceneObject(sceneObject, false);
return false;
}
}
return true;
}
private int GetStateSource(SceneObjectGroup sog)
{
ScenePresence sp = GetScenePresence(sog.OwnerID);
if (sp != null)
{
AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(sp.UUID);
if (aCircuit != null && (aCircuit.teleportFlags != (uint)TeleportFlags.Default))
{
// This will get your attention
//m_log.Error("[XXX] Triggering CHANGED_TELEPORT");
return 5; // StateSource.Teleporting
}
}
return 2; // StateSource.PrimCrossing
}
#endregion
#region Add/Remove Avatar Methods
/// <summary>
/// Adding a New Client and Create a Presence for it.
/// </summary>
/// <param name="client"></param>
public override void AddNewClient(IClientAPI client)
{
AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode);
bool vialogin = false;
if (aCircuit == null) // no good, didn't pass NewUserConnection successfully
return;
vialogin = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 ||
(aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
CheckHeartbeat();
if (GetScenePresence(client.AgentId) == null) // ensure there is no SP here
{
m_log.Debug("[SCENE]: Adding new agent " + client.Name + " to scene " + RegionInfo.RegionName);
m_clientManager.Add(client);
SubscribeToClientEvents(client);
ScenePresence sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance);
m_eventManager.TriggerOnNewPresence(sp);
sp.TeleportFlags = (TeleportFlags)aCircuit.teleportFlags;
// HERE!!! Do the initial attachments right here
// first agent upon login is a root agent by design.
// All other AddNewClient calls find aCircuit.child to be true
if (aCircuit.child == false)
{
sp.IsChildAgent = false;
Util.FireAndForget(delegate(object o) { sp.RezAttachments(); });
}
}
if (GetScenePresence(client.AgentId) != null)
{
m_LastLogin = Util.EnvironmentTickCount();
EventManager.TriggerOnNewClient(client);
if (vialogin)
EventManager.TriggerOnClientLogin(client);
}
}
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
{
// We need to wait for the client to make UDP contact first.
// It's the UDP contact that creates the scene presence
ScenePresence sp = WaitGetScenePresence(agentID);
if (sp != null)
{
PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
sp.ControllingClient.Close();
}
else
{
m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
}
// BANG! SLASH!
m_authenticateHandler.RemoveCircuit(agentID);
return false;
}
catch (Exception e)
{
m_log.DebugFormat("[SCENE]: Exception while closing aborted client: {0}", e.StackTrace);
}
}
else
return true;
}
return false;
}
/// <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.UpdatePrimPosition;
client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimRotation;
client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimRotation;
client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
client.OnUpdatePrimSingleRotationPosition += m_sceneGraph.UpdatePrimSingleRotationPosition;
client.OnUpdatePrimScale += m_sceneGraph.UpdatePrimScale;
client.OnUpdatePrimGroupScale += m_sceneGraph.UpdatePrimGroupScale;
client.OnUpdateExtraParams += m_sceneGraph.UpdateExtraParam;
client.OnUpdatePrimShape += m_sceneGraph.UpdatePrimShape;
client.OnUpdatePrimTexture += m_sceneGraph.UpdatePrimTexture;
client.OnObjectRequest += RequestPrim;
client.OnObjectSelect += SelectPrim;
client.OnObjectDeselect += DeselectPrim;
client.OnGrabUpdate += m_sceneGraph.MoveObject;
client.OnSpinStart += m_sceneGraph.SpinStart;
client.OnSpinUpdate += m_sceneGraph.SpinObject;
client.OnDeRezObject += DeRezObjects;
client.OnObjectName += m_sceneGraph.PrimName;
client.OnObjectClickAction += m_sceneGraph.PrimClickAction;
client.OnObjectMaterial += m_sceneGraph.PrimMaterial;
client.OnLinkObjects += LinkObjects;
client.OnDelinkObjects += DelinkObjects;
client.OnObjectDuplicate += m_sceneGraph.DuplicateObject;
client.OnObjectDuplicateOnRay += doObjectDuplicateOnRay;
client.OnUpdatePrimFlags += m_sceneGraph.UpdatePrimFlags;
client.OnRequestObjectPropertiesFamily += m_sceneGraph.RequestObjectPropertiesFamily;
client.OnObjectPermissions += HandleObjectPermissionsUpdate;
client.OnGrabObject += ProcessObjectGrab;
client.OnGrabUpdate += ProcessObjectGrabUpdate;
client.OnDeGrabObject += ProcessObjectDeGrab;
client.OnUndo += m_sceneGraph.HandleUndo;
client.OnRedo += m_sceneGraph.HandleRedo;
client.OnObjectDescription += m_sceneGraph.PrimDescription;
client.OnObjectDrop += m_sceneGraph.DropObject;
client.OnObjectIncludeInSearch += m_sceneGraph.MakeObjectSearchable;
client.OnObjectOwner += ObjectOwner;
}
public virtual void SubscribeToClientPrimRezEvents(IClientAPI client)
{
client.OnAddPrim += AddNewPrim;
client.OnRezObject += RezObject;
}
public virtual void SubscribeToClientInventoryEvents(IClientAPI client)
{
client.OnCreateNewInventoryItem += CreateNewInventoryItem;
client.OnLinkInventoryItem += HandleLinkInventoryItem;
client.OnCreateNewInventoryFolder += HandleCreateInventoryFolder;
client.OnUpdateInventoryFolder += HandleUpdateInventoryFolder;
client.OnMoveInventoryFolder += HandleMoveInventoryFolder; // 2; //!!
client.OnFetchInventoryDescendents += HandleFetchInventoryDescendents;
client.OnPurgeInventoryDescendents += HandlePurgeInventoryDescendents; // 2; //!!
client.OnFetchInventory += HandleFetchInventory;
client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
client.OnCopyInventoryItem += CopyInventoryItem;
client.OnMoveInventoryItem += MoveInventoryItem;
client.OnRemoveInventoryItem += RemoveInventoryItem;
client.OnRemoveInventoryFolder += RemoveInventoryFolder;
client.OnRezScript += RezScript;
client.OnRequestTaskInventory += RequestTaskInventory;
client.OnRemoveTaskItem += RemoveTaskInventory;
client.OnUpdateTaskInventory += UpdateTaskInventory;
client.OnMoveTaskItem += ClientMoveTaskInventoryItem;
}
public virtual void SubscribeToClientTeleportEvents(IClientAPI client)
{
client.OnTeleportLocationRequest += RequestTeleportLocation;
client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
}
public virtual void SubscribeToClientScriptEvents(IClientAPI client)
{
client.OnScriptReset += ProcessScriptReset;
client.OnGetScriptRunning += GetScriptRunning;
client.OnSetScriptRunning += SetScriptRunning;
}
public virtual void SubscribeToClientParcelEvents(IClientAPI client)
{
client.OnObjectGroupRequest += m_sceneGraph.HandleObjectGroupUpdate;
client.OnParcelReturnObjectsRequest += LandChannel.ReturnObjectsInParcel;
client.OnParcelSetOtherCleanTime += LandChannel.SetParcelOtherCleanTime;
client.OnParcelBuy += ProcessParcelBuy;
}
public virtual void SubscribeToClientGridEvents(IClientAPI client)
{
//client.OnNameFromUUIDRequest += HandleUUIDNameRequest;
client.OnMoneyTransferRequest += ProcessMoneyTransferRequest;
client.OnAvatarPickerRequest += ProcessAvatarPickerRequest;
client.OnSetStartLocationRequest += SetHomeRezPoint;
client.OnRegionHandleRequest += RegionHandleRequest;
}
public virtual void 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.UpdatePrimPosition;
client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimRotation;
client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimRotation;
client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
client.OnUpdatePrimSingleRotationPosition -= m_sceneGraph.UpdatePrimSingleRotationPosition;
client.OnUpdatePrimScale -= m_sceneGraph.UpdatePrimScale;
client.OnUpdatePrimGroupScale -= m_sceneGraph.UpdatePrimGroupScale;
client.OnUpdateExtraParams -= m_sceneGraph.UpdateExtraParam;
client.OnUpdatePrimShape -= m_sceneGraph.UpdatePrimShape;
client.OnUpdatePrimTexture -= m_sceneGraph.UpdatePrimTexture;
client.OnObjectRequest -= RequestPrim;
client.OnObjectSelect -= SelectPrim;
client.OnObjectDeselect -= DeselectPrim;
client.OnGrabUpdate -= m_sceneGraph.MoveObject;
client.OnSpinStart -= m_sceneGraph.SpinStart;
client.OnSpinUpdate -= m_sceneGraph.SpinObject;
client.OnDeRezObject -= DeRezObjects;
client.OnObjectName -= m_sceneGraph.PrimName;
client.OnObjectClickAction -= m_sceneGraph.PrimClickAction;
client.OnObjectMaterial -= m_sceneGraph.PrimMaterial;
client.OnLinkObjects -= LinkObjects;
client.OnDelinkObjects -= DelinkObjects;
client.OnObjectDuplicate -= m_sceneGraph.DuplicateObject;
client.OnObjectDuplicateOnRay -= doObjectDuplicateOnRay;
client.OnUpdatePrimFlags -= m_sceneGraph.UpdatePrimFlags;
client.OnRequestObjectPropertiesFamily -= m_sceneGraph.RequestObjectPropertiesFamily;
client.OnObjectPermissions -= HandleObjectPermissionsUpdate;
client.OnGrabObject -= ProcessObjectGrab;
client.OnDeGrabObject -= ProcessObjectDeGrab;
client.OnUndo -= m_sceneGraph.HandleUndo;
client.OnRedo -= m_sceneGraph.HandleRedo;
client.OnObjectDescription -= m_sceneGraph.PrimDescription;
client.OnObjectDrop -= m_sceneGraph.DropObject;
client.OnObjectIncludeInSearch -= m_sceneGraph.MakeObjectSearchable;
client.OnObjectOwner -= ObjectOwner;
}
public virtual void UnSubscribeToClientPrimRezEvents(IClientAPI client)
{
client.OnAddPrim -= AddNewPrim;
client.OnRezObject -= RezObject;
}
public virtual void UnSubscribeToClientInventoryEvents(IClientAPI client)
{
client.OnCreateNewInventoryItem -= CreateNewInventoryItem;
client.OnCreateNewInventoryFolder -= HandleCreateInventoryFolder;
client.OnUpdateInventoryFolder -= HandleUpdateInventoryFolder;
client.OnMoveInventoryFolder -= HandleMoveInventoryFolder; // 2; //!!
client.OnFetchInventoryDescendents -= HandleFetchInventoryDescendents;
client.OnPurgeInventoryDescendents -= HandlePurgeInventoryDescendents; // 2; //!!
client.OnFetchInventory -= HandleFetchInventory;
client.OnUpdateInventoryItem -= UpdateInventoryItemAsset;
client.OnCopyInventoryItem -= CopyInventoryItem;
client.OnMoveInventoryItem -= MoveInventoryItem;
client.OnRemoveInventoryItem -= RemoveInventoryItem;
client.OnRemoveInventoryFolder -= RemoveInventoryFolder;
client.OnRezScript -= RezScript;
client.OnRequestTaskInventory -= RequestTaskInventory;
client.OnRemoveTaskItem -= RemoveTaskInventory;
client.OnUpdateTaskInventory -= UpdateTaskInventory;
client.OnMoveTaskItem -= ClientMoveTaskInventoryItem;
}
public virtual void UnSubscribeToClientTeleportEvents(IClientAPI client)
{
client.OnTeleportLocationRequest -= RequestTeleportLocation;
client.OnTeleportLandmarkRequest -= RequestTeleportLandmark;
//client.OnTeleportHomeRequest -= TeleportClientHome;
}
public virtual void UnSubscribeToClientScriptEvents(IClientAPI client)
{
client.OnScriptReset -= ProcessScriptReset;
client.OnGetScriptRunning -= GetScriptRunning;
client.OnSetScriptRunning -= SetScriptRunning;
}
public virtual void UnSubscribeToClientParcelEvents(IClientAPI client)
{
client.OnObjectGroupRequest -= m_sceneGraph.HandleObjectGroupUpdate;
client.OnParcelReturnObjectsRequest -= LandChannel.ReturnObjectsInParcel;
client.OnParcelSetOtherCleanTime -= LandChannel.SetParcelOtherCleanTime;
client.OnParcelBuy -= ProcessParcelBuy;
}
public virtual void UnSubscribeToClientGridEvents(IClientAPI client)
{
//client.OnNameFromUUIDRequest -= HandleUUIDNameRequest;
client.OnMoneyTransferRequest -= ProcessMoneyTransferRequest;
client.OnAvatarPickerRequest -= ProcessAvatarPickerRequest;
client.OnSetStartLocationRequest -= SetHomeRezPoint;
client.OnRegionHandleRequest -= RegionHandleRequest;
}
public virtual void 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 void TeleportClientHome(UUID agentId, IClientAPI client)
{
if (m_teleportModule != null)
m_teleportModule.TeleportHome(agentId, client);
else
{
m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
client.SendTeleportFailed("Unable to perform teleports on this simulator.");
}
}
/// <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);
if (target != null && target2 != null)
{
Vector3 direction = Vector3.Normalize(RayEnd - RayStart);
Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
if (target2.ParentGroup != null)
{
pos = target2.AbsolutePosition;
//m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString());
// TODO: Raytrace better here
//EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection));
Ray NewRay = new Ray(AXOrigin, AXdirection);
// Ray Trace against target here
EntityIntersection ei = target2.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, CopyCenters);
// Un-comment out the following line to Get Raytrace results printed to the console.
//m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
float ScaleOffset = 0.5f;
// If we hit something
if (ei.HitTF)
{
Vector3 scale = target.Scale;
Vector3 scaleComponent = new Vector3(ei.AAfaceNormal.X, ei.AAfaceNormal.Y, ei.AAfaceNormal.Z);
if (scaleComponent.X != 0) ScaleOffset = scale.X;
if (scaleComponent.Y != 0) ScaleOffset = scale.Y;
if (scaleComponent.Z != 0) ScaleOffset = scale.Z;
ScaleOffset = Math.Abs(ScaleOffset);
Vector3 intersectionpoint = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
Vector3 normal = new Vector3(ei.normal.X, ei.normal.Y, ei.normal.Z);
Vector3 offset = normal * (ScaleOffset / 2f);
pos = intersectionpoint + offset;
// stick in offset format from the original prim
pos = pos - target.ParentGroup.AbsolutePosition;
if (CopyRotates)
{
Quaternion worldRot = target2.GetWorldRotation();
// SceneObjectGroup obj = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot);
m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot);
//obj.Rotation = worldRot;
//obj.UpdateGroupRotationR(worldRot);
}
else
{
m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID);
}
}
return;
}
return;
}
}
/// <summary>
/// Sets the Home Point. The LoginService uses this to know where to put a user when they log-in
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="regionHandle"></param>
/// <param name="position"></param>
/// <param name="lookAt"></param>
/// <param name="flags"></param>
public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
{
if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
// FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
else
m_dialogModule.SendAlertToUser(remoteClient, "Set Home request Failed.");
}
/// <summary>
/// Get the avatar apperance for the given client.
/// </summary>
/// <param name="client"></param>
/// <param name="appearance"></param>
public void GetAvatarAppearance(IClientAPI client, out AvatarAppearance appearance)
{
AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode);
if (aCircuit == null)
{
m_log.DebugFormat("[APPEARANCE] Client did not supply a circuit. Non-Linden? Creating default appearance.");
appearance = new AvatarAppearance(client.AgentId);
return;
}
appearance = aCircuit.Appearance;
if (appearance == null)
{
m_log.DebugFormat("[APPEARANCE]: Appearance not found in {0}, returning default", RegionInfo.RegionName);
appearance = new AvatarAppearance(client.AgentId);
}
}
/// <summary>
/// Remove the given client from the scene.
/// </summary>
/// <param name="agentID"></param>
public override void RemoveClient(UUID agentID)
{
CheckHeartbeat();
bool childagentYN = false;
ScenePresence avatar = GetScenePresence(agentID);
if (avatar != null)
{
childagentYN = avatar.IsChildAgent;
if (avatar.ParentID != 0)
{
avatar.StandUp();
}
try
{
m_log.DebugFormat(
"[SCENE]: Removing {0} agent {1} from region {2}",
(childagentYN ? "child" : "root"), agentID, RegionInfo.RegionName);
m_sceneGraph.removeUserCount(!childagentYN);
if (CapsModule != null)
CapsModule.RemoveCapsHandler(agentID);
// REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever
// this method is doing is HORRIBLE!!!
avatar.Scene.NeedSceneCacheClear(avatar.UUID);
if (!avatar.IsChildAgent)
{
//List<ulong> childknownRegions = new List<ulong>();
//List<ulong> ckn = avatar.KnownChildRegionHandles;
//for (int i = 0; i < ckn.Count; i++)
//{
// childknownRegions.Add(ckn[i]);
//}
List<ulong> regions = new List<ulong>(avatar.KnownChildRegionHandles);
regions.Remove(RegionInfo.RegionHandle);
m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
}
m_eventManager.TriggerClientClosed(agentID, this);
}
catch (NullReferenceException)
{
// We don't know which count to remove it from
// Avatar is already disposed :/
}
m_eventManager.TriggerOnRemovePresence(agentID);
if (avatar != null && (!avatar.IsChildAgent))
avatar.SaveChangedAttachments();
ForEachClient(
delegate(IClientAPI client)
{
//We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway
try { client.SendKillObject(avatar.RegionHandle, avatar.LocalId); }
catch (NullReferenceException) { }
});
IAgentAssetTransactions agentTransactions = this.RequestModuleInterface<IAgentAssetTransactions>();
if (agentTransactions != null)
{
agentTransactions.RemoveAgentAssetTransactions(agentID);
}
// Remove the avatar from the scene
m_sceneGraph.RemoveScenePresence(agentID);
m_clientManager.Remove(agentID);
try
{
avatar.Close();
}
catch (NullReferenceException)
{
//We can safely ignore null reference exceptions. It means the avatar are dead and cleaned up anyway.
}
catch (Exception e)
{
m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
}
m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
CleanDroppedAttachments();
//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.KnownChildRegionHandles.Remove(regionslst[i]);
}
}
}
}
#endregion
#region Entities
public void SendKillObject(uint localID)
{
SceneObjectPart part = GetSceneObjectPart(localID);
if (part != null) // It is a prim
{
if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid
{
if (part.ParentGroup.RootPart != part) // Child part
return;
}
}
ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); });
}
#endregion
#region RegionComms
/// <summary>
/// Register the methods that should be invoked when this scene receives various incoming events
/// </summary>
public void RegisterCommsEvents()
{
m_sceneGridService.OnAvatarCrossingIntoRegion += AgentCrossing;
m_sceneGridService.OnCloseAgentConnection += IncomingCloseAgent;
//m_eventManager.OnRegionUp += OtherRegionUp;
//m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate;
//m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar;
m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid;
m_sceneGridService.KiPrimitive += SendKillObject;
m_sceneGridService.OnGetLandData += GetLandData;
}
/// <summary>
/// Deregister this scene from receiving incoming region events
/// </summary>
public void UnRegisterRegionWithComms()
{
m_sceneGridService.KiPrimitive -= SendKillObject;
m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid;
//m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar;
//m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate;
//m_eventManager.OnRegionUp -= OtherRegionUp;
m_sceneGridService.OnAvatarCrossingIntoRegion -= AgentCrossing;
m_sceneGridService.OnCloseAgentConnection -= IncomingCloseAgent;
m_sceneGridService.OnGetLandData -= GetLandData;
// this does nothing; should be removed
m_sceneGridService.Close();
if (!GridService.DeregisterRegion(m_regInfo.RegionID))
m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", m_regInfo.RegionName);
}
/// <summary>
/// Do the work necessary to initiate a new user connection for a particular scene.
/// At the moment, this consists of setting up the caps infrastructure
/// 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.
/// </summary>
/// <param name="agent">CircuitData of the agent who is connecting</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, out string reason)
{
return NewUserConnection(agent, teleportFlags, out reason, true);
}
/// <summary>
/// Do the work necessary to initiate a new user connection for a particular scene.
/// At the moment, this consists of setting up the caps infrastructure
/// 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.
/// </summary>
/// <param name="agent">CircuitData of the agent who is connecting</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>
public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, out string reason, bool requirePresenceLookup)
{
bool vialogin = ((teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0 ||
(teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 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
m_log.DebugFormat(
"[CONNECTION BEGIN]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, teleportflags {6})",
RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
agent.AgentID, agent.circuitcode, teleportFlags);
if (LoginsDisabled)
{
reason = "Logins Disabled";
return false;
}
ScenePresence sp = GetScenePresence(agent.AgentID);
if (sp != null && !sp.IsChildAgent)
{
// 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.DebugFormat("[SCENE]: Zombie scene presence detected for {0} in {1}", agent.AgentID, RegionInfo.RegionName);
sp.ControllingClient.Close();
sp = null;
}
ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
//On login test land permisions
if (vialogin)
{
if (land != null && !TestLandRestrictions(agent, land, out reason))
{
return false;
}
}
if (sp == null) // We don't have an [child] agent here already
{
if (requirePresenceLookup)
{
try
{
if (!VerifyUserPresence(agent, out reason))
return false;
}
catch (Exception e)
{
m_log.ErrorFormat("[CONNECTION BEGIN]: Exception verifying presence " + e.ToString());
return false;
}
}
try
{
if (!AuthorizeUser(agent, out reason))
return false;
}
catch (Exception e)
{
m_log.ErrorFormat("[CONNECTION BEGIN]: Exception authorizing user " + e.ToString());
return false;
}
m_log.InfoFormat(
"[CONNECTION BEGIN]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
agent.AgentID, agent.circuitcode);
if (CapsModule != null)
{
CapsModule.NewUserConnection(agent);
CapsModule.AddCapsHandler(agent.AgentID);
}
}
else
{
// Let the SP know how we got here. This has a lot of interesting
// uses down the line.
sp.TeleportFlags = (TeleportFlags)teleportFlags;
if (sp.IsChildAgent)
{
m_log.DebugFormat(
"[SCENE]: Adjusting known seeds for existing agent {0} in {1}",
agent.AgentID, RegionInfo.RegionName);
sp.AdjustKnownSeeds();
if (CapsModule != null)
CapsModule.NewUserConnection(agent);
}
}
// In all cases, add or update the circuit data with the new agent circuit data and teleport flags
agent.teleportFlags = teleportFlags;
m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
if (vialogin)
{
CleanDroppedAttachments();
if (TestBorderCross(agent.startpos, Cardinals.E))
{
Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.E);
agent.startpos.X = crossedBorder.BorderLine.Z - 1;
}
if (TestBorderCross(agent.startpos, Cardinals.N))
{
Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.N);
agent.startpos.Y = crossedBorder.BorderLine.Z - 1;
}
//Mitigate http://opensimulator.org/mantis/view.php?id=3522
// Check if start position is outside of region
// If it is, check the Z start position also.. if not, leave it alone.
if (BordersLocked)
{
lock (EastBorders)
{
if (agent.startpos.X > EastBorders[0].BorderLine.Z)
{
m_log.Warn("FIX AGENT POSITION");
agent.startpos.X = EastBorders[0].BorderLine.Z * 0.5f;
if (agent.startpos.Z > 720)
agent.startpos.Z = 720;
}
}
lock (NorthBorders)
{
if (agent.startpos.Y > NorthBorders[0].BorderLine.Z)
{
m_log.Warn("FIX Agent POSITION");
agent.startpos.Y = NorthBorders[0].BorderLine.Z * 0.5f;
if (agent.startpos.Z > 720)
agent.startpos.Z = 720;
}
}
}
else
{
if (agent.startpos.X > EastBorders[0].BorderLine.Z)
{
m_log.Warn("FIX AGENT POSITION");
agent.startpos.X = EastBorders[0].BorderLine.Z * 0.5f;
if (agent.startpos.Z > 720)
agent.startpos.Z = 720;
}
if (agent.startpos.Y > NorthBorders[0].BorderLine.Z)
{
m_log.Warn("FIX Agent POSITION");
agent.startpos.Y = NorthBorders[0].BorderLine.Z * 0.5f;
if (agent.startpos.Z > 720)
agent.startpos.Z = 720;
}
}
// Honor parcel landing type and position.
if (land != null)
{
if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
{
agent.startpos = land.LandData.UserLocation;
}
}
}
return true;
}
private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason)
{
bool banned = land.IsBannedFromLand(agent.AgentID);
bool restricted = land.IsRestrictedFromLand(agent.AgentID);
if (banned || restricted)
{
ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y);
if (nearestParcel != null)
{
//Move agent to nearest allowed
Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
agent.startpos.X = newPosition.X;
agent.startpos.Y = newPosition.Y;
}
else
{
if (banned)
{
reason = "Cannot regioncross into banned parcel.";
}
else
{
reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
RegionInfo.RegionName);
}
return false;
}
}
reason = "";
return true;
}
/// <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, out string reason)
{
reason = String.Empty;
if (!m_strictAccessControl) return true;
if (Permissions.IsGod(agent.AgentID)) return true;
if (AuthorizationService != null)
{
if (!AuthorizationService.IsAuthorizedForRegion(agent.AgentID.ToString(), RegionInfo.RegionID.ToString(),out reason))
{
m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
//reason = String.Format("You are not currently on the access list for {0}",RegionInfo.RegionName);
return false;
}
}
if (m_regInfo.EstateSettings != null)
{
if (m_regInfo.EstateSettings.IsBanned(agent.AgentID))
{
m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
reason = String.Format("Denied access to region {0}: You have been banned from that region.",
RegionInfo.RegionName);
return false;
}
}
else
m_log.ErrorFormat("[CONNECTION BEGIN]: Estate Settings is null!");
IGroupsModule groupsModule =
RequestModuleInterface<IGroupsModule>();
List<UUID> agentGroups = new List<UUID>();
if (groupsModule != null)
{
GroupMembershipData[] GroupMembership =
groupsModule.GetMembershipData(agent.AgentID);
if (GroupMembership != null)
{
for (int i = 0; i < GroupMembership.Length; i++)
agentGroups.Add(GroupMembership[i].GroupID);
}
else
m_log.ErrorFormat("[CONNECTION BEGIN]: GroupMembership is null!");
}
bool groupAccess = false;
UUID[] estateGroups = m_regInfo.EstateSettings.EstateGroups;
if (estateGroups != null)
{
foreach (UUID group in estateGroups)
{
if (agentGroups.Contains(group))
{
groupAccess = true;
break;
}
}
}
else
m_log.ErrorFormat("[CONNECTION BEGIN]: EstateGroups is null!");
if (!m_regInfo.EstateSettings.PublicAccess &&
!m_regInfo.EstateSettings.HasAccess(agent.AgentID) &&
!groupAccess)
{
m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate",
agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
RegionInfo.RegionName);
return false;
}
// TODO: estate/region settings are not properly hooked up
// to ILandObject.isRestrictedFromLand()
// if (null != LandChannel)
// {
// // region seems to have local Id of 1
// ILandObject land = LandChannel.GetLandObject(1);
// if (null != land)
// {
// if (land.isBannedFromLand(agent.AgentID))
// {
// m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user has been banned from land",
// agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
// reason = String.Format("Denied access to private region {0}: You are banned from that region.",
// RegionInfo.RegionName);
// return false;
// }
// if (land.isRestrictedFromLand(agent.AgentID))
// {
// m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
// agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
// reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
// RegionInfo.RegionName);
// return false;
// }
// }
// }
return true;
}
/// <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(m_regInfo.regionSecret, out localRegionSecret);
// Region Secret is used here in case a new sessionid overwrites an old one on the user server.
// Will update the user server in a few revisions to use it.
if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId || (parsedsecret && RegionSecret == localRegionSecret))
{
m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, new List<ulong>(loggingOffUser.KnownRegions.Keys));
loggingOffUser.ControllingClient.Kick(message);
// Give them a second to receive the message!
Thread.Sleep(1000);
loggingOffUser.ControllingClient.Close();
}
else
{
m_log.Info("[USERLOGOFF]: System sending the LogOff user message failed to sucessfully authenticate");
}
}
else
{
m_log.InfoFormat("[USERLOGOFF]: Got a logoff request for {0} but the user isn't here. The user might already have been logged out", AvatarID.ToString());
}
}
/// <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}", e);
}
}
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 IncomingChildAgentDataUpdate(AgentData cAgentData)
{
m_log.DebugFormat(
"[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName);
// XPTO: if this agent is not allowed here as root, always return false
// We have to wait until the viewer contacts this region after receiving EAC.
// That calls AddNewClient, which finally creates the ScenePresence
ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
if (nearestParcel == null)
{
m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: no allowed parcel", cAgentData.AgentID);
return false;
}
int num = m_sceneGraph.GetNumberOfScenePresences();
if (num >= RegionInfo.RegionSettings.AgentLimit)
{
if (!Permissions.IsAdministrator(cAgentData.AgentID))
return false;
}
ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
if (childAgentUpdate != null)
{
childAgentUpdate.ChildAgentDataUpdate(cAgentData);
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 IncomingChildAgentDataUpdate(AgentPosition cAgentData)
{
//m_log.Debug(" XXX Scene IncomingChildAgentDataUpdate POSITION in " + RegionInfo.RegionName);
ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID);
if (childAgentUpdate != null)
{
// I can't imagine *yet* why we would get an update if the agent is a root agent..
// however to avoid a race condition crossing borders..
if (childAgentUpdate.IsChildAgent)
{
uint rRegionX = (uint)(cAgentData.RegionHandle >> 40);
uint rRegionY = (((uint)(cAgentData.RegionHandle)) >> 8);
uint tRegionX = RegionInfo.RegionLocX;
uint tRegionY = RegionInfo.RegionLocY;
//Send Data to ScenePresence
childAgentUpdate.ChildAgentDataUpdate(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY);
// Not Implemented:
//TODO: Do we need to pass the message on to one of our neighbors?
}
return true;
}
return false;
}
protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
{
int ntimes = 10;
ScenePresence childAgentUpdate = null;
while ((childAgentUpdate = GetScenePresence(agentID)) == null && (ntimes-- > 0))
Thread.Sleep(1000);
return childAgentUpdate;
}
public virtual bool IncomingRetrieveRootAgent(UUID id, out IAgentData agent)
{
agent = null;
ScenePresence sp = GetScenePresence(id);
if ((sp != null) && (!sp.IsChildAgent))
{
sp.IsChildAgent = true;
return sp.CopyAgent(out agent);
}
return false;
}
/// <summary>
/// Tell a single agent to disconnect from the region.
/// </summary>
/// <param name="regionHandle"></param>
/// <param name="agentID"></param>
public bool IncomingCloseAgent(UUID agentID)
{
//m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
ScenePresence presence = m_sceneGraph.GetScenePresence(agentID);
if (presence != null)
{
// Nothing is removed here, so down count it as such
if (presence.IsChildAgent)
{
m_sceneGraph.removeUserCount(false);
}
else
{
m_sceneGraph.removeUserCount(true);
}
// Don't do this to root agents on logout, it's not nice for the viewer
if (presence.IsChildAgent)
{
// Tell a single agent to disconnect from the region.
IEventQueue eq = RequestModuleInterface<IEventQueue>();
if (eq != null)
{
eq.DisableSimulator(RegionInfo.RegionHandle, agentID);
}
else
presence.ControllingClient.SendShutdownConnectionNotice();
}
presence.ControllingClient.Close();
return true;
}
// Agent not here
return false;
}
/// <summary>
/// Tries to teleport agent to other region.
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="regionName"></param>
/// <param name="position"></param>
/// <param name="lookAt"></param>
/// <param name="teleportFlags"></param>
public void RequestTeleportLocation(IClientAPI remoteClient, string regionName, Vector3 position,
Vector3 lookat, uint teleportFlags)
{
List<GridRegion> regions = GridService.GetRegionsByName(RegionInfo.ScopeID, regionName, 1);
if (regions == null || regions.Count == 0)
{
// can't find the region: Tell viewer and abort
remoteClient.SendTeleportFailed("The region '" + regionName + "' could not be found.");
return;
}
RequestTeleportLocation(remoteClient, regions[0].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)
{
ScenePresence sp = GetScenePresence(remoteClient.AgentId);
if (sp != null)
{
uint regionX = m_regInfo.RegionLocX;
uint regionY = m_regInfo.RegionLocY;
Utils.LongToUInts(regionHandle, out regionX, out regionY);
int shiftx = (int) regionX - (int) m_regInfo.RegionLocX * (int)Constants.RegionSize;
int shifty = (int) regionY - (int) m_regInfo.RegionLocY * (int)Constants.RegionSize;
position.X += shiftx;
position.Y += shifty;
bool result = false;
if (TestBorderCross(position,Cardinals.N))
result = true;
if (TestBorderCross(position, Cardinals.S))
result = true;
if (TestBorderCross(position, Cardinals.E))
result = true;
if (TestBorderCross(position, Cardinals.W))
result = true;
// bordercross if position is outside of region
if (!result)
{
regionHandle = m_regInfo.RegionHandle;
}
else
{
// not in this region, undo the shift!
position.X -= shiftx;
position.Y -= shifty;
}
if (m_teleportModule != null)
m_teleportModule.Teleport(sp, regionHandle, position, lookAt, teleportFlags);
else
{
m_log.DebugFormat("[SCENE]: Unable to perform teleports: no AgentTransferModule is active");
sp.ControllingClient.SendTeleportFailed("Unable to perform teleports on this simulator.");
}
}
}
/// <summary>
/// Tries to teleport agent to landmark.
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="regionHandle"></param>
/// <param name="position"></param>
public void RequestTeleportLandmark(IClientAPI remoteClient, UUID regionID, Vector3 position)
{
GridRegion info = GridService.GetRegionByUUID(UUID.Zero, regionID);
if (info == null)
{
// can't find the region: Tell viewer and abort
remoteClient.SendTeleportFailed("The teleport destination could not be found.");
return;
}
RequestTeleportLocation(remoteClient, info.RegionHandle, position, Vector3.Zero, (uint)(TPFlags.SetLastToTarget | TPFlags.ViaLandmark));
}
public bool CrossAgentToNewRegion(ScenePresence agent, bool isFlying)
{
if (m_teleportModule != null)
return m_teleportModule.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.Debug("Searching for Primitive: '" + cmdparams[2] + "'");
EntityBase[] entityList = GetEntities();
foreach (EntityBase ent in entityList)
{
if (ent is SceneObjectGroup)
{
SceneObjectPart part = ((SceneObjectGroup)ent).GetChildPart(((SceneObjectGroup)ent).UUID);
if (part != null)
{
if (part.Name == cmdparams[2])
{
part.Resize(
new Vector3(Convert.ToSingle(cmdparams[3]), Convert.ToSingle(cmdparams[4]),
Convert.ToSingle(cmdparams[5])));
m_log.Debug("Edited scale of Primitive: " + part.Name);
}
}
}
}
}
public override void Show(string[] showParams)
{
base.Show(showParams);
switch (showParams[0])
{
case "users":
m_log.Error("Current Region: " + RegionInfo.RegionName);
m_log.ErrorFormat("{0,-16}{1,-16}{2,-25}{3,-25}{4,-16}{5,-16}{6,-16}", "Firstname", "Lastname",
"Agent ID", "Session ID", "Circuit", "IP", "World");
ForEachScenePresence(delegate(ScenePresence sp)
{
m_log.ErrorFormat("{0,-16}{1,-16}{2,-25}{3,-25}{4,-16},{5,-16}{6,-16}",
sp.Firstname,
sp.Lastname,
sp.UUID,
sp.ControllingClient.AgentId,
"Unknown",
"Unknown",
RegionInfo.RegionName);
});
break;
}
}
#region Script Handling Methods
/// <summary>
/// Console command handler to send script command to script engine.
/// </summary>
/// <param name="args"></param>
public void SendCommandToPlugins(string[] args)
{
m_eventManager.TriggerOnPluginConsole(args);
}
public LandData GetLandData(float x, float y)
{
return LandChannel.GetLandObject(x, y).LandData;
}
public LandData GetLandData(uint x, uint y)
{
m_log.DebugFormat("[SCENE]: returning land for {0},{1}", x, y);
return LandChannel.GetLandObject((int)x, (int)y).LandData;
}
#endregion
#region Script Engine
private List<ScriptEngineInterface> ScriptEngines = new List<ScriptEngineInterface>();
public bool DumpAssetsToFile;
/// <summary>
///
/// </summary>
/// <param name="scriptEngine"></param>
public void AddScriptEngine(ScriptEngineInterface scriptEngine)
{
ScriptEngines.Add(scriptEngine);
scriptEngine.InitializeEngine(this);
}
private bool ScriptDanger(SceneObjectPart part,Vector3 pos)
{
ILandObject parcel = LandChannel.GetLandObject(pos.X, pos.Y);
if (part != null)
{
if (parcel != null)
{
if ((parcel.LandData.Flags & (uint)ParcelFlags.AllowOtherScripts) != 0)
{
return true;
}
else if ((parcel.LandData.Flags & (uint)ParcelFlags.AllowGroupScripts) != 0)
{
if (part.OwnerID == parcel.LandData.OwnerID
|| (parcel.LandData.IsGroupOwned && part.GroupID == parcel.LandData.GroupID)
|| Permissions.IsGod(part.OwnerID))
{
return true;
}
else
{
return false;
}
}
else
{
if (part.OwnerID == parcel.LandData.OwnerID)
{
return true;
}
else
{
return false;
}
}
}
else
{
if (pos.X > 0f && pos.X < Constants.RegionSize && pos.Y > 0f && pos.Y < Constants.RegionSize)
{
// The only time parcel != null when an object is inside a region is when
// there is nothing behind the landchannel. IE, no land plugin loaded.
return true;
}
else
{
// The object is outside of this region. Stop piping events to it.
return false;
}
}
}
else
{
return false;
}
}
public bool ScriptDanger(uint localID, Vector3 pos)
{
SceneObjectPart part = GetSceneObjectPart(localID);
if (part != null)
{
return ScriptDanger(part, pos);
}
else
{
return false;
}
}
public bool PipeEventsForScript(uint localID)
{
SceneObjectPart part = GetSceneObjectPart(localID);
if (part != null)
{
// Changed so that child prims of attachments return ScriptDanger for their parent, so that
// their scripts will actually run.
// -- Leaf, Tue Aug 12 14:17:05 EDT 2008
SceneObjectPart parent = part.ParentGroup.RootPart;
if (parent != null && parent.IsAttachment)
return ScriptDanger(parent, parent.GetWorldPosition());
else
return ScriptDanger(part, part.GetWorldPosition());
}
else
{
return false;
}
}
#endregion
#region SceneGraph wrapper methods
/// <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);
}
public override bool PresenceChildStatus(UUID avatarID)
{
ScenePresence cp = GetScenePresence(avatarID);
// FIXME: This is really crap - some logout code is relying on a NullReferenceException to halt its processing
// This needs to be fixed properly by cleaning up the logout code.
//if (cp != null)
// return cp.IsChildAgent;
//return false;
return cp.IsChildAgent;
}
/// <summary>
/// Performs action on all scene presences.
/// </summary>
/// <param name="action"></param>
public void ForEachScenePresence(Action<ScenePresence> action)
{
if (m_sceneGraph != null)
{
m_sceneGraph.ForEachScenePresence(action);
}
}
/// <summary>
/// Perform the given action for each object
/// </summary>
/// <param name="action"></param>
// public void ForEachObject(Action<SceneObjectGroup> action)
// {
// List<SceneObjectGroup> presenceList;
//
// lock (m_sceneObjects)
// {
// presenceList = new List<SceneObjectGroup>(m_sceneObjects.Values);
// }
//
// foreach (SceneObjectGroup presence in presenceList)
// {
// action(presence);
// }
// }
/// <summary>
/// Get a named prim contained in this scene (will return the first
/// found, if there are more than one prim with the same name)
/// </summary>
/// <param name="name"></param>
/// <returns></returns>
public SceneObjectPart GetSceneObjectPart(string name)
{
return m_sceneGraph.GetSceneObjectPart(name);
}
/// <summary>
/// Get a prim via its local id
/// </summary>
/// <param name="localID"></param>
/// <returns></returns>
public SceneObjectPart GetSceneObjectPart(uint localID)
{
return m_sceneGraph.GetSceneObjectPart(localID);
}
/// <summary>
/// Get a prim via its UUID
/// </summary>
/// <param name="fullID"></param>
/// <returns></returns>
public SceneObjectPart GetSceneObjectPart(UUID fullID)
{
return m_sceneGraph.GetSceneObjectPart(fullID);
}
/// <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);
}
public override bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar)
{
return m_sceneGraph.TryGetScenePresence(avatarId, out avatar);
}
public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
{
return m_sceneGraph.TryGetAvatarByName(avatarName, out avatar);
}
public void ForEachClient(Action<IClientAPI> action)
{
m_clientManager.ForEachSync(action);
}
public bool TryGetClient(UUID avatarID, out IClientAPI client)
{
return m_clientManager.TryGetValue(avatarID, out client);
}
public bool TryGetClient(System.Net.IPEndPoint remoteEndPoint, out IClientAPI client)
{
return m_clientManager.TryGetValue(remoteEndPoint, out client);
}
public void ForEachSOG(Action<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
public void RegionHandleRequest(IClientAPI client, UUID regionID)
{
ulong handle = 0;
if (regionID == RegionInfo.RegionID)
handle = RegionInfo.RegionHandle;
else
{
GridRegion r = GridService.GetRegionByUUID(UUID.Zero, regionID);
if (r != null)
handle = r.RegionHandle;
}
if (handle != 0)
client.SendRegionHandle(regionID, handle);
}
public bool NeedSceneCacheClear(UUID agentID)
{
IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>();
if (inv == null)
return true;
return inv.NeedSceneCacheClear(agentID, this);
}
public void CleanTempObjects()
{
EntityBase[] entities = GetEntities();
foreach (EntityBase obj in entities)
{
if (obj is SceneObjectGroup)
{
SceneObjectGroup grp = (SceneObjectGroup)obj;
if (!grp.IsDeleted)
{
if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
{
if (grp.RootPart.Expires <= DateTime.Now)
DeleteSceneObject(grp, false);
}
}
}
}
}
public void DeleteFromStorage(UUID uuid)
{
SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
}
public int GetHealth()
{
// Returns:
// 1 = sim is up and accepting http requests. The heartbeat has
// stopped and the sim is probably locked up, but a remote
// admin restart may succeed
//
// 2 = Sim is up and the heartbeat is running. The sim is likely
// usable for people within and logins _may_ work
//
// 3 = We have seen a new user enter within the past 4 minutes
// which can be seen as positive confirmation of sim health
//
int health=1; // Start at 1, means we're up
if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000)
health+=1;
else
return health;
// A login in the last 4 mins? We can't be doing too badly
//
if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000)
health++;
else
return health;
CheckHeartbeat();
return health;
}
// This callback allows the PhysicsScene to call back to its caller (the SceneGraph) and
// update non-physical objects like the joint proxy objects that represent the position
// of the joints in the scene.
// This routine is normally called from within a lock (OdeLock) from within the OdePhysicsScene
// WARNING: be careful of deadlocks here if you manipulate the scene. Remember you are being called
// from within the OdePhysicsScene.
protected internal void jointMoved(PhysicsJoint joint)
{
// m_parentScene.PhysicsScene.DumpJointInfo(); // non-thread-locked version; we should already be in a lock (OdeLock) when this callback is invoked
SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene);
if (jointProxyObject == null)
{
jointErrorMessage(joint, "WARNING, joint proxy not found, name " + joint.ObjectNameInScene);
return;
}
// now update the joint proxy object in the scene to have the position of the joint as returned by the physics engine
SceneObjectPart trackedBody = GetSceneObjectPart(joint.TrackedBodyName); // FIXME: causes a sequential lookup
if (trackedBody == null) return; // the actor may have been deleted but the joint still lingers around a few frames waiting for deletion. during this time, trackedBody is NULL to prevent further motion of the joint proxy.
jointProxyObject.Velocity = trackedBody.Velocity;
jointProxyObject.AngularVelocity = trackedBody.AngularVelocity;
switch (joint.Type)
{
case PhysicsJointType.Ball:
{
Vector3 jointAnchor = PhysicsScene.GetJointAnchor(joint);
Vector3 proxyPos = new Vector3(jointAnchor.X, jointAnchor.Y, jointAnchor.Z);
jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update
}
break;
case PhysicsJointType.Hinge:
{
Vector3 jointAnchor = PhysicsScene.GetJointAnchor(joint);
// Normally, we would just ask the physics scene to return the axis for the joint.
// Unfortunately, ODE sometimes returns <0,0,0> for the joint axis, which should
// never occur. Therefore we cannot rely on ODE to always return a correct joint axis.
// Therefore the following call does not always work:
//PhysicsVector phyJointAxis = _PhyScene.GetJointAxis(joint);
// instead we compute the joint orientation by saving the original joint orientation
// relative to one of the jointed bodies, and applying this transformation
// to the current position of the jointed bodies (the tracked body) to compute the
// current joint orientation.
if (joint.TrackedBodyName == null)
{
jointErrorMessage(joint, "joint.TrackedBodyName is null, joint " + joint.ObjectNameInScene);
}
Vector3 proxyPos = new Vector3(jointAnchor.X, jointAnchor.Y, jointAnchor.Z);
Quaternion q = trackedBody.RotationOffset * joint.LocalRotation;
jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update
jointProxyObject.ParentGroup.UpdateGroupRotationR(q); // schedules the entire group for a terse update
}
break;
}
}
// This callback allows the PhysicsScene to call back to its caller (the SceneGraph) and
// update non-physical objects like the joint proxy objects that represent the position
// of the joints in the scene.
// This routine is normally called from within a lock (OdeLock) from within the OdePhysicsScene
// WARNING: be careful of deadlocks here if you manipulate the scene. Remember you are being called
// from within the OdePhysicsScene.
protected internal void jointDeactivated(PhysicsJoint joint)
{
//m_log.Debug("[NINJA] SceneGraph.jointDeactivated, joint:" + joint.ObjectNameInScene);
SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene);
if (jointProxyObject == null)
{
jointErrorMessage(joint, "WARNING, trying to deactivate (stop interpolation of) joint proxy, but not found, name " + joint.ObjectNameInScene);
return;
}
// turn the proxy non-physical, which also stops its client-side interpolation
bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
if (wasUsingPhysics)
{
jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
}
}
// This callback allows the PhysicsScene to call back to its caller (the SceneGraph) and
// alert the user of errors by using the debug channel in the same way that scripts alert
// the user of compile errors.
// This routine is normally called from within a lock (OdeLock) from within the OdePhysicsScene
// WARNING: be careful of deadlocks here if you manipulate the scene. Remember you are being called
// from within the OdePhysicsScene.
public void jointErrorMessage(PhysicsJoint joint, string message)
{
if (joint != null)
{
if (joint.ErrorMessageCount > PhysicsJoint.maxErrorMessages)
return;
SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene);
if (jointProxyObject != null)
{
SimChat(Utils.StringToBytes("[NINJA]: " + message),
ChatTypeEnum.DebugChannel,
2147483647,
jointProxyObject.AbsolutePosition,
jointProxyObject.Name,
jointProxyObject.UUID,
false);
joint.ErrorMessageCount++;
if (joint.ErrorMessageCount > PhysicsJoint.maxErrorMessages)
{
SimChat(Utils.StringToBytes("[NINJA]: Too many messages for this joint, suppressing further messages."),
ChatTypeEnum.DebugChannel,
2147483647,
jointProxyObject.AbsolutePosition,
jointProxyObject.Name,
jointProxyObject.UUID,
false);
}
}
else
{
// couldn't find the joint proxy object; the error message is silently suppressed
}
}
}
public Scene ConsoleScene()
{
if (MainConsole.Instance == null)
return null;
if (MainConsole.Instance.ConsoleScene is Scene)
return (Scene)MainConsole.Instance.ConsoleScene;
return null;
}
public float GetGroundHeight(float x, float y)
{
if (x < 0)
x = 0;
if (x >= Heightmap.Width)
x = Heightmap.Width - 1;
if (y < 0)
y = 0;
if (y >= Heightmap.Height)
y = Heightmap.Height - 1;
Vector3 p0 = new Vector3(x, y, (float)Heightmap[(int)x, (int)y]);
Vector3 p1 = new Vector3(p0);
Vector3 p2 = new Vector3(p0);
p1.X += 1.0f;
if (p1.X < Heightmap.Width)
p1.Z = (float)Heightmap[(int)p1.X, (int)p1.Y];
p2.Y += 1.0f;
if (p2.Y < Heightmap.Height)
p2.Z = (float)Heightmap[(int)p2.X, (int)p2.Y];
Vector3 v0 = new Vector3(p1.X - p0.X, p1.Y - p0.Y, p1.Z - p0.Z);
Vector3 v1 = new Vector3(p2.X - p0.X, p2.Y - p0.Y, p2.Z - p0.Z);
v0.Normalize();
v1.Normalize();
Vector3 vsn = new Vector3();
vsn.X = (v0.Y * v1.Z) - (v0.Z * v1.Y);
vsn.Y = (v0.Z * v1.X) - (v0.X * v1.Z);
vsn.Z = (v0.X * v1.Y) - (v0.Y * v1.X);
vsn.Normalize();
float xdiff = x - (float)((int)x);
float ydiff = y - (float)((int)y);
return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
}
private void CheckHeartbeat()
{
if (m_firstHeartbeat)
return;
if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000)
StartTimer();
}
public override ISceneObject DeserializeObject(string representation)
{
return SceneObjectSerializer.FromXml2Format(representation);
}
public override bool AllowScriptCrossings
{
get { return m_allowScriptCrossings; }
}
public Vector3? GetNearestAllowedPosition(ScenePresence avatar)
{
//simulate to make sure we have pretty up to date positions
PhysicsScene.Simulate(0);
ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
if (nearestParcel != null)
{
Vector3 dir = Vector3.Normalize(Vector3.Multiply(avatar.Velocity, -1));
//Try to get a location that feels like where they came from
Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
if (nearestPoint != null)
{
Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
return nearestPoint.Value;
}
//Sometimes velocity might be zero (local teleport), so try finding point along path from avatar to center of nearest parcel
Vector3 directionToParcelCenter = Vector3.Subtract(GetParcelCenterAtGround(nearestParcel), avatar.AbsolutePosition);
dir = Vector3.Normalize(directionToParcelCenter);
nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
if (nearestPoint != null)
{
Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
return nearestPoint.Value;
}
//Ultimate backup if we have no idea where they are
Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
return avatar.lastKnownAllowedPosition;
}
//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 = GetParcelCenter(parcel);
return GetPositionAtGround(center.X, center.Y);
}
private Vector3? GetNearestPointInParcelAlongDirectionFromPoint(Vector3 pos, Vector3 direction, ILandObject parcel)
{
Vector3 unitDirection = Vector3.Normalize(direction);
//Making distance to search go through some sane limit of distance
for (float distance = 0; distance < Constants.RegionSize * 2; distance += .5f)
{
Vector3 testPos = Vector3.Add(pos, Vector3.Multiply(unitDirection, distance));
if (parcel.ContainsPoint((int)testPos.X, (int)testPos.Y))
{
return testPos;
}
}
return null;
}
public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
{
List<ILandObject> all = AllParcels();
float minParcelDistance = float.MaxValue;
ILandObject nearestParcel = null;
foreach (var parcel in all)
{
if (!parcel.IsEitherBannedOrRestricted(avatarId))
{
float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
if (parcelDistance < minParcelDistance)
{
minParcelDistance = parcelDistance;
nearestParcel = parcel;
}
}
}
return nearestParcel;
}
private List<ILandObject> AllParcels()
{
return LandChannel.AllParcels();
}
private float GetParcelDistancefromPoint(ILandObject parcel, float x, float y)
{
return Vector2.Distance(new Vector2(x, y), GetParcelCenter(parcel));
}
//calculate the average center point of a parcel
private Vector2 GetParcelCenter(ILandObject parcel)
{
int count = 0;
int avgx = 0;
int avgy = 0;
for (int x = 0; x < Constants.RegionSize; x++)
{
for (int y = 0; y < Constants.RegionSize; y++)
{
//Just keep a running average as we check if all the points are inside or not
if (parcel.ContainsPoint(x, y))
{
if (count == 0)
{
avgx = x;
avgy = y;
}
else
{
avgx = (avgx * count + x) / (count + 1);
avgy = (avgy * count + y) / (count + 1);
}
count += 1;
}
}
}
return new Vector2(avgx, avgy);
}
private Vector3 GetNearestRegionEdgePosition(ScenePresence avatar)
{
float xdistance = avatar.AbsolutePosition.X < Constants.RegionSize / 2 ? avatar.AbsolutePosition.X : Constants.RegionSize - avatar.AbsolutePosition.X;
float ydistance = avatar.AbsolutePosition.Y < Constants.RegionSize / 2 ? avatar.AbsolutePosition.Y : Constants.RegionSize - avatar.AbsolutePosition.Y;
//find out what vertical edge to go to
if (xdistance < ydistance)
{
if (avatar.AbsolutePosition.X < Constants.RegionSize / 2)
{
return GetPositionAtAvatarHeightOrGroundHeight(avatar, 0.0f, avatar.AbsolutePosition.Y);
}
else
{
return GetPositionAtAvatarHeightOrGroundHeight(avatar, Constants.RegionSize, avatar.AbsolutePosition.Y);
}
}
//find out what horizontal edge to go to
else
{
if (avatar.AbsolutePosition.Y < Constants.RegionSize / 2)
{
return GetPositionAtAvatarHeightOrGroundHeight(avatar, avatar.AbsolutePosition.X, 0.0f);
}
else
{
return GetPositionAtAvatarHeightOrGroundHeight(avatar, avatar.AbsolutePosition.X, Constants.RegionSize);
}
}
}
private Vector3 GetPositionAtAvatarHeightOrGroundHeight(ScenePresence avatar, float x, float y)
{
Vector3 ground = GetPositionAtGround(x, y);
if (avatar.AbsolutePosition.Z > ground.Z)
{
ground.Z = avatar.AbsolutePosition.Z;
}
return ground;
}
private Vector3 GetPositionAtGround(float x, float y)
{
return new Vector3(x, y, GetGroundHeight(x, y));
}
public List<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)
{
m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false);
TriggerEstateSunUpdate();
}
}
public void TriggerEstateSunUpdate()
{
float sun;
if (RegionInfo.RegionSettings.UseEstateSun)
{
sun = (float)RegionInfo.EstateSettings.SunPosition;
if (RegionInfo.EstateSettings.UseGlobalTime)
{
sun = EventManager.GetCurrentTimeAsSunLindenHour() - 6.0f;
}
//
EventManager.TriggerEstateToolsSunUpdate(
RegionInfo.RegionHandle,
RegionInfo.EstateSettings.FixedSun,
RegionInfo.RegionSettings.UseEstateSun,
sun);
}
else
{
// Use the Sun Position from the Region Settings
sun = (float)RegionInfo.RegionSettings.SunPosition - 6.0f;
EventManager.TriggerEstateToolsSunUpdate(
RegionInfo.RegionHandle,
RegionInfo.RegionSettings.FixedSun,
RegionInfo.RegionSettings.UseEstateSun,
sun);
}
}
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 = 256;
maxX = -256;
minY = 256;
maxY = -256;
minZ = 8192;
maxZ = -256;
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();
}
public void RegenerateMaptile(object sender, ElapsedEventArgs e)
{
IWorldMapModule mapModule = RequestModuleInterface<IWorldMapModule>();
if (mapModule != null)
{
mapModule.GenerateMaptile();
string error = GridService.RegisterRegion(RegionInfo.ScopeID, new GridRegion(RegionInfo));
if (error != String.Empty)
throw new Exception(error);
}
}
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);
}
}
// This method is called across the simulation connector to
// determine if a given agent is allowed in this region
// AS A ROOT AGENT. Returning false here will prevent them
// from logging into the region, teleporting into the region
// or corssing the broder walking, but will NOT prevent
// child agent creation, thereby emulating the SL behavior.
public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
{
int num = m_sceneGraph.GetNumberOfScenePresences();
if (num >= RegionInfo.RegionSettings.AgentLimit)
{
if (!Permissions.IsAdministrator(agentID))
{
reason = "The region is full";
return false;
}
}
reason = String.Empty;
return true;
}
}
}
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