/*
* Copyright (c) Contributors, http://www.openmetaverse.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 OpenSim 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 libsecondlife;
using libsecondlife.Packets;
using OpenSim.Framework.Interfaces;
using OpenSim.Framework.Types;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.LandManagement
{
#region LandManager Class
///
/// Handles Land objects and operations requiring information from other Land objects (divide, join, etc)
///
public class LandManager : ILocalStorageLandObjectReceiver
{
#region Constants
//Land types set with flags in ParcelOverlay.
//Only one of these can be used.
public const byte LAND_TYPE_PUBLIC = (byte)0; //Equals 00000000
public const byte LAND_TYPE_OWNED_BY_OTHER = (byte)1; //Equals 00000001
public const byte LAND_TYPE_OWNED_BY_GROUP = (byte)2; //Equals 00000010
public const byte LAND_TYPE_OWNED_BY_REQUESTER = (byte)3; //Equals 00000011
public const byte LAND_TYPE_IS_FOR_SALE = (byte)4; //Equals 00000100
public const byte LAND_TYPE_IS_BEING_AUCTIONED = (byte)5; //Equals 00000101
//Flags that when set, a border on the given side will be placed
//NOTE: North and East is assumable by the west and south sides (if land to east has a west border, then I have an east border; etc)
//This took forever to figure out -- jeesh. /blame LL for even having to send these
public const byte LAND_FLAG_PROPERTY_BORDER_WEST = (byte)64; //Equals 01000000
public const byte LAND_FLAG_PROPERTY_BORDER_SOUTH = (byte)128; //Equals 10000000
//RequestResults (I think these are right, they seem to work):
public const int LAND_RESULT_SINGLE = 0; // The request they made contained only a single piece of land
public const int LAND_RESULT_MULTIPLE = 1; // The request they made contained more than a single peice of land
//ParcelSelectObjects
public const int LAND_SELECT_OBJECTS_OWNER = 2;
public const int LAND_SELECT_OBJECTS_GROUP = 4;
public const int LAND_SELECT_OBJECTS_OTHER = 8;
//These are other constants. Yay!
public const int START_LAND_LOCAL_ID = 1;
#endregion
#region Member Variables
public Dictionary landList = new Dictionary();
private int lastLandLocalID = START_LAND_LOCAL_ID - 1;
private int[,] landIDList = new int[64, 64];
///
/// Set to true when a prim is moved, created, added. Performs a prim count update
///
public bool landPrimCountTainted = false;
private Scene m_world;
private RegionInfo m_regInfo;
#endregion
#region Constructors
public LandManager(Scene world, RegionInfo reginfo)
{
m_world = world;
m_regInfo = reginfo;
landIDList.Initialize();
}
#endregion
#region Member Functions
#region Parcel From Storage Functions
public void LandFromStorage(LandData data)
{
Land new_land = new Land(data.ownerID, data.isGroupOwned, m_world);
new_land.landData = data.Copy();
new_land.setLandBitmapFromByteArray();
addLandObject(new_land);
}
public void NoLandDataFromStorage()
{
resetSimLandObjects();
}
#endregion
#region Parcel Add/Remove/Get/Create
///
/// Creates a basic Parcel object without an owner (a zeroed key)
///
///
public Land createBaseLand()
{
return new Land(new LLUUID(), false, m_world);
}
///
/// Adds a land object to the stored list and adds them to the landIDList to what they own
///
/// The land object being added
public Land addLandObject(Land new_land)
{
lastLandLocalID++;
new_land.landData.localID = lastLandLocalID;
landList.Add(lastLandLocalID, new_land.Copy());
bool[,] landBitmap = new_land.getLandBitmap();
int x, y;
for (x = 0; x < 64; x++)
{
for (y = 0; y < 64; y++)
{
if (landBitmap[x, y])
{
landIDList[x, y] = lastLandLocalID;
}
}
}
landList[lastLandLocalID].forceUpdateLandInfo();
return new_land;
}
///
/// Removes a land object from the list. Will not remove if local_id is still owning an area in landIDList
///
/// Land.localID of the peice of land to remove.
public void removeLandObject(int local_id)
{
int x, y;
for (x = 0; x < 64; x++)
{
for (y = 0; y < 64; y++)
{
if (landIDList[x, y] == local_id)
{
throw new Exception("Could not remove land object. Still being used at " + x + ", " + y);
}
}
}
// TODO: Put event here for storage manager to bind to.
landList.Remove(local_id);
}
private void performFinalLandJoin(Land master, Land slave)
{
int x, y;
bool[,] landBitmapSlave = slave.getLandBitmap();
for (x = 0; x < 64; x++)
{
for (y = 0; y < 64; y++)
{
if (landBitmapSlave[x, y])
{
landIDList[x, y] = master.landData.localID;
}
}
}
removeLandObject(slave.landData.localID);
}
///
/// Get the land object at the specified point
///
/// Value between 0 - 256 on the x axis of the point
/// Value between 0 - 256 on the y axis of the point
/// Land object at the point supplied
public Land getLandObject(float x_float, float y_float)
{
int x = Convert.ToInt32(Math.Floor(Convert.ToDecimal(x_float) / Convert.ToDecimal(4.0)));
int y = Convert.ToInt32(Math.Floor(Convert.ToDecimal(y_float) / Convert.ToDecimal(4.0)));
if (x > 63 || y > 63 || x < 0 || y < 0)
{
throw new Exception("Error: Parcel not found at point " + x + ", " + y);
}
else
{
// Console.WriteLine("Point (" + x + ", " + y + ") determined from point (" + x_float + ", " + y_float + ")");
return landList[landIDList[x, y]];
}
}
public Land getLandObject(int x, int y)
{
if (x > 256 || y > 256 || x < 0 || y < 0)
{
throw new Exception("Error: Parcel not found at point " + x + ", " + y);
}
else
{
return landList[landIDList[x / 4, y / 4]];
}
}
#endregion
#region Parcel Modification
///
/// Subdivides a piece of land
///
/// West Point
/// South Point
/// East Point
/// North Point
/// LLUUID of user who is trying to subdivide
/// Returns true if successful
private bool subdivide(int start_x, int start_y, int end_x, int end_y, LLUUID attempting_user_id)
{
//First, lets loop through the points and make sure they are all in the same peice of land
//Get the land object at start
Land startLandObject = getLandObject(start_x, start_y);
if (startLandObject == null) return false; //No such land object at the beginning
//Loop through the points
try
{
int totalX = end_x - start_x;
int totalY = end_y - start_y;
int x, y;
for (y = 0; y < totalY; y++)
{
for (x = 0; x < totalX; x++)
{
Land tempLandObject = getLandObject(start_x + x, start_y + y);
if (tempLandObject == null) return false; //No such land object at that point
if (tempLandObject != startLandObject) return false; //Subdividing over 2 land objects; no-no
}
}
}
catch (Exception)
{
return false; //Exception. For now, lets skip subdivision
}
//If we are still here, then they are subdividing within one piece of land
//Check owner
if (startLandObject.landData.ownerID != attempting_user_id)
{
return false; //They cant do this!
}
//Lets create a new land object with bitmap activated at that point (keeping the old land objects info)
Land newLand = startLandObject.Copy();
newLand.landData.landName = "Subdivision of " + newLand.landData.landName;
newLand.landData.globalID = LLUUID.Random();
newLand.setLandBitmap(Land.getSquareLandBitmap(start_x, start_y, end_x, end_y));
//Now, lets set the subdivision area of the original to false
int startLandObjectIndex = startLandObject.landData.localID;
landList[startLandObjectIndex].setLandBitmap(Land.modifyLandBitmapSquare(startLandObject.getLandBitmap(), start_x, start_y, end_x, end_y, false));
landList[startLandObjectIndex].forceUpdateLandInfo();
this.setPrimsTainted();
//Now add the new land object
Land result = addLandObject(newLand);
result.sendLandUpdateToAvatarsOverMe();
return true;
}
///
/// Join 2 land objects together
///
/// x value in first piece of land
/// y value in first piece of land
/// x value in second peice of land
/// y value in second peice of land
/// LLUUID of the avatar trying to join the land objects
/// Returns true if successful
private bool join(int start_x, int start_y, int end_x, int end_y, LLUUID attempting_user_id)
{
end_x -= 4;
end_y -= 4;
List selectedLandObjects = new List();
int stepXSelected = 0;
int stepYSelected = 0;
for (stepYSelected = start_y; stepYSelected <= end_y; stepYSelected += 4)
{
for (stepXSelected = start_x; stepXSelected <= end_x; stepXSelected += 4)
{
Land p = getLandObject(stepXSelected,stepYSelected);
if (!selectedLandObjects.Contains(p))
{
selectedLandObjects.Add(p);
}
}
}
Land masterLandObject = selectedLandObjects[0];
selectedLandObjects.RemoveAt(0);
if (selectedLandObjects.Count < 1)
{
return false; //Only one piece of land selected
}
if (masterLandObject.landData.ownerID != attempting_user_id)
{
return false; //Not the same owner
}
foreach (Land p in selectedLandObjects)
{
if (p.landData.ownerID != masterLandObject.landData.ownerID)
{
return false; //Over multiple users. TODO: make this just ignore this piece of land?
}
}
foreach (Land slaveLandObject in selectedLandObjects)
{
landList[masterLandObject.landData.localID].setLandBitmap(Land.mergeLandBitmaps(masterLandObject.getLandBitmap(), slaveLandObject.getLandBitmap()));
performFinalLandJoin(masterLandObject, slaveLandObject);
}
this.setPrimsTainted();
masterLandObject.sendLandUpdateToAvatarsOverMe();
return true;
}
#endregion
#region Parcel Updating
///
/// Where we send the ParcelOverlay packet to the client
///
/// The object representing the client
public void sendParcelOverlay(IClientAPI remote_client)
{
const int LAND_BLOCKS_PER_PACKET = 1024;
int x, y = 0;
byte[] byteArray = new byte[LAND_BLOCKS_PER_PACKET];
int byteArrayCount = 0;
int sequenceID = 0;
ParcelOverlayPacket packet;
for (y = 0; y < 64; y++)
{
for (x = 0; x < 64; x++)
{
byte tempByte = (byte)0; //This represents the byte for the current 4x4
Land currentParcelBlock = getLandObject(x * 4, y * 4);
if (currentParcelBlock.landData.ownerID == remote_client.AgentId)
{
//Owner Flag
tempByte = Convert.ToByte(tempByte | LAND_TYPE_OWNED_BY_REQUESTER);
}
else if (currentParcelBlock.landData.salePrice > 0 && (currentParcelBlock.landData.authBuyerID == LLUUID.Zero || currentParcelBlock.landData.authBuyerID == remote_client.AgentId))
{
//Sale Flag
tempByte = Convert.ToByte(tempByte | LAND_TYPE_IS_FOR_SALE);
}
else if (currentParcelBlock.landData.ownerID == LLUUID.Zero)
{
//Public Flag
tempByte = Convert.ToByte(tempByte | LAND_TYPE_PUBLIC);
}
else
{
//Other Flag
tempByte = Convert.ToByte(tempByte | LAND_TYPE_OWNED_BY_OTHER);
}
//Now for border control
if (x == 0)
{
tempByte = Convert.ToByte(tempByte | LAND_FLAG_PROPERTY_BORDER_WEST);
}
else if (getLandObject((x - 1) * 4, y * 4) != currentParcelBlock)
{
tempByte = Convert.ToByte(tempByte | LAND_FLAG_PROPERTY_BORDER_WEST);
}
if (y == 0)
{
tempByte = Convert.ToByte(tempByte | LAND_FLAG_PROPERTY_BORDER_SOUTH);
}
else if (getLandObject(x * 4, (y - 1) * 4) != currentParcelBlock)
{
tempByte = Convert.ToByte(tempByte | LAND_FLAG_PROPERTY_BORDER_SOUTH);
}
byteArray[byteArrayCount] = tempByte;
byteArrayCount++;
if (byteArrayCount >= LAND_BLOCKS_PER_PACKET)
{
byteArrayCount = 0;
packet = new ParcelOverlayPacket();
packet.ParcelData.Data = byteArray;
packet.ParcelData.SequenceID = sequenceID;
remote_client.OutPacket((Packet)packet);
sequenceID++;
byteArray = new byte[LAND_BLOCKS_PER_PACKET];
}
}
}
}
public void handleParcelPropertiesRequest(int start_x, int start_y, int end_x, int end_y, int sequence_id, bool snap_selection, IClientAPI remote_client)
{
//Get the land objects within the bounds
List temp = new List();
int x, y, i;
int inc_x = end_x - start_x;
int inc_y = end_y - start_y;
for (x = 0; x < inc_x; x++)
{
for (y = 0; y < inc_y; y++)
{
Land currentParcel = getLandObject(start_x + x, start_y + y);
if (!temp.Contains(currentParcel))
{
currentParcel.forceUpdateLandInfo();
temp.Add(currentParcel);
}
}
}
int requestResult = LAND_RESULT_SINGLE;
if (temp.Count > 1)
{
requestResult = LAND_RESULT_MULTIPLE;
}
for (i = 0; i < temp.Count; i++)
{
temp[i].sendLandProperties(sequence_id, snap_selection, requestResult, remote_client);
}
sendParcelOverlay(remote_client);
}
public void handleParcelPropertiesUpdateRequest(ParcelPropertiesUpdatePacket packet, IClientAPI remote_client)
{
if (landList.ContainsKey(packet.ParcelData.LocalID))
{
landList[packet.ParcelData.LocalID].updateLandProperties(packet, remote_client);
}
}
public void handleParcelDivideRequest(int west, int south, int east, int north, IClientAPI remote_client)
{
subdivide(west, south, east, north, remote_client.AgentId);
}
public void handleParcelJoinRequest(int west, int south, int east, int north, IClientAPI remote_client)
{
join(west, south, east, north, remote_client.AgentId);
}
public void handleParcelSelectObjectsRequest(int local_id, int request_type, IClientAPI remote_client)
{
landList[local_id].sendForceObjectSelect(local_id, request_type, remote_client);
}
public void handleParcelObjectOwnersRequest(int local_id, IClientAPI remote_client)
{
landList[local_id].sendLandObjectOwners(remote_client);
}
#endregion
///
/// Resets the sim to the default land object (full sim piece of land owned by the default user)
///
public void resetSimLandObjects()
{
//Remove all the land objects in the sim and add a blank, full sim land object set to public
landList.Clear();
lastLandLocalID = START_LAND_LOCAL_ID - 1;
landIDList.Initialize();
Land fullSimParcel = new Land(LLUUID.Zero, false, m_world);
fullSimParcel.setLandBitmap(Land.getSquareLandBitmap(0, 0, 256, 256));
fullSimParcel.landData.ownerID = m_regInfo.MasterAvatarAssignedUUID;
addLandObject(fullSimParcel);
}
public void handleSignificantClientMovement(IClientAPI remote_client)
{
ScenePresence clientAvatar = m_world.RequestAvatar(remote_client.AgentId);
if (clientAvatar != null)
{
Land over = getLandObject(clientAvatar.Pos.X,clientAvatar.Pos.Y);
if (over != null)
{
over.sendLandProperties(0, false, 0, remote_client);
}
}
}
public void resetAllLandPrimCounts()
{
foreach (Land p in landList.Values)
{
p.resetLandPrimCounts();
}
}
public void setPrimsTainted()
{
this.landPrimCountTainted = true;
}
public void addPrimToLandPrimCounts(SceneObject obj)
{
LLVector3 position = obj.Pos;
Land landUnderPrim = getLandObject(position.X, position.Y);
if (landUnderPrim != null)
{
landUnderPrim.addPrimToCount(obj);
}
}
public void removePrimFromLandPrimCounts(SceneObject obj)
{
foreach (Land p in landList.Values)
{
p.removePrimFromCount(obj);
}
}
public void finalizeLandPrimCountUpdate()
{
//Get Simwide prim count for owner
Dictionary> landOwnersAndParcels = new Dictionary>();
foreach (Land p in landList.Values)
{
if(!landOwnersAndParcels.ContainsKey(p.landData.ownerID))
{
List tempList = new List();
tempList.Add(p);
landOwnersAndParcels.Add(p.landData.ownerID,tempList);
}
else
{
landOwnersAndParcels[p.landData.ownerID].Add(p);
}
}
foreach (LLUUID owner in landOwnersAndParcels.Keys)
{
int simArea = 0;
int simPrims = 0;
foreach (Land p in landOwnersAndParcels[owner])
{
simArea += p.landData.area;
simPrims += p.landData.ownerPrims + p.landData.otherPrims + p.landData.groupPrims + p.landData.selectedPrims;
}
foreach (Land p in landOwnersAndParcels[owner])
{
p.landData.simwideArea = simArea;
p.landData.simwidePrims = simPrims;
}
}
}
#endregion
}
#endregion
}