/* * 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.IO; using System.Net; using System.Threading; using System.Timers; using System.Xml; using Axiom.Math; using libsecondlife; using OpenSim.Framework; using OpenSim.Framework.Communications; using OpenSim.Framework.Communications.Cache; using OpenSim.Framework.Console; using OpenSim.Region.Environment.LandManagement; using OpenSim.Framework.Servers; using OpenSim.Region.Capabilities; using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.Modules; using OpenSim.Region.Environment.Scenes.Scripting; using OpenSim.Region.Environment.Types; using OpenSim.Region.Physics.Manager; using OpenSim.Region.Terrain; using Timer = System.Timers.Timer; namespace OpenSim.Region.Environment.Scenes { public delegate bool FilterAvatarList(ScenePresence avatar); public partial class Scene : SceneBase { #region Fields protected Timer m_heartbeatTimer = new Timer(); public InnerScene m_innerScene; private Random Rand = new Random(); private uint _primCount = 702000; private readonly Mutex _primAllocateMutex = new Mutex(false); private int m_timePhase = 24; private int m_timeUpdateCount; private readonly Mutex updateLock; public bool m_physicalPrim; public bool m_sendTasksToChild; protected ModuleLoader m_moduleLoader; protected StorageManager m_storageManager; protected AgentCircuitManager m_authenticateHandler; public CommunicationsManager CommsManager; // protected XferManager xferManager; protected SceneCommunicationService m_sceneGridService; protected SceneXmlLoader m_sceneXmlLoader; protected Dictionary m_capsHandlers = new Dictionary(); protected BaseHttpServer httpListener; protected Dictionary Modules = new Dictionary(); public Dictionary ModuleInterfaces = new Dictionary(); protected Dictionary ModuleAPIMethods = new Dictionary(); //API module interfaces public IXfer XferManager; private IHttpRequests m_httpRequestModule; private ISimChat m_simChatModule; private IXMLRPC m_xmlrpcModule; private IWorldComm m_worldCommModule; private IAvatarFactory m_AvatarFactory; // Central Update Loop protected int m_fps = 10; protected int m_frame = 0; protected float m_timespan = 0.1f; 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; 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 m_update_avatars = 1; #endregion #region Properties public AgentCircuitManager AuthenticateHandler { get { return m_authenticateHandler; } } private readonly LandManager m_LandManager; public LandManager LandManager { get { return m_LandManager; } } private readonly EstateManager m_estateManager; private PhysicsScene phyScene { set { m_innerScene.PhyScene = value; } get { return (m_innerScene.PhyScene); } } public PhysicsScene PhysScene { set { m_innerScene.PhyScene = value; } get { return (m_innerScene.PhyScene); } } public object SyncRoot { get { return m_innerScene.m_syncRoot; } } public EstateManager EstateManager { get { return m_estateManager; } } public float TimeDilation { get { return m_timedilation; } } private readonly PermissionManager m_permissionManager; public PermissionManager PermissionsMngr { get { return m_permissionManager; } } public int TimePhase { get { return m_timePhase; } } public Dictionary Objects { get { return m_innerScene.SceneObjects; } } 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; } } #endregion #region Constructors public Scene(RegionInfo regInfo, AgentCircuitManager authen, PermissionManager permissionManager, CommunicationsManager commsMan, SceneCommunicationService sceneGridService, AssetCache assetCach, StorageManager storeManager, BaseHttpServer httpServer, ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim, bool SendTasksToChild) { updateLock = new Mutex(false); m_moduleLoader = moduleLoader; m_authenticateHandler = authen; CommsManager = commsMan; m_sceneGridService = sceneGridService; m_storageManager = storeManager; AssetCache = assetCach; m_regInfo = regInfo; m_regionHandle = m_regInfo.RegionHandle; m_regionName = m_regInfo.RegionName; m_datastore = m_regInfo.DataStore; RegisterRegionWithComms(); m_physicalPrim = physicalPrim; m_sendTasksToChild = SendTasksToChild; m_LandManager = new LandManager(this, m_regInfo); m_estateManager = new EstateManager(this, m_regInfo); m_eventManager = new EventManager(); m_permissionManager = permissionManager; m_permissionManager.Initialise(this); m_innerScene = new InnerScene(this, m_regInfo, m_permissionManager); m_sceneXmlLoader = new SceneXmlLoader(this, m_innerScene, m_regInfo); RegisterDefaultSceneEvents(); MainLog.Instance.Verbose("Creating new entitities instance"); Entities = new Dictionary(); m_scenePresences = new Dictionary(); m_sceneObjects = new Dictionary(); MainLog.Instance.Verbose("Creating LandMap"); Terrain = new TerrainEngine((int)RegionInfo.RegionLocX, (int)RegionInfo.RegionLocY); ScenePresence.LoadAnims(); httpListener = httpServer; m_dumpAssetsToFile = dumpAssetsToFile; } #endregion #region Startup / Close Methods protected virtual void RegisterDefaultSceneEvents() { m_eventManager.OnParcelPrimCountAdd += m_LandManager.addPrimToLandPrimCounts; m_eventManager.OnParcelPrimCountUpdate += this.addPrimsToParcelCounts; m_eventManager.OnPermissionError += SendPermissionAlert; } public override void Close() { ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Kick("The region is going down."); }); ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Stop(); }); m_heartbeatTimer.Close(); m_innerScene.Close(); m_sceneGridService.Close(); foreach (IRegionModule module in this.Modules.Values) { if (!module.IsSharedModule) { module.Close(); } } Modules.Clear(); base.Close(); } /// /// /// public void StartTimer() { m_heartbeatTimer.Enabled = true; m_heartbeatTimer.Interval = (int)(m_timespan * 1000); m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); } public void SetModuleInterfaces() { m_simChatModule = RequestModuleInterface(); m_httpRequestModule = RequestModuleInterface(); m_xmlrpcModule = RequestModuleInterface(); m_worldCommModule = RequestModuleInterface(); XferManager = 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(); try { // Increment the frame counter m_frame++; // Loop it if (m_frame == Int32.MaxValue) m_frame = 0; if (m_frame % m_update_physics == 0) m_innerScene.UpdatePreparePhysics(); if (m_frame % m_update_entitymovement == 0) m_innerScene.UpdateEntityMovement(); if (m_frame % m_update_physics == 0) m_innerScene.UpdatePhysics( Math.Max(SinceLastFrame.TotalSeconds, m_timespan) ); if (m_frame % m_update_entities == 0) m_innerScene.UpdateEntities(); 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(); // if (m_frame%m_update_avatars == 0) // UpdateInWorldTime(); } catch (NotImplementedException) { throw; } catch (Exception e) { MainLog.Instance.Error("Scene", "Failed with exception " + e.ToString()); } finally { updateLock.ReleaseMutex(); m_timedilation = m_timespan / (float)SinceLastFrame.TotalSeconds; m_lastupdate = DateTime.Now; } } private void UpdateInWorldTime() { m_timeUpdateCount++; if (m_timeUpdateCount > 600) { List avatars = GetAvatars(); foreach (ScenePresence avatar in avatars) { avatar.ControllingClient.SendViewerTime(m_timePhase); } m_timeUpdateCount = 0; m_timePhase++; if (m_timePhase > 94) { m_timePhase = 0; } } } private void UpdateLand() { if (m_LandManager.landPrimCountTainted) { //Perform land update of prim count performParcelPrimCountUpdate(); } } private void UpdateTerrain() { if (Terrain.Tainted() && !Terrain.StillEditing()) { CreateTerrainTexture(); lock (Terrain.heightmap) { lock (SyncRoot) { phyScene.SetTerrain(Terrain.GetHeights1D()); } m_storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD(), RegionInfo.RegionID); float[] terData = Terrain.GetHeights1D(); Broadcast(delegate(IClientAPI client) { for (int x = 0; x < 16; x++) { for (int y = 0; y < 16; y++) { if (Terrain.Tainted(x * 16, y * 16)) { client.SendLayerData(x, y, terData); } } } }); Terrain.ResetTaint(); } } } private void UpdateStorageBackup() { Backup(); } 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 bool Backup() { EventManager.TriggerOnBackup(m_storageManager.DataStore); return true; } #endregion #region Load Terrain public void ExportWorldMap(string fileName) { List mapBlocks = this.CommsManager.GridService.RequestNeighbourMapBlocks((int)(this.RegionInfo.RegionLocX - 9), (int)(this.RegionInfo.RegionLocY - 9), (int)(this.RegionInfo.RegionLocX + 9), (int)(this.RegionInfo.RegionLocY + 9)); List textures = new List(); List bitImages = new List(); foreach (MapBlockData mapBlock in mapBlocks) { AssetBase texAsset = this.AssetCache.GetAsset(mapBlock.MapImageId, true); if (texAsset != null) { textures.Add(texAsset); } else { texAsset = this.AssetCache.GetAsset(mapBlock.MapImageId, true); if (texAsset != null) { textures.Add(texAsset); } } } foreach(AssetBase asset in textures) { System.Drawing.Image image= OpenJPEGNet.OpenJPEG.DecodeToImage(asset.Data); bitImages.Add(image); } System.Drawing.Bitmap mapTexture = new System.Drawing.Bitmap(2560, 2560); System.Drawing.Graphics g = System.Drawing.Graphics.FromImage(mapTexture); System.Drawing.SolidBrush sea = new System.Drawing.SolidBrush(System.Drawing.Color.DarkBlue); g.FillRectangle(sea, 0, 0, 2560, 2560); for(int i =0; i /// Loads the World heightmap /// /// public override void LoadWorldMap() { try { double[,] map = m_storageManager.DataStore.LoadTerrain(RegionInfo.RegionID); if (map == null) { if (string.IsNullOrEmpty(m_regInfo.EstateSettings.terrainFile)) { MainLog.Instance.Verbose("TERRAIN", "No default terrain. Generating a new terrain."); Terrain.HillsGenerator(); m_storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD(), RegionInfo.RegionID); } else { try { Terrain.LoadFromFileF32(m_regInfo.EstateSettings.terrainFile); Terrain *= m_regInfo.EstateSettings.terrainMultiplier; } catch { MainLog.Instance.Verbose("TERRAIN", "No terrain found in database or default. Generating a new terrain."); Terrain.HillsGenerator(); } m_storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD(), RegionInfo.RegionID); } } else { Terrain.SetHeights2D(map); } CreateTerrainTextureInitial(); CommsManager.GridService.RegisterRegion(RegionInfo); //hack to update the terrain texture in grid mode so it shows on world map } catch (Exception e) { MainLog.Instance.Warn("terrain", "Scene.cs: LoadWorldMap() - Failed with exception " + e.ToString()); } } /// /// /// public void CreateTerrainTexture() { //create a texture asset of the terrain byte[] data = Terrain.ExportJpegImage("defaultstripe.png"); m_regInfo.EstateSettings.terrainImageID = LLUUID.Random(); AssetBase asset = new AssetBase(); asset.FullID = m_regInfo.EstateSettings.terrainImageID; asset.Data = data; asset.Name = "terrainImage"; asset.Type = 0; asset.Temporary = true; AssetCache.AddAsset(asset); } public void CreateTerrainTextureInitial() { //create a texture asset of the terrain byte[] data = Terrain.ExportJpegImage("defaultstripe.png"); m_regInfo.EstateSettings.terrainImageID = LLUUID.Random(); AssetBase asset = new AssetBase(); asset.FullID = m_regInfo.EstateSettings.terrainImageID; asset.Data = data; asset.Name = "terrainImage"; asset.Type = 0; asset.Temporary = false; AssetCache.AddAsset(asset); } #endregion #region Primitives Methods /// /// Loads the World's objects /// public virtual void LoadPrimsFromStorage() { MainLog.Instance.Verbose("Loading objects from datastore"); List PrimsFromDB = m_storageManager.DataStore.LoadObjects(m_regInfo.RegionID); foreach (SceneObjectGroup prim in PrimsFromDB) { AddEntityFromStorage(prim); SceneObjectPart rootPart = prim.GetChildPart(prim.UUID); bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_physicalPrim); if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) rootPart.PhysActor = phyScene.AddPrimShape( rootPart.Name, rootPart.Shape, new PhysicsVector(rootPart.AbsolutePosition.X, rootPart.AbsolutePosition.Y, rootPart.AbsolutePosition.Z), new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z), new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X, rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics); rootPart.doPhysicsPropertyUpdate(UsePhysics, true); } MainLog.Instance.Verbose("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 void AddNewPrim(LLUUID ownerID, LLVector3 pos, LLQuaternion rot, PrimitiveBaseShape shape) { // What we're *supposed* to do is raytrace from the camera position given by the client to the nearest collision // in the direction the client supplies (the ground level that we clicked) // This function is pretty crappy right now.. so we're not affecting where the newly rezzed objects go // Test it if you like. The console will write where it guesses a collision took place. if it thinks one did. // It's wrong many times though. if (PermissionsMngr.CanRezObject(ownerID, pos)) { Vector3 CameraPosition = ((ScenePresence)GetScenePresence(ownerID)).CameraPosition; Vector3 rayEnd = new Vector3(pos.X, pos.Y, pos.Z); float raydistance = m_innerScene.Vector3Distance(CameraPosition, rayEnd); Vector3 rayDirection = new Vector3(rayEnd.x / raydistance, rayEnd.y / raydistance, rayEnd.z / raydistance); Ray rezRay = new Ray(CameraPosition, rayDirection); Vector3 RezDirectionFromCamera = rezRay.Direction; EntityIntersection rayTracing = m_innerScene.GetClosestIntersectingPrim(rezRay); if (rayTracing.HitTF) { // We raytraced and found a prim in the way of the ground.. so // We will rez the object somewhere close to the prim. Better math needed. This is a Stub //Vector3 Newpos = new Vector3(rayTracing.obj.AbsolutePosition.X,rayTracing.obj.AbsolutePosition.Y,rayTracing.obj.AbsolutePosition.Z); Vector3 Newpos = rayTracing.ipoint; Vector3 NewScale = new Vector3(rayTracing.obj.Scale.X,rayTracing.obj.Scale.Y,rayTracing.obj.Scale.Z); Quaternion ParentRot = rayTracing.obj.ParentGroup.Rotation; //Quaternion ParentRot = new Quaternion(primParentRot.W,primParentRot.X,primParentRot.Y,primParentRot.Z); LLQuaternion primLocalRot = rayTracing.obj.RotationOffset; Quaternion LocalRot = new Quaternion(primLocalRot.W,primLocalRot.X,primLocalRot.Y,primLocalRot.Z); Quaternion NewRot = LocalRot * ParentRot; Vector3 RezPoint = Newpos; MainLog.Instance.Verbose("REZINFO","Possible Rez Point:" + RezPoint.ToString()); //pos = new LLVector3(RezPoint.x, RezPoint.y, RezPoint.z); } SceneObjectGroup sceneOb = new SceneObjectGroup(this, m_regionHandle, ownerID, PrimIDAllocate(), pos, rot, shape); AddEntity(sceneOb); SceneObjectPart rootPart = sceneOb.GetChildPart(sceneOb.UUID); // if grass or tree, make phantom if ((rootPart.Shape.PCode == 95) || (rootPart.Shape.PCode == 255)) { rootPart.ObjectFlags += (uint)LLObject.ObjectFlags.Phantom; } // if not phantom, add to physics bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_physicalPrim); if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) { rootPart.PhysActor = phyScene.AddPrimShape( rootPart.Name, rootPart.Shape, new PhysicsVector(pos.X, pos.Y, pos.Z), new PhysicsVector(shape.Scale.X, shape.Scale.Y, shape.Scale.Z), new Quaternion(), UsePhysics); // subscribe to physics events. rootPart.doPhysicsPropertyUpdate(UsePhysics, true); } } } public void RemovePrim(uint localID, LLUUID avatar_deleter) { m_innerScene.RemovePrim(localID, avatar_deleter); } public void AddEntityFromStorage(SceneObjectGroup sceneObject) { m_innerScene.AddEntityFromStorage(sceneObject); } public void AddEntity(SceneObjectGroup sceneObject) { m_innerScene.AddEntity(sceneObject); } public void RemoveEntity(SceneObjectGroup sceneObject) { if (Entities.ContainsKey(sceneObject.UUID)) { m_LandManager.removePrimFromLandPrimCounts(sceneObject); Entities.Remove(sceneObject.UUID); m_LandManager.setPrimsTainted(); } } /// /// Called by a prim when it has been created/cloned, so that its events can be subscribed to /// /// public void AcknowledgeNewPrim(SceneObjectGroup prim) { prim.OnPrimCountTainted += m_LandManager.setPrimsTainted; } public void LoadPrimsFromXml(string fileName) { m_sceneXmlLoader.LoadPrimsFromXml(fileName); } 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); } #endregion #region Add/Remove Avatar Methods /// /// /// /// /// public override void AddNewClient(IClientAPI client, bool child) { SubscribeToClientEvents(client); m_estateManager.sendRegionHandshake(client); CreateAndAddScenePresence(client, child); m_LandManager.sendParcelOverlay(client); CommsManager.UserProfileCache.AddNewUser(client.AgentId); CommsManager.TransactionsManager.AddUser(client.AgentId); } protected virtual void SubscribeToClientEvents(IClientAPI client) { // client.OnStartAnim += StartAnimation; client.OnRegionHandShakeReply += SendLayerData; //remoteClient.OnRequestWearables += new GenericCall(this.GetInitialPrims); client.OnModifyTerrain += ModifyTerrain; // 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.OnUpdateExtraParams += m_innerScene.UpdateExtraParam; client.OnUpdatePrimShape += m_innerScene.UpdatePrimShape; client.OnRequestMapBlocks += RequestMapBlocks; client.OnUpdatePrimTexture += m_innerScene.UpdatePrimTexture; client.OnTeleportLocationRequest += RequestTeleportLocation; client.OnObjectSelect += SelectPrim; client.OnObjectDeselect += DeselectPrim; client.OnGrabUpdate += m_innerScene.MoveObject; client.OnDeRezObject += DeRezObject; client.OnRezObject += RezObject; 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.OnUpdatePrimFlags += m_innerScene.UpdatePrimFlags; client.OnRequestObjectPropertiesFamily += m_innerScene.RequestObjectPropertiesFamily; client.OnParcelPropertiesRequest += new ParcelPropertiesRequest(m_LandManager.handleParcelPropertiesRequest); client.OnParcelDivideRequest += new ParcelDivideRequest(m_LandManager.handleParcelDivideRequest); client.OnParcelJoinRequest += new ParcelJoinRequest(m_LandManager.handleParcelJoinRequest); client.OnParcelPropertiesUpdateRequest += new ParcelPropertiesUpdateRequest(m_LandManager.handleParcelPropertiesUpdateRequest); client.OnParcelSelectObjects += new ParcelSelectObjects(m_LandManager.handleParcelSelectObjectsRequest); client.OnParcelObjectOwnerRequest += new ParcelObjectOwnerRequest(m_LandManager.handleParcelObjectOwnersRequest); client.OnEstateOwnerMessage += new EstateOwnerMessageRequest(m_estateManager.handleEstateOwnerMessage); client.OnRequestGodlikePowers += handleRequestGodlikePowers; client.OnGodKickUser += handleGodlikeKickUser; client.OnCreateNewInventoryItem += CreateNewInventoryItem; client.OnCreateNewInventoryFolder += CommsManager.UserProfileCache.HandleCreateInventoryFolder; client.OnFetchInventoryDescendents += CommsManager.UserProfileCache.HandleFecthInventoryDescendents; client.OnRequestTaskInventory += RequestTaskInventory; client.OnFetchInventory += CommsManager.UserProfileCache.HandleFetchInventory; client.OnUpdateInventoryItem += UDPUpdateInventoryItemAsset; client.OnCopyInventoryItem += CopyInventoryItem; client.OnAssetUploadRequest += CommsManager.TransactionsManager.HandleUDPUploadRequest; client.OnXferReceive += CommsManager.TransactionsManager.HandleXfer; client.OnRezScript += RezScript; client.OnRemoveTaskItem += RemoveTaskInventory; client.OnGrabObject += ProcessObjectGrab; client.OnAvatarPickerRequest += ProcessAvatarPickerRequest; EventManager.TriggerOnNewClient(client); } protected ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child) { ScenePresence newAvatar = null; byte[] visualParams; AvatarWearable[] wearables; if (m_AvatarFactory == null || !m_AvatarFactory.TryGetIntialAvatarAppearance(client.AgentId, out wearables, out visualParams)) { AvatarFactoryModule.GetDefaultAvatarAppearance(out wearables, out visualParams); } newAvatar = m_innerScene.CreateAndAddScenePresence(client, child, wearables, visualParams); if (newAvatar.IsChildAgent) { newAvatar.OnSignificantClientMovement += m_LandManager.handleSignificantClientMovement; } return newAvatar; } /// /// /// /// public override void RemoveClient(LLUUID agentID) { m_eventManager.TriggerOnRemovePresence(agentID); ScenePresence avatar = GetScenePresence(agentID); Broadcast(delegate(IClientAPI client) { try { client.SendKillObject(avatar.RegionHandle, avatar.LocalId); } catch (System.NullReferenceException NE) { //We can safely ignore null reference exceptions. It means the avatar are dead and cleaned up anyway. } }); ForEachScenePresence( delegate(ScenePresence presence) { presence.CoarseLocationChange(); }); lock (m_scenePresences) { m_scenePresences.Remove(agentID); } lock (Entities) { Entities.Remove(agentID); } try { avatar.Close(); } catch (Exception e) { MainLog.Instance.Error("Scene.cs:RemoveClient exception: " + e.ToString()); } // Remove client agent from profile, so new logins will work CommsManager.UserService.clearUserAgent(agentID); return; } public void NotifyMyCoarseLocationChange() { ForEachScenePresence(delegate(ScenePresence presence) { presence.CoarseLocationChange(); }); } #endregion #region Entities /// /// /// /// /// public bool DeleteEntity(LLUUID entID) { if (Entities.ContainsKey(entID)) { Entities.Remove(entID); m_storageManager.DataStore.RemoveObject(entID, m_regInfo.RegionID); return true; } return false; } public void SendKillObject(uint localID) { Broadcast(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); }); } #endregion #region RegionComms /// /// /// public void RegisterRegionWithComms() { m_sceneGridService.RegisterRegion(m_regInfo); m_sceneGridService.OnExpectUser += NewUserConnection; m_sceneGridService.OnAvatarCrossingIntoRegion += AgentCrossing; m_sceneGridService.OnCloseAgentConnection += CloseConnection; } /// /// /// /// /// public void NewUserConnection(ulong regionHandle, AgentCircuitData agent) { if (regionHandle == m_regInfo.RegionHandle) { if (agent.CapsPath != "") { Caps cap = new Caps(AssetCache, httpListener, m_regInfo.ExternalHostName, httpListener.Port, agent.CapsPath, agent.AgentID, m_dumpAssetsToFile); Util.SetCapsURL(agent.AgentID, "http://" + m_regInfo.ExternalHostName + ":" + httpListener.Port.ToString() + "/CAPS/" + agent.CapsPath + "0000/"); cap.RegisterHandlers(); cap.AddNewInventoryItem = AddInventoryItem; cap.ItemUpdatedCall = CapsUpdateInventoryItemAsset; if (m_capsHandlers.ContainsKey(agent.AgentID)) { //MainLog.Instance.Warn("client", "Adding duplicate CAPS entry for user " + // agent.AgentID.ToStringHyphenated()); m_capsHandlers[agent.AgentID] = cap; } else { m_capsHandlers.Add(agent.AgentID, cap); } } m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent); } } public void AgentCrossing(ulong regionHandle, LLUUID agentID, LLVector3 position, bool isFlying) { if (regionHandle == m_regInfo.RegionHandle) { if (m_scenePresences.ContainsKey(agentID)) { m_scenePresences[agentID].MakeRootAgent(position, isFlying); } } } public void CloseConnection(ulong regionHandle, LLUUID agentID) { if (regionHandle == m_regionHandle) { ScenePresence presence = m_innerScene.GetScenePresence(agentID); if (presence != null) { libsecondlife.Packets.DisableSimulatorPacket disable = new libsecondlife.Packets.DisableSimulatorPacket(); presence.ControllingClient.OutPacket(disable, ThrottleOutPacketType.Task); } } } /// /// /// public void InformClientOfNeighbours(ScenePresence presence) { m_sceneGridService.EnableNeighbourChildAgents(presence); } /// /// /// /// /// public RegionInfo RequestNeighbouringRegionInfo(ulong regionHandle) { return m_sceneGridService.RequestNeighbouringRegionInfo(regionHandle); } /// /// /// /// /// /// /// public void RequestMapBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY) { m_sceneGridService.RequestMapBlocks(remoteClient, minX, minY, maxX, maxX); } /// /// /// /// /// /// /// /// public void RequestTeleportLocation(IClientAPI remoteClient, ulong regionHandle, LLVector3 position, LLVector3 lookAt, uint flags) { if (m_scenePresences.ContainsKey(remoteClient.AgentId)) { m_sceneGridService.RequestTeleportToLocation(m_scenePresences[remoteClient.AgentId], regionHandle, position, lookAt, flags); } } /// /// /// /// /// /// public bool InformNeighbourOfCrossing(ulong regionhandle, LLUUID agentID, LLVector3 position, bool isFlying) { return m_sceneGridService.CrossToNeighbouringRegion(regionhandle, agentID, position, isFlying); } #endregion #region Module Methods public void AddModule(string name, IRegionModule module) { if (!Modules.ContainsKey(name)) { Modules.Add(name, module); } } public void RegisterModuleInterface(M mod) { if (!ModuleInterfaces.ContainsKey(typeof(M))) { ModuleInterfaces.Add(typeof(M), mod); } } public T RequestModuleInterface() { if (ModuleInterfaces.ContainsKey(typeof(T))) { return (T)ModuleInterfaces[typeof(T)]; } else { return default(T); } } #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) { if (m_scenePresences.ContainsKey(avatarID)) { m_scenePresences[avatarID].ControllingClient.SendLoadURL(objectname, objectID, ownerID, groupOwned, message, url); } } public LLUUID MakeHttpRequest(string url, string type, string body) { if (m_httpRequestModule != null) { return m_httpRequestModule.MakeHttpRequest(url, type, body); } return LLUUID.Zero; } public void performParcelPrimCountUpdate() { m_LandManager.resetAllLandPrimCounts(); m_eventManager.TriggerParcelPrimCountUpdate(); m_LandManager.finalizeLandPrimCountUpdate(); m_LandManager.landPrimCountTainted = false; } public void addPrimsToParcelCounts() { foreach (EntityBase obj in Entities.Values) { if (obj is SceneObjectGroup) { m_eventManager.TriggerParcelPrimCountAdd((SceneObjectGroup)obj); } } } #endregion #region Console Commands #region Alert Methods private void SendPermissionAlert(LLUUID user, string reason) { SendAlertToUser(user, reason, false); } public void SendGeneralAlert(string message) { foreach (ScenePresence presence in m_scenePresences.Values) { presence.ControllingClient.SendAlertMessage(message); } } public void SendAlertToUser(LLUUID agentID, string message, bool modal) { if (m_scenePresences.ContainsKey(agentID)) { m_scenePresences[agentID].ControllingClient.SendAgentAlertMessage(message, modal); } } public void handleRequestGodlikePowers(LLUUID agentID, LLUUID sessionID, LLUUID token, IClientAPI controllingclient) { // First check that this is the sim owner if (agentID == RegionInfo.MasterAvatarAssignedUUID) { // User needs to be logged into this sim if (m_scenePresences.ContainsKey(agentID)) { // Next we check for spoofing..... LLUUID testSessionID = m_scenePresences[agentID].ControllingClient.SessionId; if (sessionID == testSessionID) { if (sessionID == controllingclient.SessionId) { m_scenePresences[agentID].GrantGodlikePowers(agentID, testSessionID, token); } } } } else { m_scenePresences[agentID].ControllingClient.SendAgentAlertMessage("Request for god powers denied", false); } } public void handleGodlikeKickUser(LLUUID godid, LLUUID sessionid, LLUUID agentid, uint kickflags, byte[] reason) { // For some reason the client sends the seemingly hard coded, 44e87126e7944ded05b37c42da3d5cdb // for kicking everyone. Dun-know. if (m_scenePresences.ContainsKey(agentid) || agentid == new LLUUID("44e87126e7944ded05b37c42da3d5cdb")) { if (godid == RegionInfo.MasterAvatarAssignedUUID) { if (agentid == new LLUUID("44e87126e7944ded05b37c42da3d5cdb")) { ClientManager.ForEachClient(delegate (IClientAPI controller) { if (controller.AgentId != godid) // Do we really want to kick the initiator of this madness? { 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) { if (controller.AgentId != godid) // Do we really want to kick the initiator of this madness? { controller.Close(); } } ); } else { m_scenePresences[agentid].ControllingClient.Kick(Helpers.FieldToUTF8String(reason)); m_scenePresences[agentid].ControllingClient.Close(); } } else { if (m_scenePresences.ContainsKey(godid)) m_scenePresences[godid].ControllingClient.SendAgentAlertMessage("Kick request denied", false); } } } public void SendAlertToUser(string firstName, string lastName, string message, bool modal) { foreach (ScenePresence presence in m_scenePresences.Values) { 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 = ""; for (int i = pos; i < commandParams.Length; i++) { result += commandParams[i] + " "; } return result; } #endregion public void ForceClientUpdate() { foreach (EntityBase ent in Entities.Values) { if (ent is SceneObjectGroup) { ((SceneObjectGroup)ent).ScheduleGroupForFullUpdate(); } } } public void HandleEditCommand(string[] cmmdparams) { Console.WriteLine("Searching for Primitive: '" + cmmdparams[0] + "'"); foreach (EntityBase ent in Entities.Values) { if (ent is SceneObjectGroup) { SceneObjectPart part = ((SceneObjectGroup)ent).GetChildPart(((SceneObjectGroup)ent).UUID); if (part != null) { if (part.Name == cmmdparams[0]) { part.Resize( new LLVector3(Convert.ToSingle(cmmdparams[1]), Convert.ToSingle(cmmdparams[2]), Convert.ToSingle(cmmdparams[3]))); Console.WriteLine("Edited scale of Primitive: " + part.Name); } } } } } public void Show(string ShowWhat) { switch (ShowWhat) { case "users": MainLog.Instance.Error("Current Region: " + RegionInfo.RegionName); MainLog.Instance.Error( String.Format("{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 scenePrescence in GetAvatars()) { MainLog.Instance.Error( String.Format("{0,-16}{1,-16}{2,-25}{3,-25}{4,-16},{5,-16}{6,-16}", scenePrescence.Firstname, scenePrescence.Lastname, scenePrescence.UUID, scenePrescence.ControllingClient.AgentId, "Unknown", "Unknown", RegionInfo.RegionName)); } break; case "modules": MainLog.Instance.Error("The currently loaded modules in " + RegionInfo.RegionName + " are:"); foreach (IRegionModule module in Modules.Values) { if (!module.IsSharedModule) { MainLog.Instance.Error("Region Module: " + module.Name); } } break; } } #endregion #region Script Handling Methods public void SendCommandToPlugins(string[] args) { m_eventManager.TriggerOnPluginConsole(args); } #endregion #region Script Engine private List ScriptEngines = new List(); private bool m_dumpAssetsToFile; public void AddScriptEngine(ScriptEngineInterface ScriptEngine, LogBase m_logger) { ScriptEngines.Add(ScriptEngine); ScriptEngine.InitializeEngine(this, m_logger); } #endregion #region InnerScene wrapper methods public LLUUID ConvertLocalIDToFullID(uint localID) { return m_innerScene.ConvertLocalIDToFullID(localID); } 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. public List GetAvatars() { return m_innerScene.GetAvatars(); } /// /// Request a List of all m_scenePresences in this World /// /// public List GetScenePresences() { return m_innerScene.GetScenePresences(); } /// /// Request a filtered list of m_scenePresences in this World /// /// public List GetScenePresences(FilterAvatarList filter) { return m_innerScene.GetScenePresences(filter); } /// /// Request a Avatar by UUID /// /// /// public ScenePresence GetScenePresence(LLUUID avatarID) { return m_innerScene.GetScenePresence(avatarID); } /// /// /// /// public void ForEachScenePresence(Action action) { foreach (ScenePresence presence in m_scenePresences.Values) { action(presence); } } public void ForEachObject(Action action) { foreach (SceneObjectGroup presence in m_sceneObjects.Values) { 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); } #endregion } }