/* * 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_scene; private RegionInfo m_regInfo; #endregion #region Constructors public LandManager(Scene scene, RegionInfo reginfo) { m_scene = scene; 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_scene); 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_scene); } /// /// 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_scene); 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_scene.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 }