/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Reflection; using log4net; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using RegionFlags = OpenMetaverse.RegionFlags; namespace OpenSim.Region.CoreModules.World.Land { /// /// Keeps track of a specific piece of land's information /// public class LandObject : ILandObject { #region Member Variables private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static readonly string LogHeader = "[LAND OBJECT]"; private readonly int landUnit = 4; private int m_lastSeqId = 0; private int m_expiryCounter = 0; protected Scene m_scene; protected List primsOverMe = new List(); protected Dictionary m_listTransactions = new Dictionary(); protected ExpiringCache m_groupMemberCache = new ExpiringCache(); protected TimeSpan m_groupMemberCacheTimeout = TimeSpan.FromSeconds(30); // cache invalidation after 30 seconds IDwellModule m_dwellModule; private bool[,] m_landBitmap; public bool[,] LandBitmap { get { return m_landBitmap; } set { m_landBitmap = value; } } #endregion public int GetPrimsFree() { m_scene.EventManager.TriggerParcelPrimCountUpdate(); int free = GetSimulatorMaxPrimCount() - LandData.SimwidePrims; return free; } protected LandData m_landData; public LandData LandData { get { return m_landData; } set { m_landData = value; } } public IPrimCounts PrimCounts { get; set; } public UUID RegionUUID { get { return m_scene.RegionInfo.RegionID; } } private Vector2 m_startPoint = Vector2.Zero; private Vector2 m_endPoint = Vector2.Zero; private Vector2 m_centerPoint = Vector2.Zero; private Vector2 m_AABBmin = Vector2.Zero; private Vector2 m_AABBmax = Vector2.Zero; public Vector2 StartPoint { get { return m_startPoint; } } public Vector2 EndPoint { get { return m_endPoint; } } //estimate a center point of a parcel public Vector2 CenterPoint { get { return m_centerPoint; } } public Vector2? GetNearestPoint(Vector3 pos) { Vector3 direction = new Vector3(m_centerPoint.X - pos.X, m_centerPoint.Y - pos.Y, 0f ); return GetNearestPointAlongDirection(pos, direction); } public Vector2? GetNearestPointAlongDirection(Vector3 pos, Vector3 pdirection) { Vector2 testpos; Vector2 direction; testpos.X = pos.X / landUnit; testpos.Y = pos.Y / landUnit; if(LandBitmap[(int)testpos.X, (int)testpos.Y]) return new Vector2(pos.X, pos.Y); // we are already here direction.X = pdirection.X; direction.Y = pdirection.Y; if(direction.X == 0f && direction.Y == 0f) return null; // we can't look anywhere direction.Normalize(); int minx = (int)(m_AABBmin.X / landUnit); int maxx = (int)(m_AABBmax.X / landUnit); // check against AABB if(direction.X > 0f) { if(testpos.X >= maxx) return null; // will never get there if(testpos.X < minx) testpos.X = minx; } else if(direction.X < 0f) { if(testpos.X < minx) return null; // will never get there if(testpos.X >= maxx) testpos.X = maxx - 1; } else { if(testpos.X < minx) return null; // will never get there else if(testpos.X >= maxx) return null; // will never get there } int miny = (int)(m_AABBmin.Y / landUnit); int maxy = (int)(m_AABBmax.Y / landUnit); if(direction.Y > 0f) { if(testpos.Y >= maxy) return null; // will never get there if(testpos.Y < miny) testpos.Y = miny; } else if(direction.Y < 0f) { if(testpos.Y < miny) return null; // will never get there if(testpos.Y >= maxy) testpos.Y = maxy - 1; } else { if(testpos.Y < miny) return null; // will never get there else if(testpos.Y >= maxy) return null; // will never get there } while(!LandBitmap[(int)testpos.X, (int)testpos.Y]) { testpos += direction; if(testpos.X < minx) return null; if (testpos.X >= maxx) return null; if(testpos.Y < miny) return null; if (testpos.Y >= maxy) return null; } testpos *= landUnit; float ftmp; if(Math.Abs(direction.X) > Math.Abs(direction.Y)) { if(direction.X < 0) testpos.X += landUnit - 0.5f; else testpos.X += 0.5f; ftmp = testpos.X - pos.X; ftmp /= direction.X; ftmp = Math.Abs(ftmp); ftmp *= direction.Y; ftmp += pos.Y; if(ftmp < testpos.Y + .5f) ftmp = testpos.Y + .5f; else { testpos.Y += landUnit - 0.5f; if(ftmp > testpos.Y) ftmp = testpos.Y; } testpos.Y = ftmp; } else { if(direction.Y < 0) testpos.Y += landUnit - 0.5f; else testpos.Y += 0.5f; ftmp = testpos.Y - pos.Y; ftmp /= direction.Y; ftmp = Math.Abs(ftmp); ftmp *= direction.X; ftmp += pos.X; if(ftmp < testpos.X + .5f) ftmp = testpos.X + .5f; else { testpos.X += landUnit - 0.5f; if(ftmp > testpos.X) ftmp = testpos.X; } testpos.X = ftmp; } return testpos; } #region Constructors public LandObject(LandData landData, Scene scene) { LandData = landData.Copy(); m_scene = scene; m_scene.EventManager.OnFrame += OnFrame; m_dwellModule = m_scene.RequestModuleInterface(); } public LandObject(UUID owner_id, bool is_group_owned, Scene scene, LandData data = null) { m_scene = scene; if (m_scene == null) LandBitmap = new bool[Constants.RegionSize / landUnit, Constants.RegionSize / landUnit]; else { LandBitmap = new bool[m_scene.RegionInfo.RegionSizeX / landUnit, m_scene.RegionInfo.RegionSizeY / landUnit]; m_dwellModule = m_scene.RequestModuleInterface(); } if(data == null) LandData = new LandData(); else LandData = data; LandData.OwnerID = owner_id; if (is_group_owned) LandData.GroupID = owner_id; LandData.IsGroupOwned = is_group_owned; if(m_dwellModule == null) LandData.Dwell = 0; m_scene.EventManager.OnFrame += OnFrame; } public void Clear() { if(m_scene != null) m_scene.EventManager.OnFrame -= OnFrame; LandData = null; } #endregion #region Member Functions #region General Functions /// /// Checks to see if this land object contains a point /// /// /// /// Returns true if the piece of land contains the specified point public bool ContainsPoint(int x, int y) { if (x >= 0 && y >= 0 && x < m_scene.RegionInfo.RegionSizeX && y < m_scene.RegionInfo.RegionSizeY) { return LandBitmap[x / landUnit, y / landUnit]; } else { return false; } } public ILandObject Copy() { ILandObject newLand = new LandObject(LandData, m_scene); newLand.LandBitmap = (bool[,]) (LandBitmap.Clone()); return newLand; } static overrideParcelMaxPrimCountDelegate overrideParcelMaxPrimCount; static overrideSimulatorMaxPrimCountDelegate overrideSimulatorMaxPrimCount; public void SetParcelObjectMaxOverride(overrideParcelMaxPrimCountDelegate overrideDel) { overrideParcelMaxPrimCount = overrideDel; } public void SetSimulatorObjectMaxOverride(overrideSimulatorMaxPrimCountDelegate overrideDel) { overrideSimulatorMaxPrimCount = overrideDel; } public int GetParcelMaxPrimCount() { if (overrideParcelMaxPrimCount != null) { return overrideParcelMaxPrimCount(this); } else { // Normal Calculations int parcelMax = (int)( (double)LandData.Area * (double)m_scene.RegionInfo.ObjectCapacity * (double)m_scene.RegionInfo.RegionSettings.ObjectBonus / (double)(m_scene.RegionInfo.RegionSizeX * m_scene.RegionInfo.RegionSizeY) + 0.5 ); if(parcelMax > m_scene.RegionInfo.ObjectCapacity) parcelMax = m_scene.RegionInfo.ObjectCapacity; //m_log.DebugFormat("Area: {0}, Capacity {1}, Bonus {2}, Parcel {3}", LandData.Area, m_scene.RegionInfo.ObjectCapacity, m_scene.RegionInfo.RegionSettings.ObjectBonus, parcelMax); return parcelMax; } } // the total prims a parcel owner can have on a region public int GetSimulatorMaxPrimCount() { if (overrideSimulatorMaxPrimCount != null) { return overrideSimulatorMaxPrimCount(this); } else { //Normal Calculations int simMax = (int)( (double)LandData.SimwideArea * (double)m_scene.RegionInfo.ObjectCapacity * (double)m_scene.RegionInfo.RegionSettings.ObjectBonus / (long)(m_scene.RegionInfo.RegionSizeX * m_scene.RegionInfo.RegionSizeY) +0.5 ); // sanity check if(simMax > m_scene.RegionInfo.ObjectCapacity) simMax = m_scene.RegionInfo.ObjectCapacity; //m_log.DebugFormat("Simwide Area: {0}, Capacity {1}, SimMax {2}, SimWidePrims {3}", // LandData.SimwideArea, m_scene.RegionInfo.ObjectCapacity, simMax, LandData.SimwidePrims); return simMax; } } #endregion #region Packet Request Handling public void SendLandProperties(int sequence_id, bool snap_selection, int request_result, IClientAPI remote_client) { if(m_scene.RegionInfo.RegionSettings.AllowDamage) remote_client.SceneAgent.Invulnerable = false; else remote_client.SceneAgent.Invulnerable = (m_landData.Flags & (uint)ParcelFlags.AllowDamage) == 0; if (remote_client.SceneAgent.PresenceType == PresenceType.Npc) return; IEstateModule estateModule = m_scene.RequestModuleInterface(); // uint regionFlags = 336723974 & ~((uint)(RegionFlags.AllowLandmark | RegionFlags.AllowSetHome)); uint regionFlags = (uint)(RegionFlags.PublicAllowed | RegionFlags.AllowDirectTeleport | RegionFlags.AllowParcelChanges | RegionFlags.AllowVoice ); if (estateModule != null) regionFlags = estateModule.GetRegionFlags(); int seq_id; if (snap_selection && (sequence_id == 0)) { seq_id = m_lastSeqId; } else { seq_id = sequence_id; m_lastSeqId = seq_id; } remote_client.SendLandProperties(seq_id, snap_selection, request_result, this, (float)m_scene.RegionInfo.RegionSettings.ObjectBonus, GetParcelMaxPrimCount(), GetSimulatorMaxPrimCount(), regionFlags); } public bool UpdateLandProperties(LandUpdateArgs args, IClientAPI remote_client, out bool snap_selection, out bool needOverlay) { //Needs later group support snap_selection = false; needOverlay = false; LandData newData = LandData.Copy(); uint allowedDelta = 0; // These two are always blocked as no client can set them anyway // ParcelFlags.ForSaleObjects // ParcelFlags.LindenHome if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId, this, GroupPowers.LandOptions, false)) { allowedDelta |= (uint)(ParcelFlags.AllowLandmark | ParcelFlags.AllowTerraform | ParcelFlags.AllowDamage | ParcelFlags.CreateObjects | ParcelFlags.RestrictPushObject | ParcelFlags.AllowOtherScripts | ParcelFlags.AllowGroupScripts | ParcelFlags.CreateGroupObjects | ParcelFlags.AllowAPrimitiveEntry | ParcelFlags.AllowGroupObjectEntry | ParcelFlags.AllowFly); newData.SeeAVs = args.SeeAVs; newData.AnyAVSounds = args.AnyAVSounds; newData.GroupAVSounds = args.GroupAVSounds; } if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId, this, GroupPowers.LandSetSale, true)) { if (args.AuthBuyerID != newData.AuthBuyerID || args.SalePrice != newData.SalePrice) { snap_selection = true; } newData.AuthBuyerID = args.AuthBuyerID; newData.SalePrice = args.SalePrice; if (!LandData.IsGroupOwned) { newData.GroupID = args.GroupID; allowedDelta |= (uint)(ParcelFlags.AllowDeedToGroup | ParcelFlags.ContributeWithDeed | ParcelFlags.SellParcelObjects); } allowedDelta |= (uint)ParcelFlags.ForSale; } if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.FindPlaces, false)) { newData.Category = args.Category; allowedDelta |= (uint)(ParcelFlags.ShowDirectory | ParcelFlags.AllowPublish | ParcelFlags.MaturePublish) | (uint)(1 << 23); } if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity, false)) { newData.Description = args.Desc; newData.Name = args.Name; newData.SnapshotID = args.SnapshotID; } if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.SetLandingPoint, false)) { newData.LandingType = args.LandingType; newData.UserLocation = args.UserLocation; newData.UserLookAt = args.UserLookAt; } if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.ChangeMedia, false)) { newData.MediaAutoScale = args.MediaAutoScale; newData.MediaID = args.MediaID; newData.MediaURL = args.MediaURL; newData.MusicURL = args.MusicURL; newData.MediaType = args.MediaType; newData.MediaDescription = args.MediaDescription; newData.MediaWidth = args.MediaWidth; newData.MediaHeight = args.MediaHeight; newData.MediaLoop = args.MediaLoop; newData.ObscureMusic = args.ObscureMusic; newData.ObscureMedia = args.ObscureMedia; allowedDelta |= (uint)(ParcelFlags.SoundLocal | ParcelFlags.UrlWebPage | ParcelFlags.UrlRawHtml | ParcelFlags.AllowVoiceChat | ParcelFlags.UseEstateVoiceChan); } // don't allow passes on group owned until we can give money to groups if (!newData.IsGroupOwned && m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandManagePasses, false)) { newData.PassHours = args.PassHours; newData.PassPrice = args.PassPrice; allowedDelta |= (uint)ParcelFlags.UsePassList; } if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId, this, GroupPowers.LandManageAllowed, false)) { allowedDelta |= (uint)(ParcelFlags.UseAccessGroup | ParcelFlags.UseAccessList); } if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId, this, GroupPowers.LandManageBanned, false)) { allowedDelta |= (uint)(ParcelFlags.UseBanList | ParcelFlags.DenyAnonymous | ParcelFlags.DenyAgeUnverified); } if (allowedDelta != (uint)ParcelFlags.None) { uint preserve = LandData.Flags & ~allowedDelta; newData.Flags = preserve | (args.ParcelFlags & allowedDelta); uint curdelta = LandData.Flags ^ newData.Flags; curdelta &= (uint)(ParcelFlags.SoundLocal); if(curdelta != 0 || newData.SeeAVs != LandData.SeeAVs) needOverlay = true; m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData); return true; } return false; } public void UpdateLandSold(UUID avatarID, UUID groupID, bool groupOwned, uint AuctionID, int claimprice, int area) { LandData newData = LandData.Copy(); newData.OwnerID = avatarID; newData.GroupID = groupID; newData.IsGroupOwned = groupOwned; //newData.auctionID = AuctionID; newData.ClaimDate = Util.UnixTimeSinceEpoch(); newData.ClaimPrice = claimprice; newData.SalePrice = 0; newData.AuthBuyerID = UUID.Zero; newData.Flags &= ~(uint) (ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects | ParcelFlags.ShowDirectory); bool sellObjects = (LandData.Flags & (uint)(ParcelFlags.SellParcelObjects)) != 0 && !LandData.IsGroupOwned && !groupOwned; UUID previousOwner = LandData.OwnerID; m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData); // m_scene.EventManager.TriggerParcelPrimCountUpdate(); SendLandUpdateToAvatarsOverMe(true); if (sellObjects) SellLandObjects(previousOwner); } public void DeedToGroup(UUID groupID) { LandData newData = LandData.Copy(); newData.OwnerID = groupID; newData.GroupID = groupID; newData.IsGroupOwned = true; // Reset show in directory flag on deed newData.Flags &= ~(uint) (ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects | ParcelFlags.ShowDirectory); m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData); m_scene.EventManager.TriggerParcelPrimCountUpdate(); SendLandUpdateToAvatarsOverMe(true); } public bool IsEitherBannedOrRestricted(UUID avatar) { if (IsBannedFromLand(avatar)) { return true; } else if (IsRestrictedFromLand(avatar)) { return true; } return false; } public bool CanBeOnThisLand(UUID avatar, float posHeight) { if (posHeight < LandChannel.BAN_LINE_SAFETY_HEIGHT && IsBannedFromLand(avatar)) { return false; } else if (IsRestrictedFromLand(avatar)) { return false; } return true; } public bool HasGroupAccess(UUID avatar) { if (LandData.GroupID != UUID.Zero && (LandData.Flags & (uint)ParcelFlags.UseAccessGroup) == (uint)ParcelFlags.UseAccessGroup) { ScenePresence sp; if (!m_scene.TryGetScenePresence(avatar, out sp)) { bool isMember; if (m_groupMemberCache.TryGetValue(avatar, out isMember)) { m_groupMemberCache.Update(avatar, isMember, m_groupMemberCacheTimeout); return isMember; } IGroupsModule groupsModule = m_scene.RequestModuleInterface(); if (groupsModule == null) return false; GroupMembershipData[] membership = groupsModule.GetMembershipData(avatar); if (membership == null || membership.Length == 0) { m_groupMemberCache.Add(avatar, false, m_groupMemberCacheTimeout); return false; } foreach (GroupMembershipData d in membership) { if (d.GroupID == LandData.GroupID) { m_groupMemberCache.Add(avatar, true, m_groupMemberCacheTimeout); return true; } } m_groupMemberCache.Add(avatar, false, m_groupMemberCacheTimeout); return false; } return sp.ControllingClient.IsGroupMember(LandData.GroupID); } return false; } public bool IsBannedFromLand(UUID avatar) { ExpireAccessList(); if (m_scene.Permissions.IsAdministrator(avatar)) return false; if (m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(avatar)) return false; if (avatar == LandData.OwnerID) return false; if ((LandData.Flags & (uint) ParcelFlags.UseBanList) > 0) { if (LandData.ParcelAccessList.FindIndex( delegate(LandAccessEntry e) { if (e.AgentID == avatar && e.Flags == AccessList.Ban) return true; return false; }) != -1) { return true; } } return false; } public bool IsRestrictedFromLand(UUID avatar) { if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) == 0) return false; if (m_scene.Permissions.IsAdministrator(avatar)) return false; if (m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(avatar)) return false; if (avatar == LandData.OwnerID) return false; if (HasGroupAccess(avatar)) return false; if(IsInLandAccessList(avatar)) return false; // check for a NPC ScenePresence sp; if (!m_scene.TryGetScenePresence(avatar, out sp)) return true; if(sp==null || !sp.IsNPC) return true; INPC npccli = (INPC)sp.ControllingClient; if(npccli== null) return true; UUID owner = npccli.Owner; if(owner == UUID.Zero) return true; if (owner == LandData.OwnerID) return false; return !IsInLandAccessList(owner); } public bool IsInLandAccessList(UUID avatar) { ExpireAccessList(); if (LandData.ParcelAccessList.FindIndex( delegate(LandAccessEntry e) { if (e.AgentID == avatar && e.Flags == AccessList.Access) return true; return false; }) == -1) { return false; } return true; } public void SendLandUpdateToClient(IClientAPI remote_client) { SendLandProperties(0, false, 0, remote_client); } public void SendLandUpdateToClient(bool snap_selection, IClientAPI remote_client) { m_scene.EventManager.TriggerParcelPrimCountUpdate(); SendLandProperties(0, snap_selection, 0, remote_client); } public void SendLandUpdateToAvatarsOverMe() { SendLandUpdateToAvatarsOverMe(false); } public void SendLandUpdateToAvatarsOverMe(bool snap_selection) { m_scene.EventManager.TriggerParcelPrimCountUpdate(); m_scene.ForEachRootScenePresence(delegate(ScenePresence avatar) { ILandObject over = null; try { over = m_scene.LandChannel.GetLandObject(Util.Clamp((int)Math.Round(avatar.AbsolutePosition.X), 0, ((int)m_scene.RegionInfo.RegionSizeX - 1)), Util.Clamp((int)Math.Round(avatar.AbsolutePosition.Y), 0, ((int)m_scene.RegionInfo.RegionSizeY - 1))); } catch (Exception) { m_log.Warn("[LAND]: " + "unable to get land at x: " + Math.Round(avatar.AbsolutePosition.X) + " y: " + Math.Round(avatar.AbsolutePosition.Y)); } if (over != null) { if (over.LandData.LocalID == LandData.LocalID) { if(m_scene.RegionInfo.RegionSettings.AllowDamage) avatar.Invulnerable = false; else avatar.Invulnerable = (over.LandData.Flags & (uint)ParcelFlags.AllowDamage) == 0; SendLandUpdateToClient(snap_selection, avatar.ControllingClient); avatar.currentParcelUUID = LandData.GlobalID; } } }); } #endregion #region AccessList Functions public List CreateAccessListArrayByFlag(AccessList flag) { ExpireAccessList(); List list = new List(); foreach (LandAccessEntry entry in LandData.ParcelAccessList) { if (entry.Flags == flag) list.Add(entry); } if (list.Count == 0) { LandAccessEntry e = new LandAccessEntry(); e.AgentID = UUID.Zero; e.Flags = 0; e.Expires = 0; list.Add(e); } return list; } public void SendAccessList(UUID agentID, UUID sessionID, uint flags, int sequenceID, IClientAPI remote_client) { if ((flags & (uint) AccessList.Access) != 0) { List accessEntries = CreateAccessListArrayByFlag(AccessList.Access); remote_client.SendLandAccessListData(accessEntries,(uint) AccessList.Access,LandData.LocalID); } if ((flags & (uint) AccessList.Ban) != 0) { List accessEntries = CreateAccessListArrayByFlag(AccessList.Ban); remote_client.SendLandAccessListData(accessEntries, (uint)AccessList.Ban, LandData.LocalID); } } public void UpdateAccessList(uint flags, UUID transactionID, int sequenceID, int sections, List entries, IClientAPI remote_client) { LandData newData = LandData.Copy(); if ((!m_listTransactions.ContainsKey(flags)) || m_listTransactions[flags] != transactionID) { m_listTransactions[flags] = transactionID; List toRemove = new List(); foreach (LandAccessEntry entry in newData.ParcelAccessList) { if (entry.Flags == (AccessList)flags) toRemove.Add(entry); } foreach (LandAccessEntry entry in toRemove) { newData.ParcelAccessList.Remove(entry); } // Checked here because this will always be the first // and only packet in a transaction if (entries.Count == 1 && entries[0].AgentID == UUID.Zero) { m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData); return; } } foreach (LandAccessEntry entry in entries) { LandAccessEntry temp = new LandAccessEntry(); temp.AgentID = entry.AgentID; temp.Expires = entry.Expires; temp.Flags = (AccessList)flags; newData.ParcelAccessList.Add(temp); } // update use lists flags // rights already checked or we wont be here uint parcelflags = newData.Flags; if((flags & (uint)AccessList.Access) != 0) parcelflags |= (uint)ParcelFlags.UseAccessList; if((flags & (uint)AccessList.Ban) != 0) parcelflags |= (uint)ParcelFlags.UseBanList; newData.Flags = parcelflags; m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData); } #endregion #region Update Functions public void UpdateLandBitmapByteArray() { LandData.Bitmap = ConvertLandBitmapToBytes(); } /// /// Update all settings in land such as area, bitmap byte array, etc /// public void ForceUpdateLandInfo() { UpdateGeometryValues(); UpdateLandBitmapByteArray(); } public void SetLandBitmapFromByteArray() { LandBitmap = ConvertBytesToLandBitmap(); } /// /// Updates geomtric values after area/shape modification of the land object /// private void UpdateGeometryValues() { int min_x = Int32.MaxValue; int min_y = Int32.MaxValue; int max_x = Int32.MinValue; int max_y = Int32.MinValue; int tempArea = 0; int x, y; int lastX = 0; int lastY = 0; float avgx = 0f; float avgy = 0f; bool needFirst = true; for (x = 0; x < LandBitmap.GetLength(0); x++) { for (y = 0; y < LandBitmap.GetLength(1); y++) { if (LandBitmap[x, y]) { if (min_x > x) min_x = x; if (min_y > y) min_y = y; if (max_x < x) max_x = x; if (max_y < y) max_y = y; if(needFirst) { avgx = x; avgy = y; m_startPoint.X = x * landUnit; m_startPoint.Y = y * landUnit; needFirst = false; } else { // keeping previus odd average avgx = (avgx * tempArea + x) / (tempArea + 1); avgy = (avgy * tempArea + y) / (tempArea + 1); } tempArea++; lastX = x; lastY = y; } } } int halfunit = landUnit/2; m_centerPoint.X = avgx * landUnit + halfunit; m_centerPoint.Y = avgy * landUnit + halfunit; m_endPoint.X = lastX * landUnit + landUnit; m_endPoint.Y = lastY * landUnit + landUnit; // next tests should not be needed // if they fail, something is wrong int regionSizeX = (int)Constants.RegionSize; int regionSizeY = (int)Constants.RegionSize; if(m_scene != null) { regionSizeX = (int)m_scene.RegionInfo.RegionSizeX; regionSizeY = (int)m_scene.RegionInfo.RegionSizeX; } int tx = min_x * landUnit; if (tx >= regionSizeX) tx = regionSizeX - 1; int ty = min_y * landUnit; if (ty >= regionSizeY) ty = regionSizeY - 1; m_AABBmin.X = tx; m_AABBmin.Y = ty; if(m_scene == null || m_scene.Heightmap == null) LandData.AABBMin = new Vector3(tx, ty, 0f); else LandData.AABBMin = new Vector3(tx, ty, (float)m_scene.Heightmap[tx, ty]); max_x++; tx = max_x * landUnit; if (tx > regionSizeX) tx = regionSizeX; max_y++; ty = max_y * landUnit; if (ty > regionSizeY) ty = regionSizeY; m_AABBmax.X = tx; m_AABBmax.Y = ty; if(m_scene == null || m_scene.Heightmap == null) LandData.AABBMax = new Vector3(tx, ty, 0f); else LandData.AABBMax = new Vector3(tx, ty, (float)m_scene.Heightmap[tx - 1, ty - 1]); tempArea *= landUnit * landUnit; LandData.Area = tempArea; } #endregion #region Land Bitmap Functions /// /// Sets the land's bitmap manually /// /// block representing where this land is on a map mapped in a 4x4 meter grid public void SetLandBitmap(bool[,] bitmap) { LandBitmap = bitmap; ForceUpdateLandInfo(); } /// /// Gets the land's bitmap manually /// /// public bool[,] GetLandBitmap() { return LandBitmap; } public bool[,] BasicFullRegionLandBitmap() { return GetSquareLandBitmap(0, 0, (int)m_scene.RegionInfo.RegionSizeX, (int) m_scene.RegionInfo.RegionSizeY, true); } public bool[,] GetSquareLandBitmap(int start_x, int start_y, int end_x, int end_y, bool set_value = true) { // Empty bitmap for the whole region bool[,] tempBitmap = new bool[m_scene.RegionInfo.RegionSizeX / landUnit, m_scene.RegionInfo.RegionSizeY / landUnit]; tempBitmap.Initialize(); // Fill the bitmap square area specified by state and end tempBitmap = ModifyLandBitmapSquare(tempBitmap, start_x, start_y, end_x, end_y, set_value); // m_log.DebugFormat("{0} GetSquareLandBitmap. tempBitmapSize=<{1},{2}>", // LogHeader, tempBitmap.GetLength(0), tempBitmap.GetLength(1)); return tempBitmap; } /// /// Change a land bitmap at within a square and set those points to a specific value /// /// /// /// /// /// /// /// public bool[,] ModifyLandBitmapSquare(bool[,] land_bitmap, int start_x, int start_y, int end_x, int end_y, bool set_value) { int x, y; for (y = 0; y < land_bitmap.GetLength(1); y++) { for (x = 0; x < land_bitmap.GetLength(0); x++) { if (x >= start_x / landUnit && x < end_x / landUnit && y >= start_y / landUnit && y < end_y / landUnit) { land_bitmap[x, y] = set_value; } } } // m_log.DebugFormat("{0} ModifyLandBitmapSquare. startXY=<{1},{2}>, endXY=<{3},{4}>, val={5}, landBitmapSize=<{6},{7}>", // LogHeader, start_x, start_y, end_x, end_y, set_value, land_bitmap.GetLength(0), land_bitmap.GetLength(1)); return land_bitmap; } /// /// Join the true values of 2 bitmaps together /// /// /// /// public bool[,] MergeLandBitmaps(bool[,] bitmap_base, bool[,] bitmap_add) { if (bitmap_base.GetLength(0) != bitmap_add.GetLength(0) || bitmap_base.GetLength(1) != bitmap_add.GetLength(1) || bitmap_add.Rank != 2 || bitmap_base.Rank != 2) { throw new Exception( String.Format("{0} MergeLandBitmaps. merging maps not same size. baseSizeXY=<{1},{2}>, addSizeXY=<{3},{4}>", LogHeader, bitmap_base.GetLength(0), bitmap_base.GetLength(1), bitmap_add.GetLength(0), bitmap_add.GetLength(1)) ); } int x, y; for (y = 0; y < bitmap_base.GetLength(1); y++) { for (x = 0; x < bitmap_add.GetLength(0); x++) { if (bitmap_add[x, y]) { bitmap_base[x, y] = true; } } } return bitmap_base; } /// /// Remap a land bitmap. Takes the supplied land bitmap and rotates it, crops it and finally offsets it into /// a final land bitmap of the target region size. /// /// The original parcel bitmap /// /// <x,y,?> /// <x,y,?> /// <x,y,?> /// <x,y,?> /// out: This is set if the resultant bitmap is now empty /// out: parcel.AABBMin <x,y,0> /// out: parcel.AABBMax <x,y,0> /// New parcel bitmap public bool[,] RemapLandBitmap(bool[,] bitmap_base, Vector2 displacement, float rotationDegrees, Vector2 boundingOrigin, Vector2 boundingSize, Vector2 regionSize, out bool isEmptyNow, out Vector3 AABBMin, out Vector3 AABBMax) { // get the size of the incoming bitmap int baseX = bitmap_base.GetLength(0); int baseY = bitmap_base.GetLength(1); // create an intermediate bitmap that is 25% bigger on each side that we can work with to handle rotations int offsetX = baseX / 4; // the original origin will now be at these coordinates so now we can have imaginary negative coordinates ;) int offsetY = baseY / 4; int tmpX = baseX + baseX / 2; int tmpY = baseY + baseY / 2; int centreX = tmpX / 2; int centreY = tmpY / 2; bool[,] bitmap_tmp = new bool[tmpX, tmpY]; double radianRotation = Math.PI * rotationDegrees / 180f; double cosR = Math.Cos(radianRotation); double sinR = Math.Sin(radianRotation); if (rotationDegrees < 0f) rotationDegrees += 360f; //-90=270 -180=180 -270=90 // So first we apply the rotation to the incoming bitmap, storing the result in bitmap_tmp // We special case orthogonal rotations for accuracy because even using double precision math, Math.Cos(90 degrees) is never fully 0 // and we can never rotate around a centre pixel because the bitmap size is always even int x, y, sx, sy; for (y = 0; y <= tmpY; y++) { for (x = 0; x <= tmpX; x++) { if (rotationDegrees == 0f) { sx = x - offsetX; sy = y - offsetY; } else if (rotationDegrees == 90f) { sx = y - offsetX; sy = tmpY - 1 - x - offsetY; } else if (rotationDegrees == 180f) { sx = tmpX - 1 - x - offsetX; sy = tmpY - 1 - y - offsetY; } else if (rotationDegrees == 270f) { sx = tmpX - 1 - y - offsetX; sy = x - offsetY; } else { // arbitary rotation: hmmm should I be using (centreX - 0.5) and (centreY - 0.5) and round cosR and sinR to say only 5 decimal places? sx = centreX + (int)Math.Round((((double)x - centreX) * cosR) + (((double)y - centreY) * sinR)) - offsetX; sy = centreY + (int)Math.Round((((double)y - centreY) * cosR) - (((double)x - centreX) * sinR)) - offsetY; } if (sx >= 0 && sx < baseX && sy >= 0 && sy < baseY) { try { if (bitmap_base[sx, sy]) bitmap_tmp[x, y] = true; } catch (Exception) //just in case we've still not taken care of every way the arrays might go out of bounds! ;) { m_log.DebugFormat("{0} RemapLandBitmap Rotate: Out of Bounds sx={1} sy={2} dx={3} dy={4}", LogHeader, sx, sy, x, y); } } } } // We could also incorporate the next steps, bounding-rectangle and displacement in the loop above, but it's simpler to visualise if done separately // and will also make it much easier when later I want the option for maybe a circular or oval bounding shape too ;). // So... our output land bitmap must be the size of the current region but rememeber, parcel landbitmaps are landUnit metres (4x4 metres) per point, // and region sizes, boundaries and displacements are in metres so we need to scale down int newX = (int)(regionSize.X / landUnit); int newY = (int)(regionSize.Y / landUnit); bool[,] bitmap_new = new bool[newX, newY]; // displacement is relative to <0,0> in the destination region and defines where the origin of the data selected by the bounding-rectangle is placed int dispX = (int)Math.Floor(displacement.X / landUnit); int dispY = (int)Math.Floor(displacement.Y / landUnit); // startX/Y and endX/Y are coordinates in bitmap_tmp int startX = (int)Math.Floor(boundingOrigin.X / landUnit) + offsetX; if (startX > tmpX) startX = tmpX; if (startX < 0) startX = 0; int startY = (int)Math.Floor(boundingOrigin.Y / landUnit) + offsetY; if (startY > tmpY) startY = tmpY; if (startY < 0) startY = 0; int endX = (int)Math.Floor((boundingOrigin.X + boundingSize.X) / landUnit) + offsetX; if (endX > tmpX) endX = tmpX; if (endX < 0) endX = 0; int endY = (int)Math.Floor((boundingOrigin.Y + boundingSize.Y) / landUnit) + offsetY; if (endY > tmpY) endY = tmpY; if (endY < 0) endY = 0; //m_log.DebugFormat("{0} RemapLandBitmap: inSize=<{1},{2}>, disp=<{3},{4}> rot={5}, offset=<{6},{7}>, boundingStart=<{8},{9}>, boundingEnd=<{10},{11}>, cosR={12}, sinR={13}, outSize=<{14},{15}>", LogHeader, // baseX, baseY, dispX, dispY, radianRotation, offsetX, offsetY, startX, startY, endX, endY, cosR, sinR, newX, newY); isEmptyNow = true; int minX = newX; int minY = newY; int maxX = 0; int maxY = 0; int dx, dy; for (y = startY; y < endY; y++) { for (x = startX; x < endX; x++) { dx = x - startX + dispX; dy = y - startY + dispY; if (dx >= 0 && dx < newX && dy >= 0 && dy < newY) { try { if (bitmap_tmp[x, y]) { bitmap_new[dx, dy] = true; isEmptyNow = false; if (dx < minX) minX = dx; if (dy < minY) minY = dy; if (dx > maxX) maxX = dx; if (dy > maxY) maxY = dy; } } catch (Exception) //just in case we've still not taken care of every way the arrays might go out of bounds! ;) { m_log.DebugFormat("{0} RemapLandBitmap - Bound & Displace: Out of Bounds sx={1} sy={2} dx={3} dy={4}", LogHeader, x, y, dx, dy); } } } } if (isEmptyNow) { //m_log.DebugFormat("{0} RemapLandBitmap: Land bitmap is marked as Empty", LogHeader); minX = 0; minY = 0; } AABBMin = new Vector3(minX * landUnit, minY * landUnit, 0); AABBMax = new Vector3(maxX * landUnit, maxY * landUnit, 0); return bitmap_new; } /// /// Clears any parcel data in bitmap_base where there exists parcel data in bitmap_new. In other words the parcel data /// in bitmap_new takes over the space of the parcel data in bitmap_base. /// /// /// /// out: This is set if the resultant bitmap is now empty /// out: parcel.AABBMin <x,y,0> /// out: parcel.AABBMax <x,y,0> /// New parcel bitmap public bool[,] RemoveFromLandBitmap(bool[,] bitmap_base, bool[,] bitmap_new, out bool isEmptyNow, out Vector3 AABBMin, out Vector3 AABBMax) { // get the size of the incoming bitmaps int baseX = bitmap_base.GetLength(0); int baseY = bitmap_base.GetLength(1); int newX = bitmap_new.GetLength(0); int newY = bitmap_new.GetLength(1); if (baseX != newX || baseY != newY) { throw new Exception( String.Format("{0} RemoveFromLandBitmap: Land bitmaps are not the same size! baseX={1} baseY={2} newX={3} newY={4}", LogHeader, baseX, baseY, newX, newY)); } isEmptyNow = true; int minX = baseX; int minY = baseY; int maxX = 0; int maxY = 0; for (int y = 0; y < baseY; y++) { for (int x = 0; x < baseX; x++) { if (bitmap_new[x, y]) bitmap_base[x, y] = false; if (bitmap_base[x, y]) { isEmptyNow = false; if (x < minX) minX = x; if (y < minY) minY = y; if (x > maxX) maxX = x; if (y > maxY) maxY = y; } } } if (isEmptyNow) { //m_log.DebugFormat("{0} RemoveFromLandBitmap: Land bitmap is marked as Empty", LogHeader); minX = 0; minY = 0; } AABBMin = new Vector3(minX * landUnit, minY * landUnit, 0); AABBMax = new Vector3(maxX * landUnit, maxY * landUnit, 0); return bitmap_base; } /// /// Converts the land bitmap to a packet friendly byte array /// /// public byte[] ConvertLandBitmapToBytes() { byte[] tempConvertArr = new byte[LandBitmap.GetLength(0) * LandBitmap.GetLength(1) / 8]; int tempByte = 0; int byteNum = 0; int mask = 1; for (int y = 0; y < LandBitmap.GetLength(1); y++) { for (int x = 0; x < LandBitmap.GetLength(0); x++) { if (LandBitmap[x, y]) tempByte |= mask; mask = mask << 1; if (mask == 0x100) { mask = 1; tempConvertArr[byteNum++] = (byte)tempByte; tempByte = 0; } } } if(tempByte != 0 && byteNum < 512) tempConvertArr[byteNum] = (byte)tempByte; return tempConvertArr; } public bool[,] ConvertBytesToLandBitmap(bool overrideRegionSize = false) { int bitmapLen; int xLen; bool[,] tempConvertMap; if (overrideRegionSize) { // Importing land parcel data from an OAR where the source region is a different size to the dest region requires us // to make a LandBitmap that's not derived from the current region's size. We use the LandData.Bitmap size in bytes // to figure out what the OAR's region dimensions are. (Is there a better way to get the src region x and y from the OAR?) // This method assumes we always will have square regions bitmapLen = LandData.Bitmap.Length; xLen = (int)Math.Abs(Math.Sqrt(bitmapLen * 8)); tempConvertMap = new bool[xLen, xLen]; tempConvertMap.Initialize(); } else { tempConvertMap = new bool[m_scene.RegionInfo.RegionSizeX / landUnit, m_scene.RegionInfo.RegionSizeY / landUnit]; tempConvertMap.Initialize(); // Math.Min overcomes an old bug that might have made it into the database. Only use the bytes that fit into convertMap. bitmapLen = Math.Min(LandData.Bitmap.Length, tempConvertMap.GetLength(0) * tempConvertMap.GetLength(1) / 8); xLen = (int)(m_scene.RegionInfo.RegionSizeX / landUnit); if (bitmapLen == 512) { // Legacy bitmap being passed in. Use the legacy region size // and only set the lower area of the larger region. xLen = (int)(Constants.RegionSize / landUnit); } } // m_log.DebugFormat("{0} ConvertBytesToLandBitmap: bitmapLen={1}, xLen={2}", LogHeader, bitmapLen, xLen); byte tempByte; int x = 0, y = 0; for (int i = 0; i < bitmapLen; i++) { tempByte = LandData.Bitmap[i]; for (int bitNum = 0; bitNum < 8; bitNum++) { bool bit = Convert.ToBoolean(Convert.ToByte(tempByte >> bitNum) & (byte) 1); try { tempConvertMap[x, y] = bit; } catch (Exception) { m_log.DebugFormat("{0} ConvertBytestoLandBitmap: i={1}, x={2}, y={3}", LogHeader, i, x, y); } x++; if (x >= xLen) { x = 0; y++; } } } return tempConvertMap; } public bool IsLandBitmapEmpty(bool[,] landBitmap) { for (int y = 0; y < landBitmap.GetLength(1); y++) { for (int x = 0; x < landBitmap.GetLength(0); x++) { if (landBitmap[x, y]) return false; } } return true; } public void DebugLandBitmap(bool[,] landBitmap) { m_log.InfoFormat("{0}: Map Key: #=claimed land .=unclaimed land.", LogHeader); for (int y = landBitmap.GetLength(1) - 1; y >= 0; y--) { string row = ""; for (int x = 0; x < landBitmap.GetLength(0); x++) { row += landBitmap[x, y] ? "#" : "."; } m_log.InfoFormat("{0}: {1}", LogHeader, row); } } #endregion #region Object Select and Object Owner Listing public void SendForceObjectSelect(int local_id, int request_type, List returnIDs, IClientAPI remote_client) { if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId, this, GroupPowers.LandOptions, true)) { List resultLocalIDs = new List(); try { lock (primsOverMe) { foreach (SceneObjectGroup obj in primsOverMe) { if (obj.LocalId > 0) { if (request_type == LandChannel.LAND_SELECT_OBJECTS_OWNER && obj.OwnerID == LandData.OwnerID) { resultLocalIDs.Add(obj.LocalId); } else if (request_type == LandChannel.LAND_SELECT_OBJECTS_GROUP && obj.GroupID == LandData.GroupID && LandData.GroupID != UUID.Zero) { resultLocalIDs.Add(obj.LocalId); } else if (request_type == LandChannel.LAND_SELECT_OBJECTS_OTHER && obj.OwnerID != remote_client.AgentId) { resultLocalIDs.Add(obj.LocalId); } else if (request_type == (int)ObjectReturnType.List && returnIDs.Contains(obj.OwnerID)) { resultLocalIDs.Add(obj.LocalId); } } } } } catch (InvalidOperationException) { m_log.Error("[LAND]: Unable to force select the parcel objects. Arr."); } remote_client.SendForceClientSelectObjects(resultLocalIDs); } } /// /// Notify the parcel owner each avatar that owns prims situated on their land. This notification includes /// aggreagete details such as the number of prims. /// /// /// /// A /// public void SendLandObjectOwners(IClientAPI remote_client) { if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId, this, GroupPowers.LandOptions, true)) { Dictionary primCount = new Dictionary(); List groups = new List(); lock (primsOverMe) { // m_log.DebugFormat( // "[LAND OBJECT]: Request for SendLandObjectOwners() from {0} with {1} known prims on region", // remote_client.Name, primsOverMe.Count); try { foreach (SceneObjectGroup obj in primsOverMe) { try { if (!primCount.ContainsKey(obj.OwnerID)) { primCount.Add(obj.OwnerID, 0); } } catch (NullReferenceException) { m_log.Error("[LAND]: " + "Got Null Reference when searching land owners from the parcel panel"); } try { primCount[obj.OwnerID] += obj.PrimCount; } catch (KeyNotFoundException) { m_log.Error("[LAND]: Unable to match a prim with it's owner."); } if (obj.OwnerID == obj.GroupID && (!groups.Contains(obj.OwnerID))) groups.Add(obj.OwnerID); } } catch (InvalidOperationException) { m_log.Error("[LAND]: Unable to Enumerate Land object arr."); } } remote_client.SendLandObjectOwners(LandData, groups, primCount); } } public Dictionary GetLandObjectOwners() { Dictionary ownersAndCount = new Dictionary(); lock (primsOverMe) { try { foreach (SceneObjectGroup obj in primsOverMe) { if (!ownersAndCount.ContainsKey(obj.OwnerID)) { ownersAndCount.Add(obj.OwnerID, 0); } ownersAndCount[obj.OwnerID] += obj.PrimCount; } } catch (InvalidOperationException) { m_log.Error("[LAND]: Unable to enumerate land owners. arr."); } } return ownersAndCount; } #endregion #region Object Sales public void SellLandObjects(UUID previousOwner) { // m_log.DebugFormat( // "[LAND OBJECT]: Request to sell objects in {0} from {1}", LandData.Name, previousOwner); if (LandData.IsGroupOwned) return; IBuySellModule m_BuySellModule = m_scene.RequestModuleInterface(); if (m_BuySellModule == null) { m_log.Error("[LAND OBJECT]: BuySellModule not found"); return; } ScenePresence sp; if (!m_scene.TryGetScenePresence(LandData.OwnerID, out sp)) { m_log.Error("[LAND OBJECT]: New owner is not present in scene"); return; } lock (primsOverMe) { foreach (SceneObjectGroup obj in primsOverMe) { if(m_scene.Permissions.CanSellObject(previousOwner,obj, (byte)SaleType.Original)) m_BuySellModule.BuyObject(sp.ControllingClient, UUID.Zero, obj.LocalId, 1, 0); } } } #endregion #region Object Returning public void ReturnObject(SceneObjectGroup obj) { SceneObjectGroup[] objs = new SceneObjectGroup[1]; objs[0] = obj; m_scene.returnObjects(objs, null); } public void ReturnLandObjects(uint type, UUID[] owners, UUID[] tasks, IClientAPI remote_client) { // m_log.DebugFormat( // "[LAND OBJECT]: Request to return objects in {0} from {1}", LandData.Name, remote_client.Name); Dictionary> returns = new Dictionary>(); lock (primsOverMe) { if (type == (uint)ObjectReturnType.Owner) { foreach (SceneObjectGroup obj in primsOverMe) { if (obj.OwnerID == LandData.OwnerID) { if (!returns.ContainsKey(obj.OwnerID)) returns[obj.OwnerID] = new List(); returns[obj.OwnerID].Add(obj); } } } else if (type == (uint)ObjectReturnType.Group && LandData.GroupID != UUID.Zero) { foreach (SceneObjectGroup obj in primsOverMe) { if (obj.GroupID == LandData.GroupID) { if (obj.OwnerID == LandData.OwnerID) continue; if (!returns.ContainsKey(obj.OwnerID)) returns[obj.OwnerID] = new List(); returns[obj.OwnerID].Add(obj); } } } else if (type == (uint)ObjectReturnType.Other) { foreach (SceneObjectGroup obj in primsOverMe) { if (obj.OwnerID != LandData.OwnerID && (obj.GroupID != LandData.GroupID || LandData.GroupID == UUID.Zero)) { if (!returns.ContainsKey(obj.OwnerID)) returns[obj.OwnerID] = new List(); returns[obj.OwnerID].Add(obj); } } } else if (type == (uint)ObjectReturnType.List) { List ownerlist = new List(owners); foreach (SceneObjectGroup obj in primsOverMe) { if (ownerlist.Contains(obj.OwnerID)) { if (!returns.ContainsKey(obj.OwnerID)) returns[obj.OwnerID] = new List(); returns[obj.OwnerID].Add(obj); } } } } foreach (List ol in returns.Values) { if (m_scene.Permissions.CanReturnObjects(this, remote_client, ol)) m_scene.returnObjects(ol.ToArray(), remote_client); } } #endregion #region Object Adding/Removing from Parcel public void ResetOverMeRecord() { lock (primsOverMe) primsOverMe.Clear(); } public void AddPrimOverMe(SceneObjectGroup obj) { // m_log.DebugFormat("[LAND OBJECT]: Adding scene object {0} {1} over {2}", obj.Name, obj.LocalId, LandData.Name); lock (primsOverMe) primsOverMe.Add(obj); } public void RemovePrimFromOverMe(SceneObjectGroup obj) { // m_log.DebugFormat("[LAND OBJECT]: Removing scene object {0} {1} from over {2}", obj.Name, obj.LocalId, LandData.Name); lock (primsOverMe) primsOverMe.Remove(obj); } #endregion /// /// Set the media url for this land parcel /// /// public void SetMediaUrl(string url) { LandData.MediaURL = url; m_scene.LandChannel.UpdateLandObject(LandData.LocalID, LandData); SendLandUpdateToAvatarsOverMe(); } /// /// Set the music url for this land parcel /// /// public void SetMusicUrl(string url) { LandData.MusicURL = url; m_scene.LandChannel.UpdateLandObject(LandData.LocalID, LandData); SendLandUpdateToAvatarsOverMe(); } /// /// Get the music url for this land parcel /// /// The music url. public string GetMusicUrl() { return LandData.MusicURL; } #endregion private void OnFrame() { m_expiryCounter++; if (m_expiryCounter >= 50) { ExpireAccessList(); m_expiryCounter = 0; } // need to update dwell here bc landdata has no parent info if(LandData != null && m_dwellModule != null) { double now = Util.GetTimeStampMS(); double elapsed = now - LandData.LastDwellTimeMS; if(elapsed > 150000) //2.5 minutes resolution / throttle { float dwell = LandData.Dwell; double cur = dwell * 60000.0; double decay = 1.5e-8 * cur * elapsed; cur -= decay; if(cur < 0) cur = 0; UUID lgid = LandData.GlobalID; m_scene.ForEachRootScenePresence(delegate(ScenePresence sp) { if(sp.IsNPC || sp.IsLoggingIn || sp.IsDeleted || sp.currentParcelUUID != lgid) return; cur += (now - sp.ParcelDwellTickMS); sp.ParcelDwellTickMS = now; }); float newdwell = (float)(cur * 1.666666666667e-5); LandData.Dwell = newdwell; if(Math.Abs(newdwell - dwell) >= 0.9) m_scene.EventManager.TriggerLandObjectAdded(this); } } } private void ExpireAccessList() { List delete = new List(); foreach (LandAccessEntry entry in LandData.ParcelAccessList) { if (entry.Expires != 0 && entry.Expires < Util.UnixTimeSinceEpoch()) delete.Add(entry); } foreach (LandAccessEntry entry in delete) { LandData.ParcelAccessList.Remove(entry); ScenePresence presence; if (m_scene.TryGetScenePresence(entry.AgentID, out presence) && (!presence.IsChildAgent)) { ILandObject land = m_scene.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y); if (land.LandData.LocalID == LandData.LocalID) { Vector3 pos = m_scene.GetNearestAllowedPosition(presence, land); presence.TeleportOnEject(pos); presence.ControllingClient.SendAlertMessage("You have been ejected from this land"); } } m_log.DebugFormat("[LAND]: Removing entry {0} because it has expired", entry.AgentID); } if (delete.Count > 0) m_scene.EventManager.TriggerLandObjectUpdated((uint)LandData.LocalID, this); } } }