aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Environment/Scenes/Scene.cs
blob: f1c4c6c1a7269f07daf602db47eb88632a048b69 (plain)
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
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
2615
2616
2617
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
2711
2712
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
2753
2754
2755
2756
2757
2758
2759
2760
2761
2762
2763
2764
2765
2766
2767
2768
2769
2770
2771
2772
2773
2774
2775
2776
2777
2778
2779
2780
2781
2782
2783
2784
2785
2786
2787
2788
2789
2790
2791
2792
2793
2794
2795
2796
2797
2798
2799
2800
2801
2802
2803
2804
2805
2806
2807
2808
2809
2810
2811
2812
2813
2814
2815
2816
2817
2818
2819
2820
2821
2822
2823
2824
2825
2826
2827
2828
2829
2830
2831
2832
2833
2834
2835
2836
2837
2838
2839
2840
2841
2842
2843
2844
2845
2846
2847
2848
2849
2850
2851
2852
2853
2854
2855
2856
2857
2858
2859
2860
2861
2862
2863
2864
2865
2866
2867
2868
2869
2870
2871
2872
2873
2874
2875
2876
2877
2878
2879
2880
2881
2882
2883
2884
2885
2886
2887
2888
2889
2890
2891
2892
2893
2894
2895
2896
2897
2898
2899
2900
2901
2902
2903
2904
2905
2906
2907
2908
2909
2910
2911
2912
2913
2914
2915
2916
2917
2918
2919
2920
2921
2922
2923
2924
2925
2926
2927
2928
2929
2930
2931
2932
2933
2934
2935
2936
2937
2938
2939
2940
2941
2942
2943
2944
2945
2946
2947
2948
2949
2950
2951
2952
2953
2954
2955
2956
2957
2958
2959
2960
2961
2962
2963
2964
2965
2966
2967
2968
2969
2970
2971
2972
2973
2974
2975
2976
2977
2978
2979
2980
2981
2982
2983
2984
2985
2986
2987
2988
2989
2990
2991
2992
2993
2994
2995
2996
2997
2998
2999
3000
3001
3002
3003
3004
3005
3006
3007
3008
3009
3010
3011
3012
3013
3014
3015
3016
3017
3018
3019
3020
3021
3022
3023
3024
3025
3026
3027
3028
3029
3030
3031
3032
3033
3034
3035
3036
3037
3038
3039
3040
3041
3042
3043
3044
3045
3046
3047
3048
3049
3050
3051
3052
3053
3054
3055
3056
3057
3058
3059
3060
3061
3062
3063
3064
3065
3066
3067
3068
3069
3070
3071
3072
3073
3074
3075
3076
3077
3078
3079
3080
3081
3082
3083
3084
3085
3086
3087
3088
3089
3090
3091
3092
3093
3094
3095
3096
3097
3098
3099
3100
3101
3102
3103
3104
3105
3106
3107
3108
3109
3110
3111
3112
3113
3114
3115
3116
3117
3118
3119
3120
3121
3122
3123
3124
3125
3126
3127
3128
3129
3130
3131
3132
3133
3134
3135
3136
3137
3138
3139
3140
3141
3142
3143
3144
3145
3146
3147
3148
3149
3150
3151
3152
3153
3154
3155
3156
3157
3158
3159
3160
3161
3162
3163
3164
3165
3166
3167
3168
3169
3170
3171
3172
3173
3174
3175
3176
3177
3178
3179
3180
3181
3182
3183
3184
3185
3186
3187
3188
3189
3190
3191
3192
3193
3194
3195
3196
3197
3198
3199
3200
3201
3202
3203
3204
3205
3206
3207
3208
3209
3210
3211
3212
3213
3214
3215
3216
3217
3218
3219
3220
3221
3222
3223
3224
3225
3226
3227
3228
3229
3230
3231
3232
3233
3234
3235
3236
3237
3238
3239
3240
3241
3242
3243
3244
3245
3246
3247
3248
3249
3250
3251
3252
3253
3254
3255
3256
3257
3258
3259
3260
3261
3262
3263
3264
3265
3266
3267
3268
3269
3270
3271
3272
3273
3274
3275
3276
3277
3278
3279
3280
3281
3282
3283
3284
3285
3286
3287
3288
3289
3290
3291
3292
3293
3294
3295
3296
3297
3298
3299
3300
3301
3302
3303
3304
3305
3306
3307
3308
3309
3310
3311
3312
3313
3314
3315
3316
3317
3318
3319
3320
3321
3322
3323
3324
3325
3326
3327
3328
3329
3330
3331
3332
3333
3334
3335
3336
3337
3338
3339
3340
3341
3342
3343
3344
3345
3346
3347
3348
3349
3350
3351
3352
3353
3354
3355
3356
3357
3358
3359
3360
3361
3362
3363
3364
3365
3366
3367
3368
3369
3370
3371
3372
3373
3374
3375
3376
3377
3378
3379
3380
3381
3382
3383
3384
3385
3386
3387
3388
3389
3390
3391
3392
3393
3394
3395
3396
3397
3398
3399
3400
3401
3402
3403
3404
3405
3406
3407
3408
3409
3410
3411
3412
3413
3414
3415
3416
3417
3418
3419
3420
3421
3422
3423
3424
3425
3426
3427
3428
3429
3430
3431
3432
3433
3434
3435
3436
3437
3438
3439
3440
3441
3442
3443
3444
3445
3446
3447
3448
3449
3450
3451
3452
3453
3454
3455
3456
3457
3458
3459
3460
3461
3462
3463
3464
3465
3466
3467
3468
3469
3470
3471
3472
3473
3474
3475
3476
3477
3478
3479
3480
3481
3482
3483
3484
3485
3486
3487
3488
3489
3490
3491
3492
3493
3494
3495
3496
3497
3498
3499
3500
3501
3502
3503
3504
3505
3506
3507
3508
3509
3510
3511
3512
3513
3514
3515
3516
3517
3518
3519
3520
3521
3522
3523
3524
3525
3526
3527
3528
3529
3530
3531
3532
3533
3534
3535
3536
3537
3538
3539
3540
3541
3542
3543
3544
3545
3546
3547
3548
3549
3550
3551
3552
3553
3554
3555
3556
3557
3558
3559
3560
3561
3562
3563
3564
3565
3566
3567
3568
3569
3570
3571
3572
3573
3574
3575
3576
3577
3578
3579
3580
3581
3582
3583
3584
3585
3586
3587
3588
3589
3590
3591
3592
3593
3594
3595
3596
3597
3598
3599
3600
3601
3602
3603
3604
3605
3606
3607
3608
3609
3610
3611
3612
3613
3614
3615
3616
3617
3618
3619
3620
3621
3622
3623
3624
3625
3626
3627
3628
3629
3630
3631
3632
3633
3634
3635
3636
3637
3638
3639
3640
3641
3642
3643
3644
3645
3646
3647
3648
3649
3650
3651
3652
3653
3654
3655
3656
3657
3658
3659
3660
3661
3662
3663
3664
3665
3666
3667
3668
3669
3670
3671
3672
3673
3674
3675
3676
3677
3678
3679
3680
3681
3682
3683
3684
3685
3686
3687
3688
3689
3690
3691
3692
3693
3694
3695
3696
3697
3698
3699
3700
3701
3702
3703
3704
3705
3706
3707
3708
3709
3710
3711
3712
3713
3714
3715
3716
3717
3718
3719
3720
3721
3722
3723
3724
3725
3726
3727
3728
3729
3730
3731
3732
3733
3734
3735
3736
3737
3738
3739
3740
3741
3742
3743
3744
3745
3746
3747
3748
3749
3750
3751
3752
3753
3754
3755
3756
3757
3758
3759
3760
3761
3762
3763
3764
3765
3766
3767
3768
3769
3770
3771
3772
3773
3774
3775
3776
3777
3778
3779
3780
3781
3782
3783
3784
3785
3786
3787
3788
3789
3790
3791
3792
3793
3794
3795
3796
3797
3798
3799
3800
3801
3802
3803
3804
3805
3806
3807
3808
3809
3810
3811
3812
3813
3814
3815
3816
3817
3818
3819
3820
3821
3822
3823
3824
3825
3826
3827
3828
3829
3830
3831
3832
3833
3834
3835
3836
3837
3838
3839
3840
3841
3842
3843
3844
3845
3846
3847
3848
3849
3850
3851
3852
3853
3854
3855
3856
3857
3858
3859
3860
3861
3862
3863
3864
3865
3866
3867
3868
3869
3870
3871
3872
3873
3874
3875
3876
3877
3878
3879
3880
3881
3882
3883
3884
3885
3886
3887
3888
3889
3890
3891
3892
3893
3894
3895
3896
3897
3898
3899
3900
3901
3902
3903
3904
3905
3906
3907
3908
3909
3910
3911
3912
3913
3914
3915
3916
3917
3918
3919
3920
3921
3922
3923
3924
3925
3926
3927
3928
3929
3930
3931
3932
3933
3934
3935
3936
3937
3938
3939
3940
3941
3942
3943
3944
3945
3946
3947
3948
3949
3950
3951
3952
3953
3954
3955
3956
3957
3958
3959
3960
3961
3962
3963
3964
3965
3966
3967
3968
3969
3970
3971
3972
3973
3974
3975
3976
3977
3978
3979
3980
3981
3982
3983
3984
3985
3986
3987
3988
3989
3990
3991
3992
3993
3994
3995
3996
3997
3998
3999
4000
4001
4002
4003
4004
4005
4006
4007
4008
4009
4010
4011
4012
4013
4014
4015
4016
4017
4018
4019
4020
4021
4022
4023
4024
4025
4026
4027
4028
4029
4030
4031
4032
4033
4034
4035
4036
4037
4038
4039
4040
4041
4042
4043
4044
4045
4046
4047
4048
4049
4050
4051
4052
4053
4054
4055
4056
4057
4058
4059
4060
4061
4062
4063
4064
4065
4066
4067
4068
4069
4070
4071
4072
4073
4074
4075
4076
4077
4078
4079
4080
4081
4082
4083
4084
4085
4086
4087
4088
4089
4090
4091
4092
4093
4094
4095
4096
4097
4098
4099
4100
4101
4102
4103
4104
4105
4106
4107
4108
4109
4110
4111
4112
4113
4114
4115
4116
4117
4118
4119
4120
4121
4122
4123
4124
4125
4126
4127
4128
4129
4130
4131
4132
4133
4134
4135
4136
4137
4138
4139
4140
4141
4142
4143
4144
4145
4146
4147
4148
4149
4150
4151
4152
4153
4154
4155
4156
4157
4158
4159
4160
4161
4162
4163
4164
4165
4166
4167
4168
4169
4170
4171
4172
4173
4174
4175
4176
4177
4178
4179
4180
4181
4182
4183
4184
4185
4186
4187
4188
4189
4190
4191
4192
4193
4194
4195
4196
4197
4198
4199
4200
4201
4202
4203
4204
4205
4206
4207
4208
4209
4210
4211
4212
4213
4214
4215
4216
4217
4218
4219
4220
4221
4222
4223
4224
4225
4226
4227
4228
4229
4230
4231
4232
4233
4234
4235
4236
4237
4238
4239
4240
4241
4242
4243
4244
4245
4246
4247
4248
4249
4250
4251
4252
4253
4254
4255
4256
4257
4258
4259
4260
4261
4262
4263
4264
4265
4266
4267
4268
4269
4270
4271
4272
4273
4274
4275
4276
4277
4278
4279
4280
4281
4282
4283
4284
4285
4286
4287
4288
4289
4290
4291
4292
4293
4294
4295
4296
4297
4298
4299
4300
4301
4302
4303
4304
4305
4306
4307
4308
4309
4310
4311
4312
4313
4314
4315
4316
4317
4318
4319
4320
4321
4322
4323
4324
4325
4326
4327
4328
4329
4330
4331
4332
4333
4334
4335
4336
4337
4338
4339
4340
4341
4342
4343
4344
4345
4346
4347
4348
4349
4350
4351
4352
4353
4354
4355
4356
4357
4358
4359
4360
4361
4362
4363
4364
4365
4366
4367
4368
4369
4370
4371
/*
 * Copyright (c) Contributors, http://opensimulator.org/
 * See CONTRIBUTORS.TXT for a full list of copyright holders.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *     * Redistributions of source code must retain the above copyright
 *       notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above copyright
 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
 *     * Neither the name of the OpenSim Project nor the
 *       names of its contributors may be used to endorse or promote products
 *       derived from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using System.Xml;
using System.Threading;
using System.Timers;
using OpenMetaverse;
using OpenMetaverse.Imaging;
using OpenMetaverse.Packets;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Framework.Servers;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Modules.World.Archiver;
using OpenSim.Region.Environment.Modules.World.Serialiser;
using OpenSim.Region.Environment.Modules.World.Terrain;
using OpenSim.Region.Environment.Scenes.Scripting;
using OpenSim.Region.Physics.Manager;
using Nini.Config;
using Caps = OpenSim.Framework.Communications.Capabilities.Caps;
using Image = System.Drawing.Image;
using TPFlags = OpenSim.Framework.Constants.TeleportFlags;
using Timer = System.Timers.Timer;

namespace OpenSim.Region.Environment.Scenes
{
    public delegate bool FilterAvatarList(ScenePresence avatar);

    public partial class Scene : SceneBase
    {
        public delegate void SynchronizeSceneHandler(Scene scene);
        public SynchronizeSceneHandler SynchronizeScene = null;
        public int splitID = 0;

        #region Fields

        protected Timer m_restartWaitTimer = new Timer();

        protected SimStatsReporter m_statsReporter;

        protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
        protected List<RegionInfo> m_neighbours = new List<RegionInfo>();

        public InnerScene m_innerScene;

        private int m_timePhase = 24;

        /// <summary>
        /// Are we applying physics to any of the prims in this scene?
        /// </summary>
        public bool m_physicalPrim;
        public float m_maxNonphys = 65536;
        public float m_maxPhys = 10;

        public bool m_seeIntoRegionFromNeighbor;
        public int MaxUndoCount = 5;
        private int m_RestartTimerCounter;
        private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
        private int m_incrementsof15seconds = 0;
        private volatile bool m_backingup = false;

        private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();

        protected string m_simulatorVersion = "OpenSimulator Server";

        protected ModuleLoader m_moduleLoader;
        protected StorageManager m_storageManager;
        protected AgentCircuitManager m_authenticateHandler;
        public CommunicationsManager CommsManager;

        protected SceneCommunicationService m_sceneGridService;

        public SceneCommunicationService SceneGridService
        {
            get { return m_sceneGridService; }
        }

        /// <summary>
        /// Each agent has its own capabilities handler.
        /// </summary>
        protected Dictionary<UUID, Caps> m_capsHandlers = new Dictionary<UUID, Caps>();

        protected BaseHttpServer m_httpListener;

        protected Dictionary<string, IRegionModule> m_modules = new Dictionary<string, IRegionModule>();
        public Dictionary<string, IRegionModule> Modules
        {
            get { return m_modules; }
        }
        protected Dictionary<Type, List<object> > ModuleInterfaces = new Dictionary<Type, List<object> >();
        protected Dictionary<string, object> ModuleAPIMethods = new Dictionary<string, object>();
        protected Dictionary<string, ICommander> m_moduleCommanders = new Dictionary<string, ICommander>();

        //API module interfaces

        public IXfer XferManager;

        protected IHttpRequests m_httpRequestModule;
        protected IXMLRPC m_xmlrpcModule;
        protected IWorldComm m_worldCommModule;
        protected IAvatarFactory m_AvatarFactory;
        protected IConfigSource m_config;
        protected IRegionArchiver m_archiver;
        protected IRegionSerialiser m_serialiser;

        // Central Update Loop

        protected int m_fps = 10;
        protected int m_frame = 0;
        protected float m_timespan = 0.089f;
        protected DateTime m_lastupdate = DateTime.Now;

        protected float m_timedilation = 1.0f;

        private int m_update_physics = 1;
        private int m_update_entitymovement = 1;
        private int m_update_entities = 1; // Run through all objects checking for updates
        private int m_update_entitiesquick = 200; // Run through objects that have scheduled updates checking for updates
        private int m_update_presences = 1; // Update scene presence movements
        private int m_update_events = 1;
        private int m_update_backup = 200;
        private int m_update_terrain = 50;
        private int m_update_land = 1;

        private int frameMS = 0;
        private int physicsMS2 = 0;
        private int physicsMS = 0;
        private int otherMS = 0;

        private bool m_physics_enabled = true;
        private bool m_scripts_enabled = true;
        private string m_defaultScriptEngine;
        private int m_LastLogin = 0;
        private Thread HeartbeatThread;
        private volatile bool shuttingdown = false;

	private object m_deleting_scene_object = new object();

        #endregion

        #region Properties

        public AgentCircuitManager AuthenticateHandler
        {
            get { return m_authenticateHandler; }
        }

        // an instance to the physics plugin's Scene object.
        public PhysicsScene PhysicsScene
        {
            set { m_innerScene.PhysicsScene = value; }
            get { return (m_innerScene.PhysicsScene); }
        }

        // This gets locked so things stay thread safe.
        public object SyncRoot
        {
            get { return m_innerScene.m_syncRoot; }
        }

        public float TimeDilation
        {
            get { return m_timedilation; }
        }

        /// <summary>
        /// This is for llGetRegionFPS
        /// </summary>
        public float SimulatorFPS
        {
            get { return m_statsReporter.getLastReportedSimFPS(); }
        }

        public int TimePhase
        {
            get { return m_timePhase; }
        }

        public string DefaultScriptEngine
        {
            get { return m_defaultScriptEngine; }
        }

        // Local reference to the objects in the scene (which are held in innerScene)
        //        public Dictionary<UUID, SceneObjectGroup> Objects
        //        {
        //            get { return m_innerScene.SceneObjects; }
        //        }

        // Reference to all of the agents in the scene (root and child)
        protected Dictionary<UUID, ScenePresence> m_scenePresences
        {
            get { return m_innerScene.ScenePresences; }
            set { m_innerScene.ScenePresences = value; }
        }

        //        protected Dictionary<UUID, SceneObjectGroup> m_sceneObjects
        //        {
        //            get { return m_innerScene.SceneObjects; }
        //            set { m_innerScene.SceneObjects = value; }
        //        }

        /// <summary>
        /// The dictionary of all entities in this scene.  The contents of this dictionary may be changed at any time.
        /// If you wish to add or remove entities, please use the appropriate method for that entity rather than
        /// editing this dictionary directly.
        ///
        /// If you want a list of entities where the list itself is guaranteed not to change, please use
        /// GetEntities()
        /// </summary>
        public Dictionary<UUID, EntityBase> Entities
        {
            get { return m_innerScene.Entities; }
            set { m_innerScene.Entities = value; }
        }

        public Dictionary<UUID, ScenePresence> m_restorePresences
        {
            get { return m_innerScene.RestorePresences; }
            set { m_innerScene.RestorePresences = value; }
        }

        public int objectCapacity = 45000;

        #endregion

        #region Constructors

        public Scene(RegionInfo regInfo, AgentCircuitManager authen,
                     CommunicationsManager commsMan, SceneCommunicationService sceneGridService,
                     AssetCache assetCach, StorageManager storeManager, BaseHttpServer httpServer,
                     ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim,
                     bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion)
        {
            m_config = config;

            m_moduleLoader = moduleLoader;
            m_authenticateHandler = authen;
            CommsManager = commsMan;
            m_sceneGridService = sceneGridService;
            m_storageManager = storeManager;
            AssetCache = assetCach;
            m_regInfo = regInfo;
            m_regionHandle = m_regInfo.RegionHandle;
            m_regionName = m_regInfo.RegionName;
            m_datastore = m_regInfo.DataStore;

            m_physicalPrim = physicalPrim;
            m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor;

            m_eventManager = new EventManager();
            m_externalChecks = new SceneExternalChecks(this);
            m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);

            // Load region settings
            m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
            if (m_storageManager.EstateDataStore != null)
                m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID);

            //Bind Storage Manager functions to some land manager functions for this scene
            EventManager.OnLandObjectAdded +=
                new EventManager.LandObjectAdded(m_storageManager.DataStore.StoreLandObject);
            EventManager.OnLandObjectRemoved +=
                new EventManager.LandObjectRemoved(m_storageManager.DataStore.RemoveLandObject);

            m_innerScene = new InnerScene(this, m_regInfo);

            // If the Inner scene has an Unrecoverable error, restart this sim.
            // Currently the only thing that causes it to happen is two kinds of specific
            // Physics based crashes.
            //
            // Out of memory
            // Operating system has killed the plugin
            m_innerScene.UnRecoverableError += RestartNow;

            RegisterDefaultSceneEvents();

            m_httpListener = httpServer;
            m_dumpAssetsToFile = dumpAssetsToFile;

            m_scripts_enabled = !RegionInfo.RegionSettings.DisableScripts;

            m_physics_enabled = !RegionInfo.RegionSettings.DisablePhysics;

            m_statsReporter = new SimStatsReporter(this);
            m_statsReporter.OnSendStatsResult += SendSimStatsPackets;

            m_statsReporter.SetObjectCapacity(objectCapacity);

            m_simulatorVersion = simulatorVersion
                + " ChilTasks:" + m_seeIntoRegionFromNeighbor.ToString()
                + " PhysPrim:" + m_physicalPrim.ToString();

            try
            {
                IConfig startupConfig = m_config.Configs["Startup"];
                m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", 65536.0f);
                m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", 10.0f);

                m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "DotNetEngine");
            }
            catch
            {
                m_log.Warn("[SCENE]: Failed to load StartupConfig");
            }
        }

        #endregion

        #region Startup / Close Methods

        protected virtual void RegisterDefaultSceneEvents()
        {
            m_eventManager.OnPermissionError += SendPermissionAlert;
        }

        public override string GetSimulatorVersion()
        {
            return m_simulatorVersion;
        }

        /// <summary>
        /// Another region is up. Gets called from Grid Comms:
        /// (OGS1 -> LocalBackEnd -> RegionListened -> SceneCommunicationService)
        /// We have to tell all our ScenePresences about it, and add it to the
        /// neighbor list.
        ///
        /// We only add it to the neighbor list if it's within 1 region from here.
        /// Agents may have draw distance values that cross two regions though, so
        /// we add it to the notify list regardless of distance. We'll check
        /// the agent's draw distance before notifying them though.
        /// </summary>
        /// <param name="otherRegion">RegionInfo handle for the new region.</param>
        /// <returns>True after all operations complete, throws exceptions otherwise.</returns>
        public override bool OtherRegionUp(RegionInfo otherRegion)
        {
            if (RegionInfo.RegionHandle != otherRegion.RegionHandle)
            {
                for (int i = 0; i < m_neighbours.Count; i++)
                {
                    // The purpose of this loop is to re-update the known neighbors
                    // when another region comes up on top of another one.
                    // The latest region in that location ends up in the
                    // 'known neighbors list'
                    // Additionally, the commFailTF property gets reset to false.
                    if (m_neighbours[i].RegionHandle == otherRegion.RegionHandle)
                    {
                        lock (m_neighbours)
                        {
                            m_neighbours[i] = otherRegion;
                        }
                    }
                }

                // If the value isn't in the neighbours, add it.
                // If the RegionInfo isn't exact but is for the same XY World location,
                // then the above loop will fix that.

                if (!(CheckNeighborRegion(otherRegion)))
                {
                    lock (m_neighbours)
                    {
                        m_neighbours.Add(otherRegion);
                        //m_log.Info("[UP]: " + otherRegion.RegionHandle.ToString());
                    }
                }

                // If these are cast to INT because long + negative values + abs returns invalid data
                int resultX = Math.Abs((int)otherRegion.RegionLocX - (int)RegionInfo.RegionLocX);
                int resultY = Math.Abs((int)otherRegion.RegionLocY - (int)RegionInfo.RegionLocY);
                if (resultX <= 1 && resultY <= 1)
                {
                    try
                    {
                        ForEachScenePresence(delegate(ScenePresence agent)
                                             {
                                                 // If agent is a root agent.
                                                 if (!agent.IsChildAgent)
                                                 {
                                                     //agent.ControllingClient.new
                                                     //this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo());
                                                     InformClientOfNeighbor(agent, otherRegion);
                                                 }
                                             }
                            );
                    }
                    catch (NullReferenceException)
                    {
                        // This means that we're not booted up completely yet.
                        // This shouldn't happen too often anymore.
                        m_log.Error("[SCENE]: Couldn't inform client of regionup because we got a null reference exception");
                    }
                }
                else
                {
                    m_log.Info("[INTERGRID]: Got notice about far away Region: " + otherRegion.RegionName.ToString() +
                               " at  (" + otherRegion.RegionLocX.ToString() + ", " +
                               otherRegion.RegionLocY.ToString() + ")");
                }
            }
            return true;
        }

        public void AddNeighborRegion(RegionInfo region)
        {
            lock (m_neighbours)
            {
                if (!CheckNeighborRegion(region))
                {
                    m_neighbours.Add(region);
                }
            }
        }

        public bool CheckNeighborRegion(RegionInfo region)
        {
            bool found = false;
            lock (m_neighbours)
            {
                foreach (RegionInfo reg in m_neighbours)
                {
                    if (reg.RegionHandle == region.RegionHandle)
                    {
                        found = true;
                        break;
                    }
                }
            }
            return found;
        }

        /// <summary>
        /// Given float seconds, this will restart the region.
        /// </summary>
        /// <param name="seconds">float indicating duration before restart.</param>
        public virtual void Restart(float seconds)
        {
            // notifications are done in 15 second increments
            // so ..   if the number of seconds is less then 15 seconds, it's not really a restart request
            // It's a 'Cancel restart' request.

            // RestartNow() does immediate restarting.
            if (seconds < 15)
            {
                m_restartTimer.Stop();
                SendGeneralAlert("Restart Aborted");
            }
            else
            {
                // Now we figure out what to set the timer to that does the notifications and calls, RestartNow()
                m_restartTimer.Interval = 15000;
                m_incrementsof15seconds = (int)seconds / 15;
                m_RestartTimerCounter = 0;
                m_restartTimer.AutoReset = true;
                m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
                m_log.Error("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
                m_restartTimer.Start();
                SendRegionMessageFromEstateTools(UUID.Random(), UUID.Random(), String.Empty, RegionInfo.RegionName + ": Restarting in 2 Minutes");
                //SendGeneralAlert(RegionInfo.RegionName + ": Restarting in 2 Minutes");
            }
        }

        // The Restart timer has occured.
        // We have to figure out if this is a notification or if the number of seconds specified in Restart
        // have elapsed.
        // If they have elapsed, call RestartNow()
        public void RestartTimer_Elapsed(object sender, ElapsedEventArgs e)
        {
            m_RestartTimerCounter++;
            if (m_RestartTimerCounter <= m_incrementsof15seconds)
            {
                if (m_RestartTimerCounter == 4 || m_RestartTimerCounter == 6 || m_RestartTimerCounter == 7)
                    SendRegionMessageFromEstateTools(UUID.Random(), UUID.Random(), String.Empty, RegionInfo.RegionName + ": Restarting in " +
                                                     ((8 - m_RestartTimerCounter) * 15) + " seconds");

                // SendGeneralAlert(RegionInfo.RegionName + ": Restarting in " + ((8 - m_RestartTimerCounter)*15) +
                //" seconds");
            }
            else
            {
                m_restartTimer.Stop();
                m_restartTimer.AutoReset = false;
                RestartNow();
            }
        }

        // This causes the region to restart immediatley.
        public void RestartNow()
        {
            if (PhysicsScene != null)
            {
                PhysicsScene.Dispose();
            }

            m_log.Error("[REGION]: Closing");
            Close();
            m_log.Error("[REGION]: Firing Region Restart Message");
            base.Restart(0);
        }

        // This is a helper function that notifies root agents in this region that a new sim near them has come up
        // This is in the form of a timer because when an instance of OpenSim.exe is started,
        // Even though the sims initialize, they don't listen until 'all of the sims are initialized'
        // If we tell an agent about a sim that's not listening yet, the agent will not be able to connect to it.
        // subsequently the agent will never see the region come back online.
        public void RestartNotifyWaitElapsed(object sender, ElapsedEventArgs e)
        {
            m_restartWaitTimer.Stop();
            lock (m_regionRestartNotifyList)
            {
                foreach (RegionInfo region in m_regionRestartNotifyList)
                {
                    try
                    {
                        ForEachScenePresence(delegate(ScenePresence agent)
                                             {
                                                 // If agent is a root agent.
                                                 if (!agent.IsChildAgent)
                                                 {
                                                     //agent.ControllingClient.new
                                                     //this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo());
                                                     InformClientOfNeighbor(agent, region);
                                                 }
                                             }
                            );
                    }
                    catch (NullReferenceException)
                    {
                        // This means that we're not booted up completely yet.
                        // This shouldn't happen too often anymore.
                    }
                }

                // Reset list to nothing.
                m_regionRestartNotifyList.Clear();
            }
        }

        public void SetSceneCoreDebug(bool ScriptEngine, bool CollisionEvents, bool PhysicsEngine)
        {
            if (m_scripts_enabled != !ScriptEngine)
            {
                // Tedd!   Here's the method to disable the scripting engine!
                if (ScriptEngine)
                {
                    m_log.Info("Stopping all Scripts in Scene");
                    lock (Entities)
                    {
                        foreach (EntityBase ent in Entities.Values)
                        {
                            if (ent is SceneObjectGroup)
                            {
                                ((SceneObjectGroup)ent).RemoveScriptInstances();
                            }
                        }
                    }
                }
                else
                {
                    m_log.Info("Starting all Scripts in Scene");
                    lock (Entities)
                    {
                        foreach (EntityBase ent in Entities.Values)
                        {
                            if (ent is SceneObjectGroup)
                            {
                                ((SceneObjectGroup)ent).CreateScriptInstances(0, false, DefaultScriptEngine, 0);
                            }
                        }
                    }
                }
                m_scripts_enabled = !ScriptEngine;
                m_log.Info("[TOTEDD]: Here is the method to trigger disabling of the scripting engine");
            }

            if (m_physics_enabled != !PhysicsEngine)
            {
                m_physics_enabled = !PhysicsEngine;
            }
        }

        public int GetInaccurateNeighborCount()
        {
            lock (m_neighbours)
            {
                return m_neighbours.Count;
            }
        }

        // This is the method that shuts down the scene.
        public override void Close()
        {
            m_log.InfoFormat("[SCENE]: Closing down the single simulator: {0}", RegionInfo.RegionName);

            // Kick all ROOT agents with the message, 'The simulator is going down'
            ForEachScenePresence(delegate(ScenePresence avatar)
                                 {
                                     if (avatar.KnownChildRegions.Contains(RegionInfo.RegionHandle))
                                         avatar.KnownChildRegions.Remove(RegionInfo.RegionHandle);

                                     if (!avatar.IsChildAgent)
                                         avatar.ControllingClient.Kick("The simulator is going down.");

                                     avatar.ControllingClient.SendShutdownConnectionNotice();
                                 });

            // Wait here, or the kick messages won't actually get to the agents before the scene terminates.
            Thread.Sleep(500);

            // Stop all client threads.
            ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(true); });
            // Stop updating the scene objects and agents.
            //m_heartbeatTimer.Close();
            shuttingdown = true;
            // close the inner scene
            m_innerScene.Close();
            // De-register with region communications (events cleanup)
            UnRegisterRegionWithComms();

            // Shut down all non shared modules.
            foreach (IRegionModule module in Modules.Values)
            {
                if (!module.IsSharedModule)
                {
                    module.Close();
                }
            }
            Modules.Clear();

            // call the base class Close method.
            base.Close();
        }

        /// <summary>
        /// Start the timer which triggers regular scene updates
        /// </summary>
        public void StartTimer()
        {
            //m_log.Debug("[SCENE]: Starting timer");
            //m_heartbeatTimer.Enabled = true;
            //m_heartbeatTimer.Interval = (int)(m_timespan * 1000);
            //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
            HeartbeatThread = new Thread(new ParameterizedThreadStart(Heartbeat));
            HeartbeatThread.SetApartmentState(ApartmentState.MTA);
            HeartbeatThread.Name = "Heartbeat";
            HeartbeatThread.Priority = ThreadPriority.AboveNormal;
            ThreadTracker.Add(HeartbeatThread);
            HeartbeatThread.Start();
        }

        /// <summary>
        /// Sets up references to modules required by the scene
        /// </summary>
        public void SetModuleInterfaces()
        {
            m_httpRequestModule = RequestModuleInterface<IHttpRequests>();
            m_xmlrpcModule = RequestModuleInterface<IXMLRPC>();
            m_worldCommModule = RequestModuleInterface<IWorldComm>();
            XferManager = RequestModuleInterface<IXfer>();
            m_AvatarFactory = RequestModuleInterface<IAvatarFactory>();
            m_archiver = RequestModuleInterface<IRegionArchiver>();
            m_serialiser = RequestModuleInterface<IRegionSerialiser>();
        }

        #endregion

        #region Update Methods

        /// <summary>
        /// Performs per-frame updates regularly
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void Heartbeat(object sender)
        {
            Update();
        }

        /// <summary>
        /// Performs per-frame updates on the scene, this should be the central scene loop
        /// </summary>
        public override void Update()
        {
            int maintc = 0;
            while (!shuttingdown)
            {
                maintc = System.Environment.TickCount;

                TimeSpan SinceLastFrame = DateTime.Now - m_lastupdate;
                // Aquire a lock so only one update call happens at once
                //updateLock.WaitOne();
                float physicsFPS = 0;
                //m_log.Info("sadfadf" + m_neighbours.Count.ToString());
                int agentsInScene = m_innerScene.GetRootAgentCount() + m_innerScene.GetChildAgentCount();

                if (agentsInScene > 21)
                {
                    if (m_update_entities == 1)
                    {
                        m_update_entities = 5;
                        m_statsReporter.SetUpdateMS(6000);
                    }
                }
                else
                {
                    if (m_update_entities == 5)
                    {
                        m_update_entities = 1;
                        m_statsReporter.SetUpdateMS(3000);
                    }
                }

                frameMS = System.Environment.TickCount;
                try
                {
                    // Increment the frame counter
                    m_frame++;

                    // Loop it
                    if (m_frame == Int32.MaxValue)
                        m_frame = 0;

                    physicsMS2 = System.Environment.TickCount;
                    if ((m_frame % m_update_physics == 0) && m_physics_enabled)
                        m_innerScene.UpdatePreparePhysics();
                    physicsMS2 = System.Environment.TickCount - physicsMS2;

                    if (m_frame % m_update_entitymovement == 0)
                        m_innerScene.UpdateEntityMovement();

                    physicsMS = System.Environment.TickCount;
                    if ((m_frame % m_update_physics == 0) && m_physics_enabled)
                        physicsFPS = m_innerScene.UpdatePhysics(
                            Math.Max(SinceLastFrame.TotalSeconds, m_timespan)
                            );
                    if (m_frame % m_update_physics == 0 && SynchronizeScene != null)
                        SynchronizeScene(this);

                    physicsMS = System.Environment.TickCount - physicsMS;
                    physicsMS += physicsMS2;

                    otherMS = System.Environment.TickCount;
                    // run through all entities looking for updates (slow)
                    if (m_frame % m_update_entities == 0)
                        m_innerScene.UpdateEntities();

                    // run through entities that have scheduled themselves for
                    // updates looking for updates(faster)
                    if (m_frame % m_update_entitiesquick == 0)
                        m_innerScene.ProcessUpdates();

                    // Run through scenepresences looking for updates
                    if (m_frame % m_update_presences == 0)
                        m_innerScene.UpdatePresences();

                    // Delete temp-on-rez stuff
                    if (m_frame % m_update_backup == 0)
                        CleanTempObjects();

                    if (Region_Status != RegionStatus.SlaveScene)
                    {
                        if (m_frame % m_update_events == 0)
                            UpdateEvents();

                        if (m_frame % m_update_backup == 0)
                        {
                            UpdateStorageBackup();
                        }

                        if (m_frame % m_update_terrain == 0)
                            UpdateTerrain();

                        if (m_frame % m_update_land == 0)
                            UpdateLand();
                        otherMS = System.Environment.TickCount - otherMS;
                        // if (m_frame%m_update_avatars == 0)
                        //   UpdateInWorldTime();
                        m_statsReporter.AddPhysicsFPS(physicsFPS);
                        m_statsReporter.AddTimeDilation(m_timedilation);
                        m_statsReporter.AddFPS(1);
                        m_statsReporter.AddInPackets(0);
                        m_statsReporter.SetRootAgents(m_innerScene.GetRootAgentCount());
                        m_statsReporter.SetChildAgents(m_innerScene.GetChildAgentCount());
                        m_statsReporter.SetObjects(m_innerScene.GetTotalObjectsCount());
                        m_statsReporter.SetActiveObjects(m_innerScene.GetActiveObjectsCount());
                        frameMS = System.Environment.TickCount - frameMS;
                        m_statsReporter.addFrameMS(frameMS);
                        m_statsReporter.addPhysicsMS(physicsMS);
                        m_statsReporter.addOtherMS(otherMS);
                        m_statsReporter.SetActiveScripts(m_innerScene.GetActiveScriptsCount());
                        m_statsReporter.addScriptLines(m_innerScene.GetScriptLPS());
                    }
                }
                catch (NotImplementedException)
                {
                    throw;
                }
                catch (AccessViolationException e)
                {
                    m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
                }
                catch (NullReferenceException e)
                {
                    m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
                }
                catch (InvalidOperationException e)
                {
                    m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
                }
                catch (Exception e)
                {
                    m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
                }
                finally
                {
                    //updateLock.ReleaseMutex();
                    // Get actual time dilation
                    float tmpval = (m_timespan / (float)SinceLastFrame.TotalSeconds);

                    // If actual time dilation is greater then one, we're catching up, so subtract
                    // the amount that's greater then 1 from the time dilation
                    if (tmpval > 1.0)
                    {
                        tmpval = tmpval - (tmpval - 1.0f);
                    }
                    m_timedilation = tmpval;

                    m_lastupdate = DateTime.Now;
                }
                maintc = System.Environment.TickCount - maintc;
                maintc = (int)(m_timespan * 1000) - maintc;

                if ((maintc < (m_timespan * 1000)) && maintc > 0)
                    Thread.Sleep(maintc);
            }
        }

        private void SendSimStatsPackets(SimStats stats)
        {
            List<ScenePresence> StatSendAgents = GetScenePresences();
            foreach (ScenePresence agent in StatSendAgents)
            {
                if (!agent.IsChildAgent)
                {
                    agent.ControllingClient.SendSimStats(stats);
                }
            }
        }

        private void UpdateLand()
        {
            if (LandChannel != null)
            {
                if (LandChannel.IsLandPrimCountTainted())
                {
                    EventManager.TriggerParcelPrimCountUpdate();
                }
            }
        }

        private void UpdateTerrain()
        {
            EventManager.TriggerTerrainTick();
        }

        private void UpdateStorageBackup()
        {
            if (!m_backingup)
            {
                m_backingup = true;
                Thread backupthread = new Thread(Backup);
                backupthread.Name = "BackupWriter";
                backupthread.IsBackground = true;
                backupthread.Start();
            }
        }

        private void UpdateEvents()
        {
            m_eventManager.TriggerOnFrame();
        }

        /// <summary>
        /// Perform delegate action on all clients subscribing to updates from this region.
        /// </summary>
        /// <returns></returns>
        internal void Broadcast(Action<IClientAPI> whatToDo)
        {
            ForEachScenePresence(delegate(ScenePresence presence) { whatToDo(presence.ControllingClient); });
        }

        /// <summary>
        /// Backup the scene.  This acts as the main method of the backup thread.
        /// </summary>
        /// <returns></returns>
        public void Backup()
        {
            m_returns.Clear();

            EventManager.TriggerOnBackup(m_storageManager.DataStore);
            m_backingup = false;

            foreach (KeyValuePair<UUID, ReturnInfo> ret in m_returns)
            {
                UUID transaction = UUID.Random();

                GridInstantMessage msg = new GridInstantMessage();
                msg.fromAgentID = new Guid(UUID.Zero.ToString()); // From server
                msg.fromAgentSession = new Guid(transaction.ToString());
                msg.toAgentID = new Guid(ret.Key.ToString());
                msg.imSessionID = new Guid(transaction.ToString());
                msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
                msg.fromAgentName = "Server";
                msg.dialog = (byte)19; // Object msg
                msg.fromGroup = false;
                msg.offline = (byte)1;
                msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
                msg.Position = Vector3.Zero;
                msg.RegionID = RegionInfo.RegionID.Guid;
                msg.binaryBucket = new byte[0];
                if (ret.Value.count > 1)
                    msg.message = string.Format("Your {0} objects were returned from {1} in region {2} due to parcel auto return", ret.Value.count, ret.Value.location.ToString(), RegionInfo.RegionName);
                else
                    msg.message = string.Format("Your object {0} was returned from {1} in region {2} due to parcel auto return", ret.Value.objectName, ret.Value.location.ToString(), RegionInfo.RegionName);

                TriggerGridInstantMessage(msg, InstantMessageReceiver.IMModule);
            }
        }

        public void AddReturn(UUID agentID, string objectName, Vector3 location)
        {
            if (m_returns.ContainsKey(agentID))
            {
                ReturnInfo info = m_returns[agentID];
                info.count++;
                m_returns[agentID] = info;
            }
            else
            {
                ReturnInfo info = new ReturnInfo();
                info.count = 1;
                info.objectName = objectName;
                info.location = location;
                m_returns[agentID] = info;
            }
        }

        #endregion

        #region Load Terrain

        public void ExportWorldMap(string fileName)
        {
            List<MapBlockData> mapBlocks =
                m_sceneGridService.RequestNeighbourMapBlocks((int)(RegionInfo.RegionLocX - 9),
                                                             (int)(RegionInfo.RegionLocY - 9),
                                                             (int)(RegionInfo.RegionLocX + 9),
                                                             (int)(RegionInfo.RegionLocY + 9));
            List<AssetBase> textures = new List<AssetBase>();
            List<Image> bitImages = new List<Image>();

            foreach (MapBlockData mapBlock in mapBlocks)
            {
                AssetBase texAsset = AssetCache.GetAsset(mapBlock.MapImageId, true);

                if (texAsset != null)
                {
                    textures.Add(texAsset);
                }
                else
                {
                    texAsset = AssetCache.GetAsset(mapBlock.MapImageId, true);
                    if (texAsset != null)
                    {
                        textures.Add(texAsset);
                    }
                }
            }

            foreach (AssetBase asset in textures)
            {
                ManagedImage managedImage;
                Image image;

                if (OpenJPEG.DecodeToImage(asset.Data, out managedImage, out image))
                    bitImages.Add(image);
            }

            Bitmap mapTexture = new Bitmap(2560, 2560);
            Graphics g = Graphics.FromImage(mapTexture);
            SolidBrush sea = new SolidBrush(Color.DarkBlue);
            g.FillRectangle(sea, 0, 0, 2560, 2560);

            for (int i = 0; i < mapBlocks.Count; i++)
            {
                ushort x = (ushort)((mapBlocks[i].X - RegionInfo.RegionLocX) + 10);
                ushort y = (ushort)((mapBlocks[i].Y - RegionInfo.RegionLocY) + 10);
                g.DrawImage(bitImages[i], (x * 128), (y * 128), 128, 128);
            }
            mapTexture.Save(fileName, ImageFormat.Jpeg);
        }

        public void SaveTerrain()
        {
            m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
        }

        /// <summary>
        /// Loads the World heightmap
        /// </summary>
        ///
        public override void LoadWorldMap()
        {
            try
            {
                double[,] map = m_storageManager.DataStore.LoadTerrain(RegionInfo.RegionID);
                if (map == null)
                {
                    m_log.Info("[TERRAIN]: No default terrain. Generating a new terrain.");
                    Heightmap = new TerrainChannel();

                    m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
                }
                else
                {
                    Heightmap = new TerrainChannel(map);
                }

            }
            catch (Exception e)
            {
                m_log.Warn("[terrain]: Scene.cs: LoadWorldMap() - Failed with exception " + e.ToString());
            }
        }

        /// <summary>
        /// Register this region with a grid service
        /// </summary>
        /// <exception cref="System.Exception">Thrown if registration of the region itself fails.</exception>
        public void RegisterRegionWithGrid()
        {
            RegisterCommsEvents();

            // These two 'commands' *must be* next to each other or sim rebooting fails.
            m_sceneGridService.RegisterRegion(RegionInfo);
            m_sceneGridService.InformNeighborsThatRegionisUp(RegionInfo);

            Dictionary<string, string> dGridSettings = m_sceneGridService.GetGridSettings();

            if (dGridSettings.ContainsKey("allow_forceful_banlines"))
            {
                if (dGridSettings["allow_forceful_banlines"] != "TRUE")
                {
                    m_log.Info("[GRID]: Grid is disabling forceful parcel banlists");
                    EventManager.TriggerSetAllowForcefulBan(false);
                }
                else
                {
                    m_log.Info("[GRID]: Grid is allowing forceful parcel banlists");
                    EventManager.TriggerSetAllowForcefulBan(true);
                }
            }
        }

        /// <summary>
        ///
        /// </summary>
        public void CreateTerrainTexture(bool temporary)
        {
            //create a texture asset of the terrain
            IMapImageGenerator terrain = RequestModuleInterface<IMapImageGenerator>();

            // Cannot create a map for a nonexistant heightmap yet.
            if (Heightmap == null)
                return;

            if (terrain == null)
            {
                #region Fallback default maptile generation

                int tc = System.Environment.TickCount;
                m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
                Bitmap mapbmp = new Bitmap(256, 256);
                double[,] hm = Heightmap.GetDoubles();
                bool ShadowDebugContinue = true;
                //Color prim = Color.FromArgb(120, 120, 120);
                //Vector3 RayEnd = new Vector3(0, 0, 0);
                //Vector3 RayStart = new Vector3(0, 0, 0);
                //Vector3 direction = new Vector3(0, 0, -1);
                //Vector3 AXOrigin = new Vector3();
                //Vector3 AXdirection = new Vector3();
                //Ray testRay = new Ray();
                //EntityIntersection rt = new EntityIntersection();
                bool terraincorruptedwarningsaid = false;

                float low = 255;
                float high = 0;
                for (int x = 0; x < 256; x++)
                {
                    for (int y = 0; y < 256; y++)
                    {
                        float hmval = (float)hm[x, y];
                        if (hmval < low)
                            low = hmval;
                        if (hmval > high)
                            high = hmval;
                    }
                }

                float mid = (high + low) * 0.5f;

                // temporary initializer
                float hfvalue = (float)m_regInfo.RegionSettings.WaterHeight;
                float hfvaluecompare = hfvalue;
                float hfdiff = hfvalue;
                int hfdiffi = 0;

                for (int x = 0; x < 256; x++)
                {
                    //int tc = System.Environment.TickCount;
                    for (int y = 0; y < 256; y++)
                    {
                        //RayEnd = new Vector3(x, y, 0);
                        //RayStart = new Vector3(x, y, 255);

                        //direction = Vector3.Norm(RayEnd - RayStart);
                        //AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
                        //AXdirection = new Vector3(direction.X, direction.Y, direction.Z);

                        //testRay = new Ray(AXOrigin, AXdirection);
                        //rt = m_innerScene.GetClosestIntersectingPrim(testRay);

                        //if (rt.HitTF)
                        //{
                        //mapbmp.SetPixel(x, y, prim);
                        //}
                        //else
                        //{
                        //float tmpval = (float)hm[x, y];
                        float heightvalue = (float)hm[x, y];

                        if (heightvalue > (float)m_regInfo.RegionSettings.WaterHeight)
                        {
                            // scale height value
                            heightvalue = low + mid * (heightvalue - low) / mid;

                            if (heightvalue > 255)
                                heightvalue = 255;

                            if (heightvalue < 0)
                                heightvalue = 0;

                            if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
                                heightvalue = 0;

                            try
                            {
                                Color green = Color.FromArgb((int)heightvalue, 100, (int)heightvalue);

                                // Y flip the cordinates
                                mapbmp.SetPixel(x, (256 - y) - 1, green);

                                //X
                                // .
                                //
                                // Shade the terrain for shadows
                                if ((x - 1 > 0) && (y - 1 > 0))
                                {
                                    hfvalue = (float)hm[x, y];
                                    hfvaluecompare = (float)hm[x - 1, y - 1];

                                    if (Single.IsInfinity(hfvalue) || Single.IsNaN(hfvalue))
                                        hfvalue = 0;

                                    if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
                                        hfvaluecompare = 0;

                                    hfdiff = hfvaluecompare - hfvalue;

                                    if (hfdiff > 0.3f)
                                    {

                                    }
                                    else if (hfdiff < -0.3f)
                                    {
                                        // We have to desaturate and blacken the land at the same time
                                        // we use floats, colors use bytes, so shrink are space down to
                                        // 0-255

                                        try
                                        {
                                            hfdiffi = Math.Abs((int)((hfdiff * 4) + (hfdiff * 0.5))) + 1;
                                            if (hfdiff % 1 != 0)
                                            {
                                                hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
                                            }
                                        }
                                        catch (System.OverflowException)
                                        {
                                            m_log.Debug("[MAPTILE]: Shadow failed at value: " + hfdiff.ToString());
                                            ShadowDebugContinue = false;
                                        }

                                        if (ShadowDebugContinue)
                                        {
                                            if ((256 - y) - 1 > 0)
                                            {
                                                Color Shade = mapbmp.GetPixel(x - 1, (256 - y) - 1);

                                                int r = Shade.R;

                                                int g = Shade.G;
                                                int b = Shade.B;
                                                Shade = Color.FromArgb((r - hfdiffi > 0) ? r - hfdiffi : 0, (g - hfdiffi > 0) ? g - hfdiffi : 0, (b - hfdiffi > 0) ? b - hfdiffi : 0);
                                                //Console.WriteLine("d:" + hfdiff.ToString() + ", i:" + hfdiffi + ", pos: " + x + "," + y + " - R:" + Shade.R.ToString() + ", G:" + Shade.G.ToString() + ", B:" + Shade.G.ToString());
                                                mapbmp.SetPixel(x - 1, (256 - y) - 1, Shade);
                                            }
                                        }
                                    }
                                }
                            }
                            catch (System.ArgumentException)
                            {
                                if (!terraincorruptedwarningsaid)
                                {
                                    m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", RegionInfo.RegionName);
                                    terraincorruptedwarningsaid = true;
                                }
                                Color black = Color.Black;
                                mapbmp.SetPixel(x, (256 - y) - 1, black);
                            }
                        }
                        else
                        {
                            // Y flip the cordinates
                            heightvalue = (float)m_regInfo.RegionSettings.WaterHeight - heightvalue;
                            if (heightvalue > 19)
                                heightvalue = 19;
                            if (heightvalue < 0)
                                heightvalue = 0;

                            heightvalue = 100 - (heightvalue * 100) / 19;

                            if (heightvalue > 255)
                                heightvalue = 255;

                            if (heightvalue < 0)
                                heightvalue = 0;

                            if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
                                heightvalue = 0;

                            try
                            {
                                Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255);
                                mapbmp.SetPixel(x, (256 - y) - 1, water);
                            }
                            catch (System.ArgumentException)
                            {
                                if (!terraincorruptedwarningsaid)
                                {
                                    m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", RegionInfo.RegionName);
                                    terraincorruptedwarningsaid = true;
                                }
                                Color black = Color.Black;
                                mapbmp.SetPixel(x, (256 - y) - 1, black);
                            }
                        }
                    }
                    //}

                    //tc = System.Environment.TickCount - tc;
                    //m_log.Info("[MAPTILE]: Completed One row in " + tc + " ms");
                }
                
                m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (System.Environment.TickCount - tc) + " ms");

                bool drawPrimVolume = true;

                try
                {
                    IConfig startupConfig = m_config.Configs["Startup"];
                    drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", true);
                }
                catch
                {
                    m_log.Warn("[MAPTILE]: Failed to load StartupConfig");
                }

                if (drawPrimVolume)
                {
                    tc = System.Environment.TickCount;
                    m_log.Info("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
                    List<EntityBase> objs = GetEntities();

                    lock (objs)
                    {
                        foreach (EntityBase obj in objs)
                        {
                            // Only draw the contents of SceneObjectGroup
                            if (obj is SceneObjectGroup)
                            {
                                SceneObjectGroup mapdot = (SceneObjectGroup)obj;
                                Color mapdotspot = Color.Gray; // Default color when prim color is white
                                // Loop over prim in group
                                foreach (SceneObjectPart part in mapdot.Children.Values)
                                {
                                    if (part == null)
                                        continue;

                                    // Draw if the object is at least 1 meter wide in any direction
                                    if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
                                    {
                                        // Try to get the RGBA of the default texture entry..
                                        //
                                        try
                                        {
                                            if (part == null)
                                                continue;

                                            if (part.Shape == null)
                                                continue;

                                            if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree)
                                                continue; // eliminates trees from this since we don't really have a good tree representation
                                            // if you want tree blocks on the map comment the above line and uncomment the below line
                                            //mapdotspot = Color.PaleGreen;

                                            if (part.Shape.Textures == null)
                                                continue;

                                            if (part.Shape.Textures.DefaultTexture == null)
                                                continue;

                                            Color4 texcolor = part.Shape.Textures.DefaultTexture.RGBA;

                                            // Not sure why some of these are null, oh well.

                                            int colorr = 255 - (int)(texcolor.R * 255f);
                                            int colorg = 255 - (int)(texcolor.G * 255f);
                                            int colorb = 255 - (int)(texcolor.B * 255f);

                                            if (!(colorr == 255 && colorg == 255 && colorb == 255))
                                            {
                                                //Try to set the map spot color
                                                try
                                                {
                                                    // If the color gets goofy somehow, skip it *shakes fist at Color4
                                                    mapdotspot = Color.FromArgb(colorr, colorg, colorb);
                                                }
                                                catch (ArgumentException)
                                                {
                                                }
                                            }
                                        }
                                        catch (IndexOutOfRangeException)
                                        {
                                            // Windows Array
                                        }
                                        catch (ArgumentOutOfRangeException)
                                        {
                                            // Mono Array
                                        }

                                        Vector3 pos = part.GetWorldPosition();

                                        // skip prim outside of retion
                                        if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f)
                                            continue;

                                        // skip prim in non-finite position
                                        if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) || Single.IsInfinity(pos.X)
                                                                || Single.IsInfinity(pos.Y))
                                            continue;

                                        // Figure out if object is under 256m above the height of the terrain
                                        bool isBelow256AboveTerrain = false;

                                        try
                                        {
                                            isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
                                        }
                                        catch (Exception)
                                        {
                                        }

                                        if (isBelow256AboveTerrain)
                                        {
                                            // Translate scale by rotation so scale is represented properly when object is rotated
                                            Vector3 scale = part.Shape.Scale;
                                            Quaternion rot = part.GetWorldRotation();
                                            scale *= rot;

                                            // negative scales don't work in this situation
                                            scale.X = Math.Abs(scale.X);
                                            scale.Y = Math.Abs(scale.Y);
                                            scale.Z = Math.Abs(scale.Z);

                                            // This scaling isn't very accurate and doesn't take into account the face rotation :P
                                            int mapdrawstartX = (int)(pos.X - scale.X);
                                            int mapdrawstartY = (int)(pos.Y - scale.Y);
                                            int mapdrawendX = (int)(pos.X + scale.X);
                                            int mapdrawendY = (int)(pos.Y + scale.Y);

                                            // If object is beyond the edge of the map, don't draw it to avoid errors
                                            if (mapdrawstartX < 0 || mapdrawstartX > 255 || mapdrawendX < 0 || mapdrawendX > 255
                                                                  || mapdrawstartY < 0 || mapdrawstartY > 255 || mapdrawendY < 0
                                                                  || mapdrawendY > 255)
                                                continue;

                                            int wy = 0;

                                            bool breakYN = false; // If we run into an error drawing, break out of the
                                            // loop so we don't lag to death on error handling
                                            for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
                                            {
                                                for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
                                                {
                                                    //m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
                                                    try
                                                    {
                                                        // Remember, flip the y!
                                                        mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
                                                    }
                                                    catch (ArgumentException)
                                                    {
                                                        breakYN = true;
                                                    }

                                                    if (breakYN)
                                                        break;
                                                }

                                                if (breakYN)
                                                    break;
                                            }
                                        } // Object is within 256m Z of terrain
                                    } // object is at least a meter wide
                                } // loop over group children
                            } // entitybase is sceneobject group
                        } // foreach loop over entities
                    } // lock entities objs

                    m_log.Info("[MAPTILE]: Generating Maptile Step 2: Done in " + (System.Environment.TickCount - tc) + " ms");
                } // end if drawPrimOnMaptle

                byte[] data;
                try
                {
                    data = OpenJPEG.EncodeFromImage(mapbmp, false);
                }
                catch (Exception)
                {
                    return;
                }

                LazySaveGeneratedMaptile(data,temporary);

                #endregion
            }
            else
            {
                // Use the module to generate the maptile.
                byte[] data = terrain.WriteJpeg2000Image("defaultstripe.png");
                if (data != null)
                {
                    LazySaveGeneratedMaptile(data,temporary);
                }
            }
        }

        public void LazySaveGeneratedMaptile(byte[] data, bool temporary)
        {
            // Overwrites the local Asset cache with new maptile data
            // Assets are single write, this causes the asset server to ignore this update,
            // but the local asset cache does not

            // this is on purpose!  The net result of this is the region always has the most up to date
            // map tile while protecting the (grid) asset database from bloat caused by a new asset each
            // time a mapimage is generated!

            UUID lastMapRegionUUID = m_regInfo.lastMapUUID;

            int lastMapRefresh = 0;
            int twoDays = 172800;
            int RefreshSeconds = twoDays;

            try
            {
                lastMapRefresh = Convert.ToInt32(m_regInfo.lastMapRefresh);
            }
            catch (ArgumentException)
            {
            }
            catch (FormatException)
            {
            }
            catch (OverflowException)
            {
            }

            UUID TerrainImageUUID = UUID.Random();

            if (lastMapRegionUUID == UUID.Zero || (lastMapRefresh + RefreshSeconds) < Util.UnixTimeSinceEpoch())
            {
                m_regInfo.SaveLastMapUUID(TerrainImageUUID);

                m_log.Warn("[MAPTILE]: STORING MAPTILE IMAGE");
            }
            else
            {
                TerrainImageUUID = lastMapRegionUUID;
                m_log.Warn("[MAPTILE]: REUSING OLD MAPTILE IMAGE ID");
            }

            m_regInfo.RegionSettings.TerrainImageID = TerrainImageUUID;

            AssetBase asset = new AssetBase();
            asset.FullID = m_regInfo.RegionSettings.TerrainImageID;
            asset.Data = data;
            asset.Name = "terrainImage_" + m_regInfo.RegionID.ToString() + "_" + lastMapRefresh.ToString();
            asset.Description = RegionInfo.RegionName;

            asset.Type = 0;
            asset.Temporary = temporary;
            AssetCache.AddAsset(asset);
        }

        #endregion

        #region Load Land

        public void loadAllLandObjectsFromStorage(UUID regionID)
        {
            m_log.Info("[SCENE]: Loading land objects from storage");
            List<LandData> landData = m_storageManager.DataStore.LoadLandObjects(regionID);

            if (LandChannel != null)
            {
                if (landData.Count == 0)
                {
                    EventManager.TriggerNoticeNoLandDataFromStorage();
                }
                else
                {
                    EventManager.TriggerIncomingLandDataFromStorage(landData);
                }
            }
            else
            {
                m_log.Error("[SCENE]: Land Channel is not defined. Cannot load from storage!");
            }
        }

        #endregion

        #region Primitives Methods

        /// <summary>
        /// Loads the World's objects
        /// </summary>
        public virtual void LoadPrimsFromStorage(UUID regionID)
        {
            m_log.Info("[SCENE]: Loading objects from datastore");

            List<SceneObjectGroup> PrimsFromDB = m_storageManager.DataStore.LoadObjects(regionID);
            foreach (SceneObjectGroup group in PrimsFromDB)
            {
                if (group.RootPart == null)
                {
                    m_log.ErrorFormat("[SCENE] Found a SceneObjectGroup with m_rootPart == null and {0} children",
                                      group.Children == null ? 0 : group.Children.Count);
                }
                
                AddRestoredSceneObject(group, true, true);
                SceneObjectPart rootPart = group.GetChildPart(group.UUID);
                rootPart.ObjectFlags &= ~(uint)PrimFlags.Scripted;
                rootPart.TrimPermissions();
                group.CheckSculptAndLoad();
                //rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
            }

            m_log.Info("[SCENE]: Loaded " + PrimsFromDB.Count.ToString() + " SceneObject(s)");
        }

        public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
        {
            Vector3 pos = Vector3.Zero;
            if (RayEndIsIntersection == (byte)1)
            {
                pos = RayEnd;
                return pos;
            }

            if (RayTargetID != UUID.Zero)
            {
                SceneObjectPart target = GetSceneObjectPart(RayTargetID);

                Vector3 direction = Vector3.Normalize(RayEnd - RayStart);
                Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
                Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z);

                if (target != null)
                {
                    pos = target.AbsolutePosition;
                    //m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString());

                    // TODO: Raytrace better here

                    //EntityIntersection ei = m_innerScene.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection));
                    Ray NewRay = new Ray(AXOrigin, AXdirection);

                    // Ray Trace against target here
                    EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);

                    // Un-comment out the following line to Get Raytrace results printed to the console.
                   // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
                    float ScaleOffset = 0.5f;

                    // If we hit something
                    if (ei.HitTF)
                    {
                        Vector3 scaleComponent = new Vector3(ei.AAfaceNormal.X, ei.AAfaceNormal.Y, ei.AAfaceNormal.Z);
                        if (scaleComponent.X != 0) ScaleOffset = scale.X;
                        if (scaleComponent.Y != 0) ScaleOffset = scale.Y;
                        if (scaleComponent.Z != 0) ScaleOffset = scale.Z;
                        ScaleOffset = Math.Abs(ScaleOffset);
                        Vector3 intersectionpoint = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
                        Vector3 normal = new Vector3(ei.normal.X, ei.normal.Y, ei.normal.Z);
                        // Set the position to the intersection point
                        Vector3 offset = (normal * (ScaleOffset / 2f));
                        pos = (intersectionpoint + offset);

                        // Un-offset the prim (it gets offset later by the consumer method)
                        pos.Z -= 0.25F;
                    }

                    return pos;
                }
                else
                {
                    // We don't have a target here, so we're going to raytrace all the objects in the scene.

                    EntityIntersection ei = m_innerScene.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);

                    // Un-comment the following line to print the raytrace results to the console.
                    //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());

                    if (ei.HitTF)
                    {
                        pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
                    } else
                    {
                        // fall back to our stupid functionality
                        pos = RayEnd;
                    }

                    return pos;
                }
            }
            else
            {
                // fall back to our stupid functionality
                pos = RayEnd;
                return pos;
            }
        }

        public virtual void AddNewPrim(UUID ownerID, Vector3 RayEnd, Quaternion rot, PrimitiveBaseShape shape,
                                       byte bypassRaycast, Vector3 RayStart, UUID RayTargetID,
                                       byte RayEndIsIntersection)
        {
            Vector3 pos = GetNewRezLocation(RayStart, RayEnd, RayTargetID, rot, bypassRaycast, RayEndIsIntersection, true, new Vector3(0.5f, 0.5f, 0.5f), false);

            if (ExternalChecks.ExternalChecksCanRezObject(1, ownerID, pos))
            {
                // rez ON the ground, not IN the ground
                pos.Z += 0.25F;

                AddNewPrim(ownerID, pos, rot, shape);
            }
        }

        public virtual SceneObjectGroup AddNewPrim(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
        {
            //m_log.DebugFormat(
            //    "[SCENE]: Scene.AddNewPrim() called for agent {0} in {1}", ownerID, RegionInfo.RegionName);

            SceneObjectGroup sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape);

            SceneObjectPart rootPart = sceneObject.GetChildPart(sceneObject.UUID);
            // if grass or tree, make phantom
            //rootPart.TrimPermissions();
            if ((rootPart.Shape.PCode == (byte)PCode.Grass) 
                || (rootPart.Shape.PCode == (byte)PCode.Tree) || (rootPart.Shape.PCode == (byte)PCode.NewTree))
            {
                rootPart.AddFlag(PrimFlags.Phantom);
                //rootPart.ObjectFlags += (uint)PrimFlags.Phantom;
                if (rootPart.Shape.PCode != (byte)PCode.Grass)
                    AdaptTree(ref shape);
            }

            AddNewSceneObject(sceneObject, true);

            return sceneObject;
        }

        void AdaptTree(ref PrimitiveBaseShape tree)
        {
            // Tree size has to be adapted depending on its type
            switch ((Tree)tree.State)
            {
                case Tree.Cypress1:
                case Tree.Cypress2:
                    tree.Scale = new Vector3(4, 4, 10);
                    break;

                // case... other tree types
                // tree.Scale = new Vector3(?, ?, ?);
                // break;

                default:
                    tree.Scale = new Vector3(4, 4, 4);
                    break;
            }
        }

        public SceneObjectGroup AddTree(UUID uuid, Vector3 scale, Quaternion rotation, Vector3 position,
                                        Tree treeType, bool newTree)
        {
            PrimitiveBaseShape treeShape = new PrimitiveBaseShape();
            treeShape.PathCurve = 16;
            treeShape.PathEnd = 49900;
            treeShape.PCode = newTree ? (byte)PCode.NewTree : (byte)PCode.Tree;
            treeShape.Scale = scale;
            treeShape.State = (byte)treeType;
            return AddNewPrim(uuid, position, rotation, treeShape);
        }

        /// <summary>
        /// Add an object into the scene that has come from storage
        /// </summary>
        /// <param name="sceneObject"></param>
        /// <param name="attachToBackup">
        /// If true, changes to the object will be reflected in its persisted data
        /// If false, the persisted data will not be changed even if the object in the scene is changed
        /// </param>
        /// <param name="alreadyPersisted">
        /// If true, we won't persist this object until it changes
        /// If false, we'll persist this object immediately
        /// </param>
        /// <returns>
        /// true if the object was added, false if an object with the same uuid was already in the scene
        /// </returns>
        public bool AddRestoredSceneObject(
            SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
        {
            return m_innerScene.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted);
        }

        /// <summary>
        /// Add a newly created object to the scene
        /// </summary>
        /// <param name="sceneObject"></param>
        /// <param name="attachToBackup">
        /// If true, the object is made persistent into the scene.
        /// If false, the object will not persist over server restarts
        /// </param>
        public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
        {
            return m_innerScene.AddNewSceneObject(sceneObject, attachToBackup);
        }

        /// <summary>
        /// Delete every object from the scene
        /// </summary>
        public void DeleteAllSceneObjects()
        {
            lock (Entities)
            {
                ICollection<EntityBase> entities = new List<EntityBase>(Entities.Values);

                foreach (EntityBase e in entities)
                {
                    if (e is SceneObjectGroup)
                        DeleteSceneObject((SceneObjectGroup)e, false);
                }
            }
        }

        /// <summary>
        /// Delete the given object from the scene.
        /// </summary>
        /// <param name="group"></param>
        public void DeleteSceneObject(SceneObjectGroup group, bool silent)
        {
            //SceneObjectPart rootPart = group.GetChildPart(group.UUID);

	    // Serialise calls to RemoveScriptInstances to avoid
	    // deadlocking on m_parts inside SceneObjectGroup
	    lock (m_deleting_scene_object) {
		group.RemoveScriptInstances();
	    }

            foreach (SceneObjectPart part in group.Children.Values)
            {
                if (part.PhysActor != null)
                {
                    PhysicsScene.RemovePrim(part.PhysActor);
                    part.PhysActor = null;
                }
            }
//            if (rootPart.PhysActor != null)
//            {
//                PhysicsScene.RemovePrim(rootPart.PhysActor);
//                rootPart.PhysActor = null;
//            }

            if (UnlinkSceneObject(group.UUID, false))
            {
                EventManager.TriggerObjectBeingRemovedFromScene(group);
                EventManager.TriggerParcelPrimCountTainted();
            }

            group.DeleteGroup(silent);
        }

        /// <summary>
        /// Unlink the given object from the scene.  Unlike delete, this just removes the record of the object - the
        /// object itself is not destroyed.
        /// </summary>
        /// <param name="uuid"></param>
        /// <returns>true if the object was in the scene, false if it was not</returns>
        public bool UnlinkSceneObject(UUID uuid, bool resultOfLinkingObjects)
        {
            if (m_innerScene.DeleteSceneObject(uuid, resultOfLinkingObjects))
            {
                if (!resultOfLinkingObjects)
                    m_storageManager.DataStore.RemoveObject(uuid,
                            m_regInfo.RegionID);
                return true;
            }

            return false;
        }

        public void LoadPrimsFromXml(string fileName, bool newIdsFlag, Vector3 loadOffset)
        {
            m_log.InfoFormat("[SCENE]: Loading prims in xml format to region {0} from {1}", RegionInfo.RegionName, fileName);

            m_serialiser.LoadPrimsFromXml(this, fileName, newIdsFlag, loadOffset);
        }

        public void SavePrimsToXml(string fileName)
        {
            m_log.InfoFormat("[SCENE]: Saving prims in xml format for region {0} to {1}", RegionInfo.RegionName, fileName);

            m_serialiser.SavePrimsToXml(this, fileName);
        }

        public void LoadPrimsFromXml2(string fileName)
        {
            m_log.InfoFormat("[SCENE]: Loading prims in xml2 format to region {0} from {1}", RegionInfo.RegionName, fileName);

            m_serialiser.LoadPrimsFromXml2(this, fileName);
        }

        public void LoadPrimsFromXml2(TextReader reader, bool startScripts)
        {
            m_log.InfoFormat("[SCENE]: Loading prims in xml2 format to region {0} from stream", RegionInfo.RegionName);

            m_serialiser.LoadPrimsFromXml2(this, reader, startScripts);
        }

        public void SavePrimsToXml2(string fileName)
        {
            m_log.InfoFormat("[SCENE]: Saving prims in xml2 format for region {0} to {1}", RegionInfo.RegionName, fileName);

            m_serialiser.SavePrimsToXml2(this, fileName);
        }

        public void SavePrimsToXml2(TextWriter stream, Vector3 min, Vector3 max)
        {
            m_log.InfoFormat("[SCENE]: Saving prims in xml2 format for region {0} to stream", RegionInfo.RegionName);

            m_serialiser.SavePrimsToXml2(this, stream, min, max);
        }

        public void SaveNamedPrimsToXml2(string primName, string fileName)
        {
            m_log.InfoFormat(
                "[SCENE]: Saving prims with name {0} in xml2 format for region {1} to {2}", primName, RegionInfo.RegionName, fileName);

            List<EntityBase> entityList = GetEntities();
            List<EntityBase> primList = new List<EntityBase>();

            foreach (EntityBase ent in entityList)
            {
                if (ent is SceneObjectGroup)
                {
                    if (ent.Name == primName)
                    {
                        primList.Add(ent);
                    }
                }
            }

            m_serialiser.SavePrimListToXml2(primList, fileName);
        }

        /// <summary>
        /// Load a prim archive into the scene.  This loads both prims and their assets.
        /// </summary>
        /// <param name="filePath"></param>
        public void LoadPrimsFromArchive(string filePath)
        {
            m_log.InfoFormat("[SCENE]: Loading archive to region {0} from {1}", RegionInfo.RegionName, filePath);

            m_archiver.DearchiveRegion(filePath);
        }

        /// <summary>
        /// Save the prims in the scene to an archive.  This saves both prims and their assets.
        /// </summary>
        /// <param name="filePath"></param>
        public void SavePrimsToArchive(string filePath)
        {
            m_log.InfoFormat("[SCENE]: Writing archive for region {0} to {1}", RegionInfo.RegionName, filePath);

            m_archiver.ArchiveRegion(filePath);
        }

        /// <summary>
        /// Move the given scene object into a new region depending on which region its absolute position has moved
        /// into.
        ///
        /// This method locates the new region handle and offsets the prim position for the new region
        /// </summary>
        /// <param name="attemptedPosition">the attempted out of region position of the scene object</param>
        /// <param name="grp">the scene object that we're crossing</param>
        public void CrossPrimGroupIntoNewRegion(Vector3 attemptedPosition, SceneObjectGroup grp, bool silent)
        {
            if (grp == null)
                return;
            if (grp.RootPart == null)
                return;

            if (grp.RootPart.DIE_AT_EDGE)
            {
                // We remove the object here
                try
                {
                    DeleteSceneObject(grp, false);
                }
                catch (Exception)
                {
                    m_log.Warn("[DATABASE]: exception when trying to remove the prim that crossed the border.");
                }
                return;
            }

            int thisx = (int)RegionInfo.RegionLocX;
            int thisy = (int)RegionInfo.RegionLocY;

            ulong newRegionHandle = 0;
            Vector3 pos = attemptedPosition;

            if (attemptedPosition.X > Constants.RegionSize + 0.1f)
            {
                pos.X = ((pos.X - Constants.RegionSize));
                newRegionHandle
                    = Util.UIntsToLong((uint)((thisx + 1) * Constants.RegionSize), (uint)(thisy * Constants.RegionSize));
                // x + 1
            }
            else if (attemptedPosition.X < -0.1f)
            {
                pos.X = ((pos.X + Constants.RegionSize));
                newRegionHandle
                    = Util.UIntsToLong((uint)((thisx - 1) * Constants.RegionSize), (uint)(thisy * Constants.RegionSize));
                // x - 1
            }

            if (attemptedPosition.Y > Constants.RegionSize + 0.1f)
            {
                pos.Y = ((pos.Y - Constants.RegionSize));
                newRegionHandle
                    = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy + 1) * Constants.RegionSize));
                // y + 1
            }
            else if (attemptedPosition.Y < -0.1f)
            {
                pos.Y = ((pos.Y + Constants.RegionSize));
                newRegionHandle
                    = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy - 1) * Constants.RegionSize));
                // y - 1
            }

            // Offset the positions for the new region across the border
            Vector3 oldGroupPosition = grp.RootPart.GroupPosition;
            grp.OffsetForNewRegion(pos);

            // If we fail to cross the border, then reset the position of the scene object on that border.
            if (!CrossPrimGroupIntoNewRegion(newRegionHandle, grp, silent))
            {
                grp.OffsetForNewRegion(oldGroupPosition);
            }
        }

        /// <summary>
        /// Move the given scene object into a new region
        /// </summary>
        /// <param name="newRegionHandle"></param>
        /// <param name="grp">Scene Object Group that we're crossing</param>
        /// <returns>
        /// true if the crossing itself was successful, false on failure
        /// FIMXE: we still return true if the crossing object was not successfully deleted from the originating region
        /// </returns>
        public bool CrossPrimGroupIntoNewRegion(ulong newRegionHandle, SceneObjectGroup grp, bool silent)
        {
            bool successYN = false;
            grp.RootPart.UpdateFlag = 0;
            int primcrossingXMLmethod = 0;

            if (newRegionHandle != 0)
            {
                successYN
                    = m_sceneGridService.PrimCrossToNeighboringRegion(
                        newRegionHandle, grp.UUID, m_serialiser.SaveGroupToXml2(grp), primcrossingXMLmethod);

                if (successYN)
                {
                    // We remove the object here
                    try
                    {
                        DeleteSceneObject(grp, silent);
                    }
                    catch (Exception e)
                    {
                        m_log.ErrorFormat(
                            "[INTERREGION]: Exception deleting the old object left behind on a border crossing for {0}, {1}",
                            grp, e);
                    }
                }
                else
                {
                    if (grp.RootPart != null)
                    {
                        if (grp.RootPart.PhysActor != null)
                        {
                            grp.RootPart.PhysActor.CrossingFailure();
                        }
                    }

                    m_log.ErrorFormat("[INTERREGION]: Prim crossing failed for {0}", grp);
                }
            }
            else
            {
                m_log.Error("[INTERREGION]: region handle was unexpectedly 0 in Scene.CrossPrimGroupIntoNewRegion()");
            }

            return successYN;
        }

        /// <summary>
        /// Handle a scene object that is crossing into this region from another.
        /// </summary>
        /// <param name="regionHandle"></param>
        /// <param name="primID"></param>
        /// <param name="objXMLData"></param>
        /// <param name="XMLMethod"></param>
        /// <returns></returns>
        public bool IncomingInterRegionPrimGroup(ulong regionHandle, UUID primID, string objXMLData, int XMLMethod)
        {
            m_log.Warn("[INTERREGION]: A new prim arrived from a neighbor");
            if (XMLMethod == 0)
            {
                SceneObjectGroup sceneObject = m_serialiser.DeserializeGroupFromXml2(objXMLData);
                AddRestoredSceneObject(sceneObject, true, false);

                SceneObjectPart RootPrim = GetSceneObjectPart(primID);
                if (RootPrim != null)
                {
                    if (m_regInfo.EstateSettings.IsBanned(RootPrim.OwnerID))
                    {
                        SceneObjectGroup grp = RootPrim.ParentGroup;
                        if (grp != null)
                        {
                            DeleteSceneObject(grp, false);
                        }

                        m_log.Info("[INTERREGION]: Denied prim crossing for banned avatar");

                        return false;
                    }
                    if (RootPrim.Shape.PCode == (byte)PCode.Prim)
                    {
                        SceneObjectGroup grp = RootPrim.ParentGroup;
                        if (grp != null)
                        {
                            if (RootPrim.Shape.State != 0)
                            {
                                // Never persist

                                m_log.DebugFormat("[ATTACHMENT]: Received attachment {0}, inworld asset id {1}", grp.RootPart.LastOwnerID.ToString(), grp.UUID.ToString());

                                grp.DetachFromBackup();

                                // Attachment
                                ScenePresence sp = GetScenePresence(grp.OwnerID);
                                if (sp != null)
                                {
                                    // hack assetID until we get assetID into the XML format.
                                    // LastOwnerID is used for group deeding, so when you do stuff
                                    // with the deeded object, it goes back to them

                                    grp.SetFromAssetID(grp.RootPart.LastOwnerID);
                                    m_log.DebugFormat("[ATTACHMENT]: Attach to avatar {0}", sp.UUID.ToString());
                                    AttachObject(sp.ControllingClient, grp.LocalId, (uint)0, grp.GroupRotation, grp.AbsolutePosition, false);
                                }
                                else
                                {
                                    // Remove, then add, to ensure the expire
                                    // time is refreshed. Wouldn't do to
                                    // have it poof before the avatar gets
                                    // there.
                                    //
                                    RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
                                    RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
                                }
                            }
                        }
                    }
                }
                return true;
            }
            else
            {
                return false;
            }
        }

        #endregion

        #region Add/Remove Avatar Methods

        public override void AddNewClient(IClientAPI client, bool child)
        {
            SubscribeToClientEvents(client);
            ScenePresence presence;

            if (m_restorePresences.ContainsKey(client.AgentId))
            {
                m_log.DebugFormat("[SCENE]: Restoring agent {0} {1} in {2}", client.Name, client.AgentId, RegionInfo.RegionName);

                presence = m_restorePresences[client.AgentId];
                m_restorePresences.Remove(client.AgentId);

                // This is one of two paths to create avatars that are
                // used.  This tends to get called more in standalone
                // than grid, not really sure why, but as such needs
                // an explicity appearance lookup here.
                AvatarAppearance appearance = null;
                GetAvatarAppearance(client, out appearance);
                presence.Appearance = appearance;

                presence.initializeScenePresence(client, RegionInfo, this);

                m_innerScene.AddScenePresence(presence);

                lock (m_restorePresences)
                {
                    Monitor.PulseAll(m_restorePresences);
                }
            }
            else
            {
                m_log.DebugFormat(
                    "[SCENE]: Adding new {0} agent {1} {2} in {3}",
                    (child ? "child" : "root"), client.Name, client.AgentId, RegionInfo.RegionName);

                CommsManager.UserProfileCacheService.AddNewUser(client.AgentId);

                CreateAndAddScenePresence(client, child);
            }
            m_LastLogin = System.Environment.TickCount;
            EventManager.TriggerOnNewClient(client);
        }

        protected virtual void SubscribeToClientEvents(IClientAPI client)
        {
            client.OnRegionHandShakeReply += SendLayerData;
            client.OnAddPrim += AddNewPrim;
            client.OnUpdatePrimGroupPosition += m_innerScene.UpdatePrimPosition;
            client.OnUpdatePrimSinglePosition += m_innerScene.UpdatePrimSinglePosition;
            client.OnUpdatePrimGroupRotation += m_innerScene.UpdatePrimRotation;
            client.OnUpdatePrimGroupMouseRotation += m_innerScene.UpdatePrimRotation;
            client.OnUpdatePrimSingleRotation += m_innerScene.UpdatePrimSingleRotation;
            client.OnUpdatePrimScale += m_innerScene.UpdatePrimScale;
            client.OnUpdatePrimGroupScale += m_innerScene.UpdatePrimGroupScale;
            client.OnUpdateExtraParams += m_innerScene.UpdateExtraParam;
            client.OnUpdatePrimShape += m_innerScene.UpdatePrimShape;
            //client.OnRequestMapBlocks += RequestMapBlocks; // handled in a module now.
            client.OnUpdatePrimTexture += m_innerScene.UpdatePrimTexture;
            client.OnTeleportLocationRequest += RequestTeleportLocation;
            client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
            client.OnObjectSelect += SelectPrim;
            client.OnObjectDeselect += DeselectPrim;
            client.OnGrabUpdate += m_innerScene.MoveObject;
            client.OnDeRezObject += DeRezObject;
            client.OnRezObject += RezObject;
            client.OnRezSingleAttachmentFromInv += RezSingleAttachment;
            client.OnDetachAttachmentIntoInv += DetachSingleAttachmentToInv;
            client.OnObjectAttach += m_innerScene.AttachObject;
            client.OnObjectDetach += m_innerScene.DetachObject;
            client.OnObjectDrop += m_innerScene.DropObject;
            client.OnNameFromUUIDRequest += CommsManager.HandleUUIDNameRequest;
            client.OnObjectDescription += m_innerScene.PrimDescription;
            client.OnObjectName += m_innerScene.PrimName;
            client.OnObjectClickAction += m_innerScene.PrimClickAction;
            client.OnObjectMaterial += m_innerScene.PrimMaterial;
            client.OnLinkObjects += m_innerScene.LinkObjects;
            client.OnDelinkObjects += m_innerScene.DelinkObjects;
            client.OnObjectDuplicate += m_innerScene.DuplicateObject;
            client.OnObjectDuplicateOnRay += doObjectDuplicateOnRay;
            client.OnUpdatePrimFlags += m_innerScene.UpdatePrimFlags;
            client.OnRequestObjectPropertiesFamily += m_innerScene.RequestObjectPropertiesFamily;
            client.OnRequestGodlikePowers += handleRequestGodlikePowers;
            client.OnGodKickUser += HandleGodlikeKickUser;
            client.OnObjectPermissions += HandleObjectPermissionsUpdate;
            client.OnCreateNewInventoryItem += CreateNewInventoryItem;
            client.OnCreateNewInventoryFolder += CommsManager.UserProfileCacheService.HandleCreateInventoryFolder;
            client.OnUpdateInventoryFolder += CommsManager.UserProfileCacheService.HandleUpdateInventoryFolder;
            client.OnMoveInventoryFolder += CommsManager.UserProfileCacheService.HandleMoveInventoryFolder;
            client.OnFetchInventoryDescendents += CommsManager.UserProfileCacheService.HandleFetchInventoryDescendents;
            client.OnPurgeInventoryDescendents += CommsManager.UserProfileCacheService.HandlePurgeInventoryDescendents;
            client.OnFetchInventory += CommsManager.UserProfileCacheService.HandleFetchInventory;
            client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
            client.OnCopyInventoryItem += CopyInventoryItem;
            client.OnMoveInventoryItem += MoveInventoryItem;
            client.OnRemoveInventoryItem += RemoveInventoryItem;
            client.OnRemoveInventoryFolder += RemoveInventoryFolder;
            client.OnRezScript += RezScript;
            client.OnRequestTaskInventory += RequestTaskInventory;
            client.OnRemoveTaskItem += RemoveTaskInventory;
            client.OnUpdateTaskInventory += UpdateTaskInventory;
            client.OnMoveTaskItem += ClientMoveTaskInventoryItem;
            client.OnGrabObject += ProcessObjectGrab;
            client.OnDeGrabObject += ProcessObjectDeGrab;
            client.OnMoneyTransferRequest += ProcessMoneyTransferRequest;
            client.OnParcelBuy += ProcessParcelBuy;
            client.OnAvatarPickerRequest += ProcessAvatarPickerRequest;
            client.OnObjectIncludeInSearch += m_innerScene.MakeObjectSearchable;
            client.OnTeleportHomeRequest += TeleportClientHome;
            client.OnSetStartLocationRequest += SetHomeRezPoint;
            client.OnUndo += m_innerScene.HandleUndo;
            client.OnObjectGroupRequest += m_innerScene.HandleObjectGroupUpdate;
            client.OnParcelReturnObjectsRequest += LandChannel.ReturnObjectsInParcel;
            client.OnParcelSetOtherCleanTime += LandChannel.SetParcelOtherCleanTime;
            client.OnObjectSaleInfo += ObjectSaleInfo;
            client.OnScriptReset += ProcessScriptReset;
            client.OnGetScriptRunning += GetScriptRunning;
            client.OnSetScriptRunning += SetScriptRunning;
            client.OnRegionHandleRequest += RegionHandleRequest;
            client.OnUnackedTerrain += TerrainUnAcked;

            //Gesture
            client.OnActivateGesture += ActivateGesture;
            client.OnDeactivateGesture += DeactivateGesture;

            client.OnObjectOwner += ObjectOwner;

            // EventManager.TriggerOnNewClient(client);
        }

        // Gesture
        public virtual void ActivateGesture(IClientAPI client,  UUID assetId, UUID gestureId)
        {
          //  UserProfileCacheService User = CommsManager.SecureInventoryService.UpdateItem(gestureid, agentID);
            CachedUserInfo userInfo = CommsManager.UserProfileCacheService.GetUserDetails(client.AgentId);

            if (userInfo != null)
            {
                InventoryItemBase item = userInfo.RootFolder.FindItem(gestureId);
                if (item != null)
                {
                    item.Flags = 1;
                    userInfo.UpdateItem(item);
                }
                else m_log.Error("Unable to find gesture");
            }
            else m_log.Error("Gesture : Unable to find user ");

            m_log.DebugFormat("Asset : {0} gesture :{1}", gestureId.ToString(), assetId.ToString());
        }

        public virtual void DeactivateGesture(IClientAPI client,  UUID gestureId)
        {
            //  UserProfileCacheService User = CommsManager.SecureInventoryService.UpdateItem(gestureid, agentID);
            CachedUserInfo userInfo = CommsManager.UserProfileCacheService.GetUserDetails(client.AgentId);

            if (userInfo != null)
            {
                InventoryItemBase item = userInfo.RootFolder.FindItem(gestureId);
                if (item != null)
                {
                    item.Flags = 0;
                    userInfo.UpdateItem(item);
                }
                else m_log.Error("Unable to find gesture");
            }
            else m_log.Error("Gesture : Unable to find user ");

            m_log.DebugFormat("gesture : {0} ", gestureId.ToString());
        }

        /// <summary>
        /// Teleport an avatar to their home region
        /// </summary>
        /// <param name="agentId"></param>
        /// <param name="client"></param>
        public virtual void TeleportClientHome(UUID agentId, IClientAPI client)
        {
            UserProfileData UserProfile = CommsManager.UserService.GetUserProfile(agentId);
            if (UserProfile != null)
            {
                RegionInfo regionInfo = CommsManager.GridService.RequestNeighbourInfo(UserProfile.HomeRegionID);
                if (regionInfo == null)
                {
                    regionInfo = CommsManager.GridService.RequestNeighbourInfo(UserProfile.HomeRegion);
                    UserProfile.HomeRegionID = regionInfo.RegionID;
                    CommsManager.UserService.UpdateUserProfile(UserProfile);
                }
                if (regionInfo == null)
                {
                    // can't find the Home region: Tell viewer and abort
                    client.SendTeleportFailed("Your home-region could not be found.");
                    return;
                }
                RequestTeleportLocation(
                    client, regionInfo.RegionHandle, UserProfile.HomeLocation, UserProfile.HomeLookAt,
                    (uint)(TPFlags.SetLastToTarget | TPFlags.ViaHome));
            }
        }

        public void doObjectDuplicateOnRay(uint localID, uint dupeFlags, UUID AgentID, UUID GroupID,
                                           UUID RayTargetObj, Vector3 RayEnd, Vector3 RayStart,
                                           bool BypassRaycast, bool RayEndIsIntersection, bool CopyCenters, bool CopyRotates)
        {
            Vector3 pos;
            const bool frontFacesOnly = true;
            //m_log.Info("HITTARGET: " + RayTargetObj.ToString() + ", COPYTARGET: " + localID.ToString());
            SceneObjectPart target = GetSceneObjectPart(localID);
            SceneObjectPart target2 = GetSceneObjectPart(RayTargetObj);

            if (target != null && target2 != null)
            {
                Vector3 direction = Vector3.Normalize(RayEnd - RayStart);
                Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
                Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z);

                if (target2.ParentGroup != null)
                {
                    pos = target2.AbsolutePosition;
                    //m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString());

                    // TODO: Raytrace better here

                    //EntityIntersection ei = m_innerScene.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection));
                    Ray NewRay = new Ray(AXOrigin, AXdirection);

                    // Ray Trace against target here
                    EntityIntersection ei = target2.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, CopyCenters);

                    // Un-comment out the following line to Get Raytrace results printed to the console.
                    //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
                    float ScaleOffset = 0.5f;

                    // If we hit something
                    if (ei.HitTF)
                    {
                        Vector3 scale = target.Scale;
                        Vector3 scaleComponent = new Vector3(ei.AAfaceNormal.X, ei.AAfaceNormal.Y, ei.AAfaceNormal.Z);
                        if (scaleComponent.X != 0) ScaleOffset = scale.X;
                        if (scaleComponent.Y != 0) ScaleOffset = scale.Y;
                        if (scaleComponent.Z != 0) ScaleOffset = scale.Z;
                        ScaleOffset = Math.Abs(ScaleOffset);
                        Vector3 intersectionpoint = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
                        Vector3 normal = new Vector3(ei.normal.X, ei.normal.Y, ei.normal.Z);
                        Vector3 offset = normal * (ScaleOffset / 2f);
                        pos = intersectionpoint + offset;

                        // stick in offset format from the original prim
                        pos = pos - target.ParentGroup.AbsolutePosition;
                        if (CopyRotates)
                        {
                            Quaternion worldRot = target2.GetWorldRotation();

                            // SceneObjectGroup obj = m_innerScene.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot);
                            m_innerScene.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot);
                            //obj.Rotation = worldRot;
                            //obj.UpdateGroupRotation(worldRot);
                        }
                        else
                        {
                            m_innerScene.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID);
                        }
                    }

                    return;
                }

                return;
            }
        }

        public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
        {
            UserProfileData UserProfile = CommsManager.UserService.GetUserProfile(remoteClient.AgentId);
            if (UserProfile != null)
            {
                // I know I'm ignoring the regionHandle provided by the teleport location request.
                // reusing the TeleportLocationRequest delegate, so regionHandle isn't valid
                UserProfile.HomeRegionID = RegionInfo.RegionID;
                // TODO: The next line can be removed, as soon as only homeRegionID based UserServers are around.
                // TODO: The HomeRegion property can be removed then, too
                UserProfile.HomeRegion = RegionInfo.RegionHandle;
                UserProfile.HomeLocation = position;
                UserProfile.HomeLookAt = lookAt;
                CommsManager.UserService.UpdateUserProfile(UserProfile);

                // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
                remoteClient.SendAgentAlertMessage("Home position set.",false);
            }
            else
            {
                remoteClient.SendAgentAlertMessage("Set Home request Failed",false);
            }
        }

        /// <summary>
        /// Create a scene presence and add it to this scene.
        /// </summary>
        /// <param name="client"></param>
        /// <param name="child"></param>
        /// <returns></returns>
        protected virtual ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child)
        {
            AvatarAppearance appearance = null;
            GetAvatarAppearance(client, out appearance);

            ScenePresence avatar = m_innerScene.CreateAndAddScenePresence(client, child, appearance);

            return avatar;
        }

        /// <summary>
        /// Get the avatar apperance for the given client.
        /// </summary>
        /// <param name="client"></param>
        /// <param name="appearance"></param>
        public void GetAvatarAppearance(IClientAPI client, out AvatarAppearance appearance)
        {
            appearance = new AvatarAppearance();

            try
            {
                if (m_AvatarFactory != null)
                {
                    if (m_AvatarFactory.TryGetAvatarAppearance(client.AgentId, out appearance))
                        return;
                }
            }
            catch (Exception e)
            {
                m_log.ErrorFormat("[APPEARANCE]: Problem fetching appearance for avatar {0}, {1}",
                    client.Name, e);
            }
            
            m_log.Warn("[APPEARANCE]: Appearance not found, returning default");
        }

        /// <summary>
        /// Remove the given client from the scene.
        /// </summary>
        /// <param name="agentID"></param>
        public override void RemoveClient(UUID agentID)
        {
            bool childagentYN = false;
            ScenePresence avatar = GetScenePresence(agentID);
            if (avatar != null)
            {
                childagentYN = avatar.IsChildAgent;
            }

            try
            {
                m_log.DebugFormat(
                    "[SCENE]: Removing {0} agent {1} from region {2}",
                    (childagentYN ? "child" : "root"), agentID, RegionInfo.RegionName);

                if (avatar.IsChildAgent)
                {
                    m_innerScene.removeUserCount(false);
                }
                else
                {
                    m_innerScene.removeUserCount(true);
                    m_sceneGridService.LogOffUser(agentID, RegionInfo.RegionID, RegionInfo.RegionHandle, avatar.AbsolutePosition, avatar.Lookat);
                    List<ulong> childknownRegions = new List<ulong>();
                    List<ulong> ckn = avatar.GetKnownRegionList();
                    for (int i = 0; i < ckn.Count; i++)
                    {
                        childknownRegions.Add(ckn[i]);
                    }
                    m_sceneGridService.SendCloseChildAgentConnections(agentID, childknownRegions);

                    RemoveCapsHandler(agentID);

                    CommsManager.UserProfileCacheService.RemoveUser(agentID);
                }

                m_eventManager.TriggerClientClosed(agentID);
            }
            catch (NullReferenceException)
            {
                // We don't know which count to remove it from
                // Avatar is already disposed :/
            }

            m_eventManager.TriggerOnRemovePresence(agentID);
            Broadcast(delegate(IClientAPI client)
                      {
                          try
                          {
                              client.SendKillObject(avatar.RegionHandle, avatar.LocalId);
                          }
                          catch (NullReferenceException)
                          {
                              //We can safely ignore null reference exceptions.  It means the avatar are dead and cleaned up anyway.
                          }
                      });

            ForEachScenePresence(
                delegate(ScenePresence presence) { presence.CoarseLocationChange(); });

            IAgentAssetTransactions agentTransactions = this.RequestModuleInterface<IAgentAssetTransactions>();
            if (agentTransactions != null)
            {
                agentTransactions.RemoveAgentAssetTransactions(agentID);
            }

            m_innerScene.RemoveScenePresence(agentID);

            try
            {
                avatar.Close();
            }
            catch (NullReferenceException)
            {
                //We can safely ignore null reference exceptions.  It means the avatar are dead and cleaned up anyway.
            }
            catch (Exception e)
            {
                m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
            }

            // Remove client agent from profile, so new logins will work
            if (!childagentYN)
            {
                m_sceneGridService.ClearUserAgent(agentID);
            }

            //m_log.InfoFormat("[SCENE] Memory pre  GC {0}", System.GC.GetTotalMemory(false));
            //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
        }

        public void HandleRemoveKnownRegionsFromAvatar(UUID avatarID, List<ulong> regionslst)
        {
            ScenePresence av = GetScenePresence(avatarID);
            if (av != null)
            {
                lock (av)
                {

                    for (int i = 0; i < regionslst.Count; i++)
                    {
                        av.KnownChildRegions.Remove(regionslst[i]);
                    }
                }
            }
        }

        public override void CloseAllAgents(uint circuitcode)
        {
            // Called by ClientView to kill all circuit codes
            ClientManager.CloseAllAgents(circuitcode);
        }

        public void NotifyMyCoarseLocationChange()
        {
            ForEachScenePresence(delegate(ScenePresence presence) { presence.CoarseLocationChange(); });
        }

        #endregion

        #region Entities

        public void SendKillObject(uint localID)
        {
            SceneObjectPart part = GetSceneObjectPart(localID);
            if (part != null) // It is a prim
            {
                if (part.ParentGroup != null && part.ParentGroup.RootPart != null) // Valid
                {
                    if (part.ParentGroup.RootPart != part) // Child part
                        return;
                }
            }
            Broadcast(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); });
        }

        #endregion

        #region RegionComms

        /// <summary>
        /// Register the methods that should be invoked when this scene receives various incoming events
        /// </summary>
        public void RegisterCommsEvents()
        {
            m_sceneGridService.OnExpectUser += NewUserConnection;
            m_sceneGridService.OnAvatarCrossingIntoRegion += AgentCrossing;
            m_sceneGridService.OnCloseAgentConnection += CloseConnection;
            m_sceneGridService.OnRegionUp += OtherRegionUp;
            m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate;
            m_sceneGridService.OnExpectPrim += IncomingInterRegionPrimGroup;
            m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar;
            m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid;
            m_sceneGridService.KiPrimitive += SendKillObject;
            m_sceneGridService.OnGetLandData += GetLandData;
        }

        /// <summary>
        ///
        /// </summary>
        public void UnRegisterRegionWithComms()
        {
            m_sceneGridService.KiPrimitive -= SendKillObject;
            m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid;
            m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar;
            m_sceneGridService.OnExpectPrim -= IncomingInterRegionPrimGroup;
            m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate;
            m_sceneGridService.OnRegionUp -= OtherRegionUp;
            m_sceneGridService.OnExpectUser -= NewUserConnection;
            m_sceneGridService.OnAvatarCrossingIntoRegion -= AgentCrossing;
            m_sceneGridService.OnCloseAgentConnection -= CloseConnection;
            m_sceneGridService.OnGetLandData -= GetLandData;

            m_sceneGridService.Close();
        }

        /// <summary>
        /// Do the work necessary to initiate a new user connection for a particular scene.
        /// At the moment, this consists of setting up the caps infrastructure
        /// </summary>
        /// <param name="regionHandle"></param>
        /// <param name="agent"></param>
        public void NewUserConnection(ulong regionHandle, AgentCircuitData agent)
        {
            if (regionHandle == m_regInfo.RegionHandle)
            {
                if (m_regInfo.EstateSettings.IsBanned(agent.AgentID))
                {
                    m_log.WarnFormat(
                   "[CONNECTION DEBUGGING]: Denied access to: {0} [{1}] at {2} because the user is on the region banlist",
                   agent.AgentID, regionHandle, RegionInfo.RegionName);
                }

                capsPaths[agent.AgentID] = agent.CapsPath;

                if (!agent.child)
                {
                    AddCapsHandler(agent.AgentID);

                    // Honor parcel landing type and position.
                    ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
                    if (land != null)
                    {
                        if (land.landData.LandingType == (byte)1 && land.landData.UserLocation != Vector3.Zero)
                        {
                            agent.startpos = land.landData.UserLocation;
                        }
                    }
                }

                m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
                // rewrite session_id
                CachedUserInfo userinfo = CommsManager.UserProfileCacheService.GetUserDetails(agent.AgentID);
                if (userinfo != null)
                {
                    userinfo.SessionID = agent.SessionID;
                }
                else
                {
                    m_log.WarnFormat("[USERINFO CACHE]: We couldn't find a User Info record for {0}.  This is usually an indication that the UUID we're looking up is invalid", agent.AgentID);
                }
            }
            else
            {
                m_log.WarnFormat(
                    "[CONNECTION DEBUGGING]: Skipping this region for welcoming avatar {0} [{1}] at {2}",
                    agent.AgentID, regionHandle, RegionInfo.RegionName);
            }
        }

        public void UpdateCircuitData(AgentCircuitData data)
        {
            m_authenticateHandler.UpdateAgentData(data);
        }

        public bool ChangeCircuitCode(uint oldcc, uint newcc)
        {
            return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc);
        }

        protected void HandleLogOffUserFromGrid(ulong regionHandle, UUID AvatarID, UUID RegionSecret, string message)
        {
            if (RegionInfo.RegionHandle == regionHandle)
            {
                ScenePresence loggingOffUser = null;
                loggingOffUser = GetScenePresence(AvatarID);
                if (loggingOffUser != null)
                {
                    if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId)
                    {
                        loggingOffUser.ControllingClient.Kick(message);
                        // Give them a second to receive the message!
                        System.Threading.Thread.Sleep(1000);
                        loggingOffUser.ControllingClient.Close(true);
                    }
                    else
                    {
                        m_log.Info("[USERLOGOFF]: System sending the LogOff user message failed to sucessfully authenticate");
                    }
                }
                else
                {
                    m_log.InfoFormat("[USERLOGOFF]: Got a logoff request for {0} but the user isn't here.  The user might already have been logged out", AvatarID.ToString());
                }
            }
        }

        /// <summary>
        /// Add a caps handler for the given agent.  If the CAPS handler already exists for this agent,
        /// then it is replaced by a new CAPS handler.
        ///
        /// FIXME: On login this is called twice, once for the login and once when the connection is made.
        /// This is somewhat innefficient and should be fixed.  The initial login creation is necessary
        /// since the client asks for capabilities immediately after being informed of the seed.
        /// </summary>
        /// <param name="agentId"></param>
        /// <param name="capsObjectPath"></param>
        public void AddCapsHandler(UUID agentId)
        {
            if (RegionInfo.EstateSettings.IsBanned(agentId))
                return;
            String capsObjectPath = GetCapsPath(agentId);

            m_log.DebugFormat(
                "[CAPS]: Setting up CAPS handler for root agent {0} in {1}",
                agentId, RegionInfo.RegionName);

            Caps cap =
                new Caps(AssetCache, m_httpListener, m_regInfo.ExternalHostName, m_httpListener.Port,
                         capsObjectPath, agentId, m_dumpAssetsToFile, RegionInfo.RegionName);
            cap.RegisterHandlers();

            EventManager.TriggerOnRegisterCaps(agentId, cap);

            cap.AddNewInventoryItem = AddUploadedInventoryItem;
            cap.ItemUpdatedCall = CapsUpdateInventoryItemAsset;
            cap.TaskScriptUpdatedCall = CapsUpdateTaskInventoryScriptAsset;
            cap.CAPSFetchInventoryDescendents = CommsManager.UserProfileCacheService.HandleFetchInventoryDescendentsCAPS;
            cap.GetClient = m_innerScene.GetControllingClient;
            m_capsHandlers[agentId] = cap;
        }

        public Caps GetCapsHandlerForUser(UUID agentId)
        {
            lock (m_capsHandlers)
            {
                if (m_capsHandlers.ContainsKey(agentId))
                {
                    return m_capsHandlers[agentId];
                }
            }
            return null;
        }

        /// <summary>
        /// Remove the caps handler for a given agent.
        /// </summary>
        /// <param name="agentId"></param>
        public void RemoveCapsHandler(UUID agentId)
        {
            lock (m_capsHandlers)
            {
                if (m_capsHandlers.ContainsKey(agentId))
                {
                    m_log.DebugFormat(
                        "[CAPS]: Removing CAPS handler for root agent {0} in {1}",
                        agentId, RegionInfo.RegionName);

                    m_capsHandlers[agentId].DeregisterHandlers();
                    EventManager.TriggerOnDeregisterCaps(agentId, m_capsHandlers[agentId]);

                    m_capsHandlers.Remove(agentId);
                }
                else
                {
                    m_log.WarnFormat(
                        "[CAPS]: Received request to remove CAPS handler for root agent {0} in {1}, but no such CAPS handler found!",
                        agentId, RegionInfo.RegionName);
                }
            }
        }

        /// <summary>
        ///
        /// </summary>
        /// <param name="regionHandle"></param>
        /// <param name="agentID"></param>
        /// <param name="position"></param>
        /// <param name="isFlying"></param>
        public virtual void AgentCrossing(ulong regionHandle, UUID agentID, Vector3 position, bool isFlying)
        {
            if (regionHandle == m_regInfo.RegionHandle)
            {
                lock (m_scenePresences)
                {
                    if (m_scenePresences.ContainsKey(agentID))
                    {
                        try
                        {
                            m_scenePresences[agentID].MakeRootAgent(position, isFlying);
                        }
                        catch (Exception e)
                        {
                            m_log.Info("[SCENE]: Unable to do Agent Crossing.");
                            m_log.Debug("[SCENE]: " + e.ToString());
                        }
                        //m_innerScene.SwapRootChildAgent(false);
                    }
                }
            }
        }

        public virtual bool IncomingChildAgentDataUpdate(ulong regionHandle, ChildAgentDataUpdate cAgentData)
        {
            ScenePresence childAgentUpdate = GetScenePresence(new UUID(cAgentData.AgentID));
            if (childAgentUpdate != null)
            {
                // I can't imagine *yet* why we would get an update if the agent is a root agent..
                // however to avoid a race condition crossing borders..
                if (childAgentUpdate.IsChildAgent)
                {
                    uint rRegionX = (uint)(cAgentData.regionHandle >> 40);
                    uint rRegionY = (((uint)(cAgentData.regionHandle)) >> 8);
                    uint tRegionX = RegionInfo.RegionLocX;
                    uint tRegionY = RegionInfo.RegionLocY;
                    //Send Data to ScenePresence
                    childAgentUpdate.ChildAgentDataUpdate(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY);
                    // Not Implemented:
                    //TODO: Do we need to pass the message on to one of our neighbors?
                }
                return true;
            }
            return false;
        }

        /// <summary>
        /// Tell a single agent to disconnect from the region.
        /// </summary>
        /// <param name="regionHandle"></param>
        /// <param name="agentID"></param>
        public bool CloseConnection(ulong regionHandle, UUID agentID)
        {
            if (regionHandle == m_regionHandle)
            {
                ScenePresence presence = m_innerScene.GetScenePresence(agentID);
                if (presence != null)
                {
                    // Nothing is removed here, so down count it as such
                    // if (presence.IsChildAgent)
                    // {
                    //    m_innerScene.removeUserCount(false);
                    // }
                    // else
                    // {
                    //    m_innerScene.removeUserCount(true);
                    // }

                    // Tell a single agent to disconnect from the region.
                    presence.ControllingClient.SendShutdownConnectionNotice();

                    presence.ControllingClient.Close(true);
                }
            }
            return true;
        }

        /// <summary>
        /// Tell neighboring regions about this agent
        /// When the regions respond with a true value,
        /// tell the agents about the region.
        ///
        /// We have to tell the regions about the agents first otherwise it'll deny them access
        ///
        /// </summary>
        /// <param name="presence"></param>
        public void InformClientOfNeighbours(ScenePresence presence)
        {
            m_sceneGridService.EnableNeighbourChildAgents(presence, m_neighbours);
        }

        /// <summary>
        /// Tell a neighboring region about this agent
        /// </summary>
        /// <param name="presence"></param>
        /// <param name="region"></param>
        public void InformClientOfNeighbor(ScenePresence presence, RegionInfo region)
        {
            m_sceneGridService.InformNeighborChildAgent(presence, region, m_neighbours);
        }

        /// <summary>
        /// Requests information about this region from gridcomms
        /// </summary>
        /// <param name="regionHandle"></param>
        /// <returns></returns>
        public RegionInfo RequestNeighbouringRegionInfo(ulong regionHandle)
        {
            return m_sceneGridService.RequestNeighbouringRegionInfo(regionHandle);
        }

        /// <summary>
        /// Requests textures for map from minimum region to maximum region in world cordinates
        /// </summary>
        /// <param name="remoteClient"></param>
        /// <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)
        {
            m_log.InfoFormat("[MAPBLOCK]: {0}-{1}, {2}-{3}", minX, minY, maxX, maxY);
            m_sceneGridService.RequestMapBlocks(remoteClient, minX, minY, maxX, maxY);
        }

        /// <summary>
        /// Tries to teleport agent to other region.
        /// </summary>
        /// <param name="remoteClient"></param>
        /// <param name="regionName"></param>
        /// <param name="position"></param>
        /// <param name="lookAt"></param>
        /// <param name="teleportFlags"></param>
        public void RequestTeleportLocation(IClientAPI remoteClient, string regionName, Vector3 position,
                                            Vector3 lookat, uint teleportFlags)
        {
            RegionInfo regionInfo = m_sceneGridService.RequestClosestRegion(regionName);
            if (regionInfo == null)
            {
                // can't find the region: Tell viewer and abort
                remoteClient.SendTeleportFailed("The region '" + regionName + "' could not be found.");
                return;
            }
            RequestTeleportLocation(remoteClient, regionInfo.RegionHandle, position, lookat, teleportFlags);
        }

        /// <summary>
        /// Tries to teleport agent to other region.
        /// </summary>
        /// <param name="remoteClient"></param>
        /// <param name="regionHandle"></param>
        /// <param name="position"></param>
        /// <param name="lookAt"></param>
        /// <param name="teleportFlags"></param>
        public void RequestTeleportLocation(IClientAPI remoteClient, ulong regionHandle, Vector3 position,
                                            Vector3 lookAt, uint teleportFlags)
        {
            lock (m_scenePresences)
            {
                if (m_scenePresences.ContainsKey(remoteClient.AgentId))
                {
                    m_sceneGridService.RequestTeleportToLocation(m_scenePresences[remoteClient.AgentId], regionHandle,
                                                                 position, lookAt, teleportFlags);
                }
            }
        }

        /// <summary>
        /// Tries to teleport agent to landmark.
        /// </summary>
        /// <param name="remoteClient"></param>
        /// <param name="regionHandle"></param>
        /// <param name="position"></param>
        public void RequestTeleportLandmark(IClientAPI remoteClient, UUID regionID, Vector3 position)
        {
            RegionInfo info = CommsManager.GridService.RequestNeighbourInfo(regionID);

            if (info == null)
            {
                // can't find the region: Tell viewer and abort
                remoteClient.SendTeleportFailed("The teleport destination could not be found.");
                return;
            }

            lock (m_scenePresences)
            {
                if (m_scenePresences.ContainsKey(remoteClient.AgentId))
                {
                    m_sceneGridService.RequestTeleportToLocation(m_scenePresences[remoteClient.AgentId], info.RegionHandle,
                        position, Vector3.Zero, (uint)(TPFlags.SetLastToTarget | TPFlags.ViaLandmark));
                }
            }
        }

        /// <summary>
        /// Agent is crossing the border into a neighbouring region.  Tell the neighbour about it!
        /// </summary>
        /// <param name="regionHandle"></param>
        /// <param name="agentID"></param>
        /// <param name="position"></param>
        /// <param name="isFlying"></param>
        /// <returns></returns>
        public bool InformNeighbourOfCrossing(ulong regionHandle, UUID agentID, Vector3 position, bool isFlying)
        {
            return m_sceneGridService.CrossToNeighbouringRegion(regionHandle, agentID, position, isFlying);
        }

        public void SendOutChildAgentUpdates(ChildAgentDataUpdate cadu, ScenePresence presence)
        {
            m_sceneGridService.SendChildAgentDataUpdate(cadu, presence);
        }

        #endregion

        #region Module Methods

        /// <summary>
        ///
        /// </summary>
        /// <param name="name"></param>
        /// <param name="module"></param>
        public void AddModule(string name, IRegionModule module)
        {
            if (!Modules.ContainsKey(name))
            {
                Modules.Add(name, module);
            }
        }

        public void RegisterModuleCommander(string name, ICommander commander)
        {
            lock (m_moduleCommanders)
            {
                m_moduleCommanders.Add(name, commander);
            }
        }

        public ICommander GetCommander(string name)
        {
            lock (m_moduleCommanders)
            {
                return m_moduleCommanders[name];
            }
        }

        public Dictionary<string, ICommander> GetCommanders()
        {
            return m_moduleCommanders;
        }

        /// <summary>
        /// Register an interface to a region module.  This allows module methods to be called directly as
        /// well as via events.  If there is already a module registered for this interface, it is not replaced
        /// (is this the best behaviour?)
        /// </summary>
        /// <param name="mod"></param>
        public void RegisterModuleInterface<M>(M mod)
        {
            if (!ModuleInterfaces.ContainsKey(typeof(M)))
            {
                List<Object> l = new List<Object>();
                l.Add(mod);
                ModuleInterfaces.Add(typeof(M), l);
            }
        }

        public void StackModuleInterface<M>(M mod)
        {
            List<Object> l;
            if (ModuleInterfaces.ContainsKey(typeof(M)))
                l = ModuleInterfaces[typeof(M)];
            else
                l = new List<Object>();

            if (l.Contains(mod))
                return;

            l.Add(mod);
            ModuleInterfaces[typeof(M)] = l;
        }

        /// <summary>
        /// For the given interface, retrieve the region module which implements it.
        /// </summary>
        /// <returns>null if there is no module implementing that interface</returns>
        public override T RequestModuleInterface<T>()
        {
            if (ModuleInterfaces.ContainsKey(typeof(T)))
            {
                return (T)ModuleInterfaces[typeof(T)][0];
            }
            else
            {
                return default(T);
            }
        }

        public override T[] RequestModuleInterfaces<T>()
        {
            if (ModuleInterfaces.ContainsKey(typeof(T)))
            {
                List<T> ret = new List<T>();

                foreach (Object o in ModuleInterfaces[typeof(T)])
                    ret.Add((T)o);
                return ret.ToArray();
            }
            else
            {
                return new T[] { default(T) };
            }
        }

        public void SetObjectCapacity(int objects)
        {
            if (m_statsReporter != null)
            {
                m_statsReporter.SetObjectCapacity(objects);
            }
            objectCapacity = objects;
        }

        public List<FriendListItem> GetFriendList(UUID avatarID)
        {
            return CommsManager.GetUserFriendList(avatarID);
        }

        public Dictionary<UUID, FriendRegionInfo> GetFriendRegionInfos(List<UUID> uuids)
        {
            return CommsManager.GetFriendRegionInfos(uuids);
        }

        public List<UUID> InformFriendsInOtherRegion(UUID agentId, ulong destRegionHandle, List<UUID> friends, bool online)
        {
            return CommsManager.InformFriendsInOtherRegion(agentId, destRegionHandle, friends, online);
        }

        public bool TriggerTerminateFriend(ulong regionHandle, UUID agentID, UUID exFriendID)
        {
            return CommsManager.TriggerTerminateFriend(regionHandle, agentID, exFriendID);
        }

        #endregion

        #region Other Methods

        /// <summary>
        ///
        /// </summary>
        /// <param name="phase"></param>
        public void SetTimePhase(int phase)
        {
            m_timePhase = phase;
        }

        /// <summary>
        ///
        /// </summary>
        /// <param name="avatarID"></param>
        /// <param name="objectName"></param>
        /// <param name="objectID"></param>
        /// <param name="ownerID"></param>
        /// <param name="groupOwned"></param>
        /// <param name="message"></param>
        /// <param name="url"></param>
        public void SendUrlToUser(UUID avatarID, string objectName, UUID objectID, UUID ownerID, bool groupOwned,
                                  string message, string url)
        {
            lock (m_scenePresences)
            {
                if (m_scenePresences.ContainsKey(avatarID))
                {
                    m_scenePresences[avatarID].ControllingClient.SendLoadURL(objectName, objectID, ownerID, groupOwned,
                                                                             message, url);
                }
            }
        }

        public void SendDialogToUser(UUID avatarID, string objectName, UUID objectID, UUID ownerID, string message, UUID TextureID, int ch, string[] buttonlabels)
        {
            lock (m_scenePresences)
            {
                if (m_scenePresences.ContainsKey(avatarID))
                {
                    m_scenePresences[avatarID].ControllingClient.SendDialog(
                        objectName, objectID, ownerID, message, TextureID, ch, buttonlabels);
                }
            }
        }

        /// <summary>
        ///
        /// </summary>
        /// <param name="url"></param>
        /// <param name="type"></param>
        /// <param name="body"></param>
        /// <returns></returns>
        public UUID MakeHttpRequest(string url, string type, string body)
        {
            if (m_httpRequestModule != null)
            {
                return m_httpRequestModule.MakeHttpRequest(url, type, body);
            }
            return UUID.Zero;
        }

        /// <summary>
        /// This method is a way for the Friends Module to create an instant
        /// message to the avatar and for Instant Messages that travel across
        /// gridcomms to make it to the Instant Message Module.
        ///
        /// Friendship establishment and groups are unfortunately tied with instant messaging and
        /// there's no way to separate them completely.
        /// </summary>
        /// <param name="message">object containing the instant message data</param>
        /// <returns>void</returns>
        public void TriggerGridInstantMessage(GridInstantMessage message, InstantMessageReceiver options)
        {
            m_eventManager.TriggerGridInstantMessage(message, options);
        }

        public virtual void StoreAddFriendship(UUID ownerID, UUID friendID, uint perms)
        {
            // TODO: m_sceneGridService.DoStuff;
            m_sceneGridService.AddNewUserFriend(ownerID, friendID, perms);
        }

        public virtual void StoreUpdateFriendship(UUID ownerID, UUID friendID, uint perms)
        {
            // TODO: m_sceneGridService.DoStuff;
            m_sceneGridService.UpdateUserFriendPerms(ownerID, friendID, perms);
        }

        public virtual void StoreRemoveFriendship(UUID ownerID, UUID ExfriendID)
        {
            // TODO: m_sceneGridService.DoStuff;
            m_sceneGridService.RemoveUserFriend(ownerID, ExfriendID);
        }

        public virtual List<FriendListItem> StoreGetFriendsForUser(UUID ownerID)
        {
            // TODO: m_sceneGridService.DoStuff;
            return m_sceneGridService.GetUserFriendList(ownerID);
        }

        public void AddPacketStats(int inPackets, int outPackets, int unAckedBytes)
        {
            m_statsReporter.AddInPackets(inPackets);
            m_statsReporter.AddOutPackets(outPackets);
            m_statsReporter.AddunAckedBytes(unAckedBytes);
        }

        public void AddAgentTime(int ms)
        {
            m_statsReporter.addFrameMS(ms);
            m_statsReporter.addAgentMS(ms);
        }

        public void AddAgentUpdates(int count)
        {
            m_statsReporter.AddAgentUpdates(count);
        }

        public void AddPendingDownloads(int count)
        {
            m_statsReporter.addPendingDownload(count);
        }

        #endregion

        #region Console Commands

        #region Alert Methods

        private void SendPermissionAlert(UUID user, string reason)
        {
            SendAlertToUser(user, reason, false);
        }

        /// <summary>
        /// Send an alert messages to all avatars in this scene.
        /// </summary>
        /// <param name="message"></param>
        public void SendGeneralAlert(string message)
        {
            List<ScenePresence> presenceList = GetScenePresences();

            foreach (ScenePresence presence in presenceList)
            {
                if (!presence.IsChildAgent)
                    presence.ControllingClient.SendAlertMessage(message);
            }
        }

        /// <summary>
        /// Send an alert message to a particular agent.
        /// </summary>
        /// <param name="agentID"></param>
        /// <param name="message"></param>
        /// <param name="modal"></param>
        public void SendAlertToUser(UUID agentID, string message, bool modal)
        {
            lock (m_scenePresences)
            {
                if (m_scenePresences.ContainsKey(agentID))
                {
                    m_scenePresences[agentID].ControllingClient.SendAgentAlertMessage(message, modal);
                }
            }
        }

        /// <summary>
        /// Handle a request for admin rights
        /// </summary>
        /// <param name="agentID"></param>
        /// <param name="sessionID"></param>
        /// <param name="token"></param>
        /// <param name="controllingClient"></param>
        public void handleRequestGodlikePowers(UUID agentID, UUID sessionID, UUID token, bool godLike,
                                               IClientAPI controllingClient)
        {
            lock (m_scenePresences)
            {
                // User needs to be logged into this sim
                if (m_scenePresences.ContainsKey(agentID))
                {
                    if (godLike == false)
                    {
                        m_scenePresences[agentID].GrantGodlikePowers(agentID, sessionID, token, godLike);
                        return;
                    }

                    // First check that this is the sim owner
                    if (ExternalChecks.ExternalChecksCanBeGodLike(agentID))
                    {
                        // Next we check for spoofing.....
                        UUID testSessionID = m_scenePresences[agentID].ControllingClient.SessionId;
                        if (sessionID == testSessionID)
                        {
                            if (sessionID == controllingClient.SessionId)
                            {
                                //m_log.Info("godlike: " + godLike.ToString());
                                m_scenePresences[agentID].GrantGodlikePowers(agentID, testSessionID, token, godLike);
                            }
                        }
                    }
                    else
                    {
                        m_scenePresences[agentID].ControllingClient.SendAgentAlertMessage("Request for god powers denied", false);
                    }
                }
            }
        }

        /// <summary>
        /// Sends a Big Blue Box message on the upper right of the screen to the client
        /// for all agents in the region
        /// </summary>
        /// <param name="FromAvatarID">The person sending the message</param>
        /// <param name="fromSessionID">The session of the person sending the message</param>
        /// <param name="FromAvatarName">The name of the person doing the sending</param>
        /// <param name="Message">The Message being sent to the user</param>
        public void SendRegionMessageFromEstateTools(UUID FromAvatarID, UUID fromSessionID, String FromAvatarName, String Message)
        {
            List<ScenePresence> presenceList = GetScenePresences();

            foreach (ScenePresence presence in presenceList)
            {
                if (!presence.IsChildAgent)
                    presence.ControllingClient.SendBlueBoxMessage(FromAvatarID, FromAvatarName, Message);
            }
        }

        /// <summary>
        /// Sends a Big Blue Box message on the upper right of the screen to the client
        /// for all agents in the estate
        /// </summary>
        /// <param name="FromAvatarID">The person sending the message</param>
        /// <param name="fromSessionID">The session of the person sending the message</param>
        /// <param name="FromAvatarName">The name of the person doing the sending</param>
        /// <param name="Message">The Message being sent to the user</param>
        public void SendEstateMessageFromEstateTools(UUID FromAvatarID, UUID fromSessionID, String FromAvatarName, String Message)
        {

            ClientManager.ForEachClient(delegate(IClientAPI controller)
                                        {
                                            controller.SendBlueBoxMessage(FromAvatarID, FromAvatarName, Message);
                                        }
                );
        }

        /// <summary>
        /// Kicks User specified from the simulator. This logs them off of the grid
        /// If the client gets the UUID: 44e87126e7944ded05b37c42da3d5cdb it assumes
        /// that you're kicking it even if the avatar's UUID isn't the UUID that the
        /// agent is assigned
        /// </summary>
        /// <param name="godID">The person doing the kicking</param>
        /// <param name="sessionID">The session of the person doing the kicking</param>
        /// <param name="agentID">the person that is being kicked</param>
        /// <param name="kickflags">This isn't used apparently</param>
        /// <param name="reason">The message to send to the user after it's been turned into a field</param>
        public void HandleGodlikeKickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason)
        {
            // For some reason the client sends this seemingly hard coded UUID for kicking everyone.   Dun-know.
            UUID kickUserID = new UUID("44e87126e7944ded05b37c42da3d5cdb");
            lock (m_scenePresences)
            {
                if (m_scenePresences.ContainsKey(agentID) || agentID == kickUserID)
                {
                    if (ExternalChecks.ExternalChecksCanBeGodLike(godID))
                    {
                        if (agentID == kickUserID)
                        {
                            ClientManager.ForEachClient(delegate(IClientAPI controller)
                                                        {
                                                            if (controller.AgentId != godID)
                                                                controller.Kick(Utils.BytesToString(reason));
                                                        }
                                );

                            // This is a bit crude.   It seems the client will be null before it actually stops the thread
                            // The thread will kill itself eventually :/
                            // Is there another way to make sure *all* clients get this 'inter region' message?
                            ClientManager.ForEachClient(delegate(IClientAPI controller)
                                                        {
                                                            ScenePresence p = GetScenePresence(controller.AgentId);
                                                            bool childagent = p != null && p.IsChildAgent;
                                                            if (controller.AgentId != godID && !childagent)
                                                                // Do we really want to kick the initiator of this madness?
                                                            {
                                                                controller.Close(true);
                                                            }
                                                        }
                                );
                        }
                        else
                        {
                            m_innerScene.removeUserCount(!m_scenePresences[agentID].IsChildAgent);

                            m_scenePresences[agentID].ControllingClient.Kick(Utils.BytesToString(reason));
                            m_scenePresences[agentID].ControllingClient.Close(true);
                        }
                    }
                    else
                    {
                        if (m_scenePresences.ContainsKey(godID))
                            m_scenePresences[godID].ControllingClient.SendAgentAlertMessage("Kick request denied", false);
                    }
                }
            }
        }

        public void HandleObjectPermissionsUpdate(IClientAPI controller, UUID agentID, UUID sessionID, byte field, uint localId, uint mask, byte set)
        {
            // Check for spoofing..  since this is permissions we're talking about here!
            if ((controller.SessionId == sessionID) && (controller.AgentId == agentID))
            {
                // Tell the object to do permission update
                if (localId != 0)
                {
                    SceneObjectGroup chObjectGroup = GetGroupByPrim(localId);
                    if (chObjectGroup != null)
                    {
                        chObjectGroup.UpdatePermissions(agentID, field, localId, mask, set);
                    }
                }
            }
        }

        /// <summary>
        ///
        /// </summary>
        /// <param name="firstName"></param>
        /// <param name="lastName"></param>
        /// <param name="message"></param>
        /// <param name="modal"></param>
        public void SendAlertToUser(string firstName, string lastName, string message, bool modal)
        {
            List<ScenePresence> presenceList = GetScenePresences();

            foreach (ScenePresence presence in presenceList)
            {
                if (presence.Firstname == firstName && presence.Lastname == lastName)
                {
                    presence.ControllingClient.SendAgentAlertMessage(message, modal);
                    break;
                }
            }
        }

        /// <summary>
        /// Handle an alert command from the console.
        /// FIXME: Command parsing code really shouldn't be in this core Scene class.
        /// </summary>
        /// <param name="commandParams"></param>
        public void HandleAlertCommand(string[] commandParams)
        {
            if (commandParams[0] == "general")
            {
                string message = CombineParams(commandParams, 1);
                SendGeneralAlert(message);
            }
            else
            {
                string message = CombineParams(commandParams, 2);
                SendAlertToUser(commandParams[0], commandParams[1], message, false);
            }
        }

        private string CombineParams(string[] commandParams, int pos)
        {
            string result = String.Empty;
            for (int i = pos; i < commandParams.Length; i++)
            {
                result += commandParams[i] + " ";
            }
            return result;
        }

        #endregion

        /// <summary>
        /// Causes all clients to get a full object update on all of the objects in the scene.
        /// </summary>
        public void ForceClientUpdate()
        {
            List<EntityBase> EntityList = GetEntities();

            foreach (EntityBase ent in EntityList)
            {
                if (ent is SceneObjectGroup)
                {
                    ((SceneObjectGroup)ent).ScheduleGroupForFullUpdate();
                }
            }
        }

        /// <summary>
        /// This is currently only used for scale (to scale to MegaPrim size)
        /// There is a console command that calls this in OpenSimMain
        /// </summary>
        /// <param name="cmdparams"></param>
        public void HandleEditCommand(string[] cmdparams)
        {
            Console.WriteLine("Searching for Primitive: '" + cmdparams[0] + "'");

            List<EntityBase> EntityList = GetEntities();

            foreach (EntityBase ent in EntityList)
            {
                if (ent is SceneObjectGroup)
                {
                    SceneObjectPart part = ((SceneObjectGroup)ent).GetChildPart(((SceneObjectGroup)ent).UUID);
                    if (part != null)
                    {
                        if (part.Name == cmdparams[0])
                        {
                            part.Resize(
                                new Vector3(Convert.ToSingle(cmdparams[1]), Convert.ToSingle(cmdparams[2]),
                                              Convert.ToSingle(cmdparams[3])));

                            Console.WriteLine("Edited scale of Primitive: " + part.Name);
                        }
                    }
                }
            }
        }

        /// <summary>
        /// Shows various details about the sim based on the parameters supplied by the console command in openSimMain.
        /// </summary>
        /// <param name="showParams">What to show</param>
        public void Show(string[] showParams)
        {
            switch (showParams[0])
            {
                case "users":
                    m_log.Error("Current Region: " + RegionInfo.RegionName);
                    m_log.ErrorFormat("{0,-16}{1,-16}{2,-25}{3,-25}{4,-16}{5,-16}{6,-16}", "Firstname", "Lastname",
                                      "Agent ID", "Session ID", "Circuit", "IP", "World");

                    foreach (ScenePresence scenePresence in GetAvatars())
                    {
                        m_log.ErrorFormat("{0,-16}{1,-16}{2,-25}{3,-25}{4,-16},{5,-16}{6,-16}",
                                          scenePresence.Firstname,
                                          scenePresence.Lastname,
                                          scenePresence.UUID,
                                          scenePresence.ControllingClient.AgentId,
                                          "Unknown",
                                          "Unknown",
                                          RegionInfo.RegionName);
                    }
                    break;
                case "modules":
                    m_log.Error("The currently loaded modules in " + RegionInfo.RegionName + " are:");
                    foreach (IRegionModule module in Modules.Values)
                    {
                        if (!module.IsSharedModule)
                        {
                            m_log.Error("Region Module: " + module.Name);
                        }
                    }
                    break;
            }
        }

        #endregion

        #region Script Handling Methods

        /// <summary>
        /// Console command handler to send script command to script engine.
        /// </summary>
        /// <param name="args"></param>
        public void SendCommandToPlugins(string[] args)
        {
            m_eventManager.TriggerOnPluginConsole(args);
        }

        public double GetLandHeight(int x, int y)
        {
            return Heightmap[x, y];
        }

        public UUID GetLandOwner(float x, float y)
        {
            ILandObject land = LandChannel.GetLandObject(x, y);
            if (land == null)
            {
                return UUID.Zero;
            }
            else
            {
                return land.landData.OwnerID;
            }
        }

        public LandData GetLandData(float x, float y)
        {
            return LandChannel.GetLandObject(x, y).landData;
        }

        public LandData GetLandData(uint x, uint y)
        {
            m_log.DebugFormat("[SCENE] returning land for {0},{1}", x, y);
            return LandChannel.GetLandObject((int)x, (int)y).landData;
        }

        public void SetLandMusicURL(float x, float y, string url)
        {
            ILandObject land = LandChannel.GetLandObject(x, y);
            if (land == null)
            {
                return;
            }
            else
            {
                land.landData.MusicURL = url;
                land.sendLandUpdateToAvatarsOverMe();
                return;
            }
        }

        public void SetLandMediaURL(float x, float y, string url)
        {
            ILandObject land = LandChannel.GetLandObject(x, y);

            if (land == null)
            {
                return;
            }

            else
            {
                land.landData.MediaURL = url;
                land.sendLandUpdateToAvatarsOverMe();
                return;
            }
        }

        public RegionInfo RequestClosestRegion(string name)
        {
            return m_sceneGridService.RequestClosestRegion(name);
        }

        #endregion

        #region Script Engine

        private List<ScriptEngineInterface> ScriptEngines = new List<ScriptEngineInterface>();
        private bool m_dumpAssetsToFile;

        /// <summary>
        ///
        /// </summary>
        /// <param name="scriptEngine"></param>
        public void AddScriptEngine(ScriptEngineInterface scriptEngine)
        {
            ScriptEngines.Add(scriptEngine);
            scriptEngine.InitializeEngine(this);
        }

        public void TriggerObjectChanged(uint localID, uint change)
        {
            m_eventManager.TriggerOnScriptChangedEvent(localID, change);
        }

        public void TriggerAtTargetEvent(uint localID, uint handle, Vector3 targetpos, Vector3 currentpos)
        {
            m_eventManager.TriggerAtTargetEvent(localID, handle, targetpos, currentpos);
        }

        public void TriggerNotAtTargetEvent(uint localID)
        {
            m_eventManager.TriggerNotAtTargetEvent(localID);
        }

        private bool ScriptDanger(SceneObjectPart part,Vector3 pos)
        {
            ILandObject parcel = LandChannel.GetLandObject(pos.X, pos.Y);
            if (part != null)
            {
                if (parcel != null)
                {
                    if ((parcel.landData.Flags & (uint)Parcel.ParcelFlags.AllowOtherScripts) != 0)
                    {
                        return true;
                    }
                    else if ((parcel.landData.Flags & (uint)Parcel.ParcelFlags.AllowGroupScripts) != 0)
                    {
                        if (part.OwnerID == parcel.landData.OwnerID || (parcel.landData.IsGroupOwned && part.GroupID == parcel.landData.GroupID) || ExternalChecks.ExternalChecksCanBeGodLike(part.OwnerID))
                        {
                            return true;
                        }
                        else
                        {
                            return false;
                        }
                    }
                    else
                    {
                        if (part.OwnerID == parcel.landData.OwnerID)
                        {
                            return true;
                        }
                        else
                        {
                            return false;
                        }
                    }
                }
                else
                {

                    if (pos.X > 0f && pos.X < Constants.RegionSize && pos.Y > 0f && pos.Y < Constants.RegionSize)
                    {
                        // The only time parcel != null when an object is inside a region is when
                        // there is nothing behind the landchannel.  IE, no land plugin loaded.
                        return true;
                    }
                    else
                    {
                        // The object is outside of this region.  Stop piping events to it.
                        return false;
                    }
                }
            }
            else
            {
                return false;
            }
        }

        public bool ScriptDanger(uint localID, Vector3 pos)
        {
            SceneObjectPart part = GetSceneObjectPart(localID);
            if (part != null)
            {
                return ScriptDanger(part, pos);
            }
            else
            {
                return false;
            }
        }

        public bool PipeEventsForScript(uint localID)
        {
            SceneObjectPart part = GetSceneObjectPart(localID);
            if (part != null)
            {
                // Changed so that child prims of attachments return ScriptDanger for their parent, so that
                //  their scripts will actually run.
                //      -- Leaf, Tue Aug 12 14:17:05 EDT 2008
                SceneObjectPart parent = part.ParentGroup.RootPart;
                if (parent != null && parent.IsAttachment)
                    return ScriptDanger(parent, parent.GetWorldPosition());
                else
                    return ScriptDanger(part, part.GetWorldPosition());
            }
            else
            {
                return false;
            }
        }

        #endregion

        #region InnerScene wrapper methods

        /// <summary>
        ///
        /// </summary>
        /// <param name="localID"></param>
        /// <returns></returns>
        public UUID ConvertLocalIDToFullID(uint localID)
        {
            return m_innerScene.ConvertLocalIDToFullID(localID);
        }

        public void SwapRootAgentCount(bool rootChildChildRootTF)
        {
            m_innerScene.SwapRootChildAgent(rootChildChildRootTF);
        }

        public void AddPhysicalPrim(int num)
        {
            m_innerScene.AddPhysicalPrim(num);
        }

        public void RemovePhysicalPrim(int num)
        {
            m_innerScene.RemovePhysicalPrim(num);
        }

        //The idea is to have a group of method that return a list of avatars meeting some requirement
        // ie it could be all m_scenePresences within a certain range of the calling prim/avatar.

        /// <summary>
        /// Return a list of all avatars in this region.
        /// This list is a new object, so it can be iterated over without locking.
        /// </summary>
        /// <returns></returns>
        public List<ScenePresence> GetAvatars()
        {
            return m_innerScene.GetAvatars();
        }

        /// <summary>
        /// Return a list of all ScenePresences in this region.  This returns child agents as well as root agents.
        /// This list is a new object, so it can be iterated over without locking.
        /// </summary>
        /// <returns></returns>
        public List<ScenePresence> GetScenePresences()
        {
            return m_innerScene.GetScenePresences();
        }

        /// <summary>
        /// Request a filtered list of ScenePresences in this region.
        /// This list is a new object, so it can be iterated over without locking.
        /// </summary>
        /// <param name="filter"></param>
        /// <returns></returns>
        public List<ScenePresence> GetScenePresences(FilterAvatarList filter)
        {
            return m_innerScene.GetScenePresences(filter);
        }

        /// <summary>
        /// Request a scene presence by UUID
        /// </summary>
        /// <param name="avatarID"></param>
        /// <returns></returns>
        public ScenePresence GetScenePresence(UUID avatarID)
        {
            return m_innerScene.GetScenePresence(avatarID);
        }

        /// <summary>
        /// Request an Avatar's Child Status - used by ClientView when a 'kick everyone' or 'estate message' occurs
        /// </summary>
        /// <param name="avatarID">AvatarID to lookup</param>
        /// <returns></returns>
        public override bool PresenceChildStatus(UUID avatarID)
        {
            ScenePresence cp = GetScenePresence(avatarID);
            return cp.IsChildAgent;
        }

        /// <summary>
        ///
        /// </summary>
        /// <param name="action"></param>
        public void ForEachScenePresence(Action<ScenePresence> action)
        {
            // We don't want to try to send messages if there are no avatars.
            if (m_scenePresences != null)
            {
                try
                {
                    List<ScenePresence> presenceList = GetScenePresences();
                    foreach (ScenePresence presence in presenceList)
                    {
                        action(presence);
                    }
                }
                catch (Exception e)
                {
                    m_log.Info("[BUG]: " + e.ToString());
                }
            }
        }

        /// <summary>
        ///
        /// </summary>
        /// <param name="action"></param>
        //        public void ForEachObject(Action<SceneObjectGroup> action)
        //        {
        //            List<SceneObjectGroup> presenceList;
        //
        //            lock (m_sceneObjects)
        //            {
        //                presenceList = new List<SceneObjectGroup>(m_sceneObjects.Values);
        //            }
        //
        //            foreach (SceneObjectGroup presence in presenceList)
        //            {
        //                action(presence);
        //            }
        //        }

        /// <summary>
        /// Get a named prim contained in this scene (will return the first
        /// found, if there are more than one prim with the same name)
        /// </summary>
        /// <param name="name"></param>
        /// <returns></returns>
        public SceneObjectPart GetSceneObjectPart(string name)
        {
            return m_innerScene.GetSceneObjectPart(name);
        }

        /// <summary>
        ///
        /// </summary>
        /// <param name="localID"></param>
        /// <returns></returns>
        public SceneObjectPart GetSceneObjectPart(uint localID)
        {
            return m_innerScene.GetSceneObjectPart(localID);
        }

        /// <summary>
        ///
        /// </summary>
        /// <param name="fullID"></param>
        /// <returns></returns>
        public SceneObjectPart GetSceneObjectPart(UUID fullID)
        {
            return m_innerScene.GetSceneObjectPart(fullID);
        }

        internal bool TryGetAvatar(UUID avatarId, out ScenePresence avatar)
        {
            return m_innerScene.TryGetAvatar(avatarId, out avatar);
        }

        internal bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
        {
            return m_innerScene.TryGetAvatarByName(avatarName, out avatar);
        }

        internal void ForEachClient(Action<IClientAPI> action)
        {
            m_innerScene.ForEachClient(action);
        }

        /// <summary>
        /// Returns a list of the entities in the scene.  This is a new list so operations perform on the list itself
        /// will not affect the original list of objects in the scene.
        /// </summary>
        /// <returns></returns>
        public List<EntityBase> GetEntities()
        {
            return m_innerScene.GetEntities();
        }

        #endregion

        #region BaseHTTPServer wrapper methods

        public bool AddHTTPHandler(string method, GenericHTTPMethod handler)
        {
            return m_httpListener.AddHTTPHandler(method, handler);
        }

        public bool AddXmlRPCHandler(string method, XmlRpcMethod handler)
        {
            return m_httpListener.AddXmlRPCHandler(method, handler);
        }

        public void AddStreamHandler(IRequestHandler handler)
        {
            m_httpListener.AddStreamHandler(handler);
        }

        public bool AddLLSDHandler(string path, LLSDMethod handler)
        {
           return m_httpListener.AddLLSDHandler(path, handler);
        }

        public void RemoveStreamHandler(string httpMethod, string path)
        {
            m_httpListener.RemoveStreamHandler(httpMethod, path);
        }

        public void RemoveHTTPHandler(string httpMethod, string path)
        {
            m_httpListener.RemoveHTTPHandler(httpMethod, path);
        }

        public bool RemoveLLSDHandler(string path, LLSDMethod handler)
        {
           return m_httpListener.RemoveLLSDHandler(path, handler);
        }

        #endregion

        #region Avatar Appearance Default

        public static void GetDefaultAvatarAppearance(out AvatarWearable[] wearables, out byte[] visualParams)
        {
            visualParams = GetDefaultVisualParams();
            wearables = AvatarWearable.DefaultWearables;
        }

        private static byte[] GetDefaultVisualParams()
        {
            byte[] visualParams;
            visualParams = new byte[218];
            for (int i = 0; i < 218; i++)
            {
                visualParams[i] = 100;
            }
            return visualParams;
        }

        #endregion

        public void ParcelMediaSetTime(float time)
        {
            //should be doing this by parcel, but as its only for testing
            // The use of Thread.Sleep here causes the following compiler error under mono 1.2.4
            // OpenSim/Region/Environment/Scenes/Scene.cs(3675,17): error CS0103: The name `Thread' does not exist
            // in the context of `<>c__CompilerGenerated17'
            // MW said it was okay to comment the body of this method out for now since the code is experimental
            // and will be replaced anyway
//            ForEachClient(delegate(IClientAPI client)
//            {
//                client.SendParcelMediaCommand((uint)(2), ParcelMediaCommandEnum.Pause, 0);
//                Thread.Sleep(10);
//                client.SendParcelMediaCommand((uint)(64), ParcelMediaCommandEnum.Time, time);
//                Thread.Sleep(200);
//                client.SendParcelMediaCommand((uint)(4), ParcelMediaCommandEnum.Play, 0);
//            });
        }

        public void RegionHandleRequest(IClientAPI client, UUID regionID)
        {
            RegionInfo info;
            if (regionID == RegionInfo.RegionID)
                info = RegionInfo;
            else
                info = CommsManager.GridService.RequestNeighbourInfo(regionID);

            if (info != null)
                client.SendRegionHandle(regionID, info.RegionHandle);
        }

        public void TerrainUnAcked(IClientAPI client, int patchX, int patchY)
        {
            //Console.WriteLine("Terrain packet unacked, resending patch: " + patchX + " , " + patchY);
             client.SendLayerData(patchX, patchY, Heightmap.GetFloatsSerialised());
        }

        public void SetRootAgentScene(UUID agentID)
        {
            IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>();
            if (inv == null)
                return;

            inv.SetRootAgentScene(agentID, this);
        }

        public bool NeedSceneCacheClear(UUID agentID)
        {
            IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>();
            if (inv == null)
                return true;

            return inv.NeedSceneCacheClear(agentID, this);
        }

        public void ObjectSaleInfo(IClientAPI client, UUID agentID, UUID sessionID, uint localID, byte saleType, int salePrice)
        {
            SceneObjectPart part = GetSceneObjectPart(localID);
            if (part == null || part.ParentGroup == null)
                return;

            if (part.ParentGroup.RootPart == null)
                return;

            part = part.ParentGroup.RootPart;

            part.ObjectSaleType = saleType;
            part.SalePrice = salePrice;

            part.ParentGroup.HasGroupChanged = true;

            part.GetProperties(client);
        }

        public bool PerformObjectBuy(IClientAPI remoteClient, UUID categoryID,
                uint localID, byte saleType)
        {
            SceneObjectPart part = GetSceneObjectPart(localID);

            if (part == null)
                return false;

            if (part.ParentGroup == null)
                return false;

            SceneObjectGroup group = part.ParentGroup;

            switch (saleType)
            {
            case 1: // Sell as original (in-place sale)
                uint effectivePerms=group.GetEffectivePermissions();

                if ((effectivePerms & (uint)PermissionMask.Transfer) == 0)
                {
                    remoteClient.SendAgentAlertMessage("This item doesn't appear to be for sale", false);
                    return false;
                }

                group.SetOwnerId(remoteClient.AgentId);
                group.SetRootPartOwner(part, remoteClient.AgentId,
                        remoteClient.ActiveGroupId);

                List<SceneObjectPart> partList =
                    new List<SceneObjectPart>(group.Children.Values);

                if (ExternalChecks.ExternalChecksPropagatePermissions())
                {
                    foreach (SceneObjectPart child in partList)
                    {
                        child.ChangeInventoryOwner(remoteClient.AgentId);
                        child.ApplyNextOwnerPermissions();
                    }
                }

                part.ObjectSaleType = 0;
                part.SalePrice = 10;

                group.HasGroupChanged = true;
                part.GetProperties(remoteClient);
                part.ScheduleFullUpdate();

                break;

            case 2: // Sell a copy
                string sceneObjectXml = group.ToXmlString();

                CachedUserInfo userInfo =
                    CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);

                if (userInfo != null)
                {
                    uint perms=group.GetEffectivePermissions();

                    if ((perms & (uint)PermissionMask.Transfer) == 0)
                    {
                        remoteClient.SendAgentAlertMessage("This item doesn't appear to be for sale", false);
                        return false;
                    }

                    AssetBase asset = CreateAsset(
                        group.GetPartName(localID),
                        group.GetPartDescription(localID),
                        (sbyte)AssetType.Object,
                        Utils.StringToBytes(sceneObjectXml));
                    AssetCache.AddAsset(asset);

                    InventoryItemBase item = new InventoryItemBase();
                    item.Creator = part.CreatorID;

                    item.ID = UUID.Random();
                    item.Owner = remoteClient.AgentId;
                    item.AssetID = asset.FullID;
                    item.Description = asset.Description;
                    item.Name = asset.Name;
                    item.AssetType = asset.Type;
                    item.InvType = (int)InventoryType.Object;
                    item.Folder = categoryID;

                    uint nextPerms=(perms & 7) << 13;
                    if ((nextPerms & (uint)PermissionMask.Copy) == 0)
                        perms &= ~(uint)PermissionMask.Copy;
                    if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
                        perms &= ~(uint)PermissionMask.Transfer;
                    if ((nextPerms & (uint)PermissionMask.Modify) == 0)
                        perms &= ~(uint)PermissionMask.Modify;

                    item.BasePermissions = perms & part.NextOwnerMask;
                    item.CurrentPermissions = perms & part.NextOwnerMask;
                    item.NextPermissions = part.NextOwnerMask;
                    item.EveryOnePermissions = part.EveryoneMask &
                                               part.NextOwnerMask;
                    item.CurrentPermissions |= 8; // Slam!
                    item.CreationDate = Util.UnixTimeSinceEpoch();

                    userInfo.AddItem(item);
                    remoteClient.SendInventoryItemCreateUpdate(item);
                }
                else
                {
                    remoteClient.SendAgentAlertMessage("Cannot buy now. Your inventory is unavailable", false);
                    return false;
                }
                break;

            case 3: // Sell contents
                List<UUID> invList = part.GetInventoryList();

                bool okToSell = true;

                foreach (UUID invID in invList)
                {
                    TaskInventoryItem item = part.GetInventoryItem(invID);
                    if ((item.CurrentPermissions &
                            (uint)PermissionMask.Transfer) == 0)
                    {
                        okToSell = false;
                        break;
                    }
                }

                if (!okToSell)
                {
                    remoteClient.SendAgentAlertMessage("This item's inventory doesn't appear to be for sale", false);
                    return false;
                }

                if (invList.Count > 0)
                    MoveTaskInventoryItems(remoteClient.AgentId, part.Name,
                            part, invList);
                break;
            }

            return true;
        }

        public void CleanTempObjects()
        {
            List<EntityBase> objs = GetEntities();

            foreach (EntityBase obj in objs)
            {
                if (obj is SceneObjectGroup)
                {
                    SceneObjectGroup grp = (SceneObjectGroup)obj;

                    if (grp.RootPart != null)
                    {
                        if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
                        {
                            if (grp.RootPart.Expires <= DateTime.Now)
                                DeleteSceneObject(grp, false);
                        }
                    }
                }
            }
        }

        public void DeleteFromStorage(UUID uuid)
        {
            m_storageManager.DataStore.RemoveObject(uuid, m_regInfo.RegionID);
        }

        public int GetHealth()
        {
            int health=1; // Start at 1, means we're up

            // A login in the last 4 mins? We can't be doing too badly
            //
            if ((System.Environment.TickCount - m_LastLogin) < 240000)
                health++;

            return 0;
        }
    }
}