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/*
* 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 OpenSimulator 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 log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using RegionFlags = OpenMetaverse.RegionFlags;
namespace OpenSim.Region.CoreModules.World.Land
{
/// <summary>
/// Keeps track of a specific piece of land's information
/// </summary>
public class LandObject : ILandObject
{
#region Member Variables
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly string LogHeader = "[LAND OBJECT]";
private readonly int landUnit = 4;
private int m_lastSeqId = 0;
private int m_expiryCounter = 0;
protected Scene m_scene;
protected List<SceneObjectGroup> primsOverMe = new List<SceneObjectGroup>();
protected Dictionary<uint, UUID> m_listTransactions = new Dictionary<uint, UUID>();
protected ExpiringCache<UUID, bool> m_groupMemberCache = new ExpiringCache<UUID, bool>();
protected TimeSpan m_groupMemberCacheTimeout = TimeSpan.FromSeconds(30); // cache invalidation after 30 seconds
private bool[,] m_landBitmap;
public bool[,] LandBitmap
{
get { return m_landBitmap; }
set { m_landBitmap = value; }
}
#endregion
public int GetPrimsFree()
{
m_scene.EventManager.TriggerParcelPrimCountUpdate();
int free = GetSimulatorMaxPrimCount() - LandData.SimwidePrims;
return free;
}
protected LandData m_landData;
public LandData LandData
{
get { return m_landData; }
set { m_landData = value; }
}
public IPrimCounts PrimCounts { get; set; }
public UUID RegionUUID
{
get { return m_scene.RegionInfo.RegionID; }
}
private Vector2 m_startPoint = Vector2.Zero;
private Vector2 m_endPoint = Vector2.Zero;
private Vector2 m_centerPoint = Vector2.Zero;
private Vector2 m_AABBmin = Vector2.Zero;
private Vector2 m_AABBmax = Vector2.Zero;
public Vector2 StartPoint
{
get
{
return m_startPoint;
}
}
public Vector2 EndPoint
{
get
{
return m_endPoint;
}
}
//estimate a center point of a parcel
public Vector2 CenterPoint
{
get
{
return m_centerPoint;
}
}
public Vector2? GetNearestPoint(Vector3 pos)
{
Vector3 direction = new Vector3(m_centerPoint.X - pos.X, m_centerPoint.Y - pos.Y, 0f );
return GetNearestPointAlongDirection(pos, direction);
}
public Vector2? GetNearestPointAlongDirection(Vector3 pos, Vector3 pdirection)
{
Vector2 testpos;
Vector2 direction;
testpos.X = pos.X / landUnit;
testpos.Y = pos.Y / landUnit;
if(LandBitmap[(int)testpos.X, (int)testpos.Y])
return new Vector2(pos.X, pos.Y); // we are already here
direction.X = pdirection.X;
direction.Y = pdirection.Y;
if(direction.X == 0f && direction.Y == 0f)
return null; // we can't look anywhere
direction.Normalize();
int minx = (int)(m_AABBmin.X / landUnit);
int maxx = (int)(m_AABBmax.X / landUnit);
// check against AABB
if(direction.X > 0f)
{
if(testpos.X >= maxx)
return null; // will never get there
if(testpos.X < minx)
testpos.X = minx;
}
else if(direction.X < 0f)
{
if(testpos.X < minx)
return null; // will never get there
if(testpos.X >= maxx)
testpos.X = maxx - 1;
}
else
{
if(testpos.X < minx)
return null; // will never get there
else if(testpos.X >= maxx)
return null; // will never get there
}
int miny = (int)(m_AABBmin.Y / landUnit);
int maxy = (int)(m_AABBmax.Y / landUnit);
if(direction.Y > 0f)
{
if(testpos.Y >= maxy)
return null; // will never get there
if(testpos.Y < miny)
testpos.Y = miny;
}
else if(direction.Y < 0f)
{
if(testpos.Y < miny)
return null; // will never get there
if(testpos.Y >= maxy)
testpos.Y = maxy - 1;
}
else
{
if(testpos.Y < miny)
return null; // will never get there
else if(testpos.Y >= maxy)
return null; // will never get there
}
while(!LandBitmap[(int)testpos.X, (int)testpos.Y])
{
testpos += direction;
if(testpos.X < minx)
return null;
if (testpos.X >= maxx)
return null;
if(testpos.Y < miny)
return null;
if (testpos.Y >= maxy)
return null;
}
testpos *= landUnit;
float ftmp;
if(Math.Abs(direction.X) > Math.Abs(direction.Y))
{
if(direction.X < 0)
testpos.X += landUnit - 0.5f;
else
testpos.X += 0.5f;
ftmp = testpos.X - pos.X;
ftmp /= direction.X;
ftmp = Math.Abs(ftmp);
ftmp *= direction.Y;
ftmp += pos.Y;
if(ftmp < testpos.Y + .5f)
ftmp = testpos.Y + .5f;
else
{
testpos.Y += landUnit - 0.5f;
if(ftmp > testpos.Y)
ftmp = testpos.Y;
}
testpos.Y = ftmp;
}
else
{
if(direction.Y < 0)
testpos.Y += landUnit - 0.5f;
else
testpos.Y += 0.5f;
ftmp = testpos.Y - pos.Y;
ftmp /= direction.Y;
ftmp = Math.Abs(ftmp);
ftmp *= direction.X;
ftmp += pos.X;
if(ftmp < testpos.X + .5f)
ftmp = testpos.X + .5f;
else
{
testpos.X += landUnit - 0.5f;
if(ftmp > testpos.X)
ftmp = testpos.X;
}
testpos.X = ftmp;
}
return testpos;
}
#region Constructors
public LandObject(LandData landData, Scene scene)
{
LandData = landData.Copy();
m_scene = scene;
}
public LandObject(UUID owner_id, bool is_group_owned, Scene scene)
{
m_scene = scene;
if (m_scene == null)
LandBitmap = new bool[Constants.RegionSize / landUnit, Constants.RegionSize / landUnit];
else
LandBitmap = new bool[m_scene.RegionInfo.RegionSizeX / landUnit, m_scene.RegionInfo.RegionSizeY / landUnit];
LandData = new LandData();
LandData.OwnerID = owner_id;
if (is_group_owned)
LandData.GroupID = owner_id;
else
LandData.GroupID = UUID.Zero;
LandData.IsGroupOwned = is_group_owned;
m_scene.EventManager.OnFrame += OnFrame;
}
#endregion
#region Member Functions
#region General Functions
/// <summary>
/// Checks to see if this land object contains a point
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <returns>Returns true if the piece of land contains the specified point</returns>
public bool ContainsPoint(int x, int y)
{
if (x >= 0 && y >= 0 && x < m_scene.RegionInfo.RegionSizeX && y < m_scene.RegionInfo.RegionSizeY)
{
return LandBitmap[x / landUnit, y / landUnit];
}
else
{
return false;
}
}
public ILandObject Copy()
{
ILandObject newLand = new LandObject(LandData, m_scene);
newLand.LandBitmap = (bool[,]) (LandBitmap.Clone());
return newLand;
}
static overrideParcelMaxPrimCountDelegate overrideParcelMaxPrimCount;
static overrideSimulatorMaxPrimCountDelegate overrideSimulatorMaxPrimCount;
public void SetParcelObjectMaxOverride(overrideParcelMaxPrimCountDelegate overrideDel)
{
overrideParcelMaxPrimCount = overrideDel;
}
public void SetSimulatorObjectMaxOverride(overrideSimulatorMaxPrimCountDelegate overrideDel)
{
overrideSimulatorMaxPrimCount = overrideDel;
}
public int GetParcelMaxPrimCount()
{
if (overrideParcelMaxPrimCount != null)
{
return overrideParcelMaxPrimCount(this);
}
else
{
// Normal Calculations
int parcelMax = (int)(
(double)LandData.Area
* (double)m_scene.RegionInfo.ObjectCapacity
* (double)m_scene.RegionInfo.RegionSettings.ObjectBonus
/ (double)(m_scene.RegionInfo.RegionSizeX * m_scene.RegionInfo.RegionSizeY)
+ 0.5 );
if(parcelMax > m_scene.RegionInfo.ObjectCapacity)
parcelMax = m_scene.RegionInfo.ObjectCapacity;
//m_log.DebugFormat("Area: {0}, Capacity {1}, Bonus {2}, Parcel {3}", LandData.Area, m_scene.RegionInfo.ObjectCapacity, m_scene.RegionInfo.RegionSettings.ObjectBonus, parcelMax);
return parcelMax;
}
}
public int GetSimulatorMaxPrimCount()
{
if (overrideSimulatorMaxPrimCount != null)
{
return overrideSimulatorMaxPrimCount(this);
}
else
{
//Normal Calculations
int simMax = (int)( (double)LandData.SimwideArea
* (double)m_scene.RegionInfo.ObjectCapacity
* (double)m_scene.RegionInfo.RegionSettings.ObjectBonus
/ (long)(m_scene.RegionInfo.RegionSizeX * m_scene.RegionInfo.RegionSizeY)
+0.5 );
if(simMax > m_scene.RegionInfo.ObjectCapacity)
simMax = m_scene.RegionInfo.ObjectCapacity;
//m_log.DebugFormat("Simwide Area: {0}, Capacity {1}, SimMax {2}, SimWidePrims {3}",
// LandData.SimwideArea, m_scene.RegionInfo.ObjectCapacity, simMax, LandData.SimwidePrims);
return simMax;
}
}
#endregion
#region Packet Request Handling
public void SendLandProperties(int sequence_id, bool snap_selection, int request_result, IClientAPI remote_client)
{
if(m_scene.RegionInfo.RegionSettings.AllowDamage)
remote_client.SceneAgent.Invulnerable = false;
else
remote_client.SceneAgent.Invulnerable = (m_landData.Flags & (uint)ParcelFlags.AllowDamage) == 0;
if (remote_client.SceneAgent.PresenceType == PresenceType.Npc)
return;
IEstateModule estateModule = m_scene.RequestModuleInterface<IEstateModule>();
// uint regionFlags = 336723974 & ~((uint)(RegionFlags.AllowLandmark | RegionFlags.AllowSetHome));
uint regionFlags = (uint)(RegionFlags.PublicAllowed
| RegionFlags.AllowDirectTeleport
| RegionFlags.AllowParcelChanges
| RegionFlags.AllowVoice );
if (estateModule != null)
regionFlags = estateModule.GetRegionFlags();
int seq_id;
if (snap_selection && (sequence_id == 0))
{
seq_id = m_lastSeqId;
}
else
{
seq_id = sequence_id;
m_lastSeqId = seq_id;
}
remote_client.SendLandProperties(seq_id,
snap_selection, request_result, this,
(float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
GetParcelMaxPrimCount(),
GetSimulatorMaxPrimCount(), regionFlags);
}
public bool UpdateLandProperties(LandUpdateArgs args, IClientAPI remote_client, out bool snap_selection, out bool needOverlay)
{
//Needs later group support
snap_selection = false;
needOverlay = false;
LandData newData = LandData.Copy();
uint allowedDelta = 0;
// These two are always blocked as no client can set them anyway
// ParcelFlags.ForSaleObjects
// ParcelFlags.LindenHome
if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId, this, GroupPowers.LandOptions, false))
{
allowedDelta |= (uint)(ParcelFlags.AllowLandmark |
ParcelFlags.AllowTerraform |
ParcelFlags.AllowDamage |
ParcelFlags.CreateObjects |
ParcelFlags.RestrictPushObject |
ParcelFlags.AllowOtherScripts |
ParcelFlags.AllowGroupScripts |
ParcelFlags.CreateGroupObjects |
ParcelFlags.AllowAPrimitiveEntry |
ParcelFlags.AllowGroupObjectEntry |
ParcelFlags.AllowFly);
newData.SeeAVs = args.SeeAVs;
newData.AnyAVSounds = args.AnyAVSounds;
newData.GroupAVSounds = args.GroupAVSounds;
}
if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId, this, GroupPowers.LandSetSale, true))
{
if (args.AuthBuyerID != newData.AuthBuyerID ||
args.SalePrice != newData.SalePrice)
{
snap_selection = true;
}
newData.AuthBuyerID = args.AuthBuyerID;
newData.SalePrice = args.SalePrice;
if (!LandData.IsGroupOwned)
{
newData.GroupID = args.GroupID;
allowedDelta |= (uint)(ParcelFlags.AllowDeedToGroup |
ParcelFlags.ContributeWithDeed |
ParcelFlags.SellParcelObjects);
}
allowedDelta |= (uint)ParcelFlags.ForSale;
}
if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.FindPlaces, false))
{
newData.Category = args.Category;
allowedDelta |= (uint)(ParcelFlags.ShowDirectory |
ParcelFlags.AllowPublish |
ParcelFlags.MaturePublish) | (uint)(1 << 23);
}
if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity, false))
{
newData.Description = args.Desc;
newData.Name = args.Name;
newData.SnapshotID = args.SnapshotID;
}
if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.SetLandingPoint, false))
{
newData.LandingType = args.LandingType;
newData.UserLocation = args.UserLocation;
newData.UserLookAt = args.UserLookAt;
}
if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.ChangeMedia, false))
{
newData.MediaAutoScale = args.MediaAutoScale;
newData.MediaID = args.MediaID;
newData.MediaURL = args.MediaURL;
newData.MusicURL = args.MusicURL;
newData.MediaType = args.MediaType;
newData.MediaDescription = args.MediaDescription;
newData.MediaWidth = args.MediaWidth;
newData.MediaHeight = args.MediaHeight;
newData.MediaLoop = args.MediaLoop;
newData.ObscureMusic = args.ObscureMusic;
newData.ObscureMedia = args.ObscureMedia;
allowedDelta |= (uint)(ParcelFlags.SoundLocal |
ParcelFlags.UrlWebPage |
ParcelFlags.UrlRawHtml |
ParcelFlags.AllowVoiceChat |
ParcelFlags.UseEstateVoiceChan);
}
if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandManagePasses, false))
{
newData.PassHours = args.PassHours;
newData.PassPrice = args.PassPrice;
allowedDelta |= (uint)ParcelFlags.UsePassList;
}
if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId, this, GroupPowers.LandManageAllowed, false))
{
allowedDelta |= (uint)(ParcelFlags.UseAccessGroup |
ParcelFlags.UseAccessList);
}
if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId, this, GroupPowers.LandManageBanned, false))
{
allowedDelta |= (uint)(ParcelFlags.UseBanList |
ParcelFlags.DenyAnonymous |
ParcelFlags.DenyAgeUnverified);
}
if (allowedDelta != (uint)ParcelFlags.None)
{
uint preserve = LandData.Flags & ~allowedDelta;
newData.Flags = preserve | (args.ParcelFlags & allowedDelta);
uint curdelta = LandData.Flags ^ newData.Flags;
curdelta &= (uint)(ParcelFlags.SoundLocal);
if(curdelta != 0 || newData.SeeAVs != LandData.SeeAVs)
needOverlay = true;
m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData);
return true;
}
return false;
}
public void UpdateLandSold(UUID avatarID, UUID groupID, bool groupOwned, uint AuctionID, int claimprice, int area)
{
LandData newData = LandData.Copy();
newData.OwnerID = avatarID;
newData.GroupID = groupID;
newData.IsGroupOwned = groupOwned;
//newData.auctionID = AuctionID;
newData.ClaimDate = Util.UnixTimeSinceEpoch();
newData.ClaimPrice = claimprice;
newData.SalePrice = 0;
newData.AuthBuyerID = UUID.Zero;
newData.Flags &= ~(uint) (ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects | ParcelFlags.ShowDirectory);
bool sellObjects = (LandData.Flags & (uint)(ParcelFlags.SellParcelObjects)) != 0
&& !LandData.IsGroupOwned && !groupOwned;
UUID previousOwner = LandData.OwnerID;
m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData);
// m_scene.EventManager.TriggerParcelPrimCountUpdate();
SendLandUpdateToAvatarsOverMe(true);
if (sellObjects) SellLandObjects(previousOwner);
}
public void DeedToGroup(UUID groupID)
{
LandData newData = LandData.Copy();
newData.OwnerID = groupID;
newData.GroupID = groupID;
newData.IsGroupOwned = true;
// Reset show in directory flag on deed
newData.Flags &= ~(uint) (ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects | ParcelFlags.ShowDirectory);
m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData);
m_scene.EventManager.TriggerParcelPrimCountUpdate();
SendLandUpdateToAvatarsOverMe(true);
}
public bool IsEitherBannedOrRestricted(UUID avatar)
{
if (IsBannedFromLand(avatar))
{
return true;
}
else if (IsRestrictedFromLand(avatar))
{
return true;
}
return false;
}
public bool CanBeOnThisLand(UUID avatar, float posHeight)
{
if (posHeight < LandChannel.BAN_LINE_SAFETY_HEIGHT && IsBannedFromLand(avatar))
{
return false;
}
else if (IsRestrictedFromLand(avatar))
{
return false;
}
return true;
}
public bool HasGroupAccess(UUID avatar)
{
if (LandData.GroupID != UUID.Zero && (LandData.Flags & (uint)ParcelFlags.UseAccessGroup) == (uint)ParcelFlags.UseAccessGroup)
{
ScenePresence sp;
if (!m_scene.TryGetScenePresence(avatar, out sp))
{
bool isMember;
if (m_groupMemberCache.TryGetValue(avatar, out isMember))
{
m_groupMemberCache.Update(avatar, isMember, m_groupMemberCacheTimeout);
return isMember;
}
IGroupsModule groupsModule = m_scene.RequestModuleInterface<IGroupsModule>();
if (groupsModule == null)
return false;
GroupMembershipData[] membership = groupsModule.GetMembershipData(avatar);
if (membership == null || membership.Length == 0)
{
m_groupMemberCache.Add(avatar, false, m_groupMemberCacheTimeout);
return false;
}
foreach (GroupMembershipData d in membership)
{
if (d.GroupID == LandData.GroupID)
{
m_groupMemberCache.Add(avatar, true, m_groupMemberCacheTimeout);
return true;
}
}
m_groupMemberCache.Add(avatar, false, m_groupMemberCacheTimeout);
return false;
}
return sp.ControllingClient.IsGroupMember(LandData.GroupID);
}
return false;
}
public bool IsBannedFromLand(UUID avatar)
{
ExpireAccessList();
if (m_scene.Permissions.IsAdministrator(avatar))
return false;
if (m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(avatar))
return false;
if (avatar == LandData.OwnerID)
return false;
if ((LandData.Flags & (uint) ParcelFlags.UseBanList) > 0)
{
if (LandData.ParcelAccessList.FindIndex(
delegate(LandAccessEntry e)
{
if (e.AgentID == avatar && e.Flags == AccessList.Ban)
return true;
return false;
}) != -1)
{
return true;
}
}
return false;
}
public bool IsRestrictedFromLand(UUID avatar)
{
if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) == 0)
return false;
if (m_scene.Permissions.IsAdministrator(avatar))
return false;
if (m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(avatar))
return false;
if (avatar == LandData.OwnerID)
return false;
if (HasGroupAccess(avatar))
return false;
if(IsInLandAccessList(avatar))
return false;
// check for a NPC
ScenePresence sp;
if (!m_scene.TryGetScenePresence(avatar, out sp))
return true;
if(sp==null || !sp.IsNPC)
return true;
INPC npccli = (INPC)sp.ControllingClient;
if(npccli== null)
return true;
UUID owner = npccli.Owner;
if(owner == UUID.Zero)
return true;
if (owner == LandData.OwnerID)
return false;
return !IsInLandAccessList(owner);
}
public bool IsInLandAccessList(UUID avatar)
{
ExpireAccessList();
if (LandData.ParcelAccessList.FindIndex(
delegate(LandAccessEntry e)
{
if (e.AgentID == avatar && e.Flags == AccessList.Access)
return true;
return false;
}) == -1)
{
return false;
}
return true;
}
public void SendLandUpdateToClient(IClientAPI remote_client)
{
SendLandProperties(0, false, 0, remote_client);
}
public void SendLandUpdateToClient(bool snap_selection, IClientAPI remote_client)
{
m_scene.EventManager.TriggerParcelPrimCountUpdate();
SendLandProperties(0, snap_selection, 0, remote_client);
}
public void SendLandUpdateToAvatarsOverMe()
{
SendLandUpdateToAvatarsOverMe(false);
}
public void SendLandUpdateToAvatarsOverMe(bool snap_selection)
{
m_scene.EventManager.TriggerParcelPrimCountUpdate();
m_scene.ForEachRootScenePresence(delegate(ScenePresence avatar)
{
ILandObject over = null;
try
{
over =
m_scene.LandChannel.GetLandObject(Util.Clamp<int>((int)Math.Round(avatar.AbsolutePosition.X), 0, ((int)m_scene.RegionInfo.RegionSizeX - 1)),
Util.Clamp<int>((int)Math.Round(avatar.AbsolutePosition.Y), 0, ((int)m_scene.RegionInfo.RegionSizeY - 1)));
}
catch (Exception)
{
m_log.Warn("[LAND]: " + "unable to get land at x: " + Math.Round(avatar.AbsolutePosition.X) + " y: " +
Math.Round(avatar.AbsolutePosition.Y));
}
if (over != null)
{
if (over.LandData.LocalID == LandData.LocalID)
{
if(m_scene.RegionInfo.RegionSettings.AllowDamage)
avatar.Invulnerable = false;
else
avatar.Invulnerable = (over.LandData.Flags & (uint)ParcelFlags.AllowDamage) == 0;
SendLandUpdateToClient(snap_selection, avatar.ControllingClient);
avatar.currentParcelUUID = LandData.GlobalID;
}
}
});
}
#endregion
#region AccessList Functions
public List<LandAccessEntry> CreateAccessListArrayByFlag(AccessList flag)
{
ExpireAccessList();
List<LandAccessEntry> list = new List<LandAccessEntry>();
foreach (LandAccessEntry entry in LandData.ParcelAccessList)
{
if (entry.Flags == flag)
list.Add(entry);
}
if (list.Count == 0)
{
LandAccessEntry e = new LandAccessEntry();
e.AgentID = UUID.Zero;
e.Flags = 0;
e.Expires = 0;
list.Add(e);
}
return list;
}
public void SendAccessList(UUID agentID, UUID sessionID, uint flags, int sequenceID,
IClientAPI remote_client)
{
if ((flags & (uint) AccessList.Access) != 0)
{
List<LandAccessEntry> accessEntries = CreateAccessListArrayByFlag(AccessList.Access);
remote_client.SendLandAccessListData(accessEntries,(uint) AccessList.Access,LandData.LocalID);
}
if ((flags & (uint) AccessList.Ban) != 0)
{
List<LandAccessEntry> accessEntries = CreateAccessListArrayByFlag(AccessList.Ban);
remote_client.SendLandAccessListData(accessEntries, (uint)AccessList.Ban, LandData.LocalID);
}
}
public void UpdateAccessList(uint flags, UUID transactionID,
int sequenceID, int sections,
List<LandAccessEntry> entries,
IClientAPI remote_client)
{
LandData newData = LandData.Copy();
if ((!m_listTransactions.ContainsKey(flags)) ||
m_listTransactions[flags] != transactionID)
{
m_listTransactions[flags] = transactionID;
List<LandAccessEntry> toRemove =
new List<LandAccessEntry>();
foreach (LandAccessEntry entry in newData.ParcelAccessList)
{
if (entry.Flags == (AccessList)flags)
toRemove.Add(entry);
}
foreach (LandAccessEntry entry in toRemove)
{
newData.ParcelAccessList.Remove(entry);
}
// Checked here because this will always be the first
// and only packet in a transaction
if (entries.Count == 1 && entries[0].AgentID == UUID.Zero)
{
m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData);
return;
}
}
foreach (LandAccessEntry entry in entries)
{
LandAccessEntry temp =
new LandAccessEntry();
temp.AgentID = entry.AgentID;
temp.Expires = entry.Expires;
temp.Flags = (AccessList)flags;
newData.ParcelAccessList.Add(temp);
}
// update use lists flags
// rights already checked or we wont be here
uint parcelflags = newData.Flags;
if((flags & (uint)AccessList.Access) != 0)
parcelflags |= (uint)ParcelFlags.UseAccessList;
if((flags & (uint)AccessList.Ban) != 0)
parcelflags |= (uint)ParcelFlags.UseBanList;
newData.Flags = parcelflags;
m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData);
}
#endregion
#region Update Functions
public void UpdateLandBitmapByteArray()
{
LandData.Bitmap = ConvertLandBitmapToBytes();
}
/// <summary>
/// Update all settings in land such as area, bitmap byte array, etc
/// </summary>
public void ForceUpdateLandInfo()
{
UpdateGeometryValues();
UpdateLandBitmapByteArray();
}
public void SetLandBitmapFromByteArray()
{
LandBitmap = ConvertBytesToLandBitmap();
}
/// <summary>
/// Updates geomtric values after area/shape modification of the land object
/// </summary>
private void UpdateGeometryValues()
{
int min_x = Int32.MaxValue;
int min_y = Int32.MaxValue;
int max_x = Int32.MinValue;
int max_y = Int32.MinValue;
int tempArea = 0;
int x, y;
int lastX = 0;
int lastY = 0;
float avgx = 0f;
float avgy = 0f;
bool needFirst = true;
for (x = 0; x < LandBitmap.GetLength(0); x++)
{
for (y = 0; y < LandBitmap.GetLength(1); y++)
{
if (LandBitmap[x, y])
{
if (min_x > x)
min_x = x;
if (min_y > y)
min_y = y;
if (max_x < x)
max_x = x;
if (max_y < y)
max_y = y;
if(needFirst)
{
avgx = x;
avgy = y;
m_startPoint.X = x * landUnit;
m_startPoint.Y = y * landUnit;
needFirst = false;
}
else
{
// keeping previus odd average
avgx = (avgx * tempArea + x) / (tempArea + 1);
avgy = (avgy * tempArea + y) / (tempArea + 1);
}
tempArea++;
lastX = x;
lastY = y;
}
}
}
int halfunit = landUnit/2;
m_centerPoint.X = avgx * landUnit + halfunit;
m_centerPoint.Y = avgy * landUnit + halfunit;
m_endPoint.X = lastX * landUnit + landUnit;
m_endPoint.Y = lastY * landUnit + landUnit;
// next tests should not be needed
// if they fail, something is wrong
int regionSizeX = (int)Constants.RegionSize;
int regionSizeY = (int)Constants.RegionSize;
if(m_scene != null)
{
regionSizeX = (int)m_scene.RegionInfo.RegionSizeX;
regionSizeY = (int)m_scene.RegionInfo.RegionSizeX;
}
int tx = min_x * landUnit;
if (tx >= regionSizeX)
tx = regionSizeX - 1;
int ty = min_y * landUnit;
if (ty >= regionSizeY)
ty = regionSizeY - 1;
m_AABBmin.X = tx;
m_AABBmin.Y = ty;
if(m_scene == null || m_scene.Heightmap == null)
LandData.AABBMin = new Vector3(tx, ty, 0f);
else
LandData.AABBMin = new Vector3(tx, ty, (float)m_scene.Heightmap[tx, ty]);
max_x++;
tx = max_x * landUnit;
if (tx > regionSizeX)
tx = regionSizeX;
max_y++;
ty = max_y * landUnit;
if (ty > regionSizeY)
ty = regionSizeY;
m_AABBmax.X = tx;
m_AABBmax.Y = ty;
if(m_scene == null || m_scene.Heightmap == null)
LandData.AABBMax = new Vector3(tx, ty, 0f);
else
LandData.AABBMax = new Vector3(tx, ty, (float)m_scene.Heightmap[tx - 1, ty - 1]);
tempArea *= landUnit * landUnit;
LandData.Area = tempArea;
LandData.SimwideArea = tempArea;
}
#endregion
#region Land Bitmap Functions
/// <summary>
/// Sets the land's bitmap manually
/// </summary>
/// <param name="bitmap">block representing where this land is on a map mapped in a 4x4 meter grid</param>
public void SetLandBitmap(bool[,] bitmap)
{
LandBitmap = bitmap;
ForceUpdateLandInfo();
}
/// <summary>
/// Gets the land's bitmap manually
/// </summary>
/// <returns></returns>
public bool[,] GetLandBitmap()
{
return LandBitmap;
}
public bool[,] BasicFullRegionLandBitmap()
{
return GetSquareLandBitmap(0, 0, (int)m_scene.RegionInfo.RegionSizeX, (int) m_scene.RegionInfo.RegionSizeY, true);
}
public bool[,] GetSquareLandBitmap(int start_x, int start_y, int end_x, int end_y, bool set_value = true)
{
// Empty bitmap for the whole region
bool[,] tempBitmap = new bool[m_scene.RegionInfo.RegionSizeX / landUnit, m_scene.RegionInfo.RegionSizeY / landUnit];
tempBitmap.Initialize();
// Fill the bitmap square area specified by state and end
tempBitmap = ModifyLandBitmapSquare(tempBitmap, start_x, start_y, end_x, end_y, set_value);
// m_log.DebugFormat("{0} GetSquareLandBitmap. tempBitmapSize=<{1},{2}>",
// LogHeader, tempBitmap.GetLength(0), tempBitmap.GetLength(1));
return tempBitmap;
}
/// <summary>
/// Change a land bitmap at within a square and set those points to a specific value
/// </summary>
/// <param name="land_bitmap"></param>
/// <param name="start_x"></param>
/// <param name="start_y"></param>
/// <param name="end_x"></param>
/// <param name="end_y"></param>
/// <param name="set_value"></param>
/// <returns></returns>
public bool[,] ModifyLandBitmapSquare(bool[,] land_bitmap, int start_x, int start_y, int end_x, int end_y,
bool set_value)
{
int x, y;
for (y = 0; y < land_bitmap.GetLength(1); y++)
{
for (x = 0; x < land_bitmap.GetLength(0); x++)
{
if (x >= start_x / landUnit && x < end_x / landUnit
&& y >= start_y / landUnit && y < end_y / landUnit)
{
land_bitmap[x, y] = set_value;
}
}
}
// m_log.DebugFormat("{0} ModifyLandBitmapSquare. startXY=<{1},{2}>, endXY=<{3},{4}>, val={5}, landBitmapSize=<{6},{7}>",
// LogHeader, start_x, start_y, end_x, end_y, set_value, land_bitmap.GetLength(0), land_bitmap.GetLength(1));
return land_bitmap;
}
/// <summary>
/// Join the true values of 2 bitmaps together
/// </summary>
/// <param name="bitmap_base"></param>
/// <param name="bitmap_add"></param>
/// <returns></returns>
public bool[,] MergeLandBitmaps(bool[,] bitmap_base, bool[,] bitmap_add)
{
if (bitmap_base.GetLength(0) != bitmap_add.GetLength(0)
|| bitmap_base.GetLength(1) != bitmap_add.GetLength(1)
|| bitmap_add.Rank != 2
|| bitmap_base.Rank != 2)
{
throw new Exception(
String.Format("{0} MergeLandBitmaps. merging maps not same size. baseSizeXY=<{1},{2}>, addSizeXY=<{3},{4}>",
LogHeader, bitmap_base.GetLength(0), bitmap_base.GetLength(1), bitmap_add.GetLength(0), bitmap_add.GetLength(1))
);
}
int x, y;
for (y = 0; y < bitmap_base.GetLength(1); y++)
{
for (x = 0; x < bitmap_add.GetLength(0); x++)
{
if (bitmap_add[x, y])
{
bitmap_base[x, y] = true;
}
}
}
return bitmap_base;
}
/// <summary>
/// Remap a land bitmap. Takes the supplied land bitmap and rotates it, crops it and finally offsets it into
/// a final land bitmap of the target region size.
/// </summary>
/// <param name="bitmap_base">The original parcel bitmap</param>
/// <param name="rotationDegrees"></param>
/// <param name="displacement"><x,y,?></param>
/// <param name="boundingOrigin"><x,y,?></param>
/// <param name="boundingSize"><x,y,?></param>
/// <param name="regionSize"><x,y,?></param>
/// <param name="isEmptyNow">out: This is set if the resultant bitmap is now empty</param>
/// <param name="AABBMin">out: parcel.AABBMin <x,y,0></param>
/// <param name="AABBMax">out: parcel.AABBMax <x,y,0></param>
/// <returns>New parcel bitmap</returns>
public bool[,] RemapLandBitmap(bool[,] bitmap_base, Vector2 displacement, float rotationDegrees, Vector2 boundingOrigin, Vector2 boundingSize, Vector2 regionSize, out bool isEmptyNow, out Vector3 AABBMin, out Vector3 AABBMax)
{
// get the size of the incoming bitmap
int baseX = bitmap_base.GetLength(0);
int baseY = bitmap_base.GetLength(1);
// create an intermediate bitmap that is 25% bigger on each side that we can work with to handle rotations
int offsetX = baseX / 4; // the original origin will now be at these coordinates so now we can have imaginary negative coordinates ;)
int offsetY = baseY / 4;
int tmpX = baseX + baseX / 2;
int tmpY = baseY + baseY / 2;
int centreX = tmpX / 2;
int centreY = tmpY / 2;
bool[,] bitmap_tmp = new bool[tmpX, tmpY];
double radianRotation = Math.PI * rotationDegrees / 180f;
double cosR = Math.Cos(radianRotation);
double sinR = Math.Sin(radianRotation);
if (rotationDegrees < 0f) rotationDegrees += 360f; //-90=270 -180=180 -270=90
// So first we apply the rotation to the incoming bitmap, storing the result in bitmap_tmp
// We special case orthogonal rotations for accuracy because even using double precision math, Math.Cos(90 degrees) is never fully 0
// and we can never rotate around a centre pixel because the bitmap size is always even
int x, y, sx, sy;
for (y = 0; y <= tmpY; y++)
{
for (x = 0; x <= tmpX; x++)
{
if (rotationDegrees == 0f)
{
sx = x - offsetX;
sy = y - offsetY;
}
else if (rotationDegrees == 90f)
{
sx = y - offsetX;
sy = tmpY - 1 - x - offsetY;
}
else if (rotationDegrees == 180f)
{
sx = tmpX - 1 - x - offsetX;
sy = tmpY - 1 - y - offsetY;
}
else if (rotationDegrees == 270f)
{
sx = tmpX - 1 - y - offsetX;
sy = x - offsetY;
}
else
{
// arbitary rotation: hmmm should I be using (centreX - 0.5) and (centreY - 0.5) and round cosR and sinR to say only 5 decimal places?
sx = centreX + (int)Math.Round((((double)x - centreX) * cosR) + (((double)y - centreY) * sinR)) - offsetX;
sy = centreY + (int)Math.Round((((double)y - centreY) * cosR) - (((double)x - centreX) * sinR)) - offsetY;
}
if (sx >= 0 && sx < baseX && sy >= 0 && sy < baseY)
{
try
{
if (bitmap_base[sx, sy]) bitmap_tmp[x, y] = true;
}
catch (Exception) //just in case we've still not taken care of every way the arrays might go out of bounds! ;)
{
m_log.DebugFormat("{0} RemapLandBitmap Rotate: Out of Bounds sx={1} sy={2} dx={3} dy={4}", LogHeader, sx, sy, x, y);
}
}
}
}
// We could also incorporate the next steps, bounding-rectangle and displacement in the loop above, but it's simpler to visualise if done separately
// and will also make it much easier when later I want the option for maybe a circular or oval bounding shape too ;).
// So... our output land bitmap must be the size of the current region but rememeber, parcel landbitmaps are landUnit metres (4x4 metres) per point,
// and region sizes, boundaries and displacements are in metres so we need to scale down
int newX = (int)(regionSize.X / landUnit);
int newY = (int)(regionSize.Y / landUnit);
bool[,] bitmap_new = new bool[newX, newY];
// displacement is relative to <0,0> in the destination region and defines where the origin of the data selected by the bounding-rectangle is placed
int dispX = (int)Math.Floor(displacement.X / landUnit);
int dispY = (int)Math.Floor(displacement.Y / landUnit);
// startX/Y and endX/Y are coordinates in bitmap_tmp
int startX = (int)Math.Floor(boundingOrigin.X / landUnit) + offsetX;
if (startX > tmpX) startX = tmpX;
if (startX < 0) startX = 0;
int startY = (int)Math.Floor(boundingOrigin.Y / landUnit) + offsetY;
if (startY > tmpY) startY = tmpY;
if (startY < 0) startY = 0;
int endX = (int)Math.Floor((boundingOrigin.X + boundingSize.X) / landUnit) + offsetX;
if (endX > tmpX) endX = tmpX;
if (endX < 0) endX = 0;
int endY = (int)Math.Floor((boundingOrigin.Y + boundingSize.Y) / landUnit) + offsetY;
if (endY > tmpY) endY = tmpY;
if (endY < 0) endY = 0;
//m_log.DebugFormat("{0} RemapLandBitmap: inSize=<{1},{2}>, disp=<{3},{4}> rot={5}, offset=<{6},{7}>, boundingStart=<{8},{9}>, boundingEnd=<{10},{11}>, cosR={12}, sinR={13}, outSize=<{14},{15}>", LogHeader,
// baseX, baseY, dispX, dispY, radianRotation, offsetX, offsetY, startX, startY, endX, endY, cosR, sinR, newX, newY);
isEmptyNow = true;
int minX = newX;
int minY = newY;
int maxX = 0;
int maxY = 0;
int dx, dy;
for (y = startY; y < endY; y++)
{
for (x = startX; x < endX; x++)
{
dx = x - startX + dispX;
dy = y - startY + dispY;
if (dx >= 0 && dx < newX && dy >= 0 && dy < newY)
{
try
{
if (bitmap_tmp[x, y])
{
bitmap_new[dx, dy] = true;
isEmptyNow = false;
if (dx < minX) minX = dx;
if (dy < minY) minY = dy;
if (dx > maxX) maxX = dx;
if (dy > maxY) maxY = dy;
}
}
catch (Exception) //just in case we've still not taken care of every way the arrays might go out of bounds! ;)
{
m_log.DebugFormat("{0} RemapLandBitmap - Bound & Displace: Out of Bounds sx={1} sy={2} dx={3} dy={4}", LogHeader, x, y, dx, dy);
}
}
}
}
if (isEmptyNow)
{
//m_log.DebugFormat("{0} RemapLandBitmap: Land bitmap is marked as Empty", LogHeader);
minX = 0;
minY = 0;
}
AABBMin = new Vector3(minX * landUnit, minY * landUnit, 0);
AABBMax = new Vector3(maxX * landUnit, maxY * landUnit, 0);
return bitmap_new;
}
/// <summary>
/// Clears any parcel data in bitmap_base where there exists parcel data in bitmap_new. In other words the parcel data
/// in bitmap_new takes over the space of the parcel data in bitmap_base.
/// </summary>
/// <param name="bitmap_base"></param>
/// <param name="bitmap_new"></param>
/// <param name="isEmptyNow">out: This is set if the resultant bitmap is now empty</param>
/// <param name="AABBMin">out: parcel.AABBMin <x,y,0></param>
/// <param name="AABBMax">out: parcel.AABBMax <x,y,0></param>
/// <returns>New parcel bitmap</returns>
public bool[,] RemoveFromLandBitmap(bool[,] bitmap_base, bool[,] bitmap_new, out bool isEmptyNow, out Vector3 AABBMin, out Vector3 AABBMax)
{
// get the size of the incoming bitmaps
int baseX = bitmap_base.GetLength(0);
int baseY = bitmap_base.GetLength(1);
int newX = bitmap_new.GetLength(0);
int newY = bitmap_new.GetLength(1);
if (baseX != newX || baseY != newY)
{
throw new Exception(
String.Format("{0} RemoveFromLandBitmap: Land bitmaps are not the same size! baseX={1} baseY={2} newX={3} newY={4}", LogHeader, baseX, baseY, newX, newY));
}
isEmptyNow = true;
int minX = baseX;
int minY = baseY;
int maxX = 0;
int maxY = 0;
for (int y = 0; y < baseY; y++)
{
for (int x = 0; x < baseX; x++)
{
if (bitmap_new[x, y]) bitmap_base[x, y] = false;
if (bitmap_base[x, y])
{
isEmptyNow = false;
if (x < minX) minX = x;
if (y < minY) minY = y;
if (x > maxX) maxX = x;
if (y > maxY) maxY = y;
}
}
}
if (isEmptyNow)
{
//m_log.DebugFormat("{0} RemoveFromLandBitmap: Land bitmap is marked as Empty", LogHeader);
minX = 0;
minY = 0;
}
AABBMin = new Vector3(minX * landUnit, minY * landUnit, 0);
AABBMax = new Vector3(maxX * landUnit, maxY * landUnit, 0);
return bitmap_base;
}
/// <summary>
/// Converts the land bitmap to a packet friendly byte array
/// </summary>
/// <returns></returns>
public byte[] ConvertLandBitmapToBytes()
{
byte[] tempConvertArr = new byte[LandBitmap.GetLength(0) * LandBitmap.GetLength(1) / 8];
int tempByte = 0;
int i, byteNum = 0;
int mask = 1;
i = 0;
for (int y = 0; y < LandBitmap.GetLength(1); y++)
{
for (int x = 0; x < LandBitmap.GetLength(0); x++)
{
if (LandBitmap[x, y])
tempByte |= mask;
mask = mask << 1;
if (mask == 0x100)
{
mask = 1;
tempConvertArr[byteNum++] = (byte)tempByte;
tempByte = 0;
}
}
}
if(tempByte != 0 && byteNum < 512)
tempConvertArr[byteNum] = (byte)tempByte;
return tempConvertArr;
}
public bool[,] ConvertBytesToLandBitmap(bool overrideRegionSize = false)
{
int bitmapLen;
int xLen;
bool[,] tempConvertMap;
if (overrideRegionSize)
{
// Importing land parcel data from an OAR where the source region is a different size to the dest region requires us
// to make a LandBitmap that's not derived from the current region's size. We use the LandData.Bitmap size in bytes
// to figure out what the OAR's region dimensions are. (Is there a better way to get the src region x and y from the OAR?)
// This method assumes we always will have square regions
bitmapLen = LandData.Bitmap.Length;
xLen = (int)Math.Abs(Math.Sqrt(bitmapLen * 8));
tempConvertMap = new bool[xLen, xLen];
tempConvertMap.Initialize();
}
else
{
tempConvertMap = new bool[m_scene.RegionInfo.RegionSizeX / landUnit, m_scene.RegionInfo.RegionSizeY / landUnit];
tempConvertMap.Initialize();
// Math.Min overcomes an old bug that might have made it into the database. Only use the bytes that fit into convertMap.
bitmapLen = Math.Min(LandData.Bitmap.Length, tempConvertMap.GetLength(0) * tempConvertMap.GetLength(1) / 8);
xLen = (int)(m_scene.RegionInfo.RegionSizeX / landUnit);
if (bitmapLen == 512)
{
// Legacy bitmap being passed in. Use the legacy region size
// and only set the lower area of the larger region.
xLen = (int)(Constants.RegionSize / landUnit);
}
}
// m_log.DebugFormat("{0} ConvertBytesToLandBitmap: bitmapLen={1}, xLen={2}", LogHeader, bitmapLen, xLen);
byte tempByte;
int x = 0, y = 0;
for (int i = 0; i < bitmapLen; i++)
{
tempByte = LandData.Bitmap[i];
for (int bitNum = 0; bitNum < 8; bitNum++)
{
bool bit = Convert.ToBoolean(Convert.ToByte(tempByte >> bitNum) & (byte) 1);
try
{
tempConvertMap[x, y] = bit;
}
catch (Exception)
{
m_log.DebugFormat("{0} ConvertBytestoLandBitmap: i={1}, x={2}, y={3}", LogHeader, i, x, y);
}
x++;
if (x >= xLen)
{
x = 0;
y++;
}
}
}
return tempConvertMap;
}
public bool IsLandBitmapEmpty(bool[,] landBitmap)
{
for (int y = 0; y < landBitmap.GetLength(1); y++)
{
for (int x = 0; x < landBitmap.GetLength(0); x++)
{
if (landBitmap[x, y]) return false;
}
}
return true;
}
public void DebugLandBitmap(bool[,] landBitmap)
{
m_log.InfoFormat("{0}: Map Key: #=claimed land .=unclaimed land.", LogHeader);
for (int y = landBitmap.GetLength(1) - 1; y >= 0; y--)
{
string row = "";
for (int x = 0; x < landBitmap.GetLength(0); x++)
{
row += landBitmap[x, y] ? "#" : ".";
}
m_log.InfoFormat("{0}: {1}", LogHeader, row);
}
}
#endregion
#region Object Select and Object Owner Listing
public void SendForceObjectSelect(int local_id, int request_type, List<UUID> returnIDs, IClientAPI remote_client)
{
if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId, this, GroupPowers.LandOptions, true))
{
List<uint> resultLocalIDs = new List<uint>();
try
{
lock (primsOverMe)
{
foreach (SceneObjectGroup obj in primsOverMe)
{
if (obj.LocalId > 0)
{
if (request_type == LandChannel.LAND_SELECT_OBJECTS_OWNER && obj.OwnerID == LandData.OwnerID)
{
resultLocalIDs.Add(obj.LocalId);
}
else if (request_type == LandChannel.LAND_SELECT_OBJECTS_GROUP && obj.GroupID == LandData.GroupID && LandData.GroupID != UUID.Zero)
{
resultLocalIDs.Add(obj.LocalId);
}
else if (request_type == LandChannel.LAND_SELECT_OBJECTS_OTHER &&
obj.OwnerID != remote_client.AgentId)
{
resultLocalIDs.Add(obj.LocalId);
}
else if (request_type == (int)ObjectReturnType.List && returnIDs.Contains(obj.OwnerID))
{
resultLocalIDs.Add(obj.LocalId);
}
}
}
}
} catch (InvalidOperationException)
{
m_log.Error("[LAND]: Unable to force select the parcel objects. Arr.");
}
remote_client.SendForceClientSelectObjects(resultLocalIDs);
}
}
/// <summary>
/// Notify the parcel owner each avatar that owns prims situated on their land. This notification includes
/// aggreagete details such as the number of prims.
///
/// </summary>
/// <param name="remote_client">
/// A <see cref="IClientAPI"/>
/// </param>
public void SendLandObjectOwners(IClientAPI remote_client)
{
if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId, this, GroupPowers.LandOptions, true))
{
Dictionary<UUID, int> primCount = new Dictionary<UUID, int>();
List<UUID> groups = new List<UUID>();
lock (primsOverMe)
{
// m_log.DebugFormat(
// "[LAND OBJECT]: Request for SendLandObjectOwners() from {0} with {1} known prims on region",
// remote_client.Name, primsOverMe.Count);
try
{
foreach (SceneObjectGroup obj in primsOverMe)
{
try
{
if (!primCount.ContainsKey(obj.OwnerID))
{
primCount.Add(obj.OwnerID, 0);
}
}
catch (NullReferenceException)
{
m_log.Error("[LAND]: " + "Got Null Reference when searching land owners from the parcel panel");
}
try
{
primCount[obj.OwnerID] += obj.PrimCount;
}
catch (KeyNotFoundException)
{
m_log.Error("[LAND]: Unable to match a prim with it's owner.");
}
if (obj.OwnerID == obj.GroupID && (!groups.Contains(obj.OwnerID)))
groups.Add(obj.OwnerID);
}
}
catch (InvalidOperationException)
{
m_log.Error("[LAND]: Unable to Enumerate Land object arr.");
}
}
remote_client.SendLandObjectOwners(LandData, groups, primCount);
}
}
public Dictionary<UUID, int> GetLandObjectOwners()
{
Dictionary<UUID, int> ownersAndCount = new Dictionary<UUID, int>();
lock (primsOverMe)
{
try
{
foreach (SceneObjectGroup obj in primsOverMe)
{
if (!ownersAndCount.ContainsKey(obj.OwnerID))
{
ownersAndCount.Add(obj.OwnerID, 0);
}
ownersAndCount[obj.OwnerID] += obj.PrimCount;
}
}
catch (InvalidOperationException)
{
m_log.Error("[LAND]: Unable to enumerate land owners. arr.");
}
}
return ownersAndCount;
}
#endregion
#region Object Sales
public void SellLandObjects(UUID previousOwner)
{
// m_log.DebugFormat(
// "[LAND OBJECT]: Request to sell objects in {0} from {1}", LandData.Name, previousOwner);
if (LandData.IsGroupOwned)
return;
IBuySellModule m_BuySellModule = m_scene.RequestModuleInterface<IBuySellModule>();
if (m_BuySellModule == null)
{
m_log.Error("[LAND OBJECT]: BuySellModule not found");
return;
}
ScenePresence sp;
if (!m_scene.TryGetScenePresence(LandData.OwnerID, out sp))
{
m_log.Error("[LAND OBJECT]: New owner is not present in scene");
return;
}
lock (primsOverMe)
{
foreach (SceneObjectGroup obj in primsOverMe)
{
if (obj.OwnerID == previousOwner && obj.GroupID == UUID.Zero &&
(obj.GetEffectivePermissions() & (uint)(OpenSim.Framework.PermissionMask.Transfer)) != 0)
m_BuySellModule.BuyObject(sp.ControllingClient, UUID.Zero, obj.LocalId, 1, 0);
}
}
}
#endregion
#region Object Returning
public void ReturnObject(SceneObjectGroup obj)
{
SceneObjectGroup[] objs = new SceneObjectGroup[1];
objs[0] = obj;
m_scene.returnObjects(objs, obj.OwnerID);
}
public void ReturnLandObjects(uint type, UUID[] owners, UUID[] tasks, IClientAPI remote_client)
{
// m_log.DebugFormat(
// "[LAND OBJECT]: Request to return objects in {0} from {1}", LandData.Name, remote_client.Name);
Dictionary<UUID,List<SceneObjectGroup>> returns = new Dictionary<UUID,List<SceneObjectGroup>>();
lock (primsOverMe)
{
if (type == (uint)ObjectReturnType.Owner)
{
foreach (SceneObjectGroup obj in primsOverMe)
{
if (obj.OwnerID == LandData.OwnerID)
{
if (!returns.ContainsKey(obj.OwnerID))
returns[obj.OwnerID] =
new List<SceneObjectGroup>();
returns[obj.OwnerID].Add(obj);
}
}
}
else if (type == (uint)ObjectReturnType.Group && LandData.GroupID != UUID.Zero)
{
foreach (SceneObjectGroup obj in primsOverMe)
{
if (obj.GroupID == LandData.GroupID)
{
if (!returns.ContainsKey(obj.OwnerID))
returns[obj.OwnerID] =
new List<SceneObjectGroup>();
returns[obj.OwnerID].Add(obj);
}
}
}
else if (type == (uint)ObjectReturnType.Other)
{
foreach (SceneObjectGroup obj in primsOverMe)
{
if (obj.OwnerID != LandData.OwnerID &&
(obj.GroupID != LandData.GroupID ||
LandData.GroupID == UUID.Zero))
{
if (!returns.ContainsKey(obj.OwnerID))
returns[obj.OwnerID] =
new List<SceneObjectGroup>();
returns[obj.OwnerID].Add(obj);
}
}
}
else if (type == (uint)ObjectReturnType.List)
{
List<UUID> ownerlist = new List<UUID>(owners);
foreach (SceneObjectGroup obj in primsOverMe)
{
if (ownerlist.Contains(obj.OwnerID))
{
if (!returns.ContainsKey(obj.OwnerID))
returns[obj.OwnerID] =
new List<SceneObjectGroup>();
returns[obj.OwnerID].Add(obj);
}
}
}
}
foreach (List<SceneObjectGroup> ol in returns.Values)
{
if (m_scene.Permissions.CanReturnObjects(this, remote_client.AgentId, ol))
m_scene.returnObjects(ol.ToArray(), remote_client.AgentId);
}
}
#endregion
#region Object Adding/Removing from Parcel
public void ResetOverMeRecord()
{
lock (primsOverMe)
primsOverMe.Clear();
}
public void AddPrimOverMe(SceneObjectGroup obj)
{
// m_log.DebugFormat("[LAND OBJECT]: Adding scene object {0} {1} over {2}", obj.Name, obj.LocalId, LandData.Name);
lock (primsOverMe)
primsOverMe.Add(obj);
}
public void RemovePrimFromOverMe(SceneObjectGroup obj)
{
// m_log.DebugFormat("[LAND OBJECT]: Removing scene object {0} {1} from over {2}", obj.Name, obj.LocalId, LandData.Name);
lock (primsOverMe)
primsOverMe.Remove(obj);
}
#endregion
/// <summary>
/// Set the media url for this land parcel
/// </summary>
/// <param name="url"></param>
public void SetMediaUrl(string url)
{
LandData.MediaURL = url;
m_scene.LandChannel.UpdateLandObject(LandData.LocalID, LandData);
SendLandUpdateToAvatarsOverMe();
}
/// <summary>
/// Set the music url for this land parcel
/// </summary>
/// <param name="url"></param>
public void SetMusicUrl(string url)
{
LandData.MusicURL = url;
m_scene.LandChannel.UpdateLandObject(LandData.LocalID, LandData);
SendLandUpdateToAvatarsOverMe();
}
/// <summary>
/// Get the music url for this land parcel
/// </summary>
/// <returns>The music url.</returns>
public string GetMusicUrl()
{
return LandData.MusicURL;
}
#endregion
private void OnFrame()
{
m_expiryCounter++;
if (m_expiryCounter >= 50)
{
ExpireAccessList();
m_expiryCounter = 0;
}
}
private void ExpireAccessList()
{
List<LandAccessEntry> delete = new List<LandAccessEntry>();
foreach (LandAccessEntry entry in LandData.ParcelAccessList)
{
if (entry.Expires != 0 && entry.Expires < Util.UnixTimeSinceEpoch())
delete.Add(entry);
}
foreach (LandAccessEntry entry in delete)
{
LandData.ParcelAccessList.Remove(entry);
ScenePresence presence;
if (m_scene.TryGetScenePresence(entry.AgentID, out presence) && (!presence.IsChildAgent))
{
ILandObject land = m_scene.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
if (land.LandData.LocalID == LandData.LocalID)
{
Vector3 pos = m_scene.GetNearestAllowedPosition(presence, land);
presence.TeleportWithMomentum(pos, null);
presence.ControllingClient.SendAlertMessage("You have been ejected from this land");
}
}
m_log.DebugFormat("[LAND]: Removing entry {0} because it has expired", entry.AgentID);
}
if (delete.Count > 0)
m_scene.EventManager.TriggerLandObjectUpdated((uint)LandData.LocalID, this);
}
}
}
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