1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
|
/*
* 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 libsecondlife;
using libsecondlife.Packets;
using OpenSim.Framework;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.LandManagement
{
#region LandManager Class
/// <summary>
/// Handles Land objects and operations requiring information from other Land objects (divide, join, etc)
/// </summary>
public class LandManager
{
#region Constants
//Land types set with flags in ParcelOverlay.
//Only one of these can be used.
public const byte LAND_TYPE_PUBLIC = (byte) 0; //Equals 00000000
public const byte LAND_TYPE_OWNED_BY_OTHER = (byte) 1; //Equals 00000001
public const byte LAND_TYPE_OWNED_BY_GROUP = (byte) 2; //Equals 00000010
public const byte LAND_TYPE_OWNED_BY_REQUESTER = (byte) 3; //Equals 00000011
public const byte LAND_TYPE_IS_FOR_SALE = (byte) 4; //Equals 00000100
public const byte LAND_TYPE_IS_BEING_AUCTIONED = (byte) 5; //Equals 00000101
//Flags that when set, a border on the given side will be placed
//NOTE: North and East is assumable by the west and south sides (if land to east has a west border, then I have an east border; etc)
//This took forever to figure out -- jeesh. /blame LL for even having to send these
public const byte LAND_FLAG_PROPERTY_BORDER_WEST = (byte) 64; //Equals 01000000
public const byte LAND_FLAG_PROPERTY_BORDER_SOUTH = (byte) 128; //Equals 10000000
//RequestResults (I think these are right, they seem to work):
public const int LAND_RESULT_SINGLE = 0; // The request they made contained only a single piece of land
public const int LAND_RESULT_MULTIPLE = 1; // The request they made contained more than a single peice of land
//ParcelSelectObjects
public const int LAND_SELECT_OBJECTS_OWNER = 2;
public const int LAND_SELECT_OBJECTS_GROUP = 4;
public const int LAND_SELECT_OBJECTS_OTHER = 8;
//These are other constants. Yay!
public const int START_LAND_LOCAL_ID = 1;
#endregion
#region Member Variables
public Dictionary<int, Land> landList = new Dictionary<int, Land>();
private int lastLandLocalID = START_LAND_LOCAL_ID - 1;
private int[,] landIDList = new int[64,64];
/// <summary>
/// Set to true when a prim is moved, created, added. Performs a prim count update
/// </summary>
public bool landPrimCountTainted = false;
private readonly Scene m_scene;
private readonly RegionInfo m_regInfo;
#endregion
#region Constructors
public LandManager(Scene scene, RegionInfo reginfo)
{
m_scene = scene;
m_regInfo = reginfo;
landIDList.Initialize();
}
#endregion
#region Member Functions
#region Parcel From Storage Functions
public void LandFromStorage(LandData data)
{
Land new_land = new Land(data.ownerID, data.isGroupOwned, m_scene);
new_land.landData = data.Copy();
new_land.setLandBitmapFromByteArray();
addLandObject(new_land);
}
public void NoLandDataFromStorage()
{
resetSimLandObjects();
}
#endregion
#region Parcel Add/Remove/Get/Create
/// <summary>
/// Creates a basic Parcel object without an owner (a zeroed key)
/// </summary>
/// <returns></returns>
public Land createBaseLand()
{
return new Land(new LLUUID(), false, m_scene);
}
/// <summary>
/// Adds a land object to the stored list and adds them to the landIDList to what they own
/// </summary>
/// <param name="new_land">The land object being added</param>
public Land addLandObject(Land new_land)
{
lastLandLocalID++;
new_land.landData.localID = lastLandLocalID;
landList.Add(lastLandLocalID, new_land.Copy());
bool[,] landBitmap = new_land.getLandBitmap();
int x, y;
for (x = 0; x < 64; x++)
{
for (y = 0; y < 64; y++)
{
if (landBitmap[x, y])
{
landIDList[x, y] = lastLandLocalID;
}
}
}
landList[lastLandLocalID].forceUpdateLandInfo();
return new_land;
}
/// <summary>
/// Removes a land object from the list. Will not remove if local_id is still owning an area in landIDList
/// </summary>
/// <param name="local_id">Land.localID of the peice of land to remove.</param>
public void removeLandObject(int local_id)
{
int x, y;
for (x = 0; x < 64; x++)
{
for (y = 0; y < 64; y++)
{
if (landIDList[x, y] == local_id)
{
throw new Exception("Could not remove land object. Still being used at " + x + ", " + y);
}
}
}
// TODO: Put event here for storage manager to bind to.
landList.Remove(local_id);
}
private void performFinalLandJoin(Land master, Land slave)
{
int x, y;
bool[,] landBitmapSlave = slave.getLandBitmap();
for (x = 0; x < 64; x++)
{
for (y = 0; y < 64; y++)
{
if (landBitmapSlave[x, y])
{
landIDList[x, y] = master.landData.localID;
}
}
}
removeLandObject(slave.landData.localID);
}
/// <summary>
/// Get the land object at the specified point
/// </summary>
/// <param name="x">Value between 0 - 256 on the x axis of the point</param>
/// <param name="y">Value between 0 - 256 on the y axis of the point</param>
/// <returns>Land object at the point supplied</returns>
public Land getLandObject(float x_float, float y_float)
{
int x = Convert.ToInt32(Math.Floor(Convert.ToDouble(x_float)/Convert.ToDouble(4.0)));
int y = Convert.ToInt32(Math.Floor(Convert.ToDouble(y_float)/Convert.ToDouble(4.0)));
if (x > 63 || y > 63 || x < 0 || y < 0)
{
throw new Exception("Error: Parcel not found at point " + x + ", " + y);
}
else
{
// Console.WriteLine("Point (" + x + ", " + y + ") determined from point (" + x_float + ", " + y_float + ")");
return landList[landIDList[x, y]];
}
}
public Land getLandObject(int x, int y)
{
if (x > 256 || y > 256 || x < 0 || y < 0)
{
throw new Exception("Error: Parcel not found at point " + x + ", " + y);
}
else
{
return landList[landIDList[x/4, y/4]];
}
}
#endregion
#region Parcel Modification
/// <summary>
/// Subdivides a piece of land
/// </summary>
/// <param name="start_x">West Point</param>
/// <param name="start_y">South Point</param>
/// <param name="end_x">East Point</param>
/// <param name="end_y">North Point</param>
/// <param name="attempting_user_id">LLUUID of user who is trying to subdivide</param>
/// <returns>Returns true if successful</returns>
private bool subdivide(int start_x, int start_y, int end_x, int end_y, LLUUID attempting_user_id)
{
//First, lets loop through the points and make sure they are all in the same peice of land
//Get the land object at start
Land startLandObject = getLandObject(start_x, start_y);
if (startLandObject == null) return false; //No such land object at the beginning
//Loop through the points
try
{
int totalX = end_x - start_x;
int totalY = end_y - start_y;
int x, y;
for (y = 0; y < totalY; y++)
{
for (x = 0; x < totalX; x++)
{
Land tempLandObject = getLandObject(start_x + x, start_y + y);
if (tempLandObject == null) return false; //No such land object at that point
if (tempLandObject != startLandObject) return false; //Subdividing over 2 land objects; no-no
}
}
}
catch (Exception)
{
return false; //Exception. For now, lets skip subdivision
}
//If we are still here, then they are subdividing within one piece of land
//Check owner
if (startLandObject.landData.ownerID != attempting_user_id)
{
return false; //They cant do this!
}
//Lets create a new land object with bitmap activated at that point (keeping the old land objects info)
Land newLand = startLandObject.Copy();
newLand.landData.landName = "Subdivision of " + newLand.landData.landName;
newLand.landData.globalID = LLUUID.Random();
newLand.setLandBitmap(Land.getSquareLandBitmap(start_x, start_y, end_x, end_y));
//Now, lets set the subdivision area of the original to false
int startLandObjectIndex = startLandObject.landData.localID;
landList[startLandObjectIndex].setLandBitmap(
Land.modifyLandBitmapSquare(startLandObject.getLandBitmap(), start_x, start_y, end_x, end_y, false));
landList[startLandObjectIndex].forceUpdateLandInfo();
setPrimsTainted();
//Now add the new land object
Land result = addLandObject(newLand);
result.sendLandUpdateToAvatarsOverMe();
return true;
}
/// <summary>
/// Join 2 land objects together
/// </summary>
/// <param name="start_x">x value in first piece of land</param>
/// <param name="start_y">y value in first piece of land</param>
/// <param name="end_x">x value in second peice of land</param>
/// <param name="end_y">y value in second peice of land</param>
/// <param name="attempting_user_id">LLUUID of the avatar trying to join the land objects</param>
/// <returns>Returns true if successful</returns>
private bool join(int start_x, int start_y, int end_x, int end_y, LLUUID attempting_user_id)
{
end_x -= 4;
end_y -= 4;
List<Land> selectedLandObjects = new List<Land>();
int stepXSelected = 0;
int stepYSelected = 0;
for (stepYSelected = start_y; stepYSelected <= end_y; stepYSelected += 4)
{
for (stepXSelected = start_x; stepXSelected <= end_x; stepXSelected += 4)
{
Land p = getLandObject(stepXSelected, stepYSelected);
if (!selectedLandObjects.Contains(p))
{
selectedLandObjects.Add(p);
}
}
}
Land masterLandObject = selectedLandObjects[0];
selectedLandObjects.RemoveAt(0);
if (selectedLandObjects.Count < 1)
{
return false; //Only one piece of land selected
}
if (masterLandObject.landData.ownerID != attempting_user_id)
{
return false; //Not the same owner
}
foreach (Land p in selectedLandObjects)
{
if (p.landData.ownerID != masterLandObject.landData.ownerID)
{
return false; //Over multiple users. TODO: make this just ignore this piece of land?
}
}
foreach (Land slaveLandObject in selectedLandObjects)
{
landList[masterLandObject.landData.localID].setLandBitmap(
Land.mergeLandBitmaps(masterLandObject.getLandBitmap(), slaveLandObject.getLandBitmap()));
performFinalLandJoin(masterLandObject, slaveLandObject);
}
setPrimsTainted();
masterLandObject.sendLandUpdateToAvatarsOverMe();
return true;
}
#endregion
#region Parcel Updating
/// <summary>
/// Where we send the ParcelOverlay packet to the client
/// </summary>
/// <param name="remote_client">The object representing the client</param>
public void sendParcelOverlay(IClientAPI remote_client)
{
const int LAND_BLOCKS_PER_PACKET = 1024;
int x, y = 0;
byte[] byteArray = new byte[LAND_BLOCKS_PER_PACKET];
int byteArrayCount = 0;
int sequenceID = 0;
ParcelOverlayPacket packet;
for (y = 0; y < 64; y++)
{
for (x = 0; x < 64; x++)
{
byte tempByte = (byte) 0; //This represents the byte for the current 4x4
Land currentParcelBlock = getLandObject(x*4, y*4);
if (currentParcelBlock.landData.ownerID == remote_client.AgentId)
{
//Owner Flag
tempByte = Convert.ToByte(tempByte | LAND_TYPE_OWNED_BY_REQUESTER);
}
else if (currentParcelBlock.landData.salePrice > 0 &&
(currentParcelBlock.landData.authBuyerID == LLUUID.Zero ||
currentParcelBlock.landData.authBuyerID == remote_client.AgentId))
{
//Sale Flag
tempByte = Convert.ToByte(tempByte | LAND_TYPE_IS_FOR_SALE);
}
else if (currentParcelBlock.landData.ownerID == LLUUID.Zero)
{
//Public Flag
tempByte = Convert.ToByte(tempByte | LAND_TYPE_PUBLIC);
}
else
{
//Other Flag
tempByte = Convert.ToByte(tempByte | LAND_TYPE_OWNED_BY_OTHER);
}
//Now for border control
if (x == 0)
{
tempByte = Convert.ToByte(tempByte | LAND_FLAG_PROPERTY_BORDER_WEST);
}
else if (getLandObject((x - 1)*4, y*4) != currentParcelBlock)
{
tempByte = Convert.ToByte(tempByte | LAND_FLAG_PROPERTY_BORDER_WEST);
}
if (y == 0)
{
tempByte = Convert.ToByte(tempByte | LAND_FLAG_PROPERTY_BORDER_SOUTH);
}
else if (getLandObject(x*4, (y - 1)*4) != currentParcelBlock)
{
tempByte = Convert.ToByte(tempByte | LAND_FLAG_PROPERTY_BORDER_SOUTH);
}
byteArray[byteArrayCount] = tempByte;
byteArrayCount++;
if (byteArrayCount >= LAND_BLOCKS_PER_PACKET)
{
byteArrayCount = 0;
packet = new ParcelOverlayPacket();
packet.ParcelData.Data = byteArray;
packet.ParcelData.SequenceID = sequenceID;
remote_client.OutPacket((Packet)packet, ThrottleOutPacketType.Task);
sequenceID++;
byteArray = new byte[LAND_BLOCKS_PER_PACKET];
}
}
}
}
public void handleParcelPropertiesRequest(int start_x, int start_y, int end_x, int end_y, int sequence_id,
bool snap_selection, IClientAPI remote_client)
{
//Get the land objects within the bounds
List<Land> temp = new List<Land>();
int x, y, i;
int inc_x = end_x - start_x;
int inc_y = end_y - start_y;
for (x = 0; x < inc_x; x++)
{
for (y = 0; y < inc_y; y++)
{
Land currentParcel = getLandObject(start_x + x, start_y + y);
if (!temp.Contains(currentParcel))
{
currentParcel.forceUpdateLandInfo();
temp.Add(currentParcel);
}
}
}
int requestResult = LAND_RESULT_SINGLE;
if (temp.Count > 1)
{
requestResult = LAND_RESULT_MULTIPLE;
}
for (i = 0; i < temp.Count; i++)
{
temp[i].sendLandProperties(sequence_id, snap_selection, requestResult, remote_client);
}
sendParcelOverlay(remote_client);
}
public void handleParcelPropertiesUpdateRequest(ParcelPropertiesUpdatePacket packet, IClientAPI remote_client)
{
if (landList.ContainsKey(packet.ParcelData.LocalID))
{
landList[packet.ParcelData.LocalID].updateLandProperties(packet, remote_client);
}
}
public void handleParcelDivideRequest(int west, int south, int east, int north, IClientAPI remote_client)
{
subdivide(west, south, east, north, remote_client.AgentId);
}
public void handleParcelJoinRequest(int west, int south, int east, int north, IClientAPI remote_client)
{
join(west, south, east, north, remote_client.AgentId);
}
public void handleParcelSelectObjectsRequest(int local_id, int request_type, IClientAPI remote_client)
{
landList[local_id].sendForceObjectSelect(local_id, request_type, remote_client);
}
public void handleParcelObjectOwnersRequest(int local_id, IClientAPI remote_client)
{
landList[local_id].sendLandObjectOwners(remote_client);
}
#endregion
/// <summary>
/// Resets the sim to the default land object (full sim piece of land owned by the default user)
/// </summary>
public void resetSimLandObjects()
{
//Remove all the land objects in the sim and add a blank, full sim land object set to public
landList.Clear();
lastLandLocalID = START_LAND_LOCAL_ID - 1;
landIDList.Initialize();
Land fullSimParcel = new Land(LLUUID.Zero, false, m_scene);
fullSimParcel.setLandBitmap(Land.getSquareLandBitmap(0, 0, 256, 256));
fullSimParcel.landData.ownerID = m_regInfo.MasterAvatarAssignedUUID;
addLandObject(fullSimParcel);
}
public void sendLandUpdate(ScenePresence avatar)
{
Land over = getLandObject((int) Math.Round(avatar.AbsolutePosition.X),
(int) Math.Round(avatar.AbsolutePosition.Y));
if (over != null)
{
over.sendLandUpdateToClient(avatar.ControllingClient);
}
}
public void handleSignificantClientMovement(IClientAPI remote_client)
{
ScenePresence clientAvatar = m_scene.GetScenePresence(remote_client.AgentId);
if (clientAvatar != null)
{
sendLandUpdate(clientAvatar);
}
}
public void resetAllLandPrimCounts()
{
foreach (Land p in landList.Values)
{
p.resetLandPrimCounts();
}
}
public void setPrimsTainted()
{
landPrimCountTainted = true;
}
public void addPrimToLandPrimCounts(SceneObjectGroup obj)
{
LLVector3 position = obj.AbsolutePosition;
Land landUnderPrim = getLandObject(position.X, position.Y);
if (landUnderPrim != null)
{
landUnderPrim.addPrimToCount(obj);
}
}
public void removePrimFromLandPrimCounts(SceneObjectGroup obj)
{
foreach (Land p in landList.Values)
{
p.removePrimFromCount(obj);
}
}
public void finalizeLandPrimCountUpdate()
{
//Get Simwide prim count for owner
Dictionary<LLUUID, List<Land>> landOwnersAndParcels = new Dictionary<LLUUID, List<Land>>();
foreach (Land p in landList.Values)
{
if (!landOwnersAndParcels.ContainsKey(p.landData.ownerID))
{
List<Land> tempList = new List<Land>();
tempList.Add(p);
landOwnersAndParcels.Add(p.landData.ownerID, tempList);
}
else
{
landOwnersAndParcels[p.landData.ownerID].Add(p);
}
}
foreach (LLUUID owner in landOwnersAndParcels.Keys)
{
int simArea = 0;
int simPrims = 0;
foreach (Land p in landOwnersAndParcels[owner])
{
simArea += p.landData.area;
simPrims += p.landData.ownerPrims + p.landData.otherPrims + p.landData.groupPrims +
p.landData.selectedPrims;
}
foreach (Land p in landOwnersAndParcels[owner])
{
p.landData.simwideArea = simArea;
p.landData.simwidePrims = simPrims;
}
}
}
#endregion
}
#endregion
}
|