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|
/*
* Copyright (c) Contributors, http://www.openmetaverse.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.Threading;
using System.Timers;
using libsecondlife;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Console;
using OpenSim.Framework.Interfaces;
using OpenSim.Framework.Servers;
using OpenSim.Framework.Types;
using OpenSim.Physics.Manager;
using OpenSim.Framework.Communications.Caches;
using OpenSim.Region.Environment.LandManagement;
using OpenSim.Region.Scripting;
using OpenSim.Region.Terrain;
using Caps=OpenSim.Region.Capabilities.Caps;
using Timer=System.Timers.Timer;
namespace OpenSim.Region.Environment.Scenes
{
public delegate bool FilterAvatarList(ScenePresence avatar);
public delegate void ForEachScenePresenceDelegate(ScenePresence presence);
public partial class Scene : SceneBase, ILocalStorageReceiver
{
protected Timer m_heartbeatTimer = new Timer();
protected Dictionary<LLUUID, ScenePresence> Avatars;
protected Dictionary<LLUUID, SceneObject> Prims;
protected PhysicsScene phyScene;
protected float timeStep = 0.1f;
private Random Rand = new Random();
private uint _primCount = 702000;
private Mutex _primAllocateMutex = new Mutex(false);
private int storageCount;
private int landPrimCheckCount;
private Mutex updateLock;
protected StorageManager storageManager;
protected AgentCircuitManager authenticateHandler;
protected RegionCommsListener regionCommsHost;
protected CommunicationsManager commsManager;
protected Dictionary<LLUUID, Caps> capsHandlers = new Dictionary<LLUUID, Caps>();
protected BaseHttpServer httpListener;
#region Properties
/// <summary>
///
/// </summary>
public PhysicsScene PhysScene
{
set { phyScene = value; }
get { return (phyScene); }
}
private LandManager m_LandManager;
public LandManager LandManager
{
get { return m_LandManager; }
}
private EstateManager m_estateManager;
public EstateManager EstateManager
{
get { return m_estateManager; }
}
private ScriptManager m_scriptManager;
public ScriptManager ScriptManager
{
get { return m_scriptManager; }
}
public Dictionary<LLUUID, SceneObject> Objects
{
get { return Prims; }
}
#endregion
#region Constructors
/// <summary>
/// Creates a new World class, and a region to go with it.
/// </summary>
/// <param name="clientThreads">Dictionary to contain client threads</param>
/// <param name="regionHandle">Region Handle for this region</param>
/// <param name="regionName">Region Name for this region</param>
public Scene(RegionInfo regInfo, AgentCircuitManager authen, CommunicationsManager commsMan,
AssetCache assetCach, StorageManager storeManager, BaseHttpServer httpServer)
{
updateLock = new Mutex(false);
authenticateHandler = authen;
commsManager = commsMan;
storageManager = storeManager;
assetCache = assetCach;
m_regInfo = regInfo;
m_regionHandle = m_regInfo.RegionHandle;
m_regionName = m_regInfo.RegionName;
m_datastore = m_regInfo.DataStore;
RegisterRegionWithComms();
m_LandManager = new LandManager(this, m_regInfo);
m_estateManager = new EstateManager(this, m_regInfo);
m_scriptManager = new ScriptManager(this);
m_eventManager = new EventManager();
m_eventManager.OnParcelPrimCountAdd +=
new EventManager.OnParcelPrimCountAddDelegate(m_LandManager.addPrimToLandPrimCounts);
MainLog.Instance.Verbose("World.cs - creating new entitities instance");
Entities = new Dictionary<LLUUID, EntityBase>();
Avatars = new Dictionary<LLUUID, ScenePresence>();
Prims = new Dictionary<LLUUID, SceneObject>();
MainLog.Instance.Verbose("World.cs - loading objects from datastore");
List<SceneObject> PrimsFromDB = storageManager.DataStore.LoadObjects();
foreach (SceneObject prim in PrimsFromDB)
{
AddEntity(prim);
}
MainLog.Instance.Verbose("World.cs - loaded " + PrimsFromDB.Count.ToString() + " object(s)");
MainLog.Instance.Verbose("World.cs - creating LandMap");
Terrain = new TerrainEngine();
ScenePresence.LoadAnims();
httpListener = httpServer;
}
#endregion
#region Script Handling Methods
public void SendCommandToScripts(string[] args)
{
m_eventManager.TriggerOnScriptConsole(args);
}
#endregion
/// <summary>
///
/// </summary>
public void StartTimer()
{
m_heartbeatTimer.Enabled = true;
m_heartbeatTimer.Interval = 100;
m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
}
#region Update Methods
/// <summary>
/// Performs per-frame updates regularly
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void Heartbeat(object sender, EventArgs e)
{
Update();
}
/// <summary>
/// Performs per-frame updates on the world, this should be the central world loop
/// </summary>
public override void Update()
{
updateLock.WaitOne();
try
{
if (phyScene.IsThreaded)
{
phyScene.GetResults();
}
foreach (LLUUID UUID in Entities.Keys)
{
Entities[UUID].updateMovement();
}
lock (m_syncRoot)
{
phyScene.Simulate(timeStep);
}
foreach (LLUUID UUID in Entities.Keys)
{
Entities[UUID].Update();
}
// General purpose event manager
m_eventManager.TriggerOnFrame();
//backup world data
storageCount++;
if (storageCount > 1200) //set to how often you want to backup
{
Backup();
storageCount = 0;
}
if (Terrain.tainted > 0)
{
lock (m_syncRoot)
{
phyScene.SetTerrain(Terrain.GetHeights1D());
}
storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
ForEachScenePresence(delegate(ScenePresence presence)
{
SendLayerData(presence.ControllingClient);
});
foreach (LLUUID UUID in Entities.Keys)
{
Entities[UUID].LandRenegerated();
}
Terrain.tainted = 0;
}
landPrimCheckCount++;
if (landPrimCheckCount > 50) //check every 5 seconds for tainted prims
{
if (m_LandManager.landPrimCountTainted)
{
//Perform land update of prim count
performParcelPrimCountUpdate();
landPrimCheckCount = 0;
}
}
}
catch (Exception e)
{
MainLog.Instance.Warn("scene", "World.cs: Update() - Failed with exception " + e.ToString());
}
updateLock.ReleaseMutex();
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public bool Backup()
{
EventManager.TriggerOnBackup(storageManager.DataStore);
return true;
}
#endregion
#region Regenerate Terrain
/// <summary>
/// Rebuilds the terrain using a procedural algorithm
/// </summary>
public void RegenerateTerrain()
{
try
{
Terrain.HillsGenerator();
lock (m_syncRoot)
{
phyScene.SetTerrain(Terrain.GetHeights1D());
}
storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
ForEachScenePresence(delegate(ScenePresence presence)
{
SendLayerData(presence.ControllingClient);
});
foreach (LLUUID UUID in Entities.Keys)
{
Entities[UUID].LandRenegerated();
}
}
catch (Exception e)
{
MainLog.Instance.Warn("terrain", "World.cs: RegenerateTerrain() - Failed with exception " + e.ToString());
}
}
/// <summary>
/// Rebuilds the terrain using a 2D float array
/// </summary>
/// <param name="newMap">256,256 float array containing heights</param>
public void RegenerateTerrain(float[,] newMap)
{
try
{
Terrain.SetHeights2D(newMap);
lock (m_syncRoot)
{
phyScene.SetTerrain(Terrain.GetHeights1D());
}
storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
ForEachScenePresence(delegate(ScenePresence presence)
{
SendLayerData(presence.ControllingClient);
});
foreach (LLUUID UUID in Entities.Keys)
{
Entities[UUID].LandRenegerated();
}
}
catch (Exception e)
{
MainLog.Instance.Warn("terrain", "World.cs: RegenerateTerrain() - Failed with exception " + e.ToString());
}
}
/// <summary>
/// Rebuilds the terrain assuming changes occured at a specified point[?]
/// </summary>
/// <param name="changes">???</param>
/// <param name="pointx">???</param>
/// <param name="pointy">???</param>
public void RegenerateTerrain(bool changes, int pointx, int pointy)
{
try
{
if (changes)
{
/* Dont save here, rely on tainting system instead */
ForEachScenePresence(delegate(ScenePresence presence)
{
SendLayerData(pointx, pointy, presence.ControllingClient);
});
}
}
catch (Exception e)
{
MainLog.Instance.Warn("terrain", "World.cs: RegenerateTerrain() - Failed with exception " + e.ToString());
}
}
#endregion
#region Load Terrain
/// <summary>
/// Loads the World heightmap
/// </summary>
///
public override void LoadWorldMap()
{
try
{
double[,] map = storageManager.DataStore.LoadTerrain();
if (map == null)
{
if (string.IsNullOrEmpty(m_regInfo.estateSettings.terrainFile))
{
Console.WriteLine("No default terrain, procedurally generating...");
Terrain.HillsGenerator();
storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
}
else
{
try
{
Terrain.LoadFromFileF32(m_regInfo.estateSettings.terrainFile);
Terrain *= m_regInfo.estateSettings.terrainMultiplier;
}
catch
{
Console.WriteLine("Unable to load default terrain, procedurally generating instead...");
Terrain.HillsGenerator();
}
storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
}
}
else
{
Terrain.SetHeights2D(map);
}
CreateTerrainTexture();
}
catch (Exception e)
{
MainLog.Instance.Warn("terrain", "World.cs: LoadWorldMap() - Failed with exception " + e.ToString());
}
}
/// <summary>
///
/// </summary>
public void CreateTerrainTexture()
{
//create a texture asset of the terrain
byte[] data = Terrain.ExportJpegImage("defaultstripe.png");
m_regInfo.estateSettings.terrainImageID = LLUUID.Random();
AssetBase asset = new AssetBase();
asset.FullID = m_regInfo.estateSettings.terrainImageID;
asset.Data = data;
asset.Name = "terrainImage";
asset.Type = 0;
assetCache.AddAsset(asset);
}
#endregion
#region Primitives Methods
/// <summary>
/// Loads the World's objects
/// </summary>
public void LoadPrimsFromStorage()
{
MainLog.Instance.Verbose("World.cs: LoadPrimsFromStorage() - Loading primitives");
List<SceneObject> NewObjectsList = storageManager.DataStore.LoadObjects();
foreach (SceneObject obj in NewObjectsList)
{
this.Objects.Add(obj.rootUUID, obj);
}
}
/// <summary>
/// Loads a specific object from storage
/// </summary>
/// <param name="prim">The object to load</param>
public void PrimFromStorage(PrimData prim)
{
}
/// <summary>
/// Returns a new unallocated primitive ID
/// </summary>
/// <returns>A brand new primitive ID</returns>
public uint PrimIDAllocate()
{
uint myID;
_primAllocateMutex.WaitOne();
++_primCount;
myID = _primCount;
_primAllocateMutex.ReleaseMutex();
return myID;
}
/// <summary>
///
/// </summary>
/// <param name="addPacket"></param>
/// <param name="ownerID"></param>
public void AddNewPrim(LLUUID ownerID, LLVector3 pos, PrimitiveBaseShape shape)
{
SceneObject sceneOb = new SceneObject(this, m_eventManager, ownerID, PrimIDAllocate(), pos, shape);
AddEntity(sceneOb);
}
public void RemovePrim(uint localID, LLUUID avatar_deleter)
{
foreach (EntityBase obj in Entities.Values)
{
if (obj is SceneObject)
{
if (((SceneObject) obj).LocalId == localID)
{
RemoveEntity((SceneObject) obj);
return;
}
}
}
}
public void AddEntity(SceneObject sceneObject)
{
Entities.Add(sceneObject.rootUUID, sceneObject);
}
public void RemoveEntity(SceneObject sceneObject)
{
if (Entities.ContainsKey(sceneObject.rootUUID))
{
m_LandManager.removePrimFromLandPrimCounts(sceneObject);
Entities.Remove(sceneObject.rootUUID);
m_LandManager.setPrimsTainted();
}
}
/// <summary>
/// Called by a prim when it has been created/cloned, so that its events can be subscribed to
/// </summary>
/// <param name="prim"></param>
public void AcknowledgeNewPrim(Primitive prim)
{
prim.OnPrimCountTainted += m_LandManager.setPrimsTainted;
}
#endregion
#region Add/Remove Avatar Methods
/// <summary>
///
/// </summary>
/// <param name="remoteClient"></param
/// <param name="agentID"></param>
/// <param name="child"></param>
public override void AddNewClient(IClientAPI client, bool child)
{
SubscribeToClientEvents(client);
m_estateManager.sendRegionHandshake(client);
CreateAndAddScenePresence(client);
m_LandManager.sendParcelOverlay(client);
commsManager.UserProfilesCache.AddNewUser(client.AgentId);
}
protected virtual void SubscribeToClientEvents(IClientAPI client)
{
client.OnRegionHandShakeReply += SendLayerData;
//remoteClient.OnRequestWearables += new GenericCall(this.GetInitialPrims);
client.OnModifyTerrain += ModifyTerrain;
client.OnChatFromViewer += SimChat;
client.OnInstantMessage += InstantMessage;
client.OnRequestWearables += InformClientOfNeighbours;
client.OnAddPrim += AddNewPrim;
client.OnUpdatePrimGroupPosition += UpdatePrimPosition;
client.OnUpdatePrimSinglePosition += UpdatePrimSinglePosition;
client.OnUpdatePrimGroupRotation += UpdatePrimRotation;
client.OnUpdatePrimGroupMouseRotation += UpdatePrimRotation;
client.OnUpdatePrimSingleRotation += UpdatePrimSingleRotation;
client.OnUpdatePrimScale += UpdatePrimScale;
client.OnUpdateExtraParams += UpdateExtraParam;
client.OnUpdatePrimShape += UpdatePrimShape;
client.OnRequestMapBlocks += RequestMapBlocks;
client.OnUpdatePrimTexture += UpdatePrimTexture;
client.OnTeleportLocationRequest += RequestTeleportLocation;
client.OnObjectSelect += SelectPrim;
client.OnObjectDeselect += DeselectPrim;
client.OnGrapUpdate += MoveObject;
client.OnNameFromUUIDRequest += commsManager.HandleUUIDNameRequest;
client.OnObjectDescription += PrimDescription;
client.OnObjectName += PrimName;
client.OnLinkObjects += LinkObjects;
client.OnObjectDuplicate += DuplicateObject;
client.OnModifyTerrain += ModifyTerrain;
client.OnParcelPropertiesRequest += new ParcelPropertiesRequest(m_LandManager.handleParcelPropertiesRequest);
client.OnParcelDivideRequest += new ParcelDivideRequest(m_LandManager.handleParcelDivideRequest);
client.OnParcelJoinRequest += new ParcelJoinRequest(m_LandManager.handleParcelJoinRequest);
client.OnParcelPropertiesUpdateRequest +=
new ParcelPropertiesUpdateRequest(m_LandManager.handleParcelPropertiesUpdateRequest);
client.OnParcelSelectObjects += new ParcelSelectObjects(m_LandManager.handleParcelSelectObjectsRequest);
client.OnParcelObjectOwnerRequest +=
new ParcelObjectOwnerRequest(m_LandManager.handleParcelObjectOwnersRequest);
client.OnEstateOwnerMessage += new EstateOwnerMessageRequest(m_estateManager.handleEstateOwnerMessage);
// client.OnCreateNewInventoryItem += CreateNewInventoryItem;
// client.OnCreateNewInventoryFolder += commsManager.UserProfilesCache.HandleCreateInventoryFolder;
// client.OnFetchInventoryDescendents += commsManager.UserProfilesCache.HandleFecthInventoryDescendents;
// client.OnRequestTaskInventory += RequestTaskInventory;
}
protected ScenePresence CreateAndAddScenePresence(IClientAPI client)
{
ScenePresence newAvatar = null;
MainLog.Instance.Verbose("World.cs:AddViewerAgent() - Creating new avatar for remote viewer agent");
newAvatar = new ScenePresence(client, this, m_regInfo);
MainLog.Instance.Verbose("World.cs:AddViewerAgent() - Adding new avatar to world");
MainLog.Instance.Verbose("World.cs:AddViewerAgent() - Starting RegionHandshake ");
PhysicsVector pVec = new PhysicsVector(newAvatar.Pos.X, newAvatar.Pos.Y, newAvatar.Pos.Z);
lock (m_syncRoot)
{
newAvatar.PhysActor = phyScene.AddAvatar(pVec);
}
lock (Entities)
{
if (!Entities.ContainsKey(client.AgentId))
{
Entities.Add(client.AgentId, newAvatar);
}
else
{
Entities[client.AgentId] = newAvatar;
}
}
lock (Avatars)
{
if (Avatars.ContainsKey(client.AgentId))
{
Avatars[client.AgentId] = newAvatar;
}
else
{
Avatars.Add(client.AgentId, newAvatar);
}
}
newAvatar.OnSignificantClientMovement += m_LandManager.handleSignificantClientMovement;
return newAvatar;
}
/// <summary>
///
/// </summary>
/// <param name="agentID"></param>
public override void RemoveClient(LLUUID agentID)
{
m_eventManager.TriggerOnRemovePresence(agentID);
ScenePresence avatar = RequestAvatar(agentID);
ForEachScenePresence(
delegate(ScenePresence presence)
{
presence.ControllingClient.SendKillObject(avatar.RegionHandle, avatar.LocalId);
});
lock (Avatars)
{
if (Avatars.ContainsKey(agentID))
{
Avatars.Remove(agentID);
}
}
lock (Entities)
{
if (Entities.ContainsKey(agentID))
{
Entities.Remove(agentID);
}
}
// TODO: Add the removal from physics ?
return;
}
#endregion
#region Request Avatars List Methods
//The idea is to have a group of method that return a list of avatars meeting some requirement
// ie it could be all Avatars within a certain range of the calling prim/avatar.
/// <summary>
/// Request a List of all Avatars in this World
/// </summary>
/// <returns></returns>
public List<ScenePresence> RequestAvatarList()
{
List<ScenePresence> result = new List<ScenePresence>();
foreach (ScenePresence avatar in Avatars.Values)
{
result.Add(avatar);
}
return result;
}
/// <summary>
/// Request a filtered list of Avatars in this World
/// </summary>
/// <returns></returns>
public List<ScenePresence> RequestAvatarList(FilterAvatarList filter)
{
List<ScenePresence> result = new List<ScenePresence>();
foreach (ScenePresence avatar in Avatars.Values)
{
if (filter(avatar))
{
result.Add(avatar);
}
}
return result;
}
/// <summary>
/// Request a Avatar by UUID
/// </summary>
/// <param name="avatarID"></param>
/// <returns></returns>
public ScenePresence RequestAvatar(LLUUID avatarID)
{
if (Avatars.ContainsKey(avatarID))
{
return Avatars[avatarID];
}
return null;
}
/// <summary>
///
/// </summary>
/// <param name="whatToDo"></param>
public void ForEachScenePresence(ForEachScenePresenceDelegate whatToDo)
{
foreach (ScenePresence presence in Avatars.Values)
{
whatToDo(presence);
}
}
#endregion
/// <summary>
///
/// </summary>
/// <param name="entID"></param>
/// <returns></returns>
public bool DeleteEntity(LLUUID entID)
{
if (Entities.ContainsKey(entID))
{
Entities.Remove(entID);
return true;
}
return false;
}
public void SendAllSceneObjectsToClient(IClientAPI client)
{
foreach (EntityBase ent in Entities.Values)
{
if (ent is SceneObject)
{
((SceneObject) ent).SendAllChildPrimsToClient(client);
}
}
}
#region RegionCommsHost
/// <summary>
///
/// </summary>
public void RegisterRegionWithComms()
{
regionCommsHost = commsManager.GridServer.RegisterRegion(m_regInfo);
if (regionCommsHost != null)
{
regionCommsHost.OnExpectUser += NewUserConnection;
regionCommsHost.OnAvatarCrossingIntoRegion += AgentCrossing;
}
}
/// <summary>
///
/// </summary>
/// <param name="regionHandle"></param>
/// <param name="agent"></param>
public void NewUserConnection(ulong regionHandle, AgentCircuitData agent)
{
// Console.WriteLine("World.cs - add new user connection");
//should just check that its meant for this region
if (regionHandle == m_regInfo.RegionHandle)
{
if (agent.CapsPath != "")
{
//Console.WriteLine("new user, so creating caps handler for it");
Caps cap =
new Caps(assetCache, httpListener, m_regInfo.ExternalHostName, m_regInfo.ExternalEndPoint.Port,
agent.CapsPath, agent.AgentID);
cap.RegisterHandlers();
if (capsHandlers.ContainsKey(agent.AgentID))
{
MainLog.Instance.Warn("client", "Adding duplicate CAPS entry for user " +
agent.AgentID.ToStringHyphenated());
capsHandlers[agent.AgentID] = cap;
}
else
{
capsHandlers.Add(agent.AgentID, cap);
}
}
authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
}
}
public void AgentCrossing(ulong regionHandle, LLUUID agentID, LLVector3 position, bool isFlying)
{
if (regionHandle == m_regInfo.RegionHandle)
{
if (Avatars.ContainsKey(agentID))
{
Avatars[agentID].MakeAvatar(position, isFlying);
}
}
}
/// <summary>
///
/// </summary>
public void InformClientOfNeighbours(IClientAPI remoteClient)
{
List<RegionInfo> neighbours = commsManager.GridServer.RequestNeighbours(m_regInfo);
if (neighbours != null)
{
for (int i = 0; i < neighbours.Count; i++)
{
AgentCircuitData agent = remoteClient.RequestClientInfo();
agent.BaseFolder = LLUUID.Zero;
agent.InventoryFolder = LLUUID.Zero;
agent.startpos = new LLVector3(128, 128, 70);
agent.child = true;
commsManager.InterRegion.InformRegionOfChildAgent(neighbours[i].RegionHandle, agent);
remoteClient.InformClientOfNeighbour(neighbours[i].RegionHandle, neighbours[i].ExternalEndPoint);
//this.capsHandlers[remoteClient.AgentId].CreateEstablishAgentComms("", System.Net.IPAddress.Parse(neighbours[i].CommsIPListenAddr) + ":" + neighbours[i].CommsIPListenPort);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="regionHandle"></param>
/// <returns></returns>
public RegionInfo RequestNeighbouringRegionInfo(ulong regionHandle)
{
return commsManager.GridServer.RequestNeighbourInfo(regionHandle);
}
/// <summary>
///
/// </summary>
/// <param name="minX"></param>
/// <param name="minY"></param>
/// <param name="maxX"></param>
/// <param name="maxY"></param>
public void RequestMapBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY)
{
List<MapBlockData> mapBlocks;
mapBlocks = commsManager.GridServer.RequestNeighbourMapBlocks(minX, minY, maxX, maxY);
remoteClient.SendMapBlock(mapBlocks);
}
/// <summary>
///
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="RegionHandle"></param>
/// <param name="position"></param>
/// <param name="lookAt"></param>
/// <param name="flags"></param>
public void RequestTeleportLocation(IClientAPI remoteClient, ulong regionHandle, LLVector3 position,
LLVector3 lookAt, uint flags)
{
if (regionHandle == m_regionHandle)
{
if (Avatars.ContainsKey(remoteClient.AgentId))
{
remoteClient.SendTeleportLocationStart();
remoteClient.SendLocalTeleport(position, lookAt, flags);
Avatars[remoteClient.AgentId].Teleport(position);
}
}
else
{
RegionInfo reg = RequestNeighbouringRegionInfo(regionHandle);
if (reg != null)
{
remoteClient.SendTeleportLocationStart();
AgentCircuitData agent = remoteClient.RequestClientInfo();
agent.BaseFolder = LLUUID.Zero;
agent.InventoryFolder = LLUUID.Zero;
agent.startpos = new LLVector3(128, 128, 70);
agent.child = true;
commsManager.InterRegion.InformRegionOfChildAgent(regionHandle, agent);
commsManager.InterRegion.ExpectAvatarCrossing(regionHandle, remoteClient.AgentId, position, false);
remoteClient.SendRegionTeleport(regionHandle, 13, reg.ExternalEndPoint, 4, (1 << 4));
}
}
}
/// <summary>
///
/// </summary>
/// <param name="regionhandle"></param>
/// <param name="agentID"></param>
/// <param name="position"></param>
public bool InformNeighbourOfCrossing(ulong regionhandle, LLUUID agentID, LLVector3 position, bool isFlying)
{
return commsManager.InterRegion.ExpectAvatarCrossing(regionhandle, agentID, position, isFlying);
}
public void performParcelPrimCountUpdate()
{
m_LandManager.resetAllLandPrimCounts();
m_eventManager.TriggerParcelPrimCountUpdate();
m_LandManager.finalizeLandPrimCountUpdate();
m_LandManager.landPrimCountTainted = false;
}
#endregion
#region Alert Methods
public void SendGeneralAlert(string message)
{
foreach (ScenePresence presence in this.Avatars.Values)
{
presence.ControllingClient.SendAlertMessage(message);
}
}
public void SendAlertToUser(LLUUID agentID, string message, bool modal)
{
if (this.Avatars.ContainsKey(agentID))
{
this.Avatars[agentID].ControllingClient.SendAgentAlertMessage(message, modal);
}
}
public void SendAlertToUser(string firstName, string lastName, string message, bool modal)
{
foreach (ScenePresence presence in this.Avatars.Values)
{
if ((presence.firstname == firstName) && (presence.lastname == lastName))
{
presence.ControllingClient.SendAgentAlertMessage(message, modal);
break;
}
}
}
public void HandleAlertCommand(string[] commandParams)
{
if (commandParams[0] == "general")
{
string message = this.CombineParams(commandParams, 1);
this.SendGeneralAlert(message);
}
else
{
string message = this.CombineParams(commandParams, 2);
this.SendAlertToUser(commandParams[0], commandParams[1], message, false);
}
}
private string CombineParams(string[] commandParams, int pos)
{
string result = "";
for (int i = pos; i < commandParams.Length; i++)
{
result += commandParams[i]+ " ";
}
return result;
}
#endregion
}
}
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