/* * 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 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 System.Drawing; using System.Drawing.Imaging; using System.Threading; using System.Timers; using Axiom.Math; using libsecondlife; using libsecondlife.Packets; using OpenJPEGNet; using OpenSim.Framework; using OpenSim.Framework.Communications; using OpenSim.Framework.Communications.Cache; using OpenSim.Framework.Servers; using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.Modules.World.Archiver; using OpenSim.Region.Environment.Modules.World.Terrain; using OpenSim.Region.Environment.Scenes.Scripting; using OpenSim.Region.Physics.Manager; using Nini.Config; using Caps=OpenSim.Framework.Communications.Capabilities.Caps; using Image=System.Drawing.Image; using Timer=System.Timers.Timer; namespace OpenSim.Region.Environment.Scenes { public delegate bool FilterAvatarList(ScenePresence avatar); public partial class Scene : SceneBase { public delegate void SynchronizeSceneHandler(Scene scene); public SynchronizeSceneHandler SynchronizeScene = null; public int splitID = 0; #region Fields protected Timer m_heartbeatTimer = new Timer(); protected Timer m_restartWaitTimer = new Timer(); protected SimStatsReporter m_statsReporter; protected List m_regionRestartNotifyList = new List(); protected List m_neighbours = new List(); public InnerScene m_innerScene; private Random Rand = new Random(); private uint _primCount = 720000; private readonly Mutex _primAllocateMutex = new Mutex(false); private int m_timePhase = 24; private readonly Mutex updateLock; public bool m_physicalPrim; public bool m_seeIntoRegionFromNeighbor; public int MaxUndoCount = 5; private int m_RestartTimerCounter; private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing private int m_incrementsof15seconds = 0; private volatile bool m_backingup = false; protected string m_simulatorVersion = "unknown"; protected ModuleLoader m_moduleLoader; protected StorageManager m_storageManager; protected AgentCircuitManager m_authenticateHandler; public CommunicationsManager CommsManager; protected SceneCommunicationService m_sceneGridService; protected SceneXmlLoader m_sceneXmlLoader; /// /// Each agent has its own capabilities handler. /// protected Dictionary m_capsHandlers = new Dictionary(); protected BaseHttpServer m_httpListener; protected Dictionary Modules = new Dictionary(); protected Dictionary ModuleInterfaces = new Dictionary(); protected Dictionary ModuleAPIMethods = new Dictionary(); protected Dictionary m_moduleCommanders = new Dictionary(); //API module interfaces public IXfer XferManager; protected IHttpRequests m_httpRequestModule; protected ISimChat m_simChatModule; protected IXMLRPC m_xmlrpcModule; protected IWorldComm m_worldCommModule; protected IAvatarFactory m_AvatarFactory; protected IConfigSource m_config; // Central Update Loop protected int m_fps = 10; protected int m_frame = 0; protected float m_timespan = 0.089f; protected DateTime m_lastupdate = DateTime.Now; protected float m_timedilation = 1.0f; private int m_update_physics = 1; private int m_update_entitymovement = 1; private int m_update_entities = 1; // Run through all objects checking for updates private int m_update_entitiesquick = 200; // Run through objects that have scheduled updates checking for updates private int m_update_presences = 1; // Update scene presence movements private int m_update_events = 1; private int m_update_backup = 200; private int m_update_terrain = 50; private int m_update_land = 1; private int frameMS = 0; private int physicsMS2 = 0; private int physicsMS = 0; private int otherMS = 0; private bool m_physics_enabled = true; private bool m_scripts_enabled = true; #endregion #region Properties public AgentCircuitManager AuthenticateHandler { get { return m_authenticateHandler; } } // an instance to the physics plugin's Scene object. public PhysicsScene PhysicsScene { set { m_innerScene.PhysicsScene = value; } get { return (m_innerScene.PhysicsScene); } } // This gets locked so things stay thread safe. public object SyncRoot { get { return m_innerScene.m_syncRoot; } } public float TimeDilation { get { return m_timedilation; } } public int TimePhase { get { return m_timePhase; } } // Local reference to the objects in the scene (which are held in innerScene) // public Dictionary Objects // { // get { return m_innerScene.SceneObjects; } // } // Reference to all of the agents in the scene (root and child) protected Dictionary m_scenePresences { get { return m_innerScene.ScenePresences; } set { m_innerScene.ScenePresences = value; } } // protected Dictionary m_sceneObjects // { // get { return m_innerScene.SceneObjects; } // set { m_innerScene.SceneObjects = value; } // } public Dictionary Entities { get { return m_innerScene.Entities; } set { m_innerScene.Entities = value; } } public Dictionary m_restorePresences { get { return m_innerScene.RestorePresences; } set { m_innerScene.RestorePresences = value; } } public int objectCapacity = 45000; #endregion #region Constructors public Scene(RegionInfo regInfo, AgentCircuitManager authen, CommunicationsManager commsMan, SceneCommunicationService sceneGridService, AssetCache assetCach, StorageManager storeManager, BaseHttpServer httpServer, ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim, bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion) { m_config = config; updateLock = new Mutex(false); m_moduleLoader = moduleLoader; m_authenticateHandler = authen; CommsManager = commsMan; m_sceneGridService = sceneGridService; m_sceneGridService.debugRegionName = regInfo.RegionName; m_storageManager = storeManager; AssetCache = assetCach; m_regInfo = regInfo; m_regionHandle = m_regInfo.RegionHandle; m_regionName = m_regInfo.RegionName; m_datastore = m_regInfo.DataStore; m_physicalPrim = physicalPrim; m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor; m_eventManager = new EventManager(); m_externalChecks = new SceneExternalChecks(this); //Bind Storage Manager functions to some land manager functions for this scene EventManager.OnLandObjectAdded += new EventManager.LandObjectAdded(m_storageManager.DataStore.StoreLandObject); EventManager.OnLandObjectRemoved += new EventManager.LandObjectRemoved(m_storageManager.DataStore.RemoveLandObject); m_innerScene = new InnerScene(this, m_regInfo); // If the Inner scene has an Unrecoverable error, restart this sim. // Currently the only thing that causes it to happen is two kinds of specific // Physics based crashes. // // Out of memory // Operating system has killed the plugin m_innerScene.UnRecoverableError += RestartNow; m_sceneXmlLoader = new SceneXmlLoader(this, m_innerScene, m_regInfo); RegisterDefaultSceneEvents(); m_httpListener = httpServer; m_dumpAssetsToFile = dumpAssetsToFile; if ((RegionInfo.EstateSettings.regionFlags & Simulator.RegionFlags.SkipScripts) == Simulator.RegionFlags.SkipScripts) { m_scripts_enabled = false; } else { m_scripts_enabled = true; } if ((RegionInfo.EstateSettings.regionFlags & Simulator.RegionFlags.SkipPhysics) == Simulator.RegionFlags.SkipPhysics) { m_physics_enabled = false; } else { m_physics_enabled = true; } m_statsReporter = new SimStatsReporter(regInfo); m_statsReporter.OnSendStatsResult += SendSimStatsPackets; m_statsReporter.SetObjectCapacity(objectCapacity); m_simulatorVersion = simulatorVersion + " ChilTasks:" + m_seeIntoRegionFromNeighbor.ToString() + " PhysPrim:" + m_physicalPrim.ToString(); } #endregion #region Startup / Close Methods protected virtual void RegisterDefaultSceneEvents() { m_eventManager.OnPermissionError += SendPermissionAlert; } public override string GetSimulatorVersion() { return m_simulatorVersion; } public override bool OtherRegionUp(RegionInfo otherRegion) { // Another region is up. // Gets called from Grid Comms (SceneCommunicationService<---RegionListener<----LocalBackEnd<----OGS1) // We have to tell all our ScenePresences about it.. // and add it to the neighbor list. // We only add it to the neighbor list if it's within 1 region from here. // Agents may have draw distance values that cross two regions though, so // we add it to the notify list regardless of distance. // We'll check the agent's draw distance before notifying them though. if (RegionInfo.RegionHandle != otherRegion.RegionHandle) { for (int i = 0; i < m_neighbours.Count; i++) { // The purpose of this loop is to re-update the known neighbors // when another region comes up on top of another one. // The latest region in that location ends up in the // 'known neighbors list' // Additionally, the commFailTF property gets reset to false. if (m_neighbours[i].RegionHandle == otherRegion.RegionHandle) { lock (m_neighbours) { m_neighbours[i] = otherRegion; } } } // If the value isn't in the neighbours, add it. // If the RegionInfo isn't exact but is for the same XY World location, // then the above loop will fix that. if (!(CheckNeighborRegion(otherRegion))) { lock (m_neighbours) { m_neighbours.Add(otherRegion); //m_log.Info("[UP]: " + otherRegion.RegionHandle.ToString()); } } // If these are cast to INT because long + negative values + abs returns invalid data int resultX = Math.Abs((int)otherRegion.RegionLocX - (int)RegionInfo.RegionLocX); int resultY = Math.Abs((int)otherRegion.RegionLocY - (int)RegionInfo.RegionLocY); if ((resultX <= 1) && (resultY <= 1)) { try { ForEachScenePresence(delegate(ScenePresence agent) { // If agent is a root agent. if (!agent.IsChildAgent) { //agent.ControllingClient.new //this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo()); InformClientOfNeighbor(agent, otherRegion); } } ); } catch (NullReferenceException) { // This means that we're not booted up completely yet. // This shouldn't happen too often anymore. m_log.Error("[SCENE]: Couldn't inform client of regionup because we got a null reference exception"); } } else { m_log.Info("[INTERGRID]: Got notice about far away Region: " + otherRegion.RegionName.ToString() + " at (" + otherRegion.RegionLocX.ToString() + ", " + otherRegion.RegionLocY.ToString() + ")"); } } return true; } // Given float seconds, this will restart the region. public void AddNeighborRegion(RegionInfo region) { lock (m_neighbours) { if (!CheckNeighborRegion(region)) { m_neighbours.Add(region); } } } public bool CheckNeighborRegion(RegionInfo region) { bool found = false; lock (m_neighbours) { foreach (RegionInfo reg in m_neighbours) { if (reg.RegionHandle == region.RegionHandle) { found = true; break; } } } return found; } public virtual void Restart(float seconds) { // notifications are done in 15 second increments // so .. if the number of seconds is less then 15 seconds, it's not really a restart request // It's a 'Cancel restart' request. // RestartNow() does immediate restarting. if (seconds < 15) { m_restartTimer.Stop(); SendGeneralAlert("Restart Aborted"); } else { // Now we figure out what to set the timer to that does the notifications and calls, RestartNow() m_restartTimer.Interval = 15000; m_incrementsof15seconds = (int)seconds / 15; m_RestartTimerCounter = 0; m_restartTimer.AutoReset = true; m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); m_log.Error("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); m_restartTimer.Start(); SendRegionMessageFromEstateTools(LLUUID.Random(), LLUUID.Random(), String.Empty, RegionInfo.RegionName + ": Restarting in 2 Minutes"); //SendGeneralAlert(RegionInfo.RegionName + ": Restarting in 2 Minutes"); } } // The Restart timer has occured. // We have to figure out if this is a notification or if the number of seconds specified in Restart // have elapsed. // If they have elapsed, call RestartNow() public void RestartTimer_Elapsed(object sender, ElapsedEventArgs e) { m_RestartTimerCounter++; if (m_RestartTimerCounter <= m_incrementsof15seconds) { if (m_RestartTimerCounter == 4 || m_RestartTimerCounter == 6 || m_RestartTimerCounter == 7) SendRegionMessageFromEstateTools(LLUUID.Random(), LLUUID.Random(), String.Empty, RegionInfo.RegionName + ": Restarting in " + ((8 - m_RestartTimerCounter) * 15) + " seconds"); // SendGeneralAlert(RegionInfo.RegionName + ": Restarting in " + ((8 - m_RestartTimerCounter)*15) + //" seconds"); } else { m_restartTimer.Stop(); m_restartTimer.AutoReset = false; RestartNow(); } } // This causes the region to restart immediatley. public void RestartNow() { if (PhysicsScene != null) { PhysicsScene.Dispose(); } m_log.Error("[REGION]: Closing"); Close(); m_log.Error("[REGION]: Firing Region Restart Message"); base.Restart(0); } // This is a helper function that notifies root agents in this region that a new sim near them has come up // This is in the form of a timer because when an instance of OpenSim.exe is started, // Even though the sims initialize, they don't listen until 'all of the sims are initialized' // If we tell an agent about a sim that's not listening yet, the agent will not be able to connect to it. // subsequently the agent will never see the region come back online. public void RestartNotifyWaitElapsed(object sender, ElapsedEventArgs e) { m_restartWaitTimer.Stop(); lock (m_regionRestartNotifyList) { foreach (RegionInfo region in m_regionRestartNotifyList) { try { ForEachScenePresence(delegate(ScenePresence agent) { // If agent is a root agent. if (!agent.IsChildAgent) { //agent.ControllingClient.new //this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo()); InformClientOfNeighbor(agent, region); } } ); } catch (NullReferenceException) { // This means that we're not booted up completely yet. // This shouldn't happen too often anymore. } } // Reset list to nothing. m_regionRestartNotifyList.Clear(); } } public void SetSceneCoreDebug(bool ScriptEngine, bool CollisionEvents, bool PhysicsEngine) { if (m_scripts_enabled != !ScriptEngine) { // Tedd! Here's the method to disable the scripting engine! if (ScriptEngine) { m_log.Info("Stopping all Scripts in Scene"); lock (Entities) { foreach (EntityBase ent in Entities.Values) { if (ent is SceneObjectGroup) { ((SceneObjectGroup)ent).StopScripts(); } } } } else { m_log.Info("Starting all Scripts in Scene"); lock (Entities) { foreach (EntityBase ent in Entities.Values) { if (ent is SceneObjectGroup) { ((SceneObjectGroup)ent).StartScripts(); } } } } m_scripts_enabled = !ScriptEngine; m_log.Info("[TOTEDD]: Here is the method to trigger disabling of the scripting engine"); } if (m_physics_enabled != !PhysicsEngine) { m_physics_enabled = !PhysicsEngine; } } public int GetInaccurateNeighborCount() { lock (m_neighbours) return m_neighbours.Count; } // This is the method that shuts down the scene. public override void Close() { m_log.Warn("[SCENE]: Closing down the single simulator: " + RegionInfo.RegionName); // Kick all ROOT agents with the message, 'The simulator is going down' ForEachScenePresence(delegate(ScenePresence avatar) { if (avatar.KnownChildRegions.Contains(RegionInfo.RegionHandle)) avatar.KnownChildRegions.Remove(RegionInfo.RegionHandle); if (!avatar.IsChildAgent) avatar.ControllingClient.Kick("The simulator is going down."); avatar.ControllingClient.SendShutdownConnectionNotice(); }); // Wait here, or the kick messages won't actually get to the agents before the scene terminates. Thread.Sleep(500); // Stop all client threads. ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(true); }); // Stop updating the scene objects and agents. m_heartbeatTimer.Close(); // close the inner scene m_innerScene.Close(); // De-register with region communications (events cleanup) UnRegisterReginWithComms(); // Shut down all non shared modules. foreach (IRegionModule module in Modules.Values) { if (!module.IsSharedModule) { module.Close(); } } Modules.Clear(); // call the base class Close method. base.Close(); } /// /// Start the timer which triggers regular scene updates /// public void StartTimer() { m_log.Debug("[SCENE]: Starting timer"); m_heartbeatTimer.Enabled = true; m_heartbeatTimer.Interval = (int)(m_timespan * 1000); m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); } /// /// Sets up references to modules required by the scene /// public void SetModuleInterfaces() { m_simChatModule = RequestModuleInterface(); m_httpRequestModule = RequestModuleInterface(); m_xmlrpcModule = RequestModuleInterface(); m_worldCommModule = RequestModuleInterface(); XferManager = RequestModuleInterface(); m_AvatarFactory = RequestModuleInterface(); } #endregion #region Update Methods /// /// Performs per-frame updates regularly /// /// /// private void Heartbeat(object sender, EventArgs e) { Update(); } /// /// Performs per-frame updates on the scene, this should be the central scene loop /// public override void Update() { TimeSpan SinceLastFrame = DateTime.Now - m_lastupdate; // Aquire a lock so only one update call happens at once updateLock.WaitOne(); float physicsFPS = 0; //m_log.Info("sadfadf" + m_neighbours.Count.ToString()); int agentsInScene = m_innerScene.GetRootAgentCount() + m_innerScene.GetChildAgentCount(); if (agentsInScene > 21) { if (m_update_entities == 1) { m_update_entities = 5; m_statsReporter.SetUpdateMS(6000); } } else { if (m_update_entities == 5) { m_update_entities = 1; m_statsReporter.SetUpdateMS(3000); } } frameMS = System.Environment.TickCount; try { // Increment the frame counter m_frame++; // Loop it if (m_frame == Int32.MaxValue) m_frame = 0; physicsMS2 = System.Environment.TickCount; if ((m_frame % m_update_physics == 0) && m_physics_enabled) m_innerScene.UpdatePreparePhysics(); physicsMS2 = System.Environment.TickCount - physicsMS2; if (m_frame % m_update_entitymovement == 0) m_innerScene.UpdateEntityMovement(); physicsMS = System.Environment.TickCount; if ((m_frame % m_update_physics == 0) && m_physics_enabled) physicsFPS = m_innerScene.UpdatePhysics( Math.Max(SinceLastFrame.TotalSeconds, m_timespan) ); if (m_frame % m_update_physics == 0 && SynchronizeScene != null) SynchronizeScene(this); physicsMS = System.Environment.TickCount - physicsMS; physicsMS += physicsMS2; otherMS = System.Environment.TickCount; // run through all entities looking for updates (slow) if (m_frame % m_update_entities == 0) m_innerScene.UpdateEntities(); // run through entities that have scheduled themselves for // updates looking for updates(faster) if (m_frame % m_update_entitiesquick == 0) m_innerScene.ProcessUpdates(); // Run through scenepresences looking for updates if (m_frame % m_update_presences == 0) m_innerScene.UpdatePresences(); if (Region_Status != RegionStatus.SlaveScene) { if (m_frame % m_update_events == 0) UpdateEvents(); if (m_frame % m_update_backup == 0) UpdateStorageBackup(); if (m_frame % m_update_terrain == 0) UpdateTerrain(); if (m_frame % m_update_land == 0) UpdateLand(); otherMS = System.Environment.TickCount - otherMS; // if (m_frame%m_update_avatars == 0) // UpdateInWorldTime(); m_statsReporter.AddPhysicsFPS(physicsFPS); m_statsReporter.AddTimeDilation(m_timedilation); m_statsReporter.AddFPS(1); m_statsReporter.AddInPackets(0); m_statsReporter.SetRootAgents(m_innerScene.GetRootAgentCount()); m_statsReporter.SetChildAgents(m_innerScene.GetChildAgentCount()); m_statsReporter.SetObjects(m_innerScene.GetTotalObjects()); m_statsReporter.SetActiveObjects(m_innerScene.GetActiveObjects()); frameMS = System.Environment.TickCount - frameMS; m_statsReporter.addFrameMS(frameMS); m_statsReporter.addPhysicsMS(physicsMS); m_statsReporter.addOtherMS(otherMS); m_statsReporter.SetActiveScripts(m_innerScene.GetActiveScripts()); m_statsReporter.addScriptLines(m_innerScene.GetScriptLPS()); } } catch (NotImplementedException) { throw; } catch (AccessViolationException e) { m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); } catch (NullReferenceException e) { m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); } catch (InvalidOperationException e) { m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); } catch (Exception e) { m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); } finally { updateLock.ReleaseMutex(); // Get actual time dilation float tmpval = (m_timespan / (float)SinceLastFrame.TotalSeconds); // If actual time dilation is greater then one, we're catching up, so subtract // the amount that's greater then 1 from the time dilation if (tmpval > 1.0) { tmpval = tmpval - (tmpval - 1.0f); } m_timedilation = tmpval; m_lastupdate = DateTime.Now; } } private void SendSimStatsPackets(SimStatsPacket pack) { List StatSendAgents = GetScenePresences(); foreach (ScenePresence agent in StatSendAgents) { if (!agent.IsChildAgent) { agent.ControllingClient.SendSimStats(pack); } } } private void UpdateLand() { if (LandChannel != null) { if (LandChannel.IsLandPrimCountTainted()) { EventManager.TriggerParcelPrimCountUpdate(); } } } private void UpdateTerrain() { EventManager.TriggerTerrainTick(); } private void UpdateStorageBackup() { if (!m_backingup) { m_backingup = true; Thread backupthread = new Thread(Backup); backupthread.Name = "BackupWriter"; backupthread.IsBackground = true; backupthread.Start(); } } private void UpdateEvents() { m_eventManager.TriggerOnFrame(); } /// /// Perform delegate action on all clients subscribing to updates from this region. /// /// internal void Broadcast(Action whatToDo) { ForEachScenePresence(delegate(ScenePresence presence) { whatToDo(presence.ControllingClient); }); } /// /// /// /// public void Backup() { EventManager.TriggerOnBackup(m_storageManager.DataStore); m_backingup = false; //return true; } #endregion #region Load Terrain public void ExportWorldMap(string fileName) { List mapBlocks = m_sceneGridService.RequestNeighbourMapBlocks((int)(RegionInfo.RegionLocX - 9), (int)(RegionInfo.RegionLocY - 9), (int)(RegionInfo.RegionLocX + 9), (int)(RegionInfo.RegionLocY + 9)); List textures = new List(); List bitImages = new List(); foreach (MapBlockData mapBlock in mapBlocks) { AssetBase texAsset = AssetCache.GetAsset(mapBlock.MapImageId, true); if (texAsset != null) { textures.Add(texAsset); } else { texAsset = AssetCache.GetAsset(mapBlock.MapImageId, true); if (texAsset != null) { textures.Add(texAsset); } } } foreach (AssetBase asset in textures) { Image image = OpenJPEG.DecodeToImage(asset.Data); bitImages.Add(image); } Bitmap mapTexture = new Bitmap(2560, 2560); Graphics g = Graphics.FromImage(mapTexture); SolidBrush sea = new SolidBrush(Color.DarkBlue); g.FillRectangle(sea, 0, 0, 2560, 2560); for (int i = 0; i < mapBlocks.Count; i++) { ushort x = (ushort)((mapBlocks[i].X - RegionInfo.RegionLocX) + 10); ushort y = (ushort)((mapBlocks[i].Y - RegionInfo.RegionLocY) + 10); g.DrawImage(bitImages[i], (x * 128), (y * 128), 128, 128); } mapTexture.Save(fileName, ImageFormat.Jpeg); } public void SaveTerrain() { m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID); } /// /// Loads the World heightmap /// /// public override void LoadWorldMap() { try { double[,] map = m_storageManager.DataStore.LoadTerrain(RegionInfo.RegionID); if (map == null) { m_log.Info("[TERRAIN]: No default terrain. Generating a new terrain."); Heightmap = new TerrainChannel(); m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID); } else { Heightmap = new TerrainChannel(map); } } catch (Exception e) { m_log.Warn("[terrain]: Scene.cs: LoadWorldMap() - Failed with exception " + e.ToString()); } } /// /// Register this region with a grid service /// /// Thrown if registration of the region itself fails. public void RegisterRegionWithGrid() { RegisterCommsEvents(); // These two 'commands' *must be* next to each other or sim rebooting fails. m_sceneGridService.RegisterRegion(RegionInfo); m_sceneGridService.InformNeighborsThatRegionisUp(RegionInfo); Dictionary dGridSettings = m_sceneGridService.GetGridSettings(); if (dGridSettings.ContainsKey("allow_forceful_banlines")) { if (dGridSettings["allow_forceful_banlines"] != "TRUE") { m_log.Info("[GRID]: Grid is disabling forceful parcel banlists"); EventManager.TriggerSetAllowForcefulBan(false); } else { m_log.Info("[GRID]: Grid is allowing forceful parcel banlists"); EventManager.TriggerSetAllowForcefulBan(true); } } } /// /// /// public void CreateTerrainTexture(bool temporary) { //create a texture asset of the terrain IMapImageGenerator terrain = RequestModuleInterface(); // Cannot create a map for a nonexistant heightmap yet. if (Heightmap == null) return; if (terrain == null) { Bitmap mapbmp = new Bitmap(256, 256); double[,] hm = Heightmap.GetDoubles(); //Color prim = Color.FromArgb(120, 120, 120); //LLVector3 RayEnd = new LLVector3(0, 0, 0); //LLVector3 RayStart = new LLVector3(0, 0, 0); //LLVector3 direction = new LLVector3(0, 0, -1); //Vector3 AXOrigin = new Vector3(); //Vector3 AXdirection = new Vector3(); //Ray testRay = new Ray(); //EntityIntersection rt = new EntityIntersection(); float low = 255; float high = 0; for (int x = 0; x < 256; x++) { for (int y = 0; y < 256; y++) { float hmval = (float)hm[x, y]; if (hmval < low) low = hmval; if (hmval > high) high = hmval; } } float mid = (high + low) * 0.5f; for (int x = 0; x < 256; x++) { //int tc = System.Environment.TickCount; for (int y = 0; y < 256; y++) { //RayEnd = new LLVector3(x, y, 0); //RayStart = new LLVector3(x, y, 255); //direction = LLVector3.Norm(RayEnd - RayStart); //AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z); //AXdirection = new Vector3(direction.X, direction.Y, direction.Z); //testRay = new Ray(AXOrigin, AXdirection); //rt = m_innerScene.GetClosestIntersectingPrim(testRay); //if (rt.HitTF) //{ //mapbmp.SetPixel(x, y, prim); //} //else //{ //float tmpval = (float)hm[x, y]; float heightvalue = (float)hm[x, y]; if ((float)heightvalue > m_regInfo.EstateSettings.waterHeight) { // scale height value heightvalue = low + mid * (heightvalue - low) / mid; if (heightvalue > 255) heightvalue = 255; if (heightvalue < 0) heightvalue = 0; Color green = Color.FromArgb((int)heightvalue, 100, (int)heightvalue); // Y flip the cordinates mapbmp.SetPixel(x, (256 - y) - 1, green); } else { // Y flip the cordinates heightvalue = m_regInfo.EstateSettings.waterHeight - heightvalue; if (heightvalue > 19) heightvalue = 19; if (heightvalue < 0) heightvalue = 0; heightvalue = 100 - (heightvalue * 100) / 19; if (heightvalue > 255) heightvalue = 255; if (heightvalue < 0) heightvalue = 0; Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255); mapbmp.SetPixel(x, (256 - y) - 1, water); } //} } //tc = System.Environment.TickCount - tc; //m_log.Info("[MAPTILE]: Completed One row in " + tc + " ms"); } byte[] data; try { data = OpenJPEG.EncodeFromImage(mapbmp, false); } catch (Exception) { return; } m_regInfo.EstateSettings.terrainImageID = LLUUID.Random(); AssetBase asset = new AssetBase(); asset.FullID = m_regInfo.EstateSettings.terrainImageID; asset.Data = data; asset.Name = "terrainImage"; asset.Description = RegionInfo.RegionName; asset.Type = 0; asset.Temporary = temporary; AssetCache.AddAsset(asset); } else { byte[] data = terrain.WriteJpeg2000Image("defaultstripe.png"); if (data != null) { m_regInfo.EstateSettings.terrainImageID = LLUUID.Random(); AssetBase asset = new AssetBase(); asset.FullID = m_regInfo.EstateSettings.terrainImageID; asset.Data = data; asset.Name = "terrainImage"; asset.Description = RegionInfo.RegionName; asset.Type = 0; asset.Temporary = temporary; AssetCache.AddAsset(asset); } } } #endregion #region Load Land public void loadAllLandObjectsFromStorage(LLUUID regionID) { m_log.Info("[SCENE]: Loading land objects from storage"); List landData = m_storageManager.DataStore.LoadLandObjects(regionID); if (LandChannel != null) { if (landData.Count == 0) { EventManager.TriggerNoticeNoLandDataFromStorage(); } else { EventManager.TriggerIncomingLandDataFromStorage(landData); } } else { m_log.Error("[SCENE]: Land Channel is not defined. Cannot load from storage!"); } } #endregion #region Primitives Methods /// /// Loads the World's objects /// public virtual void LoadPrimsFromStorage(LLUUID regionID) { m_log.Info("[SCENE]: Loading objects from datastore"); List PrimsFromDB = m_storageManager.DataStore.LoadObjects(regionID); foreach (SceneObjectGroup group in PrimsFromDB) { AddSceneObjectFromStorage(group); SceneObjectPart rootPart = group.GetChildPart(group.UUID); rootPart.ObjectFlags &= ~(uint)LLObject.ObjectFlags.Scripted; rootPart.TrimPermissions(); group.CheckSculptAndLoad(); group.ApplyPhysics(m_physicalPrim); //rootPart.DoPhysicsPropertyUpdate(UsePhysics, true); } m_log.Info("[SCENE]: Loaded " + PrimsFromDB.Count.ToString() + " SceneObject(s)"); } /// /// Returns a new unallocated primitive ID /// /// A brand new primitive ID public uint PrimIDAllocate() { uint myID; _primAllocateMutex.WaitOne(); ++_primCount; myID = _primCount; _primAllocateMutex.ReleaseMutex(); return myID; } public LLVector3 GetNewRezLocation(LLVector3 RayStart, LLVector3 RayEnd, LLUUID RayTargetID, LLQuaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, LLVector3 scale, bool FaceCenter) { LLVector3 pos = LLVector3.Zero; if (RayEndIsIntersection == (byte)1) { pos = RayEnd; return pos; } if (RayTargetID != LLUUID.Zero) { SceneObjectPart target = GetSceneObjectPart(RayTargetID); LLVector3 direction = LLVector3.Norm(RayEnd - RayStart); Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z); Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z); if (target != null) { pos = target.AbsolutePosition; //m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString()); // TODO: Raytrace better here //EntityIntersection ei = m_innerScene.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection)); Ray NewRay = new Ray(AXOrigin, AXdirection); // Ray Trace against target here EntityIntersection ei = target.TestIntersectionOBB(NewRay, new Quaternion(1,0,0,0), frontFacesOnly, FaceCenter); // Un-comment out the following line to Get Raytrace results printed to the console. // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); float ScaleOffset = 0.5f; // If we hit something if (ei.HitTF) { LLVector3 scaleComponent = new LLVector3(ei.AAfaceNormal.x, ei.AAfaceNormal.y, ei.AAfaceNormal.z); if (scaleComponent.X != 0) ScaleOffset = scale.X; if (scaleComponent.Y != 0) ScaleOffset = scale.Y; if (scaleComponent.Z != 0) ScaleOffset = scale.Z; ScaleOffset = Math.Abs(ScaleOffset); LLVector3 intersectionpoint = new LLVector3(ei.ipoint.x, ei.ipoint.y, ei.ipoint.z); LLVector3 normal = new LLVector3(ei.normal.x, ei.normal.y, ei.normal.z); // Set the position to the intersection point LLVector3 offset = (normal * (ScaleOffset / 2f)); pos = (intersectionpoint + offset); // Un-offset the prim (it gets offset later by the consumer method) pos.Z -= 0.25F; } return pos; } else { // We don't have a target here, so we're going to raytrace all the objects in the scene. EntityIntersection ei = m_innerScene.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); // Un-comment the following line to print the raytrace results to the console. //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); if (ei.HitTF) { pos = new LLVector3(ei.ipoint.x, ei.ipoint.y, ei.ipoint.z); } return pos; } } else { // fall back to our stupid functionality pos = RayEnd; return pos; } } public virtual void AddNewPrim(LLUUID ownerID, LLVector3 RayEnd, LLQuaternion rot, PrimitiveBaseShape shape, byte bypassRaycast, LLVector3 RayStart, LLUUID RayTargetID, byte RayEndIsIntersection) { LLVector3 pos = GetNewRezLocation(RayStart, RayEnd, RayTargetID, rot, bypassRaycast, RayEndIsIntersection, true, new LLVector3(0.5f, 0.5f, 0.5f), false); if (ExternalChecks.ExternalChecksCanRezObject(1, ownerID, pos)) { // rez ON the ground, not IN the ground pos.Z += 0.25F; AddNewPrim(ownerID, pos, rot, shape); } } public virtual SceneObjectGroup AddNewPrim(LLUUID ownerID, LLVector3 pos, LLQuaternion rot, PrimitiveBaseShape shape) { SceneObjectGroup sceneOb = new SceneObjectGroup(this, m_regionHandle, ownerID, PrimIDAllocate(), pos, rot, shape); AddSceneObject(sceneOb); SceneObjectPart rootPart = sceneOb.GetChildPart(sceneOb.UUID); // if grass or tree, make phantom //rootPart.TrimPermissions(); if ((rootPart.Shape.PCode == (byte)PCode.Grass) || (rootPart.Shape.PCode == (byte)PCode.Tree) || (rootPart.Shape.PCode == (byte)PCode.NewTree)) { rootPart.AddFlag(LLObject.ObjectFlags.Phantom); //rootPart.ObjectFlags += (uint)LLObject.ObjectFlags.Phantom; } // if not phantom, add to physics sceneOb.ApplyPhysics(m_physicalPrim); m_innerScene.AddToUpdateList(sceneOb); return sceneOb; } public SceneObjectGroup AddTree(LLVector3 scale, LLQuaternion rotation, LLVector3 position, Tree treeType, bool newTree) { LLUUID uuid = this.RegionInfo.MasterAvatarAssignedUUID; PrimitiveBaseShape treeShape = new PrimitiveBaseShape(); treeShape.PathCurve = 16; treeShape.PathEnd = 49900; treeShape.PCode = newTree ? (byte)PCode.NewTree : (byte)PCode.Tree; treeShape.Scale = scale; treeShape.State = (byte)treeType; return AddNewPrim(uuid, position, rotation, treeShape); } /// /// Add an object into the scene that has come from storage /// /// public void AddSceneObjectFromStorage(SceneObjectGroup sceneObject) { m_innerScene.AddSceneObjectFromStorage(sceneObject); } /// /// Add an object to the scene /// /// public void AddSceneObject(SceneObjectGroup sceneObject) { m_innerScene.AddSceneObject(sceneObject); } /// /// Delete this object from the scene. /// /// public void DeleteSceneObject(SceneObjectGroup group) { SceneObjectPart rootPart = (group).GetChildPart(group.UUID); if (rootPart.PhysActor != null) { PhysicsScene.RemovePrim(rootPart.PhysActor); rootPart.PhysActor = null; } if (UnlinkSceneObject(group.UUID)) { EventManager.TriggerObjectBeingRemovedFromScene(group); EventManager.TriggerParcelPrimCountTainted(); } group.DeleteGroup(); group.DeleteParts(); // In case anybody else retains a reference to this group, signal deletion by changing the name // to null. We can't zero out the UUID because this is taken from the root part, which has already // been removed. // FIXME: This is a really poor temporary solution, since it still leaves plenty of scope for race // conditions where a user deletes an entity while it is being stored. Really, the update // code needs a redesign. group.Name = null; } /// /// Unlink the given object from the scene. Unlike delete, this just removes the record of the object - the /// object itself is not destroyed. /// /// /// true if the object was in the scene, false if it was not public bool UnlinkSceneObject(LLUUID uuid) { if (m_innerScene.DeleteSceneObject(uuid)) { m_storageManager.DataStore.RemoveObject(uuid, m_regInfo.RegionID); return true; } return false; } public void LoadPrimsFromXml(string fileName, bool newIdsFlag, LLVector3 loadOffset) { m_sceneXmlLoader.LoadPrimsFromXml(fileName, newIdsFlag, loadOffset); } public void SavePrimsToXml(string fileName) { m_sceneXmlLoader.SavePrimsToXml(fileName); } public void LoadPrimsFromXml2(string fileName) { m_sceneXmlLoader.LoadPrimsFromXml2(fileName); } public void SavePrimsToXml2(string fileName) { m_sceneXmlLoader.SavePrimsToXml2(fileName); } /// /// Load a prim archive into the scene. This loads both prims and their assets. /// /// public void LoadPrimsFromArchive(string filePath) { IRegionArchiver archiver = RequestModuleInterface(); archiver.DearchiveRegion(filePath); } /// /// Save the prims in the scene to an archive. This saves both prims and their assets. /// /// public void SavePrimsToArchive(string filePath) { IRegionArchiver archiver = RequestModuleInterface(); archiver.ArchiveRegion(filePath); } /// /// Locate New region Handle and offset the prim position for the new region /// /// /// current position of Group /// Scene Object Group that we're crossing public void CrossPrimGroupIntoNewRegion(LLVector3 position, SceneObjectGroup grp) { if (grp == null) return; if (grp.RootPart == null) return; if (grp.RootPart.DIE_AT_EDGE) { // We remove the object here try { DeleteSceneObject(grp); } catch (Exception) { m_log.Warn("[DATABASE]: exception when trying to remove the prim that crossed the border."); } return; } m_log.Warn("Prim crossing: " + grp.UUID.ToString()); int thisx = (int)RegionInfo.RegionLocX; int thisy = (int)RegionInfo.RegionLocY; ulong newRegionHandle = 0; LLVector3 pos = position; if (position.X > Constants.RegionSize + 0.1f) { pos.X = ((pos.X - Constants.RegionSize)); newRegionHandle = Util.UIntsToLong((uint)((thisx + 1) * Constants.RegionSize), (uint)(thisy * Constants.RegionSize)); // x + 1 } else if (position.X < -0.1f) { pos.X = ((pos.X + Constants.RegionSize)); newRegionHandle = Util.UIntsToLong((uint)((thisx - 1) * Constants.RegionSize), (uint)(thisy * Constants.RegionSize)); // x - 1 } if (position.Y > Constants.RegionSize + 0.1f) { pos.Y = ((pos.Y - Constants.RegionSize)); newRegionHandle = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy + 1) * Constants.RegionSize)); // y + 1 } else if (position.Y < -1f) { pos.Y = ((pos.Y + Constants.RegionSize)); newRegionHandle = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy - 1) * Constants.RegionSize)); // y - 1 } // Offset the positions for the new region across the border grp.OffsetForNewRegion(pos); CrossPrimGroupIntoNewRegion(newRegionHandle, grp); } public void CrossPrimGroupIntoNewRegion(ulong newRegionHandle, SceneObjectGroup grp) { int primcrossingXMLmethod = 0; if (newRegionHandle != 0) { bool successYN = false; successYN = m_sceneGridService.PrimCrossToNeighboringRegion(newRegionHandle, grp.UUID, m_sceneXmlLoader.SavePrimGroupToXML2String(grp), primcrossingXMLmethod); if (successYN) { // We remove the object here try { DeleteSceneObject(grp); } catch (Exception) { m_log.Warn("[DATABASE]: exception when trying to remove the prim that crossed the border."); } } else { m_log.Warn("[INTERREGION]: Prim Crossing Failed!"); if (grp.RootPart != null) { if (grp.RootPart.PhysActor != null) { grp.RootPart.PhysActor.CrossingFailure(); } } } } } public bool IncomingInterRegionPrimGroup(ulong regionHandle, LLUUID primID, string objXMLData, int XMLMethod) { m_log.Warn("{[INTERREGION]: A new prim arrived from a neighbor"); if (XMLMethod == 0) { m_sceneXmlLoader.LoadGroupFromXml2String(objXMLData); SceneObjectPart RootPrim = GetSceneObjectPart(primID); if (RootPrim != null) { if (RootPrim.Shape.PCode == (byte)PCode.Prim) { SceneObjectGroup grp = RootPrim.ParentGroup; if (grp != null) { if (RootPrim.Shape.State != 0) { // Attachment ScenePresence sp = GetScenePresence(grp.OwnerID); if (sp != null) { // hack assetID until we get assetID into the XML format. // LastOwnerID is used for group deeding, so when you do stuff // with the deeded object, it goes back to them grp.SetFromAssetID(grp.RootPart.LastOwnerID); m_innerScene.AttachObject(sp.ControllingClient, grp.LocalId, (uint)0, grp.GroupRotation, grp.AbsolutePosition); } } } } } return true; } else { return false; } } #endregion #region Add/Remove Avatar Methods /// /// /// /// public override void AddNewClient(IClientAPI client, bool child) { m_log.DebugFormat( "[CONNECTION DEBUGGING]: Creating new client for {0} at {1}", client.AgentId, RegionInfo.RegionName); SubscribeToClientEvents(client); ScenePresence presence; if (m_restorePresences.ContainsKey(client.AgentId)) { m_log.Info("[REGION]: Restore Scene Presence"); presence = m_restorePresences[client.AgentId]; m_restorePresences.Remove(client.AgentId); // This is one of two paths to create avatars that are // used. This tends to get called more in standalone // than grid, not really sure why, but as such needs // an explicity appearance lookup here. AvatarAppearance appearance = null; GetAvatarAppearance(client, out appearance); presence.Appearance = appearance; presence.initializeScenePresence(client, RegionInfo, this); m_innerScene.AddScenePresence(presence); lock (m_restorePresences) { Monitor.PulseAll(m_restorePresences); } } else { m_log.Info("[REGION]: Add New Scene Presence"); CreateAndAddScenePresence(client, child); CommsManager.UserProfileCacheService.AddNewUser(client.AgentId); } EventManager.TriggerOnNewClient(client); } protected virtual void SubscribeToClientEvents(IClientAPI client) { client.OnRegionHandShakeReply += SendLayerData; //remoteClient.OnRequestWearables += new GenericCall(this.GetInitialPrims); // client.OnRequestWearables += InformClientOfNeighbours; client.OnAddPrim += AddNewPrim; client.OnUpdatePrimGroupPosition += m_innerScene.UpdatePrimPosition; client.OnUpdatePrimSinglePosition += m_innerScene.UpdatePrimSinglePosition; client.OnUpdatePrimGroupRotation += m_innerScene.UpdatePrimRotation; client.OnUpdatePrimGroupMouseRotation += m_innerScene.UpdatePrimRotation; client.OnUpdatePrimSingleRotation += m_innerScene.UpdatePrimSingleRotation; client.OnUpdatePrimScale += m_innerScene.UpdatePrimScale; client.OnUpdatePrimGroupScale += m_innerScene.UpdatePrimGroupScale; client.OnUpdateExtraParams += m_innerScene.UpdateExtraParam; client.OnUpdatePrimShape += m_innerScene.UpdatePrimShape; client.OnRequestMapBlocks += RequestMapBlocks; client.OnUpdatePrimTexture += m_innerScene.UpdatePrimTexture; client.OnTeleportLocationRequest += RequestTeleportLocation; client.OnTeleportLandmarkRequest += RequestTeleportLandmark; client.OnObjectSelect += SelectPrim; client.OnObjectDeselect += DeselectPrim; client.OnGrabUpdate += m_innerScene.MoveObject; client.OnDeRezObject += DeRezObject; client.OnRezObject += RezObject; client.OnRezSingleAttachmentFromInv += m_innerScene.RezSingleAttachment; client.OnDetachAttachmentIntoInv += m_innerScene.DetachSingleAttachmentToInv; client.OnObjectAttach += m_innerScene.AttachObject; client.OnObjectDetach += m_innerScene.DetachObject; client.OnNameFromUUIDRequest += CommsManager.HandleUUIDNameRequest; client.OnObjectDescription += m_innerScene.PrimDescription; client.OnObjectName += m_innerScene.PrimName; client.OnLinkObjects += m_innerScene.LinkObjects; client.OnDelinkObjects += m_innerScene.DelinkObjects; client.OnObjectDuplicate += m_innerScene.DuplicateObject; client.OnObjectDuplicateOnRay += doObjectDuplicateOnRay; client.OnUpdatePrimFlags += m_innerScene.UpdatePrimFlags; client.OnRequestObjectPropertiesFamily += m_innerScene.RequestObjectPropertiesFamily; client.OnRequestGodlikePowers += handleRequestGodlikePowers; client.OnGodKickUser += HandleGodlikeKickUser; client.OnObjectPermissions += HandleObjectPermissionsUpdate; client.OnCreateNewInventoryItem += CreateNewInventoryItem; client.OnCreateNewInventoryFolder += CommsManager.UserProfileCacheService.HandleCreateInventoryFolder; client.OnUpdateInventoryFolder += CommsManager.UserProfileCacheService.HandleUpdateInventoryFolder; client.OnMoveInventoryFolder += CommsManager.UserProfileCacheService.HandleMoveInventoryFolder; client.OnFetchInventoryDescendents += CommsManager.UserProfileCacheService.HandleFetchInventoryDescendents; client.OnPurgeInventoryDescendents += CommsManager.UserProfileCacheService.HandlePurgeInventoryDescendents; client.OnFetchInventory += CommsManager.UserProfileCacheService.HandleFetchInventory; client.OnUpdateInventoryItem += UpdateInventoryItemAsset; client.OnCopyInventoryItem += CopyInventoryItem; client.OnMoveInventoryItem += MoveInventoryItem; client.OnRemoveInventoryItem += RemoveInventoryItem; client.OnRemoveInventoryFolder += RemoveInventoryFolder; client.OnRezScript += RezScript; client.OnRequestTaskInventory += RequestTaskInventory; client.OnRemoveTaskItem += RemoveTaskInventory; client.OnUpdateTaskInventory += UpdateTaskInventory; client.OnMoveTaskItem += MoveTaskInventoryItem; client.OnGrabObject += ProcessObjectGrab; client.OnDeGrabObject += ProcessObjectDeGrab; client.OnMoneyTransferRequest += ProcessMoneyTransferRequest; client.OnParcelBuy += ProcessParcelBuy; client.OnAvatarPickerRequest += ProcessAvatarPickerRequest; client.OnPacketStats += AddPacketStats; client.OnObjectIncludeInSearch += m_innerScene.MakeObjectSearchable; client.OnTeleportHomeRequest += TeleportClientHome; client.OnSetStartLocationRequest += SetHomeRezPoint; client.OnUndo += m_innerScene.HandleUndo; client.OnObjectGroupRequest += m_innerScene.HandleObjectGroupUpdate; client.OnParcelReturnObjectsRequest += LandChannel.ReturnObjectsInParcel; // EventManager.TriggerOnNewClient(client); } public virtual void TeleportClientHome(LLUUID AgentId, IClientAPI client) { UserProfileData UserProfile = CommsManager.UserService.GetUserProfile(AgentId); if (UserProfile != null) { ulong homeRegion = UserProfile.HomeRegion; LLVector3 homePostion = new LLVector3(UserProfile.HomeLocationX,UserProfile.HomeLocationY,UserProfile.HomeLocationZ); LLVector3 homeLookat = new LLVector3(UserProfile.HomeLookAt); RequestTeleportLocation(client, homeRegion, homePostion,homeLookat,(uint)0); } } public void doObjectDuplicateOnRay(uint localID, uint dupeFlags, LLUUID AgentID, LLUUID GroupID, LLUUID RayTargetObj, LLVector3 RayEnd, LLVector3 RayStart, bool BypassRaycast, bool RayEndIsIntersection, bool CopyCenters, bool CopyRotates) { LLVector3 pos; const bool frontFacesOnly = true; SceneObjectPart target = GetSceneObjectPart(localID); SceneObjectPart target2 = GetSceneObjectPart(RayTargetObj); if (target != null && target2 != null) { LLVector3 direction = LLVector3.Norm(RayEnd - RayStart); Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z); Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z); if (target2.ParentGroup != null) { pos = target2.AbsolutePosition; //m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString()); // TODO: Raytrace better here //EntityIntersection ei = m_innerScene.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection)); Ray NewRay = new Ray(AXOrigin, AXdirection); // Ray Trace against target here EntityIntersection ei = target.TestIntersectionOBB(NewRay, new Quaternion(1, 0, 0, 0), frontFacesOnly, false); // Un-comment out the following line to Get Raytrace results printed to the console. // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); float ScaleOffset = 0.5f; // If we hit something if (ei.HitTF) { LLVector3 scale = target.Scale; LLVector3 scaleComponent = new LLVector3(ei.AAfaceNormal.x, ei.AAfaceNormal.y, ei.AAfaceNormal.z); if (scaleComponent.X != 0) ScaleOffset = scale.X; if (scaleComponent.Y != 0) ScaleOffset = scale.Y; if (scaleComponent.Z != 0) ScaleOffset = scale.Z; ScaleOffset = Math.Abs(ScaleOffset); LLVector3 intersectionpoint = new LLVector3(ei.ipoint.x, ei.ipoint.y, ei.ipoint.z); LLVector3 normal = new LLVector3(ei.normal.x, ei.normal.y, ei.normal.z); LLVector3 offset = (normal * (ScaleOffset / 2f)); pos = (intersectionpoint + offset); if (CopyCenters) { // now we cast a ray from inside the prim(absolute position) to one of it's faces along the face normal. LLVector3 direction2 = LLVector3.Norm(pos - target2.AbsolutePosition); Vector3 AXOrigin2 = new Vector3(target2.AbsolutePosition.X, target2.AbsolutePosition.Y, target2.AbsolutePosition.Z); Vector3 AXdirection2 = new Vector3(direction2.X, direction2.Y, direction2.Z); //ei.AAfaceNormal; Ray NewRay2 = new Ray(AXOrigin2, AXdirection2); EntityIntersection ei2 = target.TestIntersectionOBB(NewRay2, new Quaternion(1, 0, 0, 0), false, CopyCenters); if (ei2.HitTF) { //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei2.HitTF.ToString() + " Point: " + ei2.ipoint.ToString() + " Normal: " + ei2.normal.ToString()); pos = new LLVector3(ei2.ipoint.x,ei2.ipoint.y,ei2.ipoint.z); normal.X = ei2.normal.x; normal.Y = ei2.normal.y; normal.Z = ei2.normal.z; } } // Set the position to the intersection point offset = (normal * (ScaleOffset / 2f)); pos = (intersectionpoint + offset); // stick in offset format from the original prim pos = pos - target2.ParentGroup.AbsolutePosition; m_innerScene.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID); } return; } return; } } public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, LLVector3 position, LLVector3 lookAt, uint flags) { UserProfileData UserProfile = CommsManager.UserService.GetUserProfile(remoteClient.AgentId); if (UserProfile != null) { // I know I'm ignoring the regionHandle provided by the teleport location request. // reusing the TeleportLocationRequest delegate, so regionHandle isn't valid UserProfile.HomeRegion = RegionInfo.RegionHandle; // We cast these to an int so as not to cause a breaking change with old regions // Newer regions treat this as a float on the ExpectUser method.. so we need to wait a few // releases before setting these to floats. (r4257) UserProfile.HomeLocationX = (int)position.X; UserProfile.HomeLocationY = (int)position.Y; UserProfile.HomeLocationZ = (int)position.Z; UserProfile.HomeLookAtX = (int)lookAt.X; UserProfile.HomeLookAtY = (int)lookAt.Y; UserProfile.HomeLookAtZ = (int)lookAt.Z; CommsManager.UserService.UpdateUserProfileProperties(UserProfile); remoteClient.SendAgentAlertMessage("Set home to here if supported by login service",false); } else { remoteClient.SendAgentAlertMessage("Set Home request Failed",false); } } protected virtual ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child) { AvatarAppearance appearance = null; GetAvatarAppearance(client, out appearance); ScenePresence avatar = m_innerScene.CreateAndAddScenePresence(client, child, appearance); return avatar; } public void GetAvatarAppearance(IClientAPI client, out AvatarAppearance appearance) { appearance = null; // VS needs this line, mono doesn't if (m_AvatarFactory == null || !m_AvatarFactory.TryGetAvatarAppearance(client.AgentId, out appearance)) { m_log.Warn("[APPEARANCE]: Appearance not found, creating default"); } } /// /// Remove the given client from the scene. /// /// public override void RemoveClient(LLUUID agentID) { bool childagentYN = false; ScenePresence avatar = GetScenePresence(agentID); if (avatar != null) { childagentYN = avatar.IsChildAgent; } try { if (avatar.IsChildAgent) { m_innerScene.removeUserCount(false); } else { m_innerScene.removeUserCount(true); m_sceneGridService.LogOffUser(agentID, RegionInfo.RegionID, RegionInfo.RegionHandle, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, avatar.AbsolutePosition.Z); List childknownRegions = new List(); List ckn = avatar.GetKnownRegionList(); for (int i = 0; i < ckn.Count; i++) { childknownRegions.Add(ckn[i]); } m_sceneGridService.SendCloseChildAgentConnections(agentID, childknownRegions); RemoveCapsHandler(agentID); CommsManager.UserProfileCacheService.RemoveUser(agentID); } m_eventManager.TriggerClientClosed(agentID); } catch (NullReferenceException) { // We don't know which count to remove it from // Avatar is already disposed :/ } m_eventManager.TriggerOnRemovePresence(agentID); Broadcast(delegate(IClientAPI client) { try { client.SendKillObject(avatar.RegionHandle, avatar.LocalId); } catch (NullReferenceException) { //We can safely ignore null reference exceptions. It means the avatar are dead and cleaned up anyway. } }); ForEachScenePresence( delegate(ScenePresence presence) { presence.CoarseLocationChange(); }); IAgentAssetTransactions agentTransactions = this.RequestModuleInterface(); if (agentTransactions != null) { agentTransactions.RemoveAgentAssetTransactions(agentID); } m_innerScene.RemoveScenePresence(agentID); try { avatar.Close(); } catch (NullReferenceException) { //We can safely ignore null reference exceptions. It means the avatar are dead and cleaned up anyway. } catch (Exception e) { m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); } // Remove client agent from profile, so new logins will work if (!childagentYN) { m_sceneGridService.ClearUserAgent(agentID); } //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); } public void HandleRemoveKnownRegionsFromAvatar(LLUUID avatarID, List regionslst) { ScenePresence av = GetScenePresence(avatarID); if (av != null) { lock (av) { for (int i = 0; i < regionslst.Count; i++) { av.KnownChildRegions.Remove(regionslst[i]); } } } } public override void CloseAllAgents(uint circuitcode) { // Called by ClientView to kill all circuit codes ClientManager.CloseAllAgents(circuitcode); } public void NotifyMyCoarseLocationChange() { ForEachScenePresence(delegate(ScenePresence presence) { presence.CoarseLocationChange(); }); } #endregion #region Entities public void SendKillObject(uint localID) { Broadcast(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); }); } #endregion #region RegionComms /// /// /// public void RegisterCommsEvents() { m_sceneGridService.OnExpectUser += NewUserConnection; m_sceneGridService.OnAvatarCrossingIntoRegion += AgentCrossing; m_sceneGridService.OnCloseAgentConnection += CloseConnection; m_sceneGridService.OnRegionUp += OtherRegionUp; m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate; m_sceneGridService.OnExpectPrim += IncomingInterRegionPrimGroup; m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar; m_sceneGridService.KillObject = SendKillObject; } /// /// /// public void UnRegisterReginWithComms() { m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar; m_sceneGridService.OnExpectPrim -= IncomingInterRegionPrimGroup; m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate; m_sceneGridService.OnRegionUp -= OtherRegionUp; m_sceneGridService.OnExpectUser -= NewUserConnection; m_sceneGridService.OnAvatarCrossingIntoRegion -= AgentCrossing; m_sceneGridService.OnCloseAgentConnection -= CloseConnection; m_sceneGridService.Close(); } /// /// Do the work necessary to initiate a new user connection. /// At the moment, this consists of setting up the caps infrastructure /// /// /// public void NewUserConnection(ulong regionHandle, AgentCircuitData agent) { if (regionHandle == m_regInfo.RegionHandle) { capsPaths[agent.AgentID] = agent.CapsPath; if (!agent.child) { AddCapsHandler(agent.AgentID); // Honor parcel landing type and position. ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y); if (land != null) { if (land.landData.landingType == (byte)1 && land.landData.userLocation != LLVector3.Zero) { agent.startpos = land.landData.userLocation; } } } m_log.DebugFormat( "[CONNECTION DEBUGGING]: Creating new circuit code ({0}) for avatar {1} at {2}", agent.circuitcode, agent.AgentID, RegionInfo.RegionName); m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent); } else { m_log.WarnFormat( "[CONNECTION DEBUGGING]: Skipping this region for welcoming avatar {0} [{1}] at {2}", agent.AgentID, regionHandle, RegionInfo.RegionName); } } /// /// Add a caps handler for the given agent. If the CAPS handler already exists for this agent, /// then it is replaced by a new CAPS handler. /// /// FIXME: On login this is called twice, once for the login and once when the connection is made. /// This is somewhat innefficient and should be fixed. The initial login creation is necessary /// since the client asks for capabilities immediately after being informed of the seed. /// /// /// public void AddCapsHandler(LLUUID agentId) { String capsObjectPath = GetCapsPath(agentId); m_log.DebugFormat( "[CAPS]: Setting up CAPS handler for root agent {0} in {1}", agentId, RegionInfo.RegionName); Caps cap = new Caps(AssetCache, m_httpListener, m_regInfo.ExternalHostName, m_httpListener.Port, capsObjectPath, agentId, m_dumpAssetsToFile, RegionInfo.RegionName); cap.RegisterHandlers(); EventManager.TriggerOnRegisterCaps(agentId, cap); cap.AddNewInventoryItem = AddUploadedInventoryItem; cap.ItemUpdatedCall = CapsUpdateInventoryItemAsset; cap.TaskScriptUpdatedCall = CapsUpdateTaskInventoryScriptAsset; cap.CAPSFetchInventoryDescendents = CommsManager.UserProfileCacheService.HandleFetchInventoryDescendentsCAPS; cap.GetClient = m_innerScene.GetControllingClient; m_capsHandlers[agentId] = cap; } /// /// Remove the caps handler for a given agent. /// /// public void RemoveCapsHandler(LLUUID agentId) { lock (m_capsHandlers) { if (m_capsHandlers.ContainsKey(agentId)) { m_log.DebugFormat( "[CAPS]: Removing CAPS handler for root agent {0} in {1}", agentId, RegionInfo.RegionName); m_capsHandlers[agentId].DeregisterHandlers(); EventManager.TriggerOnDeregisterCaps(agentId, m_capsHandlers[agentId]); m_capsHandlers.Remove(agentId); } else { m_log.WarnFormat( "[CAPS]: Received request to remove CAPS handler for root agent {0} in {1}, but no such CAPS handler found!", agentId, RegionInfo.RegionName); } } } /// /// /// /// /// /// /// public virtual void AgentCrossing(ulong regionHandle, LLUUID agentID, LLVector3 position, bool isFlying) { if (regionHandle == m_regInfo.RegionHandle) { lock (m_scenePresences) { if (m_scenePresences.ContainsKey(agentID)) { try { m_scenePresences[agentID].MakeRootAgent(position, isFlying); } catch (Exception e) { m_log.Info("[SCENE]: Unable to do Agent Crossing."); m_log.Debug("[SCENE]: " + e.ToString()); } //m_innerScene.SwapRootChildAgent(false); } } } } public virtual bool IncomingChildAgentDataUpdate(ulong regionHandle, ChildAgentDataUpdate cAgentData) { ScenePresence childAgentUpdate = GetScenePresence(new LLUUID(cAgentData.AgentID)); if (childAgentUpdate != null) { // I can't imagine *yet* why we would get an update if the agent is a root agent.. // however to avoid a race condition crossing borders.. if (childAgentUpdate.IsChildAgent) { uint rRegionX = (uint)(cAgentData.regionHandle >> 40); uint rRegionY = (((uint)(cAgentData.regionHandle)) >> 8); uint tRegionX = RegionInfo.RegionLocX; uint tRegionY = RegionInfo.RegionLocY; //Send Data to ScenePresence childAgentUpdate.ChildAgentDataUpdate(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY); // Not Implemented: //TODO: Do we need to pass the message on to one of our neighbors? } return true; } return false; } /// /// Tell a single agent to disconnect from the region. /// /// /// public bool CloseConnection(ulong regionHandle, LLUUID agentID) { if (regionHandle == m_regionHandle) { ScenePresence presence = m_innerScene.GetScenePresence(agentID); if (presence != null) { if (presence.IsChildAgent) { m_innerScene.removeUserCount(false); } else { m_innerScene.removeUserCount(true); } // Tell a single agent to disconnect from the region. presence.ControllingClient.SendShutdownConnectionNotice(); presence.ControllingClient.Close(true); } } return true; } /// /// Tell neighboring regions about this agent /// When the regions respond with a true value, /// tell the agents about the region. /// /// We have to tell the regions about the agents first otherwise it'll deny them access /// /// /// public void InformClientOfNeighbours(ScenePresence presence) { m_sceneGridService.EnableNeighbourChildAgents(presence, m_neighbours); } /// /// Tell a neighboring region about this agent /// /// /// public void InformClientOfNeighbor(ScenePresence presence, RegionInfo region) { m_sceneGridService.InformNeighborChildAgent(presence, region, m_neighbours); } /// /// Requests information about this region from gridcomms /// /// /// public RegionInfo RequestNeighbouringRegionInfo(ulong regionHandle) { return m_sceneGridService.RequestNeighbouringRegionInfo(regionHandle); } /// /// Requests textures for map from minimum region to maximum region in world cordinates /// /// /// /// /// /// public void RequestMapBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY) { m_sceneGridService.RequestMapBlocks(remoteClient, minX, minY, maxX, maxX); } /// /// Tries to teleport agent to other region. /// /// /// /// /// /// public void RequestTeleportLocation(IClientAPI remoteClient, ulong regionHandle, LLVector3 position, LLVector3 lookAt, uint flags) { lock (m_scenePresences) { if (m_scenePresences.ContainsKey(remoteClient.AgentId)) { m_sceneGridService.RequestTeleportToLocation(m_scenePresences[remoteClient.AgentId], regionHandle, position, lookAt, flags); } } } /// /// Tries to teleport agent to landmark. /// /// /// /// public void RequestTeleportLandmark(IClientAPI remoteClient, ulong regionHandle, LLVector3 position) { lock (m_scenePresences) { if (m_scenePresences.ContainsKey(remoteClient.AgentId)) { m_sceneGridService.RequestTeleportToLocation(m_scenePresences[remoteClient.AgentId], regionHandle, position, LLVector3.Zero, 0); } } } /// /// Agent is crossing the border into a neighbouring region. Tell the neighbour about it! /// /// /// /// /// /// public bool InformNeighbourOfCrossing(ulong regionHandle, LLUUID agentID, LLVector3 position, bool isFlying) { return m_sceneGridService.CrossToNeighbouringRegion(regionHandle, agentID, position, isFlying); } public void SendOutChildAgentUpdates(ChildAgentDataUpdate cadu, ScenePresence presence) { m_sceneGridService.SendChildAgentDataUpdate(cadu, presence); } #endregion #region Module Methods /// /// /// /// /// public void AddModule(string name, IRegionModule module) { if (!Modules.ContainsKey(name)) { Modules.Add(name, module); } } public void RegisterModuleCommander(string name, ICommander commander) { lock (m_moduleCommanders) { m_moduleCommanders.Add(name, commander); } } public ICommander GetCommander(string name) { lock (m_moduleCommanders) { return m_moduleCommanders[name]; } } public Dictionary GetCommanders() { return m_moduleCommanders; } /// /// Register an interface to a region module. This allows module methods to be called directly as /// well as via events. If there is already a module registered for this interface, it is not replaced /// (is this the best behaviour?) /// /// public void RegisterModuleInterface(M mod) { if (!ModuleInterfaces.ContainsKey(typeof(M))) { ModuleInterfaces.Add(typeof(M), mod); } } /// /// For the given interface, retrieve the region module which implements it. /// /// null if there is no module implementing that interface public T RequestModuleInterface() { if (ModuleInterfaces.ContainsKey(typeof(T))) { return (T)ModuleInterfaces[typeof(T)]; } else { return default(T); } } public void SetObjectCapacity(int objects) { if (m_statsReporter != null) { m_statsReporter.SetObjectCapacity(objects); } objectCapacity = objects; } public List GetFriendList(LLUUID avatarID) { return CommsManager.GetUserFriendList(avatarID); } #endregion #region Other Methods /// /// /// /// public void SetTimePhase(int phase) { m_timePhase = phase; } /// /// /// /// /// /// /// /// /// /// public void SendUrlToUser(LLUUID avatarID, string objectName, LLUUID objectID, LLUUID ownerID, bool groupOwned, string message, string url) { lock (m_scenePresences) { if (m_scenePresences.ContainsKey(avatarID)) { m_scenePresences[avatarID].ControllingClient.SendLoadURL(objectName, objectID, ownerID, groupOwned, message, url); } } } public void SendDialogToUser(LLUUID avatarID, string objectName, LLUUID objectID, LLUUID ownerID, string message, LLUUID TextureID, int ch, string[] buttonlabels) { lock (m_scenePresences) { if (m_scenePresences.ContainsKey(avatarID)) { m_scenePresences[avatarID].ControllingClient.SendDialog( objectName, objectID, ownerID, message, TextureID, ch, buttonlabels); } } } /// /// /// /// /// /// /// public LLUUID MakeHttpRequest(string url, string type, string body) { if (m_httpRequestModule != null) { return m_httpRequestModule.MakeHttpRequest(url, type, body); } return LLUUID.Zero; } /// /// This method is a way for the Friends Module to create an instant /// message to the avatar and for Instant Messages that travel across /// gridcomms to make it to the Instant Message Module. /// /// Friendship establishment and groups are unfortunately tied with instant messaging and /// there's no way to separate them completely. /// /// object containing the instant message data /// void public void TriggerGridInstantMessage(GridInstantMessage message, InstantMessageReceiver options) { m_eventManager.TriggerGridInstantMessage(message, options); } public virtual void StoreAddFriendship(LLUUID ownerID, LLUUID friendID, uint perms) { // TODO: m_sceneGridService.DoStuff; m_sceneGridService.AddNewUserFriend(ownerID, friendID, perms); } public virtual void StoreUpdateFriendship(LLUUID ownerID, LLUUID friendID, uint perms) { // TODO: m_sceneGridService.DoStuff; m_sceneGridService.UpdateUserFriendPerms(ownerID, friendID, perms); } public virtual void StoreRemoveFriendship(LLUUID ownerID, LLUUID ExfriendID) { // TODO: m_sceneGridService.DoStuff; m_sceneGridService.RemoveUserFriend(ownerID, ExfriendID); } public virtual List StoreGetFriendsForUser(LLUUID ownerID) { // TODO: m_sceneGridService.DoStuff; return m_sceneGridService.GetUserFriendList(ownerID); } public void AddPacketStats(int inPackets, int outPackets, int unAckedBytes) { m_statsReporter.AddInPackets(inPackets); m_statsReporter.AddOutPackets(outPackets); m_statsReporter.AddunAckedBytes(unAckedBytes); } public void AddAgentTime(int ms) { m_statsReporter.addFrameMS(ms); m_statsReporter.addAgentMS(ms); } public void AddAgentUpdates(int count) { m_statsReporter.AddAgentUpdates(count); } public void AddPendingDownloads(int count) { m_statsReporter.addPendingDownload(count); } #endregion #region Console Commands #region Alert Methods private void SendPermissionAlert(LLUUID user, string reason) { SendAlertToUser(user, reason, false); } /// /// /// /// public void SendGeneralAlert(string message) { List presenceList = GetScenePresences(); foreach (ScenePresence presence in presenceList) { presence.ControllingClient.SendAlertMessage(message); } } /// /// /// /// /// /// public void SendAlertToUser(LLUUID agentID, string message, bool modal) { lock (m_scenePresences) { if (m_scenePresences.ContainsKey(agentID)) { m_scenePresences[agentID].ControllingClient.SendAgentAlertMessage(message, modal); } } } /// /// /// /// /// /// /// public void handleRequestGodlikePowers(LLUUID agentID, LLUUID sessionID, LLUUID token, bool godLike, IClientAPI controllingClient) { lock (m_scenePresences) { // User needs to be logged into this sim if (m_scenePresences.ContainsKey(agentID)) { // First check that this is the sim owner if (ExternalChecks.ExternalChecksCanBeGodLike(agentID)) { // Next we check for spoofing..... LLUUID testSessionID = m_scenePresences[agentID].ControllingClient.SessionId; if (sessionID == testSessionID) { if (sessionID == controllingClient.SessionId) { //m_log.Info("godlike: " + godLike.ToString()); m_scenePresences[agentID].GrantGodlikePowers(agentID, testSessionID, token, godLike); } } } else { m_scenePresences[agentID].ControllingClient.SendAgentAlertMessage("Request for god powers denied", false); } } } } /// /// Sends a Big Blue Box message on the upper right of the screen to the client /// for all agents in the region /// /// The person sending the message /// The session of the person sending the message /// The name of the person doing the sending /// The Message being sent to the user public void SendRegionMessageFromEstateTools(LLUUID FromAvatarID, LLUUID fromSessionID, String FromAvatarName, String Message) { List presenceList = GetScenePresences(); foreach (ScenePresence presence in presenceList) { if (!presence.IsChildAgent) presence.ControllingClient.SendBlueBoxMessage(FromAvatarID, fromSessionID, FromAvatarName, Message); } } /// /// Sends a Big Blue Box message on the upper right of the screen to the client /// for all agents in the estate /// /// The person sending the message /// The session of the person sending the message /// The name of the person doing the sending /// The Message being sent to the user public void SendEstateMessageFromEstateTools(LLUUID FromAvatarID, LLUUID fromSessionID, String FromAvatarName, String Message) { ClientManager.ForEachClient(delegate(IClientAPI controller) { controller.SendBlueBoxMessage(FromAvatarID, fromSessionID, FromAvatarName, Message); } ); } /// /// Kicks User specified from the simulator. This logs them off of the grid /// If the client gets the UUID: 44e87126e7944ded05b37c42da3d5cdb it assumes /// that you're kicking it even if the avatar's UUID isn't the UUID that the /// agent is assigned /// /// The person doing the kicking /// The session of the person doing the kicking /// the person that is being kicked /// This isn't used apparently /// The message to send to the user after it's been turned into a field public void HandleGodlikeKickUser(LLUUID godID, LLUUID sessionID, LLUUID agentID, uint kickflags, byte[] reason) { // For some reason the client sends this seemingly hard coded UUID for kicking everyone. Dun-know. LLUUID kickUserID = new LLUUID("44e87126e7944ded05b37c42da3d5cdb"); lock (m_scenePresences) { if (m_scenePresences.ContainsKey(agentID) || agentID == kickUserID) { if (ExternalChecks.ExternalChecksCanBeGodLike(godID)) { if (agentID == kickUserID) { ClientManager.ForEachClient(delegate(IClientAPI controller) { if (controller.AgentId != godID) controller.Kick(Helpers.FieldToUTF8String(reason)); } ); // This is a bit crude. It seems the client will be null before it actually stops the thread // The thread will kill itself eventually :/ // Is there another way to make sure *all* clients get this 'inter region' message? ClientManager.ForEachClient(delegate(IClientAPI controller) { ScenePresence p = GetScenePresence(controller.AgentId); bool childagent = p != null && p.IsChildAgent; if (controller.AgentId != godID && !childagent) // Do we really want to kick the initiator of this madness? { controller.Close(true); } } ); } else { m_innerScene.removeUserCount(!m_scenePresences[agentID].IsChildAgent); m_scenePresences[agentID].ControllingClient.Kick(Helpers.FieldToUTF8String(reason)); m_scenePresences[agentID].ControllingClient.Close(true); } } else { if (m_scenePresences.ContainsKey(godID)) m_scenePresences[godID].ControllingClient.SendAgentAlertMessage("Kick request denied", false); } } } } public void HandleObjectPermissionsUpdate(IClientAPI controller, LLUUID agentID, LLUUID sessionID, byte field, uint localId, uint mask, byte set) { // Check for spoofing.. since this is permissions we're talking about here! if ((controller.SessionId == sessionID) && (controller.AgentId == agentID)) { // Tell the object to do permission update if (localId != 0) { SceneObjectGroup chObjectGroup = GetGroupByPrim(localId); if (chObjectGroup != null) { chObjectGroup.UpdatePermissions(agentID, field, localId, mask, set); } } } } /// /// /// /// /// /// /// public void SendAlertToUser(string firstName, string lastName, string message, bool modal) { List presenceList = GetScenePresences(); foreach (ScenePresence presence in presenceList) { if ((presence.Firstname == firstName) && (presence.Lastname == lastName)) { presence.ControllingClient.SendAgentAlertMessage(message, modal); break; } } } /// /// /// /// public void HandleAlertCommand(string[] commandParams) { if (commandParams[0] == "general") { string message = CombineParams(commandParams, 1); SendGeneralAlert(message); } else { string message = CombineParams(commandParams, 2); SendAlertToUser(commandParams[0], commandParams[1], message, false); } } private string CombineParams(string[] commandParams, int pos) { string result = String.Empty; for (int i = pos; i < commandParams.Length; i++) { result += commandParams[i] + " "; } return result; } #endregion /// /// Causes all clients to get a full object update on all of the objects in the scene. /// public void ForceClientUpdate() { List EntityList = GetEntities(); foreach (EntityBase ent in EntityList) { if (ent is SceneObjectGroup) { ((SceneObjectGroup)ent).ScheduleGroupForFullUpdate(); } } } /// /// This is currently only used for scale (to scale to MegaPrim size) /// There is a console command that calls this in OpenSimMain /// /// public void HandleEditCommand(string[] cmdparams) { Console.WriteLine("Searching for Primitive: '" + cmdparams[0] + "'"); List EntityList = GetEntities(); foreach (EntityBase ent in EntityList) { if (ent is SceneObjectGroup) { SceneObjectPart part = ((SceneObjectGroup)ent).GetChildPart(((SceneObjectGroup)ent).UUID); if (part != null) { if (part.Name == cmdparams[0]) { part.Resize( new LLVector3(Convert.ToSingle(cmdparams[1]), Convert.ToSingle(cmdparams[2]), Convert.ToSingle(cmdparams[3]))); Console.WriteLine("Edited scale of Primitive: " + part.Name); } } } } } /// /// Shows various details about the sim based on the parameters supplied by the console command in openSimMain. /// /// public void Show(string showWhat) { switch (showWhat) { case "users": m_log.Error("Current Region: " + RegionInfo.RegionName); m_log.ErrorFormat("{0,-16}{1,-16}{2,-25}{3,-25}{4,-16}{5,-16}{6,-16}", "Firstname", "Lastname", "Agent ID", "Session ID", "Circuit", "IP", "World"); foreach (ScenePresence scenePresence in GetAvatars()) { m_log.ErrorFormat("{0,-16}{1,-16}{2,-25}{3,-25}{4,-16},{5,-16}{6,-16}", scenePresence.Firstname, scenePresence.Lastname, scenePresence.UUID, scenePresence.ControllingClient.AgentId, "Unknown", "Unknown", RegionInfo.RegionName); } break; case "modules": m_log.Error("The currently loaded modules in " + RegionInfo.RegionName + " are:"); foreach (IRegionModule module in Modules.Values) { if (!module.IsSharedModule) { m_log.Error("Region Module: " + module.Name); } } break; } } #endregion #region Script Handling Methods /// /// Console command handler to send script command to script engine. /// /// public void SendCommandToPlugins(string[] args) { m_eventManager.TriggerOnPluginConsole(args); } public double GetLandHeight(int x, int y) { return Heightmap[x, y]; } public LLUUID GetLandOwner(float x, float y) { ILandObject land = LandChannel.GetLandObject(x, y); if (land == null) { return LLUUID.Zero; } else { return land.landData.ownerID; } } public LandData GetLandData(float x, float y) { return LandChannel.GetLandObject(x, y).landData; } public void SetLandMusicURL(float x, float y, string url) { ILandObject land = LandChannel.GetLandObject(x, y); if (land == null) { return; } else { land.landData.musicURL = url; return; } } public void SetLandMediaURL(float x, float y, string url) { ILandObject land = LandChannel.GetLandObject(x, y); if (land == null) { return; } else { land.landData.mediaURL = url; return; } } #endregion #region Script Engine private List ScriptEngines = new List(); private bool m_dumpAssetsToFile; /// /// /// /// public void AddScriptEngine(ScriptEngineInterface scriptEngine) { ScriptEngines.Add(scriptEngine); scriptEngine.InitializeEngine(this); } public void TriggerObjectChanged(uint localID, uint change) { m_eventManager.TriggerOnScriptChangedEvent(localID, change); } public void TriggerAtTargetEvent(uint localID, uint handle, LLVector3 targetpos, LLVector3 currentpos) { m_eventManager.TriggerAtTargetEvent(localID, handle, targetpos, currentpos); } public void TriggerNotAtTargetEvent(uint localID) { m_eventManager.TriggerNotAtTargetEvent(localID); } private bool scriptDanger(SceneObjectPart part,LLVector3 pos) { ILandObject parcel = LandChannel.GetLandObject(pos.X, pos.Y); if (part != null) { if (parcel != null) { if ((parcel.landData.landFlags & (uint)Parcel.ParcelFlags.AllowOtherScripts) != 0) { return true; } else if ((parcel.landData.landFlags & (uint)Parcel.ParcelFlags.AllowGroupScripts) != 0) { if (part.OwnerID == parcel.landData.ownerID || (parcel.landData.isGroupOwned && part.GroupID == parcel.landData.groupID) || ExternalChecks.ExternalChecksCanBeGodLike(part.OwnerID)) { return true; } else { return false; } } else { if (part.OwnerID == parcel.landData.ownerID) { return true; } else { return false; } } } else { if (pos.X > 0f && pos.X < Constants.RegionSize && pos.Y > 0f && pos.Y < Constants.RegionSize) { // The only time parcel != null when an object is inside a region is when // there is nothing behind the landchannel. IE, no land plugin loaded. return true; } else { // The object is outside of this region. Stop piping events to it. return false; } } } else { return false; } } public bool scriptDanger(uint localID, LLVector3 pos) { SceneObjectPart part = GetSceneObjectPart(localID); if (part != null) { return scriptDanger(part, pos); } else { return false; } } public bool pipeEventsForScript(uint localID) { SceneObjectPart part = GetSceneObjectPart(localID); if (part != null) { LLVector3 pos = part.GetWorldPosition(); return scriptDanger(part, pos); } else { return false; } } #endregion #region InnerScene wrapper methods /// /// /// /// /// public LLUUID ConvertLocalIDToFullID(uint localID) { return m_innerScene.ConvertLocalIDToFullID(localID); } public void SwapRootAgentCount(bool rootChildChildRootTF) { m_innerScene.SwapRootChildAgent(rootChildChildRootTF); } public void AddPhysicalPrim(int num) { m_innerScene.AddPhysicalPrim(num); } public void RemovePhysicalPrim(int num) { m_innerScene.RemovePhysicalPrim(num); } /// /// /// /// public void SendAllSceneObjectsToClient(ScenePresence presence) { m_innerScene.SendAllSceneObjectsToClient(presence); } //The idea is to have a group of method that return a list of avatars meeting some requirement // ie it could be all m_scenePresences within a certain range of the calling prim/avatar. /// /// Return a list of all avatars in this region. /// This list is a new object, so it can be iterated over without locking. /// /// public List GetAvatars() { return m_innerScene.GetAvatars(); } /// /// Return a list of all ScenePresences in this region. This returns child agents as well as root agents. /// This list is a new object, so it can be iterated over without locking. /// /// public List GetScenePresences() { return m_innerScene.GetScenePresences(); } /// /// Request a filtered list of ScenePresences in this region. /// This list is a new object, so it can be iterated over without locking. /// /// /// public List GetScenePresences(FilterAvatarList filter) { return m_innerScene.GetScenePresences(filter); } /// /// Request a scene presence by UUID /// /// /// public ScenePresence GetScenePresence(LLUUID avatarID) { return m_innerScene.GetScenePresence(avatarID); } /// /// Request an Avatar's Child Status - used by ClientView when a 'kick everyone' or 'estate message' occurs /// /// AvatarID to lookup /// public override bool PresenceChildStatus(LLUUID avatarID) { ScenePresence cp = GetScenePresence(avatarID); return cp.IsChildAgent; } /// /// /// /// public void ForEachScenePresence(Action action) { // We don't want to try to send messages if there are no avatars. if (m_scenePresences != null) { try { List presenceList = GetScenePresences(); foreach (ScenePresence presence in presenceList) { action(presence); } } catch (Exception e) { m_log.Info("[BUG]: " + e.ToString()); } } } /// /// /// /// // public void ForEachObject(Action action) // { // List presenceList; // // lock (m_sceneObjects) // { // presenceList = new List(m_sceneObjects.Values); // } // // foreach (SceneObjectGroup presence in presenceList) // { // action(presence); // } // } /// /// /// /// /// public SceneObjectPart GetSceneObjectPart(uint localID) { return m_innerScene.GetSceneObjectPart(localID); } /// /// /// /// /// public SceneObjectPart GetSceneObjectPart(LLUUID fullID) { return m_innerScene.GetSceneObjectPart(fullID); } internal bool TryGetAvatar(LLUUID avatarId, out ScenePresence avatar) { return m_innerScene.TryGetAvatar(avatarId, out avatar); } internal bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) { return m_innerScene.TryGetAvatarByName(avatarName, out avatar); } internal void ForEachClient(Action action) { m_innerScene.ForEachClient(action); } /// /// Returns a list of the entities in the scene. This is a new list so operations perform on the list itself /// will not affect the original list of objects in the scene. /// /// public List GetEntities() { return m_innerScene.GetEntities(); } #endregion #region BaseHTTPServer wrapper methods public bool AddHTTPHandler(string method, GenericHTTPMethod handler) { return m_httpListener.AddHTTPHandler(method, handler); } public bool AddXmlRPCHandler(string method, XmlRpcMethod handler) { return m_httpListener.AddXmlRPCHandler(method, handler); } public void AddStreamHandler(IRequestHandler handler) { m_httpListener.AddStreamHandler(handler); } public void RemoveStreamHandler(string httpMethod, string path) { m_httpListener.RemoveStreamHandler(httpMethod, path); } public void RemoveHTTPHandler(string httpMethod, string path) { m_httpListener.RemoveHTTPHandler(httpMethod, path); } #endregion #region Avatar Appearance Default public static void GetDefaultAvatarAppearance(out AvatarWearable[] wearables, out byte[] visualParams) { visualParams = GetDefaultVisualParams(); wearables = AvatarWearable.DefaultWearables; } private static byte[] GetDefaultVisualParams() { byte[] visualParams; visualParams = new byte[218]; for (int i = 0; i < 218; i++) { visualParams[i] = 100; } return visualParams; } #endregion } }