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-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs502
1 files changed, 417 insertions, 85 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 64ed6c7..cabba04 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -97,6 +97,7 @@ namespace OpenSim.Region.Framework.Scenes
97 // TODO: need to figure out how allow client agents but deny 97 // TODO: need to figure out how allow client agents but deny
98 // root agents when ACL denies access to root agent 98 // root agents when ACL denies access to root agent
99 public bool m_strictAccessControl = true; 99 public bool m_strictAccessControl = true;
100 public bool m_seeIntoBannedRegion = false;
100 public int MaxUndoCount = 5; 101 public int MaxUndoCount = 5;
101 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 102 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
102 public bool LoginLock = false; 103 public bool LoginLock = false;
@@ -112,12 +113,14 @@ namespace OpenSim.Region.Framework.Scenes
112 113
113 protected int m_splitRegionID; 114 protected int m_splitRegionID;
114 protected Timer m_restartWaitTimer = new Timer(); 115 protected Timer m_restartWaitTimer = new Timer();
116 protected Timer m_timerWatchdog = new Timer();
115 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 117 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
116 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 118 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
117 protected string m_simulatorVersion = "OpenSimulator Server"; 119 protected string m_simulatorVersion = "OpenSimulator Server";
118 protected ModuleLoader m_moduleLoader; 120 protected ModuleLoader m_moduleLoader;
119 protected AgentCircuitManager m_authenticateHandler; 121 protected AgentCircuitManager m_authenticateHandler;
120 protected SceneCommunicationService m_sceneGridService; 122 protected SceneCommunicationService m_sceneGridService;
123 protected ISnmpModule m_snmpService = null;
121 124
122 protected ISimulationDataService m_SimulationDataService; 125 protected ISimulationDataService m_SimulationDataService;
123 protected IEstateDataService m_EstateDataService; 126 protected IEstateDataService m_EstateDataService;
@@ -174,7 +177,7 @@ namespace OpenSim.Region.Framework.Scenes
174 private int m_update_events = 1; 177 private int m_update_events = 1;
175 private int m_update_backup = 200; 178 private int m_update_backup = 200;
176 private int m_update_terrain = 50; 179 private int m_update_terrain = 50;
177// private int m_update_land = 1; 180 private int m_update_land = 10;
178 private int m_update_coarse_locations = 50; 181 private int m_update_coarse_locations = 50;
179 182
180 private int agentMS; 183 private int agentMS;
@@ -189,6 +192,7 @@ namespace OpenSim.Region.Framework.Scenes
189 private int landMS; 192 private int landMS;
190 private int lastCompletedFrame; 193 private int lastCompletedFrame;
191 194
195 public bool CombineRegions = false;
192 /// <summary> 196 /// <summary>
193 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched 197 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched
194 /// asynchronously from the update loop. 198 /// asynchronously from the update loop.
@@ -211,10 +215,12 @@ namespace OpenSim.Region.Framework.Scenes
211 private bool m_scripts_enabled = true; 215 private bool m_scripts_enabled = true;
212 private string m_defaultScriptEngine; 216 private string m_defaultScriptEngine;
213 private int m_LastLogin; 217 private int m_LastLogin;
214 private Thread HeartbeatThread; 218 private Thread HeartbeatThread = null;
215 private volatile bool shuttingdown; 219 private volatile bool shuttingdown;
216 220
217 private int m_lastUpdate; 221 private int m_lastUpdate;
222 private int m_lastIncoming;
223 private int m_lastOutgoing;
218 private bool m_firstHeartbeat = true; 224 private bool m_firstHeartbeat = true;
219 225
220 private object m_deleting_scene_object = new object(); 226 private object m_deleting_scene_object = new object();
@@ -262,6 +268,19 @@ namespace OpenSim.Region.Framework.Scenes
262 get { return m_sceneGridService; } 268 get { return m_sceneGridService; }
263 } 269 }
264 270
271 public ISnmpModule SnmpService
272 {
273 get
274 {
275 if (m_snmpService == null)
276 {
277 m_snmpService = RequestModuleInterface<ISnmpModule>();
278 }
279
280 return m_snmpService;
281 }
282 }
283
265 public ISimulationDataService SimulationDataService 284 public ISimulationDataService SimulationDataService
266 { 285 {
267 get 286 get
@@ -554,6 +573,9 @@ namespace OpenSim.Region.Framework.Scenes
554 m_EstateDataService = estateDataService; 573 m_EstateDataService = estateDataService;
555 m_regionHandle = m_regInfo.RegionHandle; 574 m_regionHandle = m_regInfo.RegionHandle;
556 m_regionName = m_regInfo.RegionName; 575 m_regionName = m_regInfo.RegionName;
576 m_lastUpdate = Util.EnvironmentTickCount();
577 m_lastIncoming = 0;
578 m_lastOutgoing = 0;
557 579
558 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 580 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
559 m_asyncSceneObjectDeleter.Enabled = true; 581 m_asyncSceneObjectDeleter.Enabled = true;
@@ -675,11 +697,13 @@ namespace OpenSim.Region.Framework.Scenes
675 //Animation states 697 //Animation states
676 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 698 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
677 // TODO: Change default to true once the feature is supported 699 // TODO: Change default to true once the feature is supported
678 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 700 m_usePreJump = startupConfig.GetBoolean("enableprejump", true);
679 701
680 m_physicalPrim = startupConfig.GetBoolean("physical_prim", true); 702 m_physicalPrim = startupConfig.GetBoolean("physical_prim", true);
681 703
682 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 704 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
705
706 m_log.DebugFormat("[SCENE]: prejump is {0}", m_usePreJump ? "ON" : "OFF");
683 if (RegionInfo.NonphysPrimMax > 0) 707 if (RegionInfo.NonphysPrimMax > 0)
684 { 708 {
685 m_maxNonphys = RegionInfo.NonphysPrimMax; 709 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -712,6 +736,7 @@ namespace OpenSim.Region.Framework.Scenes
712 m_persistAfter *= 10000000; 736 m_persistAfter *= 10000000;
713 737
714 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 738 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
739 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
715 740
716 IConfig packetConfig = m_config.Configs["PacketPool"]; 741 IConfig packetConfig = m_config.Configs["PacketPool"];
717 if (packetConfig != null) 742 if (packetConfig != null)
@@ -721,6 +746,8 @@ namespace OpenSim.Region.Framework.Scenes
721 } 746 }
722 747
723 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 748 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
749 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
750 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
724 751
725 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 752 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
726 if (m_generateMaptiles) 753 if (m_generateMaptiles)
@@ -756,9 +783,9 @@ namespace OpenSim.Region.Framework.Scenes
756 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain); 783 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
757 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning); 784 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
758 } 785 }
759 catch 786 catch (Exception e)
760 { 787 {
761 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 788 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
762 } 789 }
763 790
764 #endregion Region Config 791 #endregion Region Config
@@ -1178,7 +1205,9 @@ namespace OpenSim.Region.Framework.Scenes
1178 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1205 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1179 if (HeartbeatThread != null) 1206 if (HeartbeatThread != null)
1180 { 1207 {
1208 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1181 HeartbeatThread.Abort(); 1209 HeartbeatThread.Abort();
1210 Watchdog.RemoveThread(HeartbeatThread.ManagedThreadId);
1182 HeartbeatThread = null; 1211 HeartbeatThread = null;
1183 } 1212 }
1184 m_lastUpdate = Util.EnvironmentTickCount(); 1213 m_lastUpdate = Util.EnvironmentTickCount();
@@ -1221,9 +1250,6 @@ namespace OpenSim.Region.Framework.Scenes
1221 { 1250 {
1222 while (!shuttingdown) 1251 while (!shuttingdown)
1223 Update(); 1252 Update();
1224
1225 m_lastUpdate = Util.EnvironmentTickCount();
1226 m_firstHeartbeat = false;
1227 } 1253 }
1228 catch (ThreadAbortException) 1254 catch (ThreadAbortException)
1229 { 1255 {
@@ -1321,6 +1347,13 @@ namespace OpenSim.Region.Framework.Scenes
1321 eventMS = Util.EnvironmentTickCountSubtract(evMS); ; 1347 eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
1322 } 1348 }
1323 1349
1350 // if (Frame % m_update_land == 0)
1351 // {
1352 // int ldMS = Util.EnvironmentTickCount();
1353 // UpdateLand();
1354 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1355 // }
1356
1324 if (Frame % m_update_backup == 0) 1357 if (Frame % m_update_backup == 0)
1325 { 1358 {
1326 int backMS = Util.EnvironmentTickCount(); 1359 int backMS = Util.EnvironmentTickCount();
@@ -1422,12 +1455,16 @@ namespace OpenSim.Region.Framework.Scenes
1422 maintc = Util.EnvironmentTickCountSubtract(maintc); 1455 maintc = Util.EnvironmentTickCountSubtract(maintc);
1423 maintc = (int)(MinFrameTime * 1000) - maintc; 1456 maintc = (int)(MinFrameTime * 1000) - maintc;
1424 1457
1458
1459 m_lastUpdate = Util.EnvironmentTickCount();
1460 m_firstHeartbeat = false;
1461
1425 if (maintc > 0) 1462 if (maintc > 0)
1426 Thread.Sleep(maintc); 1463 Thread.Sleep(maintc);
1427 1464
1428 // Tell the watchdog that this thread is still alive 1465 // Tell the watchdog that this thread is still alive
1429 Watchdog.UpdateThread(); 1466 Watchdog.UpdateThread();
1430 } 1467 }
1431 1468
1432 public void AddGroupTarget(SceneObjectGroup grp) 1469 public void AddGroupTarget(SceneObjectGroup grp)
1433 { 1470 {
@@ -1443,9 +1480,9 @@ namespace OpenSim.Region.Framework.Scenes
1443 1480
1444 private void CheckAtTargets() 1481 private void CheckAtTargets()
1445 { 1482 {
1446 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1483 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1447 lock (m_groupsWithTargets) 1484 lock (m_groupsWithTargets)
1448 objs = m_groupsWithTargets.Values; 1485 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1449 1486
1450 foreach (SceneObjectGroup entry in objs) 1487 foreach (SceneObjectGroup entry in objs)
1451 entry.checkAtTargets(); 1488 entry.checkAtTargets();
@@ -1765,14 +1802,24 @@ namespace OpenSim.Region.Framework.Scenes
1765 /// <returns></returns> 1802 /// <returns></returns>
1766 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1803 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1767 { 1804 {
1805
1806 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1807 Vector3 wpos = Vector3.Zero;
1808 // Check for water surface intersection from above
1809 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1810 {
1811 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1812 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1813 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1814 wpos.Z = wheight;
1815 }
1816
1768 Vector3 pos = Vector3.Zero; 1817 Vector3 pos = Vector3.Zero;
1769 if (RayEndIsIntersection == (byte)1) 1818 if (RayEndIsIntersection == (byte)1)
1770 { 1819 {
1771 pos = RayEnd; 1820 pos = RayEnd;
1772 return pos;
1773 } 1821 }
1774 1822 else if (RayTargetID != UUID.Zero)
1775 if (RayTargetID != UUID.Zero)
1776 { 1823 {
1777 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1824 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1778 1825
@@ -1794,7 +1841,7 @@ namespace OpenSim.Region.Framework.Scenes
1794 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1841 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1795 1842
1796 // Un-comment out the following line to Get Raytrace results printed to the console. 1843 // Un-comment out the following line to Get Raytrace results printed to the console.
1797 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1844 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1798 float ScaleOffset = 0.5f; 1845 float ScaleOffset = 0.5f;
1799 1846
1800 // If we hit something 1847 // If we hit something
@@ -1817,13 +1864,10 @@ namespace OpenSim.Region.Framework.Scenes
1817 //pos.Z -= 0.25F; 1864 //pos.Z -= 0.25F;
1818 1865
1819 } 1866 }
1820
1821 return pos;
1822 } 1867 }
1823 else 1868 else
1824 { 1869 {
1825 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1870 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1826
1827 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1871 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1828 1872
1829 // Un-comment the following line to print the raytrace results to the console. 1873 // Un-comment the following line to print the raytrace results to the console.
@@ -1832,13 +1876,12 @@ namespace OpenSim.Region.Framework.Scenes
1832 if (ei.HitTF) 1876 if (ei.HitTF)
1833 { 1877 {
1834 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1878 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1835 } else 1879 }
1880 else
1836 { 1881 {
1837 // fall back to our stupid functionality 1882 // fall back to our stupid functionality
1838 pos = RayEnd; 1883 pos = RayEnd;
1839 } 1884 }
1840
1841 return pos;
1842 } 1885 }
1843 } 1886 }
1844 else 1887 else
@@ -1849,8 +1892,12 @@ namespace OpenSim.Region.Framework.Scenes
1849 //increase height so its above the ground. 1892 //increase height so its above the ground.
1850 //should be getting the normal of the ground at the rez point and using that? 1893 //should be getting the normal of the ground at the rez point and using that?
1851 pos.Z += scale.Z / 2f; 1894 pos.Z += scale.Z / 2f;
1852 return pos; 1895// return pos;
1853 } 1896 }
1897
1898 // check against posible water intercept
1899 if (wpos.Z > pos.Z) pos = wpos;
1900 return pos;
1854 } 1901 }
1855 1902
1856 1903
@@ -1934,7 +1981,10 @@ namespace OpenSim.Region.Framework.Scenes
1934 public bool AddRestoredSceneObject( 1981 public bool AddRestoredSceneObject(
1935 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 1982 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1936 { 1983 {
1937 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 1984 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
1985 if (result)
1986 sceneObject.IsDeleted = false;
1987 return result;
1938 } 1988 }
1939 1989
1940 /// <summary> 1990 /// <summary>
@@ -2024,6 +2074,15 @@ namespace OpenSim.Region.Framework.Scenes
2024 /// </summary> 2074 /// </summary>
2025 public void DeleteAllSceneObjects() 2075 public void DeleteAllSceneObjects()
2026 { 2076 {
2077 DeleteAllSceneObjects(false);
2078 }
2079
2080 /// <summary>
2081 /// Delete every object from the scene. This does not include attachments worn by avatars.
2082 /// </summary>
2083 public void DeleteAllSceneObjects(bool exceptNoCopy)
2084 {
2085 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2027 lock (Entities) 2086 lock (Entities)
2028 { 2087 {
2029 EntityBase[] entities = Entities.GetEntities(); 2088 EntityBase[] entities = Entities.GetEntities();
@@ -2032,11 +2091,24 @@ namespace OpenSim.Region.Framework.Scenes
2032 if (e is SceneObjectGroup) 2091 if (e is SceneObjectGroup)
2033 { 2092 {
2034 SceneObjectGroup sog = (SceneObjectGroup)e; 2093 SceneObjectGroup sog = (SceneObjectGroup)e;
2035 if (!sog.IsAttachment) 2094 if (sog != null && !sog.IsAttachment)
2036 DeleteSceneObject((SceneObjectGroup)e, false); 2095 {
2096 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2097 {
2098 DeleteSceneObject((SceneObjectGroup)e, false);
2099 }
2100 else
2101 {
2102 toReturn.Add((SceneObjectGroup)e);
2103 }
2104 }
2037 } 2105 }
2038 } 2106 }
2039 } 2107 }
2108 if (toReturn.Count > 0)
2109 {
2110 returnObjects(toReturn.ToArray(), UUID.Zero);
2111 }
2040 } 2112 }
2041 2113
2042 /// <summary> 2114 /// <summary>
@@ -2084,6 +2156,8 @@ namespace OpenSim.Region.Framework.Scenes
2084 } 2156 }
2085 2157
2086 group.DeleteGroupFromScene(silent); 2158 group.DeleteGroupFromScene(silent);
2159 if (!silent)
2160 SendKillObject(new List<uint>() { group.LocalId });
2087 2161
2088// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2162// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2089 } 2163 }
@@ -2438,10 +2512,17 @@ namespace OpenSim.Region.Framework.Scenes
2438 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2512 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2439 public bool AddSceneObject(SceneObjectGroup sceneObject) 2513 public bool AddSceneObject(SceneObjectGroup sceneObject)
2440 { 2514 {
2515 if (sceneObject.OwnerID == UUID.Zero)
2516 {
2517 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2518 return false;
2519 }
2520
2441 // If the user is banned, we won't let any of their objects 2521 // If the user is banned, we won't let any of their objects
2442 // enter. Period. 2522 // enter. Period.
2443 // 2523 //
2444 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2524 int flags = GetUserFlags(sceneObject.OwnerID);
2525 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2445 { 2526 {
2446 m_log.Info("[INTERREGION]: Denied prim crossing for " + 2527 m_log.Info("[INTERREGION]: Denied prim crossing for " +
2447 "banned avatar"); 2528 "banned avatar");
@@ -2488,12 +2569,23 @@ namespace OpenSim.Region.Framework.Scenes
2488 } 2569 }
2489 else 2570 else
2490 { 2571 {
2572 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2491 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2573 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2492 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2574 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2493 } 2575 }
2576 if (sceneObject.OwnerID == UUID.Zero)
2577 {
2578 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2579 return false;
2580 }
2494 } 2581 }
2495 else 2582 else
2496 { 2583 {
2584 if (sceneObject.OwnerID == UUID.Zero)
2585 {
2586 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2587 return false;
2588 }
2497 AddRestoredSceneObject(sceneObject, true, false); 2589 AddRestoredSceneObject(sceneObject, true, false);
2498 2590
2499 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2591 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2523,6 +2615,24 @@ namespace OpenSim.Region.Framework.Scenes
2523 return 2; // StateSource.PrimCrossing 2615 return 2; // StateSource.PrimCrossing
2524 } 2616 }
2525 2617
2618 public int GetUserFlags(UUID user)
2619 {
2620 //Unfortunately the SP approach means that the value is cached until region is restarted
2621 /*
2622 ScenePresence sp;
2623 if (TryGetScenePresence(user, out sp))
2624 {
2625 return sp.UserFlags;
2626 }
2627 else
2628 {
2629 */
2630 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2631 if (uac == null)
2632 return 0;
2633 return uac.UserFlags;
2634 //}
2635 }
2526 #endregion 2636 #endregion
2527 2637
2528 #region Add/Remove Avatar Methods 2638 #region Add/Remove Avatar Methods
@@ -2544,6 +2654,7 @@ namespace OpenSim.Region.Framework.Scenes
2544 (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2654 (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2545 2655
2546 CheckHeartbeat(); 2656 CheckHeartbeat();
2657 ScenePresence presence;
2547 2658
2548 if (GetScenePresence(client.AgentId) == null) // ensure there is no SP here 2659 if (GetScenePresence(client.AgentId) == null) // ensure there is no SP here
2549 { 2660 {
@@ -2577,7 +2688,14 @@ namespace OpenSim.Region.Framework.Scenes
2577 2688
2578 EventManager.TriggerOnNewClient(client); 2689 EventManager.TriggerOnNewClient(client);
2579 if (vialogin) 2690 if (vialogin)
2691 {
2580 EventManager.TriggerOnClientLogin(client); 2692 EventManager.TriggerOnClientLogin(client);
2693
2694 // Send initial parcel data
2695 Vector3 pos = createdSp.AbsolutePosition;
2696 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2697 land.SendLandUpdateToClient(client);
2698 }
2581 } 2699 }
2582 } 2700 }
2583 2701
@@ -2666,19 +2784,12 @@ namespace OpenSim.Region.Framework.Scenes
2666 // and the scene presence and the client, if they exist 2784 // and the scene presence and the client, if they exist
2667 try 2785 try
2668 { 2786 {
2669 // We need to wait for the client to make UDP contact first. 2787 ScenePresence sp = GetScenePresence(agentID);
2670 // It's the UDP contact that creates the scene presence 2788 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2671 ScenePresence sp = WaitGetScenePresence(agentID); 2789
2672 if (sp != null) 2790 if (sp != null)
2673 {
2674 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2675
2676 sp.ControllingClient.Close(); 2791 sp.ControllingClient.Close();
2677 } 2792
2678 else
2679 {
2680 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2681 }
2682 // BANG! SLASH! 2793 // BANG! SLASH!
2683 m_authenticateHandler.RemoveCircuit(agentID); 2794 m_authenticateHandler.RemoveCircuit(agentID);
2684 2795
@@ -2778,6 +2889,7 @@ namespace OpenSim.Region.Framework.Scenes
2778 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 2889 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2779 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2890 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2780 client.OnCopyInventoryItem += CopyInventoryItem; 2891 client.OnCopyInventoryItem += CopyInventoryItem;
2892 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2781 client.OnMoveInventoryItem += MoveInventoryItem; 2893 client.OnMoveInventoryItem += MoveInventoryItem;
2782 client.OnRemoveInventoryItem += RemoveInventoryItem; 2894 client.OnRemoveInventoryItem += RemoveInventoryItem;
2783 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2895 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2955,15 +3067,16 @@ namespace OpenSim.Region.Framework.Scenes
2955 /// </summary> 3067 /// </summary>
2956 /// <param name="agentId">The avatar's Unique ID</param> 3068 /// <param name="agentId">The avatar's Unique ID</param>
2957 /// <param name="client">The IClientAPI for the client</param> 3069 /// <param name="client">The IClientAPI for the client</param>
2958 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3070 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2959 { 3071 {
2960 if (m_teleportModule != null) 3072 if (m_teleportModule != null)
2961 m_teleportModule.TeleportHome(agentId, client); 3073 return m_teleportModule.TeleportHome(agentId, client);
2962 else 3074 else
2963 { 3075 {
2964 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3076 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2965 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3077 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2966 } 3078 }
3079 return false;
2967 } 3080 }
2968 3081
2969 /// <summary> 3082 /// <summary>
@@ -3055,6 +3168,16 @@ namespace OpenSim.Region.Framework.Scenes
3055 /// <param name="flags"></param> 3168 /// <param name="flags"></param>
3056 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3169 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3057 { 3170 {
3171 //Add half the avatar's height so that the user doesn't fall through prims
3172 ScenePresence presence;
3173 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3174 {
3175 if (presence.Appearance != null)
3176 {
3177 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3178 }
3179 }
3180
3058 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3181 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3059 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3182 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3060 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3183 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3123,8 +3246,9 @@ namespace OpenSim.Region.Framework.Scenes
3123 regions.Remove(RegionInfo.RegionHandle); 3246 regions.Remove(RegionInfo.RegionHandle);
3124 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3247 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3125 } 3248 }
3126 3249 m_log.Debug("[Scene] Beginning ClientClosed");
3127 m_eventManager.TriggerClientClosed(agentID, this); 3250 m_eventManager.TriggerClientClosed(agentID, this);
3251 m_log.Debug("[Scene] Finished ClientClosed");
3128 } 3252 }
3129 catch (NullReferenceException) 3253 catch (NullReferenceException)
3130 { 3254 {
@@ -3132,7 +3256,12 @@ namespace OpenSim.Region.Framework.Scenes
3132 // Avatar is already disposed :/ 3256 // Avatar is already disposed :/
3133 } 3257 }
3134 3258
3259 m_log.Debug("[Scene] Beginning OnRemovePresence");
3135 m_eventManager.TriggerOnRemovePresence(agentID); 3260 m_eventManager.TriggerOnRemovePresence(agentID);
3261 m_log.Debug("[Scene] Finished OnRemovePresence");
3262
3263 if (AttachmentsModule != null && !avatar.IsChildAgent && avatar.PresenceType != PresenceType.Npc)
3264 AttachmentsModule.SaveChangedAttachments(avatar);
3136 3265
3137 if (AttachmentsModule != null && !avatar.IsChildAgent && avatar.PresenceType != PresenceType.Npc) 3266 if (AttachmentsModule != null && !avatar.IsChildAgent && avatar.PresenceType != PresenceType.Npc)
3138 AttachmentsModule.SaveChangedAttachments(avatar); 3267 AttachmentsModule.SaveChangedAttachments(avatar);
@@ -3141,7 +3270,7 @@ namespace OpenSim.Region.Framework.Scenes
3141 delegate(IClientAPI client) 3270 delegate(IClientAPI client)
3142 { 3271 {
3143 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway 3272 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway
3144 try { client.SendKillObject(avatar.RegionHandle, avatar.LocalId); } 3273 try { client.SendKillObject(avatar.RegionHandle, new List<uint>() { avatar.LocalId}); }
3145 catch (NullReferenceException) { } 3274 catch (NullReferenceException) { }
3146 }); 3275 });
3147 3276
@@ -3152,8 +3281,11 @@ namespace OpenSim.Region.Framework.Scenes
3152 } 3281 }
3153 3282
3154 // Remove the avatar from the scene 3283 // Remove the avatar from the scene
3284 m_log.Debug("[Scene] Begin RemoveScenePresence");
3155 m_sceneGraph.RemoveScenePresence(agentID); 3285 m_sceneGraph.RemoveScenePresence(agentID);
3286 m_log.Debug("[Scene] Finished RemoveScenePresence. Removing the client manager");
3156 m_clientManager.Remove(agentID); 3287 m_clientManager.Remove(agentID);
3288 m_log.Debug("[Scene] Removed the client manager. Firing avatar.close");
3157 3289
3158 try 3290 try
3159 { 3291 {
@@ -3167,9 +3299,10 @@ namespace OpenSim.Region.Framework.Scenes
3167 { 3299 {
3168 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); 3300 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
3169 } 3301 }
3170 3302 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3171 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3303 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3172// CleanDroppedAttachments(); 3304// CleanDroppedAttachments();
3305 m_log.Debug("[Scene] The avatar has left the building");
3173 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3306 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3174 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3307 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3175 } 3308 }
@@ -3200,19 +3333,24 @@ namespace OpenSim.Region.Framework.Scenes
3200 3333
3201 #region Entities 3334 #region Entities
3202 3335
3203 public void SendKillObject(uint localID) 3336 public void SendKillObject(List<uint> localIDs)
3204 { 3337 {
3205 SceneObjectPart part = GetSceneObjectPart(localID); 3338 List<uint> deleteIDs = new List<uint>();
3206 if (part != null) // It is a prim 3339
3340 foreach (uint localID in localIDs)
3207 { 3341 {
3208 if (!part.ParentGroup.IsDeleted) // Valid 3342 SceneObjectPart part = GetSceneObjectPart(localID);
3343 if (part != null) // It is a prim
3209 { 3344 {
3210 if (part.ParentGroup.RootPart != part) // Child part 3345 if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid
3211 return; 3346 {
3347 if (part.ParentGroup.RootPart != part) // Child part
3348 continue;
3349 }
3212 } 3350 }
3351 deleteIDs.Add(localID);
3213 } 3352 }
3214 3353 ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, deleteIDs); });
3215 ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); });
3216 } 3354 }
3217 3355
3218 #endregion 3356 #endregion
@@ -3230,7 +3368,6 @@ namespace OpenSim.Region.Framework.Scenes
3230 //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate; 3368 //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate;
3231 //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar; 3369 //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar;
3232 m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid; 3370 m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid;
3233 m_sceneGridService.KiPrimitive += SendKillObject;
3234 m_sceneGridService.OnGetLandData += GetLandData; 3371 m_sceneGridService.OnGetLandData += GetLandData;
3235 } 3372 }
3236 3373
@@ -3239,7 +3376,6 @@ namespace OpenSim.Region.Framework.Scenes
3239 /// </summary> 3376 /// </summary>
3240 public void UnRegisterRegionWithComms() 3377 public void UnRegisterRegionWithComms()
3241 { 3378 {
3242 m_sceneGridService.KiPrimitive -= SendKillObject;
3243 m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid; 3379 m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid;
3244 //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar; 3380 //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar;
3245 //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate; 3381 //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate;
@@ -3319,13 +3455,16 @@ namespace OpenSim.Region.Framework.Scenes
3319 sp = null; 3455 sp = null;
3320 } 3456 }
3321 3457
3322 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3323 3458
3324 //On login test land permisions 3459 //On login test land permisions
3325 if (vialogin) 3460 if (vialogin)
3326 { 3461 {
3327 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3462 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3463 if (cache != null)
3464 cache.Remove(agent.firstname + " " + agent.lastname);
3465 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3328 { 3466 {
3467 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3329 return false; 3468 return false;
3330 } 3469 }
3331 } 3470 }
@@ -3348,8 +3487,13 @@ namespace OpenSim.Region.Framework.Scenes
3348 3487
3349 try 3488 try
3350 { 3489 {
3351 if (!AuthorizeUser(agent, out reason)) 3490 // Always check estate if this is a login. Always
3352 return false; 3491 // check if banned regions are to be blacked out.
3492 if (vialogin || (!m_seeIntoBannedRegion))
3493 {
3494 if (!AuthorizeUser(agent, out reason))
3495 return false;
3496 }
3353 } 3497 }
3354 catch (Exception e) 3498 catch (Exception e)
3355 { 3499 {
@@ -3451,6 +3595,8 @@ namespace OpenSim.Region.Framework.Scenes
3451 } 3595 }
3452 } 3596 }
3453 // Honor parcel landing type and position. 3597 // Honor parcel landing type and position.
3598 /*
3599 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3454 if (land != null) 3600 if (land != null)
3455 { 3601 {
3456 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3602 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3458,26 +3604,34 @@ namespace OpenSim.Region.Framework.Scenes
3458 agent.startpos = land.LandData.UserLocation; 3604 agent.startpos = land.LandData.UserLocation;
3459 } 3605 }
3460 } 3606 }
3607 */// This is now handled properly in ScenePresence.MakeRootAgent
3461 } 3608 }
3462 3609
3463 return true; 3610 return true;
3464 } 3611 }
3465 3612
3466 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3613 private bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3467 { 3614 {
3468 3615 reason = String.Empty;
3469 bool banned = land.IsBannedFromLand(agent.AgentID); 3616 if (Permissions.IsGod(agentID))
3470 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3617 return true;
3618
3619 ILandObject land = LandChannel.GetLandObject(posX, posY);
3620 if (land == null)
3621 return false;
3622
3623 bool banned = land.IsBannedFromLand(agentID);
3624 bool restricted = land.IsRestrictedFromLand(agentID);
3471 3625
3472 if (banned || restricted) 3626 if (banned || restricted)
3473 { 3627 {
3474 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3628 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3475 if (nearestParcel != null) 3629 if (nearestParcel != null)
3476 { 3630 {
3477 //Move agent to nearest allowed 3631 //Move agent to nearest allowed
3478 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3632 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3479 agent.startpos.X = newPosition.X; 3633 posX = newPosition.X;
3480 agent.startpos.Y = newPosition.Y; 3634 posY = newPosition.Y;
3481 } 3635 }
3482 else 3636 else
3483 { 3637 {
@@ -3539,7 +3693,7 @@ namespace OpenSim.Region.Framework.Scenes
3539 3693
3540 if (!m_strictAccessControl) return true; 3694 if (!m_strictAccessControl) return true;
3541 if (Permissions.IsGod(agent.AgentID)) return true; 3695 if (Permissions.IsGod(agent.AgentID)) return true;
3542 3696
3543 if (AuthorizationService != null) 3697 if (AuthorizationService != null)
3544 { 3698 {
3545 if (!AuthorizationService.IsAuthorizedForRegion( 3699 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3547,14 +3701,14 @@ namespace OpenSim.Region.Framework.Scenes
3547 { 3701 {
3548 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region", 3702 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
3549 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3703 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
3550 3704
3551 return false; 3705 return false;
3552 } 3706 }
3553 } 3707 }
3554 3708
3555 if (m_regInfo.EstateSettings != null) 3709 if (m_regInfo.EstateSettings != null)
3556 { 3710 {
3557 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3711 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
3558 { 3712 {
3559 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3713 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3560 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3714 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3744,6 +3898,13 @@ namespace OpenSim.Region.Framework.Scenes
3744 3898
3745 // We have to wait until the viewer contacts this region after receiving EAC. 3899 // We have to wait until the viewer contacts this region after receiving EAC.
3746 // That calls AddNewClient, which finally creates the ScenePresence 3900 // That calls AddNewClient, which finally creates the ScenePresence
3901 int flags = GetUserFlags(cAgentData.AgentID);
3902 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
3903 {
3904 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
3905 return false;
3906 }
3907
3747 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 3908 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3748 if (nearestParcel == null) 3909 if (nearestParcel == null)
3749 { 3910 {
@@ -3759,7 +3920,6 @@ namespace OpenSim.Region.Framework.Scenes
3759 return false; 3920 return false;
3760 } 3921 }
3761 3922
3762
3763 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID); 3923 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
3764 3924
3765 if (childAgentUpdate != null) 3925 if (childAgentUpdate != null)
@@ -3826,12 +3986,22 @@ namespace OpenSim.Region.Framework.Scenes
3826 return false; 3986 return false;
3827 } 3987 }
3828 3988
3989 public bool IncomingCloseAgent(UUID agentID)
3990 {
3991 return IncomingCloseAgent(agentID, false);
3992 }
3993
3994 public bool IncomingCloseChildAgent(UUID agentID)
3995 {
3996 return IncomingCloseAgent(agentID, true);
3997 }
3998
3829 /// <summary> 3999 /// <summary>
3830 /// Tell a single agent to disconnect from the region. 4000 /// Tell a single agent to disconnect from the region.
3831 /// </summary> 4001 /// </summary>
3832 /// <param name="regionHandle"></param>
3833 /// <param name="agentID"></param> 4002 /// <param name="agentID"></param>
3834 public bool IncomingCloseAgent(UUID agentID) 4003 /// <param name="childOnly"></param>
4004 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3835 { 4005 {
3836 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4006 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3837 4007
@@ -3843,7 +4013,7 @@ namespace OpenSim.Region.Framework.Scenes
3843 { 4013 {
3844 m_sceneGraph.removeUserCount(false); 4014 m_sceneGraph.removeUserCount(false);
3845 } 4015 }
3846 else 4016 else if (!childOnly)
3847 { 4017 {
3848 m_sceneGraph.removeUserCount(true); 4018 m_sceneGraph.removeUserCount(true);
3849 } 4019 }
@@ -3859,9 +4029,12 @@ namespace OpenSim.Region.Framework.Scenes
3859 } 4029 }
3860 else 4030 else
3861 presence.ControllingClient.SendShutdownConnectionNotice(); 4031 presence.ControllingClient.SendShutdownConnectionNotice();
4032 presence.ControllingClient.Close(false);
4033 }
4034 else if (!childOnly)
4035 {
4036 presence.ControllingClient.Close(true);
3862 } 4037 }
3863
3864 presence.ControllingClient.Close();
3865 return true; 4038 return true;
3866 } 4039 }
3867 4040
@@ -4476,34 +4649,66 @@ namespace OpenSim.Region.Framework.Scenes
4476 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4649 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4477 } 4650 }
4478 4651
4479 public int GetHealth() 4652 public int GetHealth(out int flags, out string message)
4480 { 4653 {
4481 // Returns: 4654 // Returns:
4482 // 1 = sim is up and accepting http requests. The heartbeat has 4655 // 1 = sim is up and accepting http requests. The heartbeat has
4483 // stopped and the sim is probably locked up, but a remote 4656 // stopped and the sim is probably locked up, but a remote
4484 // admin restart may succeed 4657 // admin restart may succeed
4485 // 4658 //
4486 // 2 = Sim is up and the heartbeat is running. The sim is likely 4659 // 2 = Sim is up and the heartbeat is running. The sim is likely
4487 // usable for people within and logins _may_ work 4660 // usable for people within
4488 // 4661 //
4489 // 3 = We have seen a new user enter within the past 4 minutes 4662 // 3 = Sim is up and one packet thread is running. Sim is
4663 // unstable and will not accept new logins
4664 //
4665 // 4 = Sim is up and both packet threads are running. Sim is
4666 // likely usable
4667 //
4668 // 5 = We have seen a new user enter within the past 4 minutes
4490 // which can be seen as positive confirmation of sim health 4669 // which can be seen as positive confirmation of sim health
4491 // 4670 //
4671
4672 flags = 0;
4673 message = String.Empty;
4674
4675 CheckHeartbeat();
4676
4677 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4678 {
4679 // We're still starting
4680 // 0 means "in startup", it can't happen another way, since
4681 // to get here, we must be able to accept http connections
4682 return 0;
4683 }
4684
4492 int health=1; // Start at 1, means we're up 4685 int health=1; // Start at 1, means we're up
4493 4686
4494 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4687 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) < 1000)
4688 {
4495 health+=1; 4689 health+=1;
4496 else 4690 flags |= 1;
4691 }
4692
4693 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4694 {
4695 health+=1;
4696 flags |= 2;
4697 }
4698
4699 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4700 {
4701 health+=1;
4702 flags |= 4;
4703 }
4704
4705 if (flags != 7)
4497 return health; 4706 return health;
4498 4707
4499 // A login in the last 4 mins? We can't be doing too badly 4708 // A login in the last 4 mins? We can't be doing too badly
4500 // 4709 //
4501 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4710 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4502 health++; 4711 health++;
4503 else
4504 return health;
4505
4506 CheckHeartbeat();
4507 4712
4508 return health; 4713 return health;
4509 } 4714 }
@@ -4696,7 +4901,7 @@ namespace OpenSim.Region.Framework.Scenes
4696 if (m_firstHeartbeat) 4901 if (m_firstHeartbeat)
4697 return; 4902 return;
4698 4903
4699 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000) 4904 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 5000)
4700 StartTimer(); 4905 StartTimer();
4701 } 4906 }
4702 4907
@@ -5110,6 +5315,54 @@ namespace OpenSim.Region.Framework.Scenes
5110 } 5315 }
5111 } 5316 }
5112 5317
5318// public void CleanDroppedAttachments()
5319// {
5320// List<SceneObjectGroup> objectsToDelete =
5321// new List<SceneObjectGroup>();
5322//
5323// lock (m_cleaningAttachments)
5324// {
5325// ForEachSOG(delegate (SceneObjectGroup grp)
5326// {
5327// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5328// {
5329// UUID agentID = grp.OwnerID;
5330// if (agentID == UUID.Zero)
5331// {
5332// objectsToDelete.Add(grp);
5333// return;
5334// }
5335//
5336// ScenePresence sp = GetScenePresence(agentID);
5337// if (sp == null)
5338// {
5339// objectsToDelete.Add(grp);
5340// return;
5341// }
5342// }
5343// });
5344// }
5345//
5346// foreach (SceneObjectGroup grp in objectsToDelete)
5347// {
5348// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5349// DeleteSceneObject(grp, true);
5350// }
5351// }
5352
5353 public void ThreadAlive(int threadCode)
5354 {
5355 switch(threadCode)
5356 {
5357 case 1: // Incoming
5358 m_lastIncoming = Util.EnvironmentTickCount();
5359 break;
5360 case 2: // Incoming
5361 m_lastOutgoing = Util.EnvironmentTickCount();
5362 break;
5363 }
5364 }
5365
5113 // This method is called across the simulation connector to 5366 // This method is called across the simulation connector to
5114 // determine if a given agent is allowed in this region 5367 // determine if a given agent is allowed in this region
5115 // AS A ROOT AGENT. Returning false here will prevent them 5368 // AS A ROOT AGENT. Returning false here will prevent them
@@ -5118,6 +5371,14 @@ namespace OpenSim.Region.Framework.Scenes
5118 // child agent creation, thereby emulating the SL behavior. 5371 // child agent creation, thereby emulating the SL behavior.
5119 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5372 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5120 { 5373 {
5374 reason = "You are banned from the region";
5375
5376 if (Permissions.IsGod(agentID))
5377 {
5378 reason = String.Empty;
5379 return true;
5380 }
5381
5121 int num = m_sceneGraph.GetNumberOfScenePresences(); 5382 int num = m_sceneGraph.GetNumberOfScenePresences();
5122 5383
5123 if (num >= RegionInfo.RegionSettings.AgentLimit) 5384 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -5129,11 +5390,82 @@ namespace OpenSim.Region.Framework.Scenes
5129 } 5390 }
5130 } 5391 }
5131 5392
5393 ScenePresence presence = GetScenePresence(agentID);
5394 IClientAPI client = null;
5395 AgentCircuitData aCircuit = null;
5396
5397 if (presence != null)
5398 {
5399 client = presence.ControllingClient;
5400 if (client != null)
5401 aCircuit = client.RequestClientInfo();
5402 }
5403
5404 // We may be called before there is a presence or a client.
5405 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5406 if (client == null)
5407 {
5408 aCircuit = new AgentCircuitData();
5409 aCircuit.AgentID = agentID;
5410 aCircuit.firstname = String.Empty;
5411 aCircuit.lastname = String.Empty;
5412 }
5413
5414 try
5415 {
5416 if (!AuthorizeUser(aCircuit, out reason))
5417 {
5418 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5419 return false;
5420 }
5421 }
5422 catch (Exception e)
5423 {
5424 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5425 return false;
5426 }
5427
5428 if (position == Vector3.Zero) // Teleport
5429 {
5430 float posX = 128.0f;
5431 float posY = 128.0f;
5432
5433 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5434 {
5435 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5436 return false;
5437 }
5438 }
5439 else // Walking
5440 {
5441 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5442 if (land == null)
5443 return false;
5444
5445 bool banned = land.IsBannedFromLand(agentID);
5446 bool restricted = land.IsRestrictedFromLand(agentID);
5447
5448 if (banned || restricted)
5449 return false;
5450 }
5451
5132 reason = String.Empty; 5452 reason = String.Empty;
5133 return true; 5453 return true;
5134 } 5454 }
5135 5455
5136 /// <summary> 5456 public void StartTimerWatchdog()
5457 {
5458 m_timerWatchdog.Interval = 1000;
5459 m_timerWatchdog.Elapsed += TimerWatchdog;
5460 m_timerWatchdog.AutoReset = true;
5461 m_timerWatchdog.Start();
5462 }
5463
5464 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5465 {
5466 CheckHeartbeat();
5467 }
5468
5137 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5469 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5138 /// autopilot that moves an avatar to a sit target!. 5470 /// autopilot that moves an avatar to a sit target!.
5139 /// </summary> 5471 /// </summary>