/* * 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.Reflection; using OpenMetaverse; using OpenMetaverse.Packets; using log4net; using OpenSim.Framework; using OpenSim.Region.Framework.Scenes.Types; using OpenSim.Region.Physics.Manager; namespace OpenSim.Region.Framework.Scenes { public delegate void PhysicsCrash(); public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone); public delegate void ObjectCreateDelegate(EntityBase obj); public delegate void ObjectDeleteDelegate(EntityBase obj); /// /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components /// should be migrated out over time. /// public class SceneGraph { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); #region Events protected internal event PhysicsCrash UnRecoverableError; private PhysicsCrash handlerPhysicsCrash = null; public event ObjectDuplicateDelegate OnObjectDuplicate; public event ObjectCreateDelegate OnObjectCreate; public event ObjectDeleteDelegate OnObjectRemove; #endregion #region Fields protected internal Dictionary ScenePresences = new Dictionary(); // SceneObjects is not currently populated or used. //public Dictionary SceneObjects; protected internal EntityManager Entities = new EntityManager(); // protected internal Dictionary Entities = new Dictionary(); protected internal Dictionary RestorePresences = new Dictionary(); protected internal BasicQuadTreeNode QuadTree; protected RegionInfo m_regInfo; protected Scene m_parentScene; protected List m_updateList = new List(); protected int m_numRootAgents = 0; protected int m_numPrim = 0; protected int m_numChildAgents = 0; protected int m_physicalPrim = 0; protected int m_activeScripts = 0; protected int m_scriptLPS = 0; protected internal object m_syncRoot = new object(); protected internal PhysicsScene _PhyScene; #endregion protected internal SceneGraph(Scene parent, RegionInfo regInfo) { m_parentScene = parent; m_regInfo = regInfo; QuadTree = new BasicQuadTreeNode(null, "/0/", 0, 0, (short)Constants.RegionSize, (short)Constants.RegionSize); QuadTree.Subdivide(); QuadTree.Subdivide(); } public PhysicsScene PhysicsScene { get { return _PhyScene; } set { // If we're not doing the initial set // Then we've got to remove the previous // event handler if (_PhyScene != null) _PhyScene.OnPhysicsCrash -= physicsBasedCrash; _PhyScene = value; if (_PhyScene != null) _PhyScene.OnPhysicsCrash += physicsBasedCrash; } } protected internal void Close() { lock (ScenePresences) { ScenePresences.Clear(); } Entities.Clear(); } #region Update Methods protected internal void UpdatePreparePhysics() { // If we are using a threaded physics engine // grab the latest scene from the engine before // trying to process it. // PhysX does this (runs in the background). if (_PhyScene.IsThreaded) { _PhyScene.GetResults(); } } protected internal void UpdateEntities() { List updateEntities = GetEntities(); foreach (EntityBase entity in updateEntities) { entity.Update(); } } protected internal void UpdatePresences() { List updateScenePresences = GetScenePresences(); foreach (ScenePresence pres in updateScenePresences) { pres.Update(); } } protected internal float UpdatePhysics(double elapsed) { lock (m_syncRoot) { // Here is where the Scene calls the PhysicsScene. This is a one-way // interaction; the PhysicsScene cannot access the calling Scene directly. // But with joints, we want a PhysicsActor to be able to influence a // non-physics SceneObjectPart. In particular, a PhysicsActor that is connected // with a joint should be able to move the SceneObjectPart which is the visual // representation of that joint (for editing and serialization purposes). // However the PhysicsActor normally cannot directly influence anything outside // of the PhysicsScene, and the non-physical SceneObjectPart which represents // the joint in the Scene does not exist in the PhysicsScene. // // To solve this, we have an event in the PhysicsScene that is fired when a joint // has changed position (because one of its associated PhysicsActors has changed // position). // // Therefore, JointMoved and JointDeactivated events will be fired as a result of the following Simulate(). return _PhyScene.Simulate((float)elapsed); } } protected internal void UpdateEntityMovement() { List moveEntities = GetEntities(); foreach (EntityBase entity in moveEntities) { //cfk. This throws occaisional exceptions on a heavily used region //and I added this null check to try to preclude the exception. if (entity != null) entity.UpdateMovement(); } } #endregion #region Entity Methods /// /// Add an object into the scene that has come from storage /// /// /// /// If true, changes to the object will be reflected in its persisted data /// If false, the persisted data will not be changed even if the object in the scene is changed /// /// /// If true, we won't persist this object until it changes /// If false, we'll persist this object immediately /// /// /// true if the object was added, false if an object with the same uuid was already in the scene /// protected internal bool AddRestoredSceneObject( SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted) { if (!alreadyPersisted) { sceneObject.ForceInventoryPersistence(); sceneObject.HasGroupChanged = true; } return AddSceneObject(sceneObject, attachToBackup); } /// /// Add a newly created object to the scene. This will both update the scene, and send information about the /// new object to all clients interested in the scene. /// /// /// /// If true, the object is made persistent into the scene. /// If false, the object will not persist over server restarts /// /// /// true if the object was added, false if an object with the same uuid was already in the scene /// protected internal bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup) { // Ensure that we persist this new scene object sceneObject.HasGroupChanged = true; return AddSceneObject(sceneObject, attachToBackup); } /// /// Add an object to the scene. This will both update the scene, and send information about the /// new object to all clients interested in the scene. /// /// /// /// If true, the object is made persistent into the scene. /// If false, the object will not persist over server restarts /// /// true if the object was added, false if an object with the same uuid was already in the scene /// protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup) { if (sceneObject == null || sceneObject.RootPart == null || sceneObject.RootPart.UUID == UUID.Zero) return false; if (m_parentScene.m_clampPrimSize) { foreach (SceneObjectPart part in sceneObject.Children.Values) { Vector3 scale = part.Shape.Scale; if (scale.X > m_parentScene.m_maxNonphys) scale.X = m_parentScene.m_maxNonphys; if (scale.Y > m_parentScene.m_maxNonphys) scale.Y = m_parentScene.m_maxNonphys; if (scale.Z > m_parentScene.m_maxNonphys) scale.Z = m_parentScene.m_maxNonphys; part.Shape.Scale = scale; } } sceneObject.AttachToScene(m_parentScene); lock (sceneObject) { if (!Entities.ContainsKey(sceneObject.UUID)) { Entities.Add(sceneObject); m_numPrim += sceneObject.Children.Count; if (attachToBackup) sceneObject.AttachToBackup(); if (OnObjectCreate != null) OnObjectCreate(sceneObject); return true; } } return false; } /// /// Delete an object from the scene /// /// true if the object was deleted, false if there was no object to delete public bool DeleteSceneObject(UUID uuid, bool resultOfObjectLinked) { if (Entities.ContainsKey(uuid)) { if (!resultOfObjectLinked) { m_numPrim -= ((SceneObjectGroup) Entities[uuid]).Children.Count; if ((((SceneObjectGroup)Entities[uuid]).RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics) { RemovePhysicalPrim(((SceneObjectGroup)Entities[uuid]).Children.Count); } } if (OnObjectRemove != null) OnObjectRemove(Entities[uuid]); Entities.Remove(uuid); //SceneObjectGroup part; //((part.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics) return true; } return false; } /// /// Add an entity to the list of prims to process on the next update /// /// /// A /// protected internal void AddToUpdateList(EntityBase obj) { lock (m_updateList) { if (!m_updateList.Contains(obj)) { m_updateList.Add(obj); } } } /// /// Process all pending updates /// protected internal void ProcessUpdates() { lock (m_updateList) { for (int i = 0; i < m_updateList.Count; i++) { EntityBase entity = m_updateList[i]; // Don't abort the whole update if one entity happens to give us an exception. try { m_updateList[i].Update(); } catch (Exception e) { m_log.ErrorFormat( "[INNER SCENE]: Failed to update {0}, {1} - {2}", entity.Name, entity.UUID, e); } } m_updateList.Clear(); } } protected internal void AddPhysicalPrim(int number) { m_physicalPrim++; } protected internal void RemovePhysicalPrim(int number) { m_physicalPrim--; } protected internal void AddToScriptLPS(int number) { m_scriptLPS += number; } protected internal void AddActiveScripts(int number) { m_activeScripts += number; } protected internal void DropObject(uint objectLocalID, IClientAPI remoteClient) { List EntityList = GetEntities(); foreach (EntityBase obj in EntityList) { if (obj is SceneObjectGroup) { if (((SceneObjectGroup)obj).LocalId == objectLocalID) { SceneObjectGroup group = (SceneObjectGroup)obj; m_parentScene.DetachSingleAttachmentToGround(group.UUID,remoteClient); } } } } protected internal void DetachObject(uint objectLocalID, IClientAPI remoteClient) { List EntityList = GetEntities(); foreach (EntityBase obj in EntityList) { if (obj is SceneObjectGroup) { if (((SceneObjectGroup)obj).LocalId == objectLocalID) { SceneObjectGroup group = (SceneObjectGroup)obj; //group.DetachToGround(); m_parentScene.DetachSingleAttachmentToInv(group.GetFromAssetID(),remoteClient); } } } } protected internal void HandleUndo(IClientAPI remoteClient, UUID primId) { if (primId != UUID.Zero) { SceneObjectPart part = m_parentScene.GetSceneObjectPart(primId); if (part != null) part.Undo(); } } protected internal void HandleObjectGroupUpdate( IClientAPI remoteClient, UUID GroupID, uint objectLocalID, UUID Garbage) { List EntityList = GetEntities(); foreach (EntityBase obj in EntityList) { if (obj is SceneObjectGroup) { if (((SceneObjectGroup)obj).LocalId == objectLocalID) { SceneObjectGroup group = (SceneObjectGroup)obj; if (group.OwnerID == remoteClient.AgentId) group.SetGroup(GroupID, remoteClient); } } } } /// /// Event Handling routine for Attach Object /// /// /// /// /// protected internal void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, Quaternion rot, bool silent) { // If we can't take it, we can't attach it! // SceneObjectPart part = m_parentScene.GetSceneObjectPart(objectLocalID); if (part == null) return; if (!m_parentScene.Permissions.CanTakeObject( part.UUID, remoteClient.AgentId)) return; // Calls attach with a Zero position // AttachObject(remoteClient, objectLocalID, AttachmentPt, rot, Vector3.Zero, false); } public SceneObjectGroup RezSingleAttachment( IClientAPI remoteClient, UUID itemID, uint AttachmentPt) { SceneObjectGroup objatt = m_parentScene.RezObject(remoteClient, itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, false, false, remoteClient.AgentId, true); if (objatt != null) { bool tainted = false; if (AttachmentPt != 0 && AttachmentPt != objatt.GetAttachmentPoint()) tainted = true; AttachObject(remoteClient, objatt.LocalId, AttachmentPt, Quaternion.Identity, objatt.AbsolutePosition, false); objatt.ScheduleGroupForFullUpdate(); if (tainted) objatt.HasGroupChanged = true; // Fire after attach, so we don't get messy perms dialogs // objatt.CreateScriptInstances(0, true, m_parentScene.DefaultScriptEngine, 0); } return objatt; } // What makes this method odd and unique is it tries to detach using an UUID.... Yay for standards. // To LocalId or UUID, *THAT* is the question. How now Brown UUID?? public void DetachSingleAttachmentToInv(UUID itemID, IClientAPI remoteClient) { if (itemID == UUID.Zero) // If this happened, someone made a mistake.... return; List EntityList = GetEntities(); foreach (EntityBase obj in EntityList) { if (obj is SceneObjectGroup) { if (((SceneObjectGroup)obj).GetFromAssetID() == itemID) { SceneObjectGroup group = (SceneObjectGroup)obj; group.DetachToInventoryPrep(); m_log.Debug("[DETACH]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString()); m_parentScene.updateKnownAsset(remoteClient, group, group.GetFromAssetID(), group.OwnerID); m_parentScene.DeleteSceneObject(group, false); } } } } protected internal void AttachObject( IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, Quaternion rot, Vector3 attachPos, bool silent) { List EntityList = GetEntities(); foreach (EntityBase obj in EntityList) { if (obj is SceneObjectGroup) { if (((SceneObjectGroup)obj).LocalId == objectLocalID) { SceneObjectGroup group = (SceneObjectGroup)obj; if (m_parentScene.Permissions.CanTakeObject(obj.UUID, remoteClient.AgentId)) { // If the attachment point isn't the same as the one previously used // set it's offset position = 0 so that it appears on the attachment point // and not in a weird location somewhere unknown. if (AttachmentPt != 0 && AttachmentPt != (uint)group.GetAttachmentPoint()) { attachPos = Vector3.Zero; } // AttachmentPt 0 means the client chose to 'wear' the attachment. if (AttachmentPt == 0) { // Check object for stored attachment point AttachmentPt = (uint)group.GetAttachmentPoint(); } // if we still didn't find a suitable attachment point....... if (AttachmentPt == 0) { // Stick it on left hand with Zero Offset from the attachment point. AttachmentPt = (uint)AttachmentPoint.LeftHand; attachPos = Vector3.Zero; } group.SetAttachmentPoint(Convert.ToByte(AttachmentPt)); group.AbsolutePosition = attachPos; // Saves and gets assetID UUID itemId; if (group.GetFromAssetID() == UUID.Zero) { m_parentScene.attachObjectAssetStore(remoteClient, group, remoteClient.AgentId, out itemId); } else { itemId = group.GetFromAssetID(); } m_parentScene.AttachObject(remoteClient, AttachmentPt, itemId, group); group.AttachToAgent(remoteClient.AgentId, AttachmentPt, attachPos, silent); // In case it is later dropped again, don't let // it get cleaned up // group.RootPart.RemFlag(PrimFlags.TemporaryOnRez); group.HasGroupChanged = false; } else { remoteClient.SendAgentAlertMessage("You don't have sufficient permissions to attach this object", false); } } } } } protected internal ScenePresence CreateAndAddChildScenePresence(IClientAPI client, AvatarAppearance appearance) { ScenePresence newAvatar = null; newAvatar = new ScenePresence(client, m_parentScene, m_regInfo, appearance); newAvatar.IsChildAgent = true; AddScenePresence(newAvatar); return newAvatar; } /// /// Add a presence to the scene /// /// protected internal void AddScenePresence(ScenePresence presence) { bool child = presence.IsChildAgent; if (child) { m_numChildAgents++; } else { m_numRootAgents++; presence.AddToPhysicalScene(); } Entities[presence.UUID] = presence; lock (ScenePresences) { ScenePresences[presence.UUID] = presence; } } /// /// Remove a presence from the scene /// protected internal void RemoveScenePresence(UUID agentID) { if (!Entities.Remove(agentID)) { m_log.WarnFormat( "[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene Entities list", agentID); } lock (ScenePresences) { if (!ScenePresences.Remove(agentID)) { m_log.WarnFormat("[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); } // else // { // m_log.InfoFormat("[SCENE] Removed scene presence {0} from scene presences list", agentID); // } } } protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) { if (direction_RC_CR_T_F) { m_numRootAgents--; m_numChildAgents++; } else { m_numChildAgents--; m_numRootAgents++; } } protected internal void removeUserCount(bool TypeRCTF) { if (TypeRCTF) { m_numRootAgents--; } else { m_numChildAgents--; } } public void RecalculateStats() { List SPList = GetScenePresences(); int rootcount = 0; int childcount = 0; foreach (ScenePresence user in SPList) { if (user.IsChildAgent) childcount++; else rootcount++; } m_numRootAgents = rootcount; m_numChildAgents = childcount; } public int GetChildAgentCount() { // some network situations come in where child agents get closed twice. if (m_numChildAgents < 0) { m_numChildAgents = 0; } return m_numChildAgents; } public int GetRootAgentCount() { return m_numRootAgents; } public int GetTotalObjectsCount() { return m_numPrim; } public int GetActiveObjectsCount() { return m_physicalPrim; } public int GetActiveScriptsCount() { return m_activeScripts; } public int GetScriptLPS() { int returnval = m_scriptLPS; m_scriptLPS = 0; return returnval; } #endregion #region Get Methods /// /// Request a List of all scene presences in this scene. This is a new list, so no /// locking is required to iterate over it. /// /// protected internal List GetScenePresences() { lock (ScenePresences) { return new List(ScenePresences.Values); } } protected internal List GetAvatars() { List result = GetScenePresences(delegate(ScenePresence scenePresence) { return !scenePresence.IsChildAgent; }); return result; } /// /// Get the controlling client for the given avatar, if there is one. /// /// FIXME: The only user of the method right now is Caps.cs, in order to resolve a client API since it can't /// use the ScenePresence. This could be better solved in a number of ways - we could establish an /// OpenSim.Framework.IScenePresence, or move the caps code into a region package (which might be the more /// suitable solution). /// /// /// null if either the avatar wasn't in the scene, or /// they do not have a controlling client /// this used to be protected internal, but that /// prevents CapabilitiesModule from accessing it public IClientAPI GetControllingClient(UUID agentId) { ScenePresence presence = GetScenePresence(agentId); if (presence != null) { return presence.ControllingClient; } return null; } /// /// Request a filtered list of m_scenePresences in this World /// /// protected internal List GetScenePresences(FilterAvatarList filter) { // No locking of scene presences here since we're passing back a list... List result = new List(); List ScenePresencesList = GetScenePresences(); foreach (ScenePresence avatar in ScenePresencesList) { if (filter(avatar)) { result.Add(avatar); } } return result; } /// /// Request a scene presence by UUID /// /// /// null if the agent was not found protected internal ScenePresence GetScenePresence(UUID agentID) { ScenePresence sp; lock (ScenePresences) { ScenePresences.TryGetValue(agentID, out sp); } return sp; } /// /// Get a scene object group that contains the prim with the given local id /// /// /// null if no scene object group containing that prim is found private SceneObjectGroup GetGroupByPrim(uint localID) { //m_log.DebugFormat("Entered GetGroupByPrim with localID {0}", localID); List EntityList = GetEntities(); foreach (EntityBase ent in EntityList) { //m_log.DebugFormat("Looking at entity {0}", ent.UUID); if (ent is SceneObjectGroup) { if (((SceneObjectGroup)ent).HasChildPrim(localID)) return (SceneObjectGroup)ent; } } return null; } /// /// Get a scene object group that contains the prim with the given uuid /// /// /// null if no scene object group containing that prim is found private SceneObjectGroup GetGroupByPrim(UUID fullID) { List EntityList = GetEntities(); foreach (EntityBase ent in EntityList) { if (ent is SceneObjectGroup) { if (((SceneObjectGroup)ent).HasChildPrim(fullID)) return (SceneObjectGroup)ent; } } return null; } protected internal EntityIntersection GetClosestIntersectingPrim(Ray hray, bool frontFacesOnly, bool faceCenters) { // Primitive Ray Tracing float closestDistance = 280f; EntityIntersection returnResult = new EntityIntersection(); List EntityList = GetEntities(); foreach (EntityBase ent in EntityList) { if (ent is SceneObjectGroup) { SceneObjectGroup reportingG = (SceneObjectGroup)ent; EntityIntersection result = reportingG.TestIntersection(hray, frontFacesOnly, faceCenters); if (result.HitTF) { if (result.distance < closestDistance) { closestDistance = result.distance; returnResult = result; } } } } return returnResult; } /// /// Get a part contained in this scene. /// /// /// null if the part was not found protected internal SceneObjectPart GetSceneObjectPart(uint localID) { SceneObjectGroup group = GetGroupByPrim(localID); if (group != null) return group.GetChildPart(localID); else return null; } /// /// Get a named prim contained in this scene (will return the first /// found, if there are more than one prim with the same name) /// /// /// null if the part was not found protected internal SceneObjectPart GetSceneObjectPart(string name) { List EntityList = GetEntities(); // FIXME: use a dictionary here foreach (EntityBase ent in EntityList) { if (ent is SceneObjectGroup) { foreach (SceneObjectPart p in ((SceneObjectGroup) ent).GetParts()) { if (p.Name==name) { return p; } } } } return null; } /// /// Get a part contained in this scene. /// /// /// null if the part was not found protected internal SceneObjectPart GetSceneObjectPart(UUID fullID) { SceneObjectGroup group = GetGroupByPrim(fullID); if (group != null) return group.GetChildPart(fullID); else return null; } protected internal bool TryGetAvatar(UUID avatarId, out ScenePresence avatar) { ScenePresence presence; lock (ScenePresences) { if (ScenePresences.TryGetValue(avatarId, out presence)) { avatar = presence; return true; //if (!presence.IsChildAgent) //{ // avatar = presence; // return true; //} //else //{ // m_log.WarnFormat( // "[INNER SCENE]: Requested avatar {0} could not be found in scene {1} since it is only registered as a child agent!", // avatarId, m_parentScene.RegionInfo.RegionName); //} } } avatar = null; return false; } protected internal bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) { lock (ScenePresences) { foreach (ScenePresence presence in ScenePresences.Values) { if (!presence.IsChildAgent) { string name = presence.ControllingClient.Name; if (String.Compare(avatarName, name, true) == 0) { avatar = presence; return true; } } } } avatar = null; return false; } /// /// Returns a list of the entities in the scene. This is a new list so no locking is required to iterate over /// it /// /// protected internal List GetEntities() { return Entities.GetEntities(); } public Dictionary GetTopScripts() { Dictionary topScripts = new Dictionary(); List EntityList = GetEntities(); int limit = 0; foreach (EntityBase ent in EntityList) { if (ent is SceneObjectGroup) { SceneObjectGroup grp = (SceneObjectGroup)ent; if ((grp.RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) { if (grp.scriptScore >= 0.01) { topScripts.Add(grp.LocalId, grp.scriptScore); limit++; if (limit >= 100) { break; } } grp.scriptScore = 0; } } } return topScripts; } #endregion #region Other Methods protected internal void physicsBasedCrash() { handlerPhysicsCrash = UnRecoverableError; if (handlerPhysicsCrash != null) { handlerPhysicsCrash(); } } protected internal UUID ConvertLocalIDToFullID(uint localID) { SceneObjectGroup group = GetGroupByPrim(localID); if (group != null) return group.GetPartsFullID(localID); else return UUID.Zero; } protected internal void ForEachClient(Action action) { List splist = GetScenePresences(); foreach (ScenePresence presence in splist) { try { action(presence.ControllingClient); } catch (Exception e) { // Catch it and move on. This includes situations where splist has inconsistent info m_log.WarnFormat("[SCENE]: Problem processing action in ForEachClient: ", e.Message); } } } #endregion #region Client Event handlers /// /// /// /// /// /// protected internal void UpdatePrimScale(uint localID, Vector3 scale, IClientAPI remoteClient) { SceneObjectGroup group = GetGroupByPrim(localID); if (group != null) { if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) { group.Resize(scale, localID); } } } protected internal void UpdatePrimGroupScale(uint localID, Vector3 scale, IClientAPI remoteClient) { SceneObjectGroup group = GetGroupByPrim(localID); if (group != null) { if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) { group.GroupResize(scale, localID); } } } /// /// This handles the nifty little tool tip that you get when you drag your mouse over an object /// Send to the Object Group to process. We don't know enough to service the request /// /// /// /// /// protected internal void RequestObjectPropertiesFamily( IClientAPI remoteClient, UUID AgentID, uint RequestFlags, UUID ObjectID) { SceneObjectGroup group = GetGroupByPrim(ObjectID); if (group != null) { group.ServiceObjectPropertiesFamilyRequest(remoteClient, AgentID, RequestFlags); } } /// /// /// /// /// /// protected internal void UpdatePrimSingleRotation(uint localID, Quaternion rot, IClientAPI remoteClient) { SceneObjectGroup group = GetGroupByPrim(localID); if (group != null) { if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId)) { group.UpdateSingleRotation(rot, localID); } } } /// /// /// /// /// /// protected internal void UpdatePrimRotation(uint localID, Quaternion rot, IClientAPI remoteClient) { SceneObjectGroup group = GetGroupByPrim(localID); if (group != null) { if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId)) { group.UpdateGroupRotation(rot); } } } /// /// /// /// /// /// /// protected internal void UpdatePrimRotation(uint localID, Vector3 pos, Quaternion rot, IClientAPI remoteClient) { SceneObjectGroup group = GetGroupByPrim(localID); if (group != null) { if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId)) { group.UpdateGroupRotation(pos, rot); } } } /// /// Update the position of the given part /// /// /// /// protected internal void UpdatePrimSinglePosition(uint localID, Vector3 pos, IClientAPI remoteClient) { SceneObjectGroup group = GetGroupByPrim(localID); if (group != null) { if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId) || group.IsAttachment) { group.UpdateSinglePosition(pos, localID); } } } /// /// Update the position of the given part /// /// /// /// protected internal void UpdatePrimPosition(uint localID, Vector3 pos, IClientAPI remoteClient) { SceneObjectGroup group = GetGroupByPrim(localID); if (group != null) { // Vector3 oldPos = group.AbsolutePosition; if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) { group.UpdateGroupPosition(pos); } else { if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId) && m_parentScene.Permissions.CanObjectEntry(group.UUID, false, pos)) { group.UpdateGroupPosition(pos); } } } } /// /// /// /// /// /// protected internal void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient) { SceneObjectGroup group = GetGroupByPrim(localID); if (group != null) { if (m_parentScene.Permissions.CanEditObject(group.UUID,remoteClient.AgentId)) { group.UpdateTextureEntry(localID, texture); } } } /// /// /// /// /// /// /// This routine seems to get called when a user changes object settings in the viewer. /// If some one can confirm that, please change the comment according. protected internal void UpdatePrimFlags(uint localID, bool UsePhysics, bool IsTemporary, bool IsPhantom, IClientAPI remoteClient) { SceneObjectGroup group = GetGroupByPrim(localID); if (group != null) { if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) { group.UpdatePrimFlags(localID, UsePhysics, IsTemporary, IsPhantom, false); // VolumeDetect can't be set via UI and will always be off when a change is made there } } } /// /// Move the given object /// /// /// /// /// protected internal void MoveObject(UUID objectID, Vector3 offset, Vector3 pos, IClientAPI remoteClient, List surfaceArgs) { SceneObjectGroup group = GetGroupByPrim(objectID); if (group != null) { if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))// && PermissionsMngr.) { group.GrabMovement(offset, pos, remoteClient); } // This is outside the above permissions condition // so that if the object is locked the client moving the object // get's it's position on the simulator even if it was the same as before // This keeps the moving user's client in sync with the rest of the world. group.SendGroupTerseUpdate(); } } /// /// /// /// /// protected internal void PrimName(IClientAPI remoteClient, uint primLocalID, string name) { SceneObjectGroup group = GetGroupByPrim(primLocalID); if (group != null) { if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) { group.SetPartName(Util.CleanString(name), primLocalID); group.HasGroupChanged = true; } } } /// /// /// /// /// protected internal void PrimDescription(IClientAPI remoteClient, uint primLocalID, string description) { SceneObjectGroup group = GetGroupByPrim(primLocalID); if (group != null) { if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) { group.SetPartDescription(Util.CleanString(description), primLocalID); group.HasGroupChanged = true; } } } protected internal void PrimClickAction(IClientAPI remoteClient, uint primLocalID, string clickAction) { SceneObjectGroup group = GetGroupByPrim(primLocalID); if (group != null) { if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) { SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID); part.ClickAction = Convert.ToByte(clickAction); group.HasGroupChanged = true; } } } protected internal void PrimMaterial(IClientAPI remoteClient, uint primLocalID, string material) { SceneObjectGroup group = GetGroupByPrim(primLocalID); if (group != null) { if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) { SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID); part.Material = Convert.ToByte(material); group.HasGroupChanged = true; } } } protected internal void UpdateExtraParam(UUID agentID, uint primLocalID, ushort type, bool inUse, byte[] data) { SceneObjectGroup group = GetGroupByPrim(primLocalID); if (group != null) { if (m_parentScene.Permissions.CanEditObject(group.UUID,agentID)) { group.UpdateExtraParam(primLocalID, type, inUse, data); } } } /// /// /// /// /// protected internal void UpdatePrimShape(UUID agentID, uint primLocalID, UpdateShapeArgs shapeBlock) { SceneObjectGroup group = GetGroupByPrim(primLocalID); if (group != null) { if (m_parentScene.Permissions.CanEditObject(group.GetPartsFullID(primLocalID), agentID)) { ObjectShapePacket.ObjectDataBlock shapeData = new ObjectShapePacket.ObjectDataBlock(); shapeData.ObjectLocalID = shapeBlock.ObjectLocalID; shapeData.PathBegin = shapeBlock.PathBegin; shapeData.PathCurve = shapeBlock.PathCurve; shapeData.PathEnd = shapeBlock.PathEnd; shapeData.PathRadiusOffset = shapeBlock.PathRadiusOffset; shapeData.PathRevolutions = shapeBlock.PathRevolutions; shapeData.PathScaleX = shapeBlock.PathScaleX; shapeData.PathScaleY = shapeBlock.PathScaleY; shapeData.PathShearX = shapeBlock.PathShearX; shapeData.PathShearY = shapeBlock.PathShearY; shapeData.PathSkew = shapeBlock.PathSkew; shapeData.PathTaperX = shapeBlock.PathTaperX; shapeData.PathTaperY = shapeBlock.PathTaperY; shapeData.PathTwist = shapeBlock.PathTwist; shapeData.PathTwistBegin = shapeBlock.PathTwistBegin; shapeData.ProfileBegin = shapeBlock.ProfileBegin; shapeData.ProfileCurve = shapeBlock.ProfileCurve; shapeData.ProfileEnd = shapeBlock.ProfileEnd; shapeData.ProfileHollow = shapeBlock.ProfileHollow; group.UpdateShape(shapeData, primLocalID); } } } /// /// Initial method invoked when we receive a link objects request from the client. /// /// /// /// protected internal void LinkObjects(IClientAPI client, uint parentPrim, List childPrims) { List EntityList = GetEntities(); SceneObjectGroup parenPrim = null; foreach (EntityBase ent in EntityList) { if (ent is SceneObjectGroup) { if (((SceneObjectGroup)ent).LocalId == parentPrim) { parenPrim = (SceneObjectGroup)ent; break; } } } List children = new List(); if (parenPrim != null) { // We do this in reverse to get the link order of the prims correct for (int i = childPrims.Count - 1; i >= 0; i--) { foreach (EntityBase ent in EntityList) { if (ent is SceneObjectGroup) { if (((SceneObjectGroup)ent).LocalId == childPrims[i]) { // Make sure no child prim is set for sale // So that, on delink, no prims are unwittingly // left for sale and sold off ((SceneObjectGroup)ent).RootPart.ObjectSaleType = 0; ((SceneObjectGroup)ent).RootPart.SalePrice = 10; children.Add((SceneObjectGroup)ent); } } } } } else { return; // parent is null so not in this region } foreach (SceneObjectGroup sceneObj in children) { parenPrim.LinkToGroup(sceneObj); // this is here so physics gets updated! // Don't remove! Bad juju! Stay away! or fix physics! sceneObj.AbsolutePosition = sceneObj.AbsolutePosition; } // We need to explicitly resend the newly link prim's object properties since no other actions // occur on link to invoke this elsewhere (such as object selection) parenPrim.RootPart.AddFlag(PrimFlags.CreateSelected); parenPrim.TriggerScriptChangedEvent(Changed.LINK); if (client != null) { parenPrim.GetProperties(client); } else { foreach (ScenePresence p in GetScenePresences()) { parenPrim.GetProperties(p.ControllingClient); } } } /// /// Delink a linkset /// /// protected internal void DelinkObjects(List primIds) { DelinkObjects(primIds, true); } protected internal void DelinkObjects(List primIds, bool sendEvents) { SceneObjectGroup parenPrim = null; // Need a list of the SceneObjectGroup local ids // XXX I'm anticipating that building this dictionary once is more efficient than // repeated scanning of the Entity.Values for a large number of primIds. However, it might // be more efficient yet to keep this dictionary permanently on hand. Dictionary sceneObjects = new Dictionary(); List EntityList = GetEntities(); foreach (EntityBase ent in EntityList) { if (ent is SceneObjectGroup) { SceneObjectGroup obj = (SceneObjectGroup)ent; // Nasty one. Can't unlink anything in the sim // If a duplicate local ID sneaks in // So, check it here! // if (!sceneObjects.ContainsKey(obj.LocalId)) sceneObjects.Add(obj.LocalId, obj); } } // Find the root prim among the prim ids we've been given for (int i = 0; i < primIds.Count; i++) { if (sceneObjects.ContainsKey(primIds[i])) { parenPrim = sceneObjects[primIds[i]]; primIds.RemoveAt(i); break; } } if (parenPrim != null) { foreach (uint childPrimId in primIds) { parenPrim.DelinkFromGroup(childPrimId, sendEvents); } if (parenPrim.Children.Count == 1) { // The link set has been completely torn down // This is the case if you select a link set and delink // parenPrim.RootPart.LinkNum = 0; if (sendEvents) parenPrim.TriggerScriptChangedEvent(Changed.LINK); } else { // The link set has prims remaining. This path is taken // when a subset of a link set's prims are selected // and the root prim is part of that selection // List parts = new List(parenPrim.Children.Values); List unlink_ids = new List(); foreach (SceneObjectPart unlink_part in parts) unlink_ids.Add(unlink_part.LocalId); // Tear down the remaining link set // if (unlink_ids.Count == 2) { DelinkObjects(unlink_ids, true); return; } DelinkObjects(unlink_ids, false); // Send event to root prim, then we're done with it parenPrim.TriggerScriptChangedEvent(Changed.LINK); unlink_ids.Remove(parenPrim.RootPart.LocalId); foreach (uint localId in unlink_ids) { SceneObjectPart nr = GetSceneObjectPart(localId); nr.UpdateFlag = 0; } uint newRoot = unlink_ids[0]; unlink_ids.Remove(newRoot); LinkObjects(null, newRoot, unlink_ids); } } else { // The selected prims were all child prims. Edit linked parts // without the root prim selected will get us here // List parents = new List(); // If the first scan failed, we need to do a /deep/ scan of the linkages. This is /really/ slow // We know that this is not the root prim now essentially, so we don't have to worry about remapping // which one is the root prim bool delinkedSomething = false; for (int i = 0; i < primIds.Count; i++) { foreach (SceneObjectGroup grp in sceneObjects.Values) { SceneObjectPart gPart = grp.GetChildPart(primIds[i]); if (gPart != null) { grp.DelinkFromGroup(primIds[i]); delinkedSomething = true; if (!parents.Contains(grp)) parents.Add(grp); } } } if (!delinkedSomething) { m_log.InfoFormat("[SCENE]: " + "DelinkObjects(): Could not find a root prim out of {0} as given to a delink request!", primIds); } else { foreach (SceneObjectGroup g in parents) { g.TriggerScriptChangedEvent(Changed.LINK); } } } } protected internal void MakeObjectSearchable(IClientAPI remoteClient, bool IncludeInSearch, uint localID) { UUID user = remoteClient.AgentId; UUID objid = UUID.Zero; SceneObjectPart obj = null; List EntityList = GetEntities(); foreach (EntityBase ent in EntityList) { if (ent is SceneObjectGroup) { foreach (KeyValuePair subent in ((SceneObjectGroup)ent).Children) { if (subent.Value.LocalId == localID) { objid = subent.Key; obj = subent.Value; } } } } //Protip: In my day, we didn't call them searchable objects, we called them limited point-to-point joints //aka ObjectFlags.JointWheel = IncludeInSearch //Permissions model: Object can be REMOVED from search IFF: // * User owns object //use CanEditObject //Object can be ADDED to search IFF: // * User owns object // * Asset/DRM permission bit "modify" is enabled //use CanEditObjectPosition // libomv will complain about PrimFlags.JointWheel being // deprecated, so we #pragma warning disable 0612 if (IncludeInSearch && m_parentScene.Permissions.CanEditObject(objid, user)) { obj.ParentGroup.RootPart.AddFlag(PrimFlags.JointWheel); obj.ParentGroup.HasGroupChanged = true; } else if (!IncludeInSearch && m_parentScene.Permissions.CanMoveObject(objid,user)) { obj.ParentGroup.RootPart.RemFlag(PrimFlags.JointWheel); obj.ParentGroup.HasGroupChanged = true; } #pragma warning restore 0612 } /// /// Duplicate the given object, Fire and Forget, No rotation, no return wrapper /// /// /// /// protected internal void DuplicateObject(uint originalPrim, Vector3 offset, uint flags, UUID AgentID, UUID GroupID) { //m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID); // SceneObjectGroup dupe = DuplicateObject(originalPrim, offset, flags, AgentID, GroupID, Quaternion.Zero); DuplicateObject(originalPrim, offset, flags, AgentID, GroupID, Quaternion.Identity); } /// /// Duplicate the given object. /// /// /// /// protected internal SceneObjectGroup DuplicateObject(uint originalPrim, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) { //m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID); List EntityList = GetEntities(); SceneObjectGroup originPrim = null; foreach (EntityBase ent in EntityList) { if (ent is SceneObjectGroup) { if (((SceneObjectGroup)ent).LocalId == originalPrim) { originPrim = (SceneObjectGroup)ent; break; } } } if (originPrim != null) { if (m_parentScene.Permissions.CanDuplicateObject(originPrim.Children.Count, originPrim.UUID, AgentID, originPrim.AbsolutePosition)) { SceneObjectGroup copy = originPrim.Copy(AgentID, GroupID, true); copy.AbsolutePosition = copy.AbsolutePosition + offset; Entities.Add(copy); // Since we copy from a source group that is in selected // state, but the copy is shown deselected in the viewer, // We need to clear the selection flag here, else that // prim never gets persisted at all. The client doesn't // think it's selected, so it will never send a deselect... copy.IsSelected = false; m_numPrim += copy.Children.Count; if (rot != Quaternion.Identity) { copy.UpdateGroupRotation(rot); } copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 0); copy.HasGroupChanged = true; copy.ScheduleGroupForFullUpdate(); // required for physics to update it's position copy.AbsolutePosition = copy.AbsolutePosition; if (OnObjectDuplicate != null) OnObjectDuplicate(originPrim, copy); return copy; } } else { m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID); } return null; } /// /// Calculates the distance between two Vector3s /// /// /// /// protected internal float Vector3Distance(Vector3 v1, Vector3 v2) { // We don't really need the double floating point precision... // so casting it to a single return (float) Math.Sqrt((v1.X - v2.X) * (v1.X - v2.X) + (v1.Y - v2.Y) * (v1.Y - v2.Y) + (v1.Z - v2.Z) * (v1.Z - v2.Z)); } #endregion } }