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-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs569
1 files changed, 441 insertions, 128 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 9cfe869..c132c5d 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -227,8 +227,8 @@ namespace OpenSim.Region.Framework.Scenes
227 // TODO: need to figure out how allow client agents but deny 227 // TODO: need to figure out how allow client agents but deny
228 // root agents when ACL denies access to root agent 228 // root agents when ACL denies access to root agent
229 public bool m_strictAccessControl = true; 229 public bool m_strictAccessControl = true;
230 230 public bool m_seeIntoBannedRegion = false;
231 public int MaxUndoCount { get; set; } 231 public int MaxUndoCount = 5;
232 232
233 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 233 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
234 public bool LoginLock = false; 234 public bool LoginLock = false;
@@ -244,11 +244,13 @@ namespace OpenSim.Region.Framework.Scenes
244 244
245 protected int m_splitRegionID; 245 protected int m_splitRegionID;
246 protected Timer m_restartWaitTimer = new Timer(); 246 protected Timer m_restartWaitTimer = new Timer();
247 protected Timer m_timerWatchdog = new Timer();
247 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 248 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
248 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 249 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
249 protected string m_simulatorVersion = "OpenSimulator Server"; 250 protected string m_simulatorVersion = "OpenSimulator Server";
250 protected AgentCircuitManager m_authenticateHandler; 251 protected AgentCircuitManager m_authenticateHandler;
251 protected SceneCommunicationService m_sceneGridService; 252 protected SceneCommunicationService m_sceneGridService;
253 protected ISnmpModule m_snmpService = null;
252 254
253 protected ISimulationDataService m_SimulationDataService; 255 protected ISimulationDataService m_SimulationDataService;
254 protected IEstateDataService m_EstateDataService; 256 protected IEstateDataService m_EstateDataService;
@@ -311,8 +313,8 @@ namespace OpenSim.Region.Framework.Scenes
311 private int m_update_presences = 1; // Update scene presence movements 313 private int m_update_presences = 1; // Update scene presence movements
312 private int m_update_events = 1; 314 private int m_update_events = 1;
313 private int m_update_backup = 200; 315 private int m_update_backup = 200;
314 private int m_update_terrain = 50; 316 private int m_update_terrain = 1000;
315// private int m_update_land = 1; 317 private int m_update_land = 10;
316 private int m_update_coarse_locations = 50; 318 private int m_update_coarse_locations = 50;
317 319
318 private int agentMS; 320 private int agentMS;
@@ -325,13 +327,13 @@ namespace OpenSim.Region.Framework.Scenes
325 private int backupMS; 327 private int backupMS;
326 private int terrainMS; 328 private int terrainMS;
327 private int landMS; 329 private int landMS;
328 private int spareMS;
329 330
330 /// <summary> 331 /// <summary>
331 /// Tick at which the last frame was processed. 332 /// Tick at which the last frame was processed.
332 /// </summary> 333 /// </summary>
333 private int m_lastFrameTick; 334 private int m_lastFrameTick;
334 335
336 public bool CombineRegions = false;
335 /// <summary> 337 /// <summary>
336 /// Tick at which the last maintenance run occurred. 338 /// Tick at which the last maintenance run occurred.
337 /// </summary> 339 /// </summary>
@@ -351,7 +353,7 @@ namespace OpenSim.Region.Framework.Scenes
351 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing 353 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
352 private volatile bool m_backingup; 354 private volatile bool m_backingup;
353 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); 355 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
354 private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>(); 356 private Dictionary<UUID, int> m_groupsWithTargets = new Dictionary<UUID, int>();
355 357
356 private string m_defaultScriptEngine; 358 private string m_defaultScriptEngine;
357 359
@@ -360,6 +362,11 @@ namespace OpenSim.Region.Framework.Scenes
360 /// </summary> 362 /// </summary>
361 private int m_LastLogin; 363 private int m_LastLogin;
362 364
365 private int m_lastIncoming;
366 private int m_lastOutgoing;
367 private int m_hbRestarts = 0;
368
369
363 /// <summary> 370 /// <summary>
364 /// Thread that runs the scene loop. 371 /// Thread that runs the scene loop.
365 /// </summary> 372 /// </summary>
@@ -402,7 +409,7 @@ namespace OpenSim.Region.Framework.Scenes
402 private volatile bool m_active; 409 private volatile bool m_active;
403 410
404// private int m_lastUpdate; 411// private int m_lastUpdate;
405// private bool m_firstHeartbeat = true; 412 private bool m_firstHeartbeat = true;
406 413
407 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 414 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
408 private bool m_reprioritizationEnabled = true; 415 private bool m_reprioritizationEnabled = true;
@@ -446,6 +453,19 @@ namespace OpenSim.Region.Framework.Scenes
446 get { return m_sceneGridService; } 453 get { return m_sceneGridService; }
447 } 454 }
448 455
456 public ISnmpModule SnmpService
457 {
458 get
459 {
460 if (m_snmpService == null)
461 {
462 m_snmpService = RequestModuleInterface<ISnmpModule>();
463 }
464
465 return m_snmpService;
466 }
467 }
468
449 public ISimulationDataService SimulationDataService 469 public ISimulationDataService SimulationDataService
450 { 470 {
451 get 471 get
@@ -738,6 +758,8 @@ namespace OpenSim.Region.Framework.Scenes
738 m_SimulationDataService = simDataService; 758 m_SimulationDataService = simDataService;
739 m_EstateDataService = estateDataService; 759 m_EstateDataService = estateDataService;
740 m_regionHandle = RegionInfo.RegionHandle; 760 m_regionHandle = RegionInfo.RegionHandle;
761 m_lastIncoming = 0;
762 m_lastOutgoing = 0;
741 763
742 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 764 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
743 m_asyncSceneObjectDeleter.Enabled = true; 765 m_asyncSceneObjectDeleter.Enabled = true;
@@ -831,7 +853,7 @@ namespace OpenSim.Region.Framework.Scenes
831 853
832 StartDisabled = startupConfig.GetBoolean("StartDisabled", false); 854 StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
833 855
834 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance); 856 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
835 UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup); 857 UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup);
836 if (!UseBackup) 858 if (!UseBackup)
837 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName); 859 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
@@ -839,10 +861,8 @@ namespace OpenSim.Region.Framework.Scenes
839 //Animation states 861 //Animation states
840 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 862 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
841 863
842 MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20); 864 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
843 865 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
844 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
845 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
846 866
847 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys); 867 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
848 if (RegionInfo.NonphysPrimMin > 0) 868 if (RegionInfo.NonphysPrimMin > 0)
@@ -863,11 +883,21 @@ namespace OpenSim.Region.Framework.Scenes
863 } 883 }
864 884
865 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 885 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
886
866 if (RegionInfo.PhysPrimMax > 0) 887 if (RegionInfo.PhysPrimMax > 0)
867 { 888 {
868 m_maxPhys = RegionInfo.PhysPrimMax; 889 m_maxPhys = RegionInfo.PhysPrimMax;
869 } 890 }
870 891
892 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity);
893 if (RegionInfo.LinksetCapacity > 0)
894 {
895 m_linksetCapacity = RegionInfo.LinksetCapacity;
896 }
897
898 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
899 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
900
871 // Here, if clamping is requested in either global or 901 // Here, if clamping is requested in either global or
872 // local config, it will be used 902 // local config, it will be used
873 // 903 //
@@ -877,13 +907,7 @@ namespace OpenSim.Region.Framework.Scenes
877 m_clampPrimSize = true; 907 m_clampPrimSize = true;
878 } 908 }
879 909
880 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity); 910 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
881 if (RegionInfo.LinksetCapacity > 0)
882 {
883 m_linksetCapacity = RegionInfo.LinksetCapacity;
884 }
885
886 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete);
887 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 911 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
888 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 912 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
889 m_dontPersistBefore = 913 m_dontPersistBefore =
@@ -894,11 +918,11 @@ namespace OpenSim.Region.Framework.Scenes
894 m_persistAfter *= 10000000; 918 m_persistAfter *= 10000000;
895 919
896 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 920 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
897 921 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
898 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
899 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
900 922
901 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 923 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
924 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
925 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
902 926
903 string[] possibleMapConfigSections = new string[] { "Map", "Startup" }; 927 string[] possibleMapConfigSections = new string[] { "Map", "Startup" };
904 928
@@ -943,7 +967,7 @@ namespace OpenSim.Region.Framework.Scenes
943 967
944 if (grant.Length > 0) 968 if (grant.Length > 0)
945 { 969 {
946 foreach (string viewer in grant.Split('|')) 970 foreach (string viewer in grant.Split(','))
947 { 971 {
948 m_AllowedViewers.Add(viewer.Trim().ToLower()); 972 m_AllowedViewers.Add(viewer.Trim().ToLower());
949 } 973 }
@@ -955,7 +979,7 @@ namespace OpenSim.Region.Framework.Scenes
955 979
956 if (grant.Length > 0) 980 if (grant.Length > 0)
957 { 981 {
958 foreach (string viewer in grant.Split('|')) 982 foreach (string viewer in grant.Split(','))
959 { 983 {
960 m_BannedViewers.Add(viewer.Trim().ToLower()); 984 m_BannedViewers.Add(viewer.Trim().ToLower());
961 } 985 }
@@ -1015,6 +1039,8 @@ namespace OpenSim.Region.Framework.Scenes
1015 StatsReporter = new SimStatsReporter(this); 1039 StatsReporter = new SimStatsReporter(this);
1016 StatsReporter.OnSendStatsResult += SendSimStatsPackets; 1040 StatsReporter.OnSendStatsResult += SendSimStatsPackets;
1017 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; 1041 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
1042
1043 MainConsole.Instance.Commands.AddCommand("scene", false, "gc collect", "gc collect", "gc collect", "Cause the garbage collector to make a single pass", HandleGcCollect);
1018 } 1044 }
1019 1045
1020 public Scene(RegionInfo regInfo) : base(regInfo) 1046 public Scene(RegionInfo regInfo) : base(regInfo)
@@ -1310,8 +1336,11 @@ namespace OpenSim.Region.Framework.Scenes
1310 // Stop all client threads. 1336 // Stop all client threads.
1311 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); }); 1337 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); });
1312 1338
1313 m_log.Debug("[SCENE]: Persisting changed objects"); 1339 m_log.Debug("[SCENE]: TriggerSceneShuttingDown");
1314 EventManager.TriggerSceneShuttingDown(this); 1340 EventManager.TriggerSceneShuttingDown(this);
1341
1342 m_log.Debug("[SCENE]: Persisting changed objects");
1343
1315 Backup(false); 1344 Backup(false);
1316 m_sceneGraph.Close(); 1345 m_sceneGraph.Close();
1317 1346
@@ -1325,6 +1354,7 @@ namespace OpenSim.Region.Framework.Scenes
1325 // attempt to reference a null or disposed physics scene. 1354 // attempt to reference a null or disposed physics scene.
1326 if (PhysicsScene != null) 1355 if (PhysicsScene != null)
1327 { 1356 {
1357 m_log.Debug("[SCENE]: Dispose Physics");
1328 PhysicsScene phys = PhysicsScene; 1358 PhysicsScene phys = PhysicsScene;
1329 // remove the physics engine from both Scene and SceneGraph 1359 // remove the physics engine from both Scene and SceneGraph
1330 PhysicsScene = null; 1360 PhysicsScene = null;
@@ -1355,11 +1385,29 @@ namespace OpenSim.Region.Framework.Scenes
1355 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1385 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1356 if (m_heartbeatThread != null) 1386 if (m_heartbeatThread != null)
1357 { 1387 {
1388 m_hbRestarts++;
1389 if(m_hbRestarts > 10)
1390 Environment.Exit(1);
1391 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1392
1393//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1394//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1395//proc.EnableRaisingEvents=false;
1396//proc.StartInfo.FileName = "/bin/kill";
1397//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1398//proc.Start();
1399//proc.WaitForExit();
1400//Thread.Sleep(1000);
1401//Environment.Exit(1);
1358 m_heartbeatThread.Abort(); 1402 m_heartbeatThread.Abort();
1403 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1359 m_heartbeatThread = null; 1404 m_heartbeatThread = null;
1360 } 1405 }
1361// m_lastUpdate = Util.EnvironmentTickCount(); 1406// m_lastUpdate = Util.EnvironmentTickCount();
1362 1407
1408// m_sceneGraph.PreparePhysicsSimulation();
1409
1410
1363 m_heartbeatThread 1411 m_heartbeatThread
1364 = Watchdog.StartThread( 1412 = Watchdog.StartThread(
1365 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false); 1413 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false);
@@ -1504,16 +1552,20 @@ namespace OpenSim.Region.Framework.Scenes
1504 endFrame = Frame + frames; 1552 endFrame = Frame + frames;
1505 1553
1506 float physicsFPS = 0f; 1554 float physicsFPS = 0f;
1507 int previousFrameTick, tmpMS; 1555 int tmpMS;
1508 int maintc = Util.EnvironmentTickCount(); 1556 int previousFrameTick;
1557 int maintc;
1558 int sleepMS;
1559 int framestart;
1509 1560
1510 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) 1561 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame))
1511 { 1562 {
1563 framestart = Util.EnvironmentTickCount();
1512 ++Frame; 1564 ++Frame;
1513 1565
1514// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); 1566// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
1515 1567
1516 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0; 1568 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
1517 1569
1518 try 1570 try
1519 { 1571 {
@@ -1567,6 +1619,7 @@ namespace OpenSim.Region.Framework.Scenes
1567 m_sceneGraph.UpdatePresences(); 1619 m_sceneGraph.UpdatePresences();
1568 1620
1569 agentMS += Util.EnvironmentTickCountSubtract(tmpMS); 1621 agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
1622
1570 1623
1571 // Delete temp-on-rez stuff 1624 // Delete temp-on-rez stuff
1572 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) 1625 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
@@ -1648,34 +1701,37 @@ namespace OpenSim.Region.Framework.Scenes
1648 1701
1649 Watchdog.UpdateThread(); 1702 Watchdog.UpdateThread();
1650 1703
1704 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1705
1706 StatsReporter.AddPhysicsFPS(physicsFPS);
1707 StatsReporter.AddTimeDilation(TimeDilation);
1708 StatsReporter.AddFPS(1);
1709
1710 StatsReporter.addAgentMS(agentMS);
1711 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1712 StatsReporter.addOtherMS(otherMS);
1713 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1714
1651 previousFrameTick = m_lastFrameTick; 1715 previousFrameTick = m_lastFrameTick;
1652 m_lastFrameTick = Util.EnvironmentTickCount(); 1716 m_lastFrameTick = Util.EnvironmentTickCount();
1653 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1717 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart);
1654 tmpMS = (int)(MinFrameTime * 1000) - tmpMS; 1718 tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
1655 1719
1720 m_firstHeartbeat = false;
1721
1722 sleepMS = Util.EnvironmentTickCount();
1723
1656 if (tmpMS > 0) 1724 if (tmpMS > 0)
1657 {
1658 Thread.Sleep(tmpMS); 1725 Thread.Sleep(tmpMS);
1659 spareMS += tmpMS;
1660 }
1661
1662 frameMS = Util.EnvironmentTickCountSubtract(maintc);
1663 maintc = Util.EnvironmentTickCount();
1664 1726
1665 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1727 sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
1728 frameMS = Util.EnvironmentTickCountSubtract(framestart);
1729 StatsReporter.addSleepMS(sleepMS);
1730 StatsReporter.addFrameMS(frameMS);
1666 1731
1667 // if (Frame%m_update_avatars == 0) 1732 // if (Frame%m_update_avatars == 0)
1668 // UpdateInWorldTime(); 1733 // UpdateInWorldTime();
1669 StatsReporter.AddPhysicsFPS(physicsFPS);
1670 StatsReporter.AddTimeDilation(TimeDilation);
1671 StatsReporter.AddFPS(1);
1672 1734
1673 StatsReporter.addFrameMS(frameMS);
1674 StatsReporter.addAgentMS(agentMS);
1675 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1676 StatsReporter.addOtherMS(otherMS);
1677 StatsReporter.AddSpareMS(spareMS);
1678 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1679 1735
1680 // Optionally warn if a frame takes double the amount of time that it should. 1736 // Optionally warn if a frame takes double the amount of time that it should.
1681 if (DebugUpdates 1737 if (DebugUpdates
@@ -1692,7 +1748,7 @@ namespace OpenSim.Region.Framework.Scenes
1692 public void AddGroupTarget(SceneObjectGroup grp) 1748 public void AddGroupTarget(SceneObjectGroup grp)
1693 { 1749 {
1694 lock (m_groupsWithTargets) 1750 lock (m_groupsWithTargets)
1695 m_groupsWithTargets[grp.UUID] = grp; 1751 m_groupsWithTargets[grp.UUID] = 0;
1696 } 1752 }
1697 1753
1698 public void RemoveGroupTarget(SceneObjectGroup grp) 1754 public void RemoveGroupTarget(SceneObjectGroup grp)
@@ -1703,18 +1759,24 @@ namespace OpenSim.Region.Framework.Scenes
1703 1759
1704 private void CheckAtTargets() 1760 private void CheckAtTargets()
1705 { 1761 {
1706 List<SceneObjectGroup> objs = null; 1762 List<UUID> objs = null;
1707 1763
1708 lock (m_groupsWithTargets) 1764 lock (m_groupsWithTargets)
1709 { 1765 {
1710 if (m_groupsWithTargets.Count != 0) 1766 if (m_groupsWithTargets.Count != 0)
1711 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values); 1767 objs = new List<UUID>(m_groupsWithTargets.Keys);
1712 } 1768 }
1713 1769
1714 if (objs != null) 1770 if (objs != null)
1715 { 1771 {
1716 foreach (SceneObjectGroup entry in objs) 1772 foreach (UUID entry in objs)
1717 entry.checkAtTargets(); 1773 {
1774 SceneObjectGroup grp = GetSceneObjectGroup(entry);
1775 if (grp == null)
1776 m_groupsWithTargets.Remove(entry);
1777 else
1778 grp.checkAtTargets();
1779 }
1718 } 1780 }
1719 } 1781 }
1720 1782
@@ -1793,7 +1855,7 @@ namespace OpenSim.Region.Framework.Scenes
1793 msg.fromAgentName = "Server"; 1855 msg.fromAgentName = "Server";
1794 msg.dialog = (byte)19; // Object msg 1856 msg.dialog = (byte)19; // Object msg
1795 msg.fromGroup = false; 1857 msg.fromGroup = false;
1796 msg.offline = (byte)0; 1858 msg.offline = (byte)1;
1797 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1859 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1798 msg.Position = Vector3.Zero; 1860 msg.Position = Vector3.Zero;
1799 msg.RegionID = RegionInfo.RegionID.Guid; 1861 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -2022,7 +2084,7 @@ namespace OpenSim.Region.Framework.Scenes
2022 return PhysicsScene.SupportsRaycastWorldFiltered(); 2084 return PhysicsScene.SupportsRaycastWorldFiltered();
2023 } 2085 }
2024 2086
2025 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter) 2087 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
2026 { 2088 {
2027 if (PhysicsScene == null) 2089 if (PhysicsScene == null)
2028 return null; 2090 return null;
@@ -2044,14 +2106,24 @@ namespace OpenSim.Region.Framework.Scenes
2044 /// <returns></returns> 2106 /// <returns></returns>
2045 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 2107 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
2046 { 2108 {
2109
2110 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
2111 Vector3 wpos = Vector3.Zero;
2112 // Check for water surface intersection from above
2113 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
2114 {
2115 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
2116 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
2117 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
2118 wpos.Z = wheight;
2119 }
2120
2047 Vector3 pos = Vector3.Zero; 2121 Vector3 pos = Vector3.Zero;
2048 if (RayEndIsIntersection == (byte)1) 2122 if (RayEndIsIntersection == (byte)1)
2049 { 2123 {
2050 pos = RayEnd; 2124 pos = RayEnd;
2051 return pos;
2052 } 2125 }
2053 2126 else if (RayTargetID != UUID.Zero)
2054 if (RayTargetID != UUID.Zero)
2055 { 2127 {
2056 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 2128 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
2057 2129
@@ -2073,7 +2145,7 @@ namespace OpenSim.Region.Framework.Scenes
2073 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 2145 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
2074 2146
2075 // Un-comment out the following line to Get Raytrace results printed to the console. 2147 // Un-comment out the following line to Get Raytrace results printed to the console.
2076 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 2148 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
2077 float ScaleOffset = 0.5f; 2149 float ScaleOffset = 0.5f;
2078 2150
2079 // If we hit something 2151 // If we hit something
@@ -2096,13 +2168,10 @@ namespace OpenSim.Region.Framework.Scenes
2096 //pos.Z -= 0.25F; 2168 //pos.Z -= 0.25F;
2097 2169
2098 } 2170 }
2099
2100 return pos;
2101 } 2171 }
2102 else 2172 else
2103 { 2173 {
2104 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2174 // We don't have a target here, so we're going to raytrace all the objects in the scene.
2105
2106 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2175 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
2107 2176
2108 // Un-comment the following line to print the raytrace results to the console. 2177 // Un-comment the following line to print the raytrace results to the console.
@@ -2111,13 +2180,12 @@ namespace OpenSim.Region.Framework.Scenes
2111 if (ei.HitTF) 2180 if (ei.HitTF)
2112 { 2181 {
2113 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2182 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
2114 } else 2183 }
2184 else
2115 { 2185 {
2116 // fall back to our stupid functionality 2186 // fall back to our stupid functionality
2117 pos = RayEnd; 2187 pos = RayEnd;
2118 } 2188 }
2119
2120 return pos;
2121 } 2189 }
2122 } 2190 }
2123 else 2191 else
@@ -2128,8 +2196,12 @@ namespace OpenSim.Region.Framework.Scenes
2128 //increase height so its above the ground. 2196 //increase height so its above the ground.
2129 //should be getting the normal of the ground at the rez point and using that? 2197 //should be getting the normal of the ground at the rez point and using that?
2130 pos.Z += scale.Z / 2f; 2198 pos.Z += scale.Z / 2f;
2131 return pos; 2199// return pos;
2132 } 2200 }
2201
2202 // check against posible water intercept
2203 if (wpos.Z > pos.Z) pos = wpos;
2204 return pos;
2133 } 2205 }
2134 2206
2135 2207
@@ -2220,12 +2292,12 @@ namespace OpenSim.Region.Framework.Scenes
2220 { 2292 {
2221 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates)) 2293 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates))
2222 { 2294 {
2295 sceneObject.IsDeleted = false;
2223 EventManager.TriggerObjectAddedToScene(sceneObject); 2296 EventManager.TriggerObjectAddedToScene(sceneObject);
2224 return true; 2297 return true;
2225 } 2298 }
2226 2299
2227 return false; 2300 return false;
2228
2229 } 2301 }
2230 2302
2231 /// <summary> 2303 /// <summary>
@@ -2317,6 +2389,15 @@ namespace OpenSim.Region.Framework.Scenes
2317 /// </summary> 2389 /// </summary>
2318 public void DeleteAllSceneObjects() 2390 public void DeleteAllSceneObjects()
2319 { 2391 {
2392 DeleteAllSceneObjects(false);
2393 }
2394
2395 /// <summary>
2396 /// Delete every object from the scene. This does not include attachments worn by avatars.
2397 /// </summary>
2398 public void DeleteAllSceneObjects(bool exceptNoCopy)
2399 {
2400 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2320 lock (Entities) 2401 lock (Entities)
2321 { 2402 {
2322 EntityBase[] entities = Entities.GetEntities(); 2403 EntityBase[] entities = Entities.GetEntities();
@@ -2325,11 +2406,24 @@ namespace OpenSim.Region.Framework.Scenes
2325 if (e is SceneObjectGroup) 2406 if (e is SceneObjectGroup)
2326 { 2407 {
2327 SceneObjectGroup sog = (SceneObjectGroup)e; 2408 SceneObjectGroup sog = (SceneObjectGroup)e;
2328 if (!sog.IsAttachment) 2409 if (sog != null && !sog.IsAttachment)
2329 DeleteSceneObject((SceneObjectGroup)e, false); 2410 {
2411 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2412 {
2413 DeleteSceneObject((SceneObjectGroup)e, false);
2414 }
2415 else
2416 {
2417 toReturn.Add((SceneObjectGroup)e);
2418 }
2419 }
2330 } 2420 }
2331 } 2421 }
2332 } 2422 }
2423 if (toReturn.Count > 0)
2424 {
2425 returnObjects(toReturn.ToArray(), UUID.Zero);
2426 }
2333 } 2427 }
2334 2428
2335 /// <summary> 2429 /// <summary>
@@ -2360,6 +2454,14 @@ namespace OpenSim.Region.Framework.Scenes
2360 else 2454 else
2361 group.StopScriptInstances(); 2455 group.StopScriptInstances();
2362 2456
2457 List<UUID> avatars = group.GetSittingAvatars();
2458 foreach (UUID av in avatars)
2459 {
2460 ScenePresence p = GetScenePresence(av);
2461 if (p != null)
2462 p.StandUp();
2463 }
2464
2363 SceneObjectPart[] partList = group.Parts; 2465 SceneObjectPart[] partList = group.Parts;
2364 2466
2365 foreach (SceneObjectPart part in partList) 2467 foreach (SceneObjectPart part in partList)
@@ -2387,6 +2489,8 @@ namespace OpenSim.Region.Framework.Scenes
2387 } 2489 }
2388 2490
2389 group.DeleteGroupFromScene(silent); 2491 group.DeleteGroupFromScene(silent);
2492 if (!silent)
2493 SendKillObject(new List<uint>() { group.LocalId });
2390 2494
2391// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2495// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2392 } 2496 }
@@ -2676,7 +2780,7 @@ namespace OpenSim.Region.Framework.Scenes
2676 // If the user is banned, we won't let any of their objects 2780 // If the user is banned, we won't let any of their objects
2677 // enter. Period. 2781 // enter. Period.
2678 // 2782 //
2679 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID)) 2783 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID, 36))
2680 { 2784 {
2681 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID); 2785 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID);
2682 return false; 2786 return false;
@@ -2731,6 +2835,23 @@ namespace OpenSim.Region.Framework.Scenes
2731 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2835 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2732 public bool AddSceneObject(SceneObjectGroup sceneObject) 2836 public bool AddSceneObject(SceneObjectGroup sceneObject)
2733 { 2837 {
2838 if (sceneObject.OwnerID == UUID.Zero)
2839 {
2840 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2841 return false;
2842 }
2843
2844 // If the user is banned, we won't let any of their objects
2845 // enter. Period.
2846 //
2847 int flags = GetUserFlags(sceneObject.OwnerID);
2848 if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2849 {
2850 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2851
2852 return false;
2853 }
2854
2734 // Force allocation of new LocalId 2855 // Force allocation of new LocalId
2735 // 2856 //
2736 SceneObjectPart[] parts = sceneObject.Parts; 2857 SceneObjectPart[] parts = sceneObject.Parts;
@@ -2767,16 +2888,27 @@ namespace OpenSim.Region.Framework.Scenes
2767 // information that this is due to a teleport/border cross rather than an ordinary attachment. 2888 // information that this is due to a teleport/border cross rather than an ordinary attachment.
2768 // We currently do this in Scene.MakeRootAgent() instead. 2889 // We currently do this in Scene.MakeRootAgent() instead.
2769 if (AttachmentsModule != null) 2890 if (AttachmentsModule != null)
2770 AttachmentsModule.AttachObject(sp, grp, 0, false, false, true); 2891 AttachmentsModule.AttachObject(sp, grp, 0, false, false, false, true);
2771 } 2892 }
2772 else 2893 else
2773 { 2894 {
2895 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2774 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2896 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2775 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2897 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2776 } 2898 }
2899 if (sceneObject.OwnerID == UUID.Zero)
2900 {
2901 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2902 return false;
2903 }
2777 } 2904 }
2778 else 2905 else
2779 { 2906 {
2907 if (sceneObject.OwnerID == UUID.Zero)
2908 {
2909 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2910 return false;
2911 }
2780 AddRestoredSceneObject(sceneObject, true, false); 2912 AddRestoredSceneObject(sceneObject, true, false);
2781 } 2913 }
2782 2914
@@ -2793,6 +2925,24 @@ namespace OpenSim.Region.Framework.Scenes
2793 return 2; // StateSource.PrimCrossing 2925 return 2; // StateSource.PrimCrossing
2794 } 2926 }
2795 2927
2928 public int GetUserFlags(UUID user)
2929 {
2930 //Unfortunately the SP approach means that the value is cached until region is restarted
2931 /*
2932 ScenePresence sp;
2933 if (TryGetScenePresence(user, out sp))
2934 {
2935 return sp.UserFlags;
2936 }
2937 else
2938 {
2939 */
2940 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2941 if (uac == null)
2942 return 0;
2943 return uac.UserFlags;
2944 //}
2945 }
2796 #endregion 2946 #endregion
2797 2947
2798 #region Add/Remove Avatar Methods 2948 #region Add/Remove Avatar Methods
@@ -2825,7 +2975,7 @@ namespace OpenSim.Region.Framework.Scenes
2825 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2975 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2826 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2976 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2827 2977
2828 // CheckHeartbeat(); 2978 CheckHeartbeat();
2829 2979
2830 sp = GetScenePresence(client.AgentId); 2980 sp = GetScenePresence(client.AgentId);
2831 2981
@@ -2843,6 +2993,13 @@ namespace OpenSim.Region.Framework.Scenes
2843 SubscribeToClientEvents(client); 2993 SubscribeToClientEvents(client);
2844 2994
2845 sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type); 2995 sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type);
2996 InventoryFolderBase cof = InventoryService.GetFolderForType(client.AgentId, (AssetType)46);
2997 if (cof == null)
2998 sp.COF = UUID.Zero;
2999 else
3000 sp.COF = cof.ID;
3001
3002 m_log.DebugFormat("[SCENE]: COF for {0} is {1}", client.AgentId, sp.COF);
2846 m_eventManager.TriggerOnNewPresence(sp); 3003 m_eventManager.TriggerOnNewPresence(sp);
2847 3004
2848 sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags; 3005 sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags;
@@ -2957,19 +3114,14 @@ namespace OpenSim.Region.Framework.Scenes
2957 // and the scene presence and the client, if they exist 3114 // and the scene presence and the client, if they exist
2958 try 3115 try
2959 { 3116 {
2960 // We need to wait for the client to make UDP contact first. 3117 ScenePresence sp = GetScenePresence(agentID);
2961 // It's the UDP contact that creates the scene presence 3118
2962 ScenePresence sp = WaitGetScenePresence(agentID);
2963 if (sp != null) 3119 if (sp != null)
2964 { 3120 {
2965 PresenceService.LogoutAgent(sp.ControllingClient.SessionId); 3121 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2966
2967 sp.ControllingClient.Close(); 3122 sp.ControllingClient.Close();
2968 } 3123 }
2969 else 3124
2970 {
2971 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2972 }
2973 // BANG! SLASH! 3125 // BANG! SLASH!
2974 m_authenticateHandler.RemoveCircuit(agentID); 3126 m_authenticateHandler.RemoveCircuit(agentID);
2975 3127
@@ -3014,6 +3166,8 @@ namespace OpenSim.Region.Framework.Scenes
3014 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 3166 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
3015 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 3167 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
3016 3168
3169 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
3170
3017 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 3171 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
3018 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 3172 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
3019 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 3173 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -3070,6 +3224,7 @@ namespace OpenSim.Region.Framework.Scenes
3070 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3224 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
3071 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3225 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
3072 client.OnCopyInventoryItem += CopyInventoryItem; 3226 client.OnCopyInventoryItem += CopyInventoryItem;
3227 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
3073 client.OnMoveInventoryItem += MoveInventoryItem; 3228 client.OnMoveInventoryItem += MoveInventoryItem;
3074 client.OnRemoveInventoryItem += RemoveInventoryItem; 3229 client.OnRemoveInventoryItem += RemoveInventoryItem;
3075 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3230 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -3139,6 +3294,8 @@ namespace OpenSim.Region.Framework.Scenes
3139 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3294 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
3140 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3295 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
3141 3296
3297 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3298
3142 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3299 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3143 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3300 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3144 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3301 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3444,7 +3601,7 @@ namespace OpenSim.Region.Framework.Scenes
3444 // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop 3601 // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop
3445 // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI 3602 // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI
3446 if (closeChildAgents && CapsModule != null) 3603 if (closeChildAgents && CapsModule != null)
3447 CapsModule.RemoveCaps(agentID); 3604 CapsModule.RemoveCaps(agentID, avatar.ControllingClient.CircuitCode);
3448 3605
3449 if (closeChildAgents && !isChildAgent) 3606 if (closeChildAgents && !isChildAgent)
3450 { 3607 {
@@ -3477,6 +3634,7 @@ namespace OpenSim.Region.Framework.Scenes
3477 // It's possible for child agents to have transactions if changes are being made cross-border. 3634 // It's possible for child agents to have transactions if changes are being made cross-border.
3478 if (AgentTransactionsModule != null) 3635 if (AgentTransactionsModule != null)
3479 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID); 3636 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
3637 m_log.Debug("[Scene] The avatar has left the building");
3480 } 3638 }
3481 catch (Exception e) 3639 catch (Exception e)
3482 { 3640 {
@@ -3670,15 +3828,27 @@ namespace OpenSim.Region.Framework.Scenes
3670 agent.firstname, agent.lastname, agent.Viewer); 3828 agent.firstname, agent.lastname, agent.Viewer);
3671 reason = "Access denied, your viewer is banned by the region owner"; 3829 reason = "Access denied, your viewer is banned by the region owner";
3672 return false; 3830 return false;
3673 } 3831 }
3674 3832
3675 ILandObject land; 3833 ScenePresence sp = GetScenePresence(agent.AgentID);
3676 3834
3677 lock (agent) 3835 // If we have noo presence here or if that presence is a zombie root
3836 // presence that will be kicled, we need a new CAPS object.
3837 if (sp == null || (sp != null && !sp.IsChildAgent))
3678 { 3838 {
3679 ScenePresence sp = GetScenePresence(agent.AgentID); 3839 if (CapsModule != null)
3680 3840 {
3681 if (sp != null && !sp.IsChildAgent) 3841 lock (agent)
3842 {
3843 CapsModule.SetAgentCapsSeeds(agent);
3844 CapsModule.CreateCaps(agent.AgentID, agent.circuitcode);
3845 }
3846 }
3847 }
3848
3849 if (sp != null)
3850 {
3851 if (!sp.IsChildAgent)
3682 { 3852 {
3683 // We have a zombie from a crashed session. 3853 // We have a zombie from a crashed session.
3684 // Or the same user is trying to be root twice here, won't work. 3854 // Or the same user is trying to be root twice here, won't work.
@@ -3688,29 +3858,34 @@ namespace OpenSim.Region.Framework.Scenes
3688 sp.Name, sp.UUID, RegionInfo.RegionName); 3858 sp.Name, sp.UUID, RegionInfo.RegionName);
3689 3859
3690 if (sp.ControllingClient != null) 3860 if (sp.ControllingClient != null)
3691 sp.ControllingClient.Close(true); 3861 sp.ControllingClient.Close(true, true);
3692 3862
3693 sp = null; 3863 sp = null;
3694 } 3864 }
3865 }
3695 3866
3867 lock (agent)
3868 {
3696 // Optimistic: add or update the circuit data with the new agent circuit data and teleport flags. 3869 // Optimistic: add or update the circuit data with the new agent circuit data and teleport flags.
3697 // We need the circuit data here for some of the subsequent checks. (groups, for example) 3870 // We need the circuit data here for some of the subsequent checks. (groups, for example)
3698 // If the checks fail, we remove the circuit. 3871 // If the checks fail, we remove the circuit.
3699 agent.teleportFlags = teleportFlags; 3872 agent.teleportFlags = teleportFlags;
3700 m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent); 3873 m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
3701 3874
3702 land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3703
3704 // On login test land permisions 3875 // On login test land permisions
3705 if (vialogin) 3876 if (vialogin)
3706 { 3877 {
3707 if (land != null && !TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y)) 3878 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3879 if (cache != null)
3880 cache.Remove(agent.firstname + " " + agent.lastname);
3881 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3708 { 3882 {
3883 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3709 m_authenticateHandler.RemoveCircuit(agent.circuitcode); 3884 m_authenticateHandler.RemoveCircuit(agent.circuitcode);
3710 return false; 3885 return false;
3711 } 3886 }
3712 } 3887 }
3713 3888
3714 if (sp == null) // We don't have an [child] agent here already 3889 if (sp == null) // We don't have an [child] agent here already
3715 { 3890 {
3716 if (requirePresenceLookup) 3891 if (requirePresenceLookup)
@@ -3732,13 +3907,18 @@ namespace OpenSim.Region.Framework.Scenes
3732 return false; 3907 return false;
3733 } 3908 }
3734 } 3909 }
3735 3910
3736 try 3911 try
3737 { 3912 {
3738 if (!AuthorizeUser(agent, out reason)) 3913 // Always check estate if this is a login. Always
3914 // check if banned regions are to be blacked out.
3915 if (vialogin || (!m_seeIntoBannedRegion))
3739 { 3916 {
3740 m_authenticateHandler.RemoveCircuit(agent.circuitcode); 3917 if (!AuthorizeUser(agent, out reason))
3741 return false; 3918 {
3919 m_authenticateHandler.RemoveCircuit(agent.circuitcode);
3920 return false;
3921 }
3742 } 3922 }
3743 } 3923 }
3744 catch (Exception e) 3924 catch (Exception e)
@@ -3749,32 +3929,27 @@ namespace OpenSim.Region.Framework.Scenes
3749 m_authenticateHandler.RemoveCircuit(agent.circuitcode); 3929 m_authenticateHandler.RemoveCircuit(agent.circuitcode);
3750 return false; 3930 return false;
3751 } 3931 }
3752 3932
3753 m_log.InfoFormat( 3933 m_log.InfoFormat(
3754 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})", 3934 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
3755 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname, 3935 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
3756 agent.AgentID, agent.circuitcode); 3936 agent.AgentID, agent.circuitcode);
3757 3937
3758 if (CapsModule != null)
3759 {
3760 CapsModule.SetAgentCapsSeeds(agent);
3761 CapsModule.CreateCaps(agent.AgentID);
3762 }
3763 } 3938 }
3764 else 3939 else
3765 { 3940 {
3766 // Let the SP know how we got here. This has a lot of interesting 3941 // Let the SP know how we got here. This has a lot of interesting
3767 // uses down the line. 3942 // uses down the line.
3768 sp.TeleportFlags = (TPFlags)teleportFlags; 3943 sp.TeleportFlags = (TPFlags)teleportFlags;
3769 3944
3770 if (sp.IsChildAgent) 3945 if (sp.IsChildAgent)
3771 { 3946 {
3772 m_log.DebugFormat( 3947 m_log.DebugFormat(
3773 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", 3948 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}",
3774 agent.AgentID, RegionInfo.RegionName); 3949 agent.AgentID, RegionInfo.RegionName);
3775 3950
3776 sp.AdjustKnownSeeds(); 3951 sp.AdjustKnownSeeds();
3777 3952
3778 if (CapsModule != null) 3953 if (CapsModule != null)
3779 CapsModule.SetAgentCapsSeeds(agent); 3954 CapsModule.SetAgentCapsSeeds(agent);
3780 } 3955 }
@@ -3786,6 +3961,11 @@ namespace OpenSim.Region.Framework.Scenes
3786 CacheUserName(null, agent); 3961 CacheUserName(null, agent);
3787 } 3962 }
3788 3963
3964 if (CapsModule != null)
3965 {
3966 CapsModule.ActivateCaps(agent.circuitcode);
3967 }
3968
3789 if (vialogin) 3969 if (vialogin)
3790 { 3970 {
3791// CleanDroppedAttachments(); 3971// CleanDroppedAttachments();
@@ -3877,6 +4057,8 @@ namespace OpenSim.Region.Framework.Scenes
3877 } 4057 }
3878 4058
3879 // Honor parcel landing type and position. 4059 // Honor parcel landing type and position.
4060 /*
4061 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3880 if (land != null) 4062 if (land != null)
3881 { 4063 {
3882 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 4064 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3884,6 +4066,7 @@ namespace OpenSim.Region.Framework.Scenes
3884 agent.startpos = land.LandData.UserLocation; 4066 agent.startpos = land.LandData.UserLocation;
3885 } 4067 }
3886 } 4068 }
4069 */// This is now handled properly in ScenePresence.MakeRootAgent
3887 } 4070 }
3888 4071
3889 return true; 4072 return true;
@@ -3981,7 +4164,7 @@ namespace OpenSim.Region.Framework.Scenes
3981 4164
3982 if (!m_strictAccessControl) return true; 4165 if (!m_strictAccessControl) return true;
3983 if (Permissions.IsGod(agent.AgentID)) return true; 4166 if (Permissions.IsGod(agent.AgentID)) return true;
3984 4167
3985 if (AuthorizationService != null) 4168 if (AuthorizationService != null)
3986 { 4169 {
3987 if (!AuthorizationService.IsAuthorizedForRegion( 4170 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3996,7 +4179,7 @@ namespace OpenSim.Region.Framework.Scenes
3996 4179
3997 if (RegionInfo.EstateSettings != null) 4180 if (RegionInfo.EstateSettings != null)
3998 { 4181 {
3999 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID)) 4182 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, 0))
4000 { 4183 {
4001 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 4184 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
4002 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 4185 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -4184,6 +4367,15 @@ namespace OpenSim.Region.Framework.Scenes
4184 m_log.DebugFormat( 4367 m_log.DebugFormat(
4185 "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName); 4368 "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName);
4186 4369
4370 // We have to wait until the viewer contacts this region after receiving EAC.
4371 // That calls AddNewClient, which finally creates the ScenePresence
4372 int flags = GetUserFlags(cAgentData.AgentID);
4373 if (RegionInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4374 {
4375 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4376 return false;
4377 }
4378
4187 // TODO: This check should probably be in QueryAccess(). 4379 // TODO: This check should probably be in QueryAccess().
4188 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4380 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
4189 if (nearestParcel == null) 4381 if (nearestParcel == null)
@@ -4258,7 +4450,7 @@ namespace OpenSim.Region.Framework.Scenes
4258 /// <param name='agentID'></param> 4450 /// <param name='agentID'></param>
4259 protected virtual ScenePresence WaitGetScenePresence(UUID agentID) 4451 protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
4260 { 4452 {
4261 int ntimes = 10; 4453 int ntimes = 30;
4262 ScenePresence sp = null; 4454 ScenePresence sp = null;
4263 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0)) 4455 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0))
4264 Thread.Sleep(1000); 4456 Thread.Sleep(1000);
@@ -4307,6 +4499,16 @@ namespace OpenSim.Region.Framework.Scenes
4307 return false; 4499 return false;
4308 } 4500 }
4309 4501
4502 public bool IncomingCloseAgent(UUID agentID)
4503 {
4504 return IncomingCloseAgent(agentID, false);
4505 }
4506
4507 public bool IncomingCloseChildAgent(UUID agentID)
4508 {
4509 return IncomingCloseAgent(agentID, true);
4510 }
4511
4310 /// <summary> 4512 /// <summary>
4311 /// Tell a single agent to disconnect from the region. 4513 /// Tell a single agent to disconnect from the region.
4312 /// </summary> 4514 /// </summary>
@@ -4321,7 +4523,7 @@ namespace OpenSim.Region.Framework.Scenes
4321 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID); 4523 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID);
4322 if (presence != null) 4524 if (presence != null)
4323 { 4525 {
4324 presence.ControllingClient.Close(force); 4526 presence.ControllingClient.Close(force, force);
4325 return true; 4527 return true;
4326 } 4528 }
4327 4529
@@ -4939,7 +5141,7 @@ namespace OpenSim.Region.Framework.Scenes
4939 { 5141 {
4940 if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 5142 if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
4941 { 5143 {
4942 if (grp.RootPart.Expires <= DateTime.Now) 5144 if (grp.GetSittingAvatarsCount() == 0 && grp.RootPart.Expires <= DateTime.Now)
4943 DeleteSceneObject(grp, false); 5145 DeleteSceneObject(grp, false);
4944 } 5146 }
4945 } 5147 }
@@ -4953,35 +5155,81 @@ namespace OpenSim.Region.Framework.Scenes
4953 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID); 5155 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID);
4954 } 5156 }
4955 5157
4956 public int GetHealth() 5158 public int GetHealth(out int flags, out string message)
4957 { 5159 {
4958 // Returns: 5160 // Returns:
4959 // 1 = sim is up and accepting http requests. The heartbeat has 5161 // 1 = sim is up and accepting http requests. The heartbeat has
4960 // stopped and the sim is probably locked up, but a remote 5162 // stopped and the sim is probably locked up, but a remote
4961 // admin restart may succeed 5163 // admin restart may succeed
4962 // 5164 //
4963 // 2 = Sim is up and the heartbeat is running. The sim is likely 5165 // 2 = Sim is up and the heartbeat is running. The sim is likely
4964 // usable for people within and logins _may_ work 5166 // usable for people within
5167 //
5168 // 3 = Sim is up and one packet thread is running. Sim is
5169 // unstable and will not accept new logins
4965 // 5170 //
4966 // 3 = We have seen a new user enter within the past 4 minutes 5171 // 4 = Sim is up and both packet threads are running. Sim is
5172 // likely usable
5173 //
5174 // 5 = We have seen a new user enter within the past 4 minutes
4967 // which can be seen as positive confirmation of sim health 5175 // which can be seen as positive confirmation of sim health
4968 // 5176 //
5177
5178 flags = 0;
5179 message = String.Empty;
5180
5181 CheckHeartbeat();
5182
5183 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
5184 {
5185 // We're still starting
5186 // 0 means "in startup", it can't happen another way, since
5187 // to get here, we must be able to accept http connections
5188 return 0;
5189 }
5190
4969 int health=1; // Start at 1, means we're up 5191 int health=1; // Start at 1, means we're up
4970 5192
4971 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 5193 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
4972 health += 1; 5194 {
5195 health+=1;
5196 flags |= 1;
5197 }
5198
5199 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
5200 {
5201 health+=1;
5202 flags |= 2;
5203 }
5204
5205 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
5206 {
5207 health+=1;
5208 flags |= 4;
5209 }
4973 else 5210 else
5211 {
5212int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
5213System.Diagnostics.Process proc = new System.Diagnostics.Process();
5214proc.EnableRaisingEvents=false;
5215proc.StartInfo.FileName = "/bin/kill";
5216proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
5217proc.Start();
5218proc.WaitForExit();
5219Thread.Sleep(1000);
5220Environment.Exit(1);
5221 }
5222
5223 if (flags != 7)
4974 return health; 5224 return health;
4975 5225
4976 // A login in the last 4 mins? We can't be doing too badly 5226 // A login in the last 4 mins? We can't be doing too badly
4977 // 5227 //
4978 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 5228 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4979 health++; 5229 health++;
4980 else 5230 else
4981 return health; 5231 return health;
4982 5232
4983// CheckHeartbeat();
4984
4985 return health; 5233 return health;
4986 } 5234 }
4987 5235
@@ -5069,7 +5317,7 @@ namespace OpenSim.Region.Framework.Scenes
5069 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 5317 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
5070 if (wasUsingPhysics) 5318 if (wasUsingPhysics)
5071 { 5319 {
5072 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 5320 jointProxyObject.UpdatePrimFlags(false, false, true, false,false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
5073 } 5321 }
5074 } 5322 }
5075 5323
@@ -5168,14 +5416,14 @@ namespace OpenSim.Region.Framework.Scenes
5168 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5416 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
5169 } 5417 }
5170 5418
5171// private void CheckHeartbeat() 5419 private void CheckHeartbeat()
5172// { 5420 {
5173// if (m_firstHeartbeat) 5421 if (m_firstHeartbeat)
5174// return; 5422 return;
5175// 5423
5176// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5424 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
5177// StartTimer(); 5425 Start();
5178// } 5426 }
5179 5427
5180 public override ISceneObject DeserializeObject(string representation) 5428 public override ISceneObject DeserializeObject(string representation)
5181 { 5429 {
@@ -5233,7 +5481,7 @@ namespace OpenSim.Region.Framework.Scenes
5233 Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar); 5481 Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar);
5234 5482
5235 //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString()); 5483 //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString());
5236 5484
5237 return nearestRegionEdgePoint; 5485 return nearestRegionEdgePoint;
5238 } 5486 }
5239 5487
@@ -5487,7 +5735,55 @@ namespace OpenSim.Region.Framework.Scenes
5487 mapModule.GenerateMaptile(); 5735 mapModule.GenerateMaptile();
5488 } 5736 }
5489 5737
5490 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5738// public void CleanDroppedAttachments()
5739// {
5740// List<SceneObjectGroup> objectsToDelete =
5741// new List<SceneObjectGroup>();
5742//
5743// lock (m_cleaningAttachments)
5744// {
5745// ForEachSOG(delegate (SceneObjectGroup grp)
5746// {
5747// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5748// {
5749// UUID agentID = grp.OwnerID;
5750// if (agentID == UUID.Zero)
5751// {
5752// objectsToDelete.Add(grp);
5753// return;
5754// }
5755//
5756// ScenePresence sp = GetScenePresence(agentID);
5757// if (sp == null)
5758// {
5759// objectsToDelete.Add(grp);
5760// return;
5761// }
5762// }
5763// });
5764// }
5765//
5766// foreach (SceneObjectGroup grp in objectsToDelete)
5767// {
5768// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5769// DeleteSceneObject(grp, true);
5770// }
5771// }
5772
5773 public void ThreadAlive(int threadCode)
5774 {
5775 switch(threadCode)
5776 {
5777 case 1: // Incoming
5778 m_lastIncoming = Util.EnvironmentTickCount();
5779 break;
5780 case 2: // Incoming
5781 m_lastOutgoing = Util.EnvironmentTickCount();
5782 break;
5783 }
5784 }
5785
5786 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5491 { 5787 {
5492 RegenerateMaptile(); 5788 RegenerateMaptile();
5493 5789
@@ -5649,7 +5945,19 @@ namespace OpenSim.Region.Framework.Scenes
5649 return true; 5945 return true;
5650 } 5946 }
5651 5947
5652 /// <summary> 5948 public void StartTimerWatchdog()
5949 {
5950 m_timerWatchdog.Interval = 1000;
5951 m_timerWatchdog.Elapsed += TimerWatchdog;
5952 m_timerWatchdog.AutoReset = true;
5953 m_timerWatchdog.Start();
5954 }
5955
5956 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5957 {
5958 CheckHeartbeat();
5959 }
5960
5653 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5961 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5654 /// autopilot that moves an avatar to a sit target!. 5962 /// autopilot that moves an avatar to a sit target!.
5655 /// </summary> 5963 /// </summary>
@@ -5728,6 +6036,11 @@ namespace OpenSim.Region.Framework.Scenes
5728 return m_SpawnPoint - 1; 6036 return m_SpawnPoint - 1;
5729 } 6037 }
5730 6038
6039 private void HandleGcCollect(string module, string[] args)
6040 {
6041 GC.Collect();
6042 }
6043
5731 /// <summary> 6044 /// <summary>
5732 /// Wrappers to get physics modules retrieve assets. 6045 /// Wrappers to get physics modules retrieve assets.
5733 /// </summary> 6046 /// </summary>