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/*
 * Copyright (c) Contributors, http://opensimulator.org/
 * See CONTRIBUTORS.TXT for a full list of copyright holders.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *     * Redistributions of source code must retain the above copyright
 *       notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above copyrightD
 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
 *     * Neither the name of the OpenSimulator Project nor the
 *       names of its contributors may be used to endorse or promote products
 *       derived from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using System.Text;
using System.Threading;
using System.Timers;
using System.Xml;
using Nini.Config;
using OpenMetaverse;
using OpenMetaverse.Packets;
using OpenMetaverse.Imaging;
using OpenSim.Framework;
using OpenSim.Services.Interfaces;
using OpenSim.Framework.Communications;

using OpenSim.Framework.Console;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes.Scripting;
using OpenSim.Region.Framework.Scenes.Serialization;
using OpenSim.Region.Physics.Manager;
using Timer=System.Timers.Timer;
using TPFlags = OpenSim.Framework.Constants.TeleportFlags;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;

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

    public partial class Scene : SceneBase
    {
        public enum UpdatePrioritizationSchemes {
            Time = 0,
            Distance = 1,
            SimpleAngularDistance = 2,
            FrontBack = 3,
        }

        public delegate void SynchronizeSceneHandler(Scene scene);
        public SynchronizeSceneHandler SynchronizeScene = null;

        /* Used by the loadbalancer plugin on GForge */
        protected int m_splitRegionID = 0;
        public int SplitRegionID
        {
            get { return m_splitRegionID; }
            set { m_splitRegionID = value; }
        }

        private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L;
        private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L;

        #region Fields

        protected Timer m_restartWaitTimer = new Timer();

        public SimStatsReporter StatsReporter;

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

        private volatile int m_bordersLocked = 0;
        public bool BordersLocked
        {
            get { return m_bordersLocked == 1; }
            set
            {
                if (value == true)
                    m_bordersLocked = 1;
                else
                    m_bordersLocked = 0;
            }
        }
        public List<Border> NorthBorders = new List<Border>();
        public List<Border> EastBorders = new List<Border>();
        public List<Border> SouthBorders = new List<Border>();
        public List<Border> WestBorders = new List<Border>();

        /// <value>
        /// The scene graph for this scene
        /// </value>
        /// TODO: Possibly stop other classes being able to manipulate this directly.
        private SceneGraph m_sceneGraph;

        /// <summary>
        /// Are we applying physics to any of the prims in this scene?
        /// </summary>
        public bool m_physicalPrim;
        public float m_maxNonphys = 256;
        public float m_maxPhys = 10;
        public bool m_clampPrimSize;
        public bool m_trustBinaries;
        public bool m_allowScriptCrossings;
        public bool m_useFlySlow;
        public bool m_usePreJump;
        public bool m_seeIntoRegionFromNeighbor;
        // TODO: need to figure out how allow client agents but deny
        // root agents when ACL denies access to root agent
        public bool m_strictAccessControl = true;
        public int MaxUndoCount = 5;
        private int m_RestartTimerCounter;
        private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
        private int m_incrementsof15seconds;
        private volatile bool m_backingup;
        private bool m_useAsyncWhenPossible;

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

        protected string m_simulatorVersion = "OpenSimulator Server";

        protected ModuleLoader m_moduleLoader;
        protected StorageManager m_storageManager;
        protected AgentCircuitManager m_authenticateHandler;

        protected SceneCommunicationService m_sceneGridService;
        public bool loginsdisabled = true;

        public new float TimeDilation
        {
            get { return m_sceneGraph.PhysicsScene.TimeDilation; }
        }

        public SceneCommunicationService SceneGridService
        {
            get { return m_sceneGridService; }
        }

        public IXfer XferManager;

        protected IAssetService m_AssetService;
        protected IAuthorizationService m_AuthorizationService;

        private Object m_heartbeatLock = new Object();

        public IAssetService AssetService
        {
            get
            {
                if (m_AssetService == null)
                {
                    m_AssetService = RequestModuleInterface<IAssetService>();

                    if (m_AssetService == null)
                    {
                        throw new Exception("No IAssetService available.");
                    }
                }

                return m_AssetService;
            }
        }
        
        public IAuthorizationService AuthorizationService
        {
            get
            {
                if (m_AuthorizationService == null)
                {
                    m_AuthorizationService = RequestModuleInterface<IAuthorizationService>();

                    //if (m_AuthorizationService == null)
                    //{
                    //    // don't throw an exception if no authorization service is set for the time being
                    //     m_log.InfoFormat("[SCENE]: No Authorization service is configured");
                    //}
                }

                return m_AuthorizationService;
            }
        }

        protected IInventoryService m_InventoryService;

        public IInventoryService InventoryService
        {
            get
            {
                if (m_InventoryService == null)
                {
                    m_InventoryService = RequestModuleInterface<IInventoryService>();

                    if (m_InventoryService == null)
                    {
                        throw new Exception("No IInventoryService available. This could happen if the config_include folder doesn't exist or if the OpenSim.ini [Architecture] section isn't set.  Please also check that you have the correct version of your inventory service dll.  Sometimes old versions of this dll will still exist.  Do a clean checkout and re-create the opensim.ini from the opensim.ini.example.");
                    }
                }

                return m_InventoryService;
            }
        }

        protected IGridService m_GridService;

        public IGridService GridService
        {
            get
            {
                if (m_GridService == null)
                {
                    m_GridService = RequestModuleInterface<IGridService>();

                    if (m_GridService == null)
                    {
                        throw new Exception("No IGridService available. This could happen if the config_include folder doesn't exist or if the OpenSim.ini [Architecture] section isn't set.  Please also check that you have the correct version of your inventory service dll.  Sometimes old versions of this dll will still exist.  Do a clean checkout and re-create the opensim.ini from the opensim.ini.example.");
                    }
                }

                return m_GridService;
            }
        }

        protected ILibraryService m_LibraryService;

        public ILibraryService LibraryService
        {
            get
            {
                if (m_LibraryService == null)
                    m_LibraryService = RequestModuleInterface<ILibraryService>();

                return m_LibraryService;
            }
        }

        protected ISimulationService m_simulationService;
        public ISimulationService SimulationService
        {
            get
            {
                if (m_simulationService == null)
                    m_simulationService = RequestModuleInterface<ISimulationService>();
                return m_simulationService;
            }
        }

        protected IAuthenticationService m_AuthenticationService;
        public IAuthenticationService AuthenticationService
        {
            get
            {
                if (m_AuthenticationService == null)
                    m_AuthenticationService = RequestModuleInterface<IAuthenticationService>();
                return m_AuthenticationService;
            }
        }

        protected IPresenceService m_PresenceService;
        public IPresenceService PresenceService
        {
            get
            {
                if (m_PresenceService == null)
                    m_PresenceService = RequestModuleInterface<IPresenceService>();
                return m_PresenceService;
            }
        }
        protected IUserAccountService m_UserAccountService;
        public IUserAccountService UserAccountService
        {
            get
            {
                if (m_UserAccountService == null)
                    m_UserAccountService = RequestModuleInterface<IUserAccountService>();
                return m_UserAccountService;
            }
        }

        protected OpenSim.Services.Interfaces.IAvatarService m_AvatarService;
        public OpenSim.Services.Interfaces.IAvatarService AvatarService
        {
            get
            {
                if (m_AvatarService == null)
                    m_AvatarService = RequestModuleInterface<IAvatarService>();
                return m_AvatarService;
            }
        }
        
        protected IXMLRPC m_xmlrpcModule;
        protected IWorldComm m_worldCommModule;
        protected IAvatarFactory m_AvatarFactory;
        public IAvatarFactory AvatarFactory
        {
            get { return m_AvatarFactory; }
        }
        protected IConfigSource m_config;
        protected IRegionSerialiserModule m_serialiser;
        protected IDialogModule m_dialogModule;
        protected IEntityTransferModule m_teleportModule;

        protected ICapabilitiesModule m_capsModule;
        public ICapabilitiesModule CapsModule
        {
            get { return m_capsModule; }
        }

        protected override IConfigSource GetConfig()
        {
            return m_config;
        }

        // Central Update Loop

        protected int m_fps = 10;
        protected uint m_frame;
        protected float m_timespan = 0.089f;
        protected DateTime m_lastupdate = DateTime.UtcNow;

        private int m_update_physics = 1;
        private int m_update_entitymovement = 1;
        private int m_update_objects = 1; // Update objects which have scheduled themselves 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;
        private int physicsMS2;
        private int physicsMS;
        private int otherMS;
        private int tempOnRezMS;
        private int eventMS;
        private int backupMS;
        private int terrainMS;
        private int landMS;
        private int lastCompletedFrame;

        public int MonitorFrameTime { get { return frameMS; } }
        public int MonitorPhysicsUpdateTime { get { return physicsMS; } }
        public int MonitorPhysicsSyncTime { get { return physicsMS2; } }
        public int MonitorOtherTime { get { return otherMS; } }
        public int MonitorTempOnRezTime { get { return tempOnRezMS; } }
        public int MonitorEventTime { get { return eventMS; } } // This may need to be divided into each event?
        public int MonitorBackupTime { get { return backupMS; } }
        public int MonitorTerrainTime { get { return terrainMS; } }
        public int MonitorLandTime { get { return landMS; } }
        public int MonitorLastFrameTick { get { return lastCompletedFrame; } }

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

        private int m_lastUpdate;
        private bool m_firstHeartbeat = true;

        private UpdatePrioritizationSchemes m_update_prioritization_scheme = UpdatePrioritizationSchemes.Time;
        private bool m_reprioritization_enabled = true;
        private double m_reprioritization_interval = 5000.0;
        private double m_root_reprioritization_distance = 10.0;
        private double m_child_reprioritization_distance = 20.0;

        private object m_deleting_scene_object = new object();

        // the minimum time that must elapse before a changed object will be considered for persisted
        public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L;
        // the maximum time that must elapse before a changed object will be considered for persisted
        public long m_persistAfter = DEFAULT_MAX_TIME_FOR_PERSISTENCE * 10000000L;

        #endregion

        #region Properties

        public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get { return this.m_update_prioritization_scheme; } }
        public bool IsReprioritizationEnabled { get { return m_reprioritization_enabled; } }
        public double ReprioritizationInterval { get { return m_reprioritization_interval; } }
        public double RootReprioritizationDistance { get { return m_root_reprioritization_distance; } }
        public double ChildReprioritizationDistance { get { return m_child_reprioritization_distance; } }

        public AgentCircuitManager AuthenticateHandler
        {
            get { return m_authenticateHandler; }
        }

        public SceneGraph SceneContents
        {
            get { return m_sceneGraph; }
        }

        // an instance to the physics plugin's Scene object.
        public PhysicsScene PhysicsScene
        {
            get { return m_sceneGraph.PhysicsScene; }
            set
            {
                // If we're not doing the initial set
                // Then we've got to remove the previous
                // event handler
                if (PhysicsScene != null && PhysicsScene.SupportsNINJAJoints)
                {
                    PhysicsScene.OnJointMoved -= jointMoved;
                    PhysicsScene.OnJointDeactivated -= jointDeactivated;
                    PhysicsScene.OnJointErrorMessage -= jointErrorMessage;
                }

                m_sceneGraph.PhysicsScene = value;

                if (PhysicsScene != null && m_sceneGraph.PhysicsScene.SupportsNINJAJoints)
                {
                    // register event handlers to respond to joint movement/deactivation
                    PhysicsScene.OnJointMoved += jointMoved;
                    PhysicsScene.OnJointDeactivated += jointDeactivated;
                    PhysicsScene.OnJointErrorMessage += jointErrorMessage;
                }
            }
        }

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

        /// <summary>
        /// This is for llGetRegionFPS
        /// </summary>
        public float SimulatorFPS
        {
            get { return StatsReporter.getLastReportedSimFPS(); }
        }
        
        public float[] SimulatorStats
        {
            get { return StatsReporter.getLastReportedSimStats(); }
        }

        public string DefaultScriptEngine
        {
            get { return m_defaultScriptEngine; }
        }

        public EntityManager Entities
        {
            get { return m_sceneGraph.Entities; }
        }

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

        public int objectCapacity = 45000;

        #endregion

        #region BinaryStats

        public class StatLogger
        {
            public DateTime StartTime;
            public string Path;
            public System.IO.BinaryWriter Log;
        }
        static StatLogger m_statLog = null;
        static TimeSpan m_statLogPeriod = TimeSpan.FromSeconds(300);
        static string m_statsDir = String.Empty;
        static Object m_statLockObject = new Object();
        private void LogSimStats(SimStats stats)
        {
            SimStatsPacket pack = new SimStatsPacket();
            pack.Region = new SimStatsPacket.RegionBlock();
            pack.Region.RegionX = stats.RegionX;
            pack.Region.RegionY = stats.RegionY;
            pack.Region.RegionFlags = stats.RegionFlags;
            pack.Region.ObjectCapacity = stats.ObjectCapacity;
            //pack.Region = //stats.RegionBlock;
            pack.Stat = stats.StatsBlock;
            pack.Header.Reliable = false;

            // note that we are inside the reporter lock when called
            DateTime now = DateTime.Now;

            // hide some time information into the packet
            pack.Header.Sequence = (uint)now.Ticks;

            lock (m_statLockObject) // m_statLog is shared so make sure there is only executer here
            {
                try
                {
                    if (m_statLog == null || now > m_statLog.StartTime + m_statLogPeriod)
                    {
                        // First log file or time has expired, start writing to a new log file
                        if (m_statLog != null && m_statLog.Log != null)
                        {
                            m_statLog.Log.Close();
                        }
                        m_statLog = new StatLogger();
                        m_statLog.StartTime = now;
                        m_statLog.Path = (m_statsDir.Length > 0 ? m_statsDir + System.IO.Path.DirectorySeparatorChar.ToString() : "")
                                + String.Format("stats-{0}.log", now.ToString("yyyyMMddHHmmss"));
                        m_statLog.Log = new BinaryWriter(File.Open(m_statLog.Path, FileMode.Append, FileAccess.Write));
                    }

                    // Write the serialized data to disk
                    if (m_statLog != null && m_statLog.Log != null)
                        m_statLog.Log.Write(pack.ToBytes());
                }
                catch (Exception ex)
                {
                    m_log.Error("statistics gathering failed: " + ex.Message, ex);
                    if (m_statLog != null && m_statLog.Log != null)
                    {
                        m_statLog.Log.Close();
                    }
                    m_statLog = null;
                }
            }
            return;
        }

        #endregion

        #region Constructors

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

            Random random = new Random();
            
            BordersLocked = true;

            Border northBorder = new Border();
            northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize);  //<---
            northBorder.CrossDirection = Cardinals.N;
            NorthBorders.Add(northBorder);

            Border southBorder = new Border();
            southBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, 0);    //--->
            southBorder.CrossDirection = Cardinals.S;
            SouthBorders.Add(southBorder);

            Border eastBorder = new Border();
            eastBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize);   //<---
            eastBorder.CrossDirection = Cardinals.E;
            EastBorders.Add(eastBorder);

            Border westBorder = new Border();
            westBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, 0);     //--->
            westBorder.CrossDirection = Cardinals.W;
            WestBorders.Add(westBorder);

            BordersLocked = false;

            m_lastAllocatedLocalId = (uint)(random.NextDouble() * (double)(uint.MaxValue/2))+(uint)(uint.MaxValue/4);
            m_moduleLoader = moduleLoader;
            m_authenticateHandler = authen;
            m_sceneGridService = sceneGridService;
            m_storageManager = storeManager;
            m_regInfo = regInfo;
            m_regionHandle = m_regInfo.RegionHandle;
            m_regionName = m_regInfo.RegionName;
            m_datastore = m_regInfo.DataStore;
            m_lastUpdate = Util.EnvironmentTickCount();

            m_physicalPrim = physicalPrim;
            m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor;

            m_eventManager = new EventManager();
            m_permissions = new ScenePermissions(this);

            m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
            m_asyncSceneObjectDeleter.Enabled = true;

            // 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_sceneGraph = new SceneGraph(this, m_regInfo);

            // If the scene graph 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_sceneGraph.UnRecoverableError += RestartNow;

            RegisterDefaultSceneEvents();

            DumpAssetsToFile = dumpAssetsToFile;

            m_scripts_enabled = !RegionInfo.RegionSettings.DisableScripts;

            m_physics_enabled = !RegionInfo.RegionSettings.DisablePhysics;

            StatsReporter = new SimStatsReporter(this);
            StatsReporter.OnSendStatsResult += SendSimStatsPackets;
            StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;

            StatsReporter.SetObjectCapacity(objectCapacity);

            // Old
            /*
            m_simulatorVersion = simulatorVersion
                + " (OS " + Util.GetOperatingSystemInformation() + ")"
                + " ChilTasks:" + m_seeIntoRegionFromNeighbor.ToString()
                + " PhysPrim:" + m_physicalPrim.ToString();
            */

            m_simulatorVersion = simulatorVersion + " (" + Util.GetRuntimeInformation() + ")";

            try
            {
                // Region config overrides global config
                //
                IConfig startupConfig = m_config.Configs["Startup"];

                // Should we try to run loops synchronously or asynchronously?
                m_useAsyncWhenPossible = startupConfig.GetBoolean("use_async_when_possible", false);

                //Animation states
                m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
                // TODO: Change default to true once the feature is supported
                m_usePreJump = startupConfig.GetBoolean("enableprejump", false);

                m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
                if (RegionInfo.NonphysPrimMax > 0)
                {
                    m_maxNonphys = RegionInfo.NonphysPrimMax;
                }

                m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);

                if (RegionInfo.PhysPrimMax > 0)
                {
                    m_maxPhys = RegionInfo.PhysPrimMax;
                }

                // Here, if clamping is requested in either global or
                // local config, it will be used
                //
                m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
                if (RegionInfo.ClampPrimSize)
                {
                    m_clampPrimSize = true;
                }

                m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
                m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
                m_dontPersistBefore =
                  startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
                m_dontPersistBefore *= 10000000;
                m_persistAfter =
                  startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
                m_persistAfter *= 10000000;

                m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");

                IConfig packetConfig = m_config.Configs["PacketPool"];
                if (packetConfig != null)
                {
                    PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
                    PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
                }

                m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);

                IConfig interest_management_config = m_config.Configs["InterestManagement"];
                if (interest_management_config != null)
                {
                    string update_prioritization_scheme = interest_management_config.GetString("UpdatePrioritizationScheme", "Time").Trim().ToLower();
                    switch (update_prioritization_scheme)
                    {
                        case "time":
                            m_update_prioritization_scheme = UpdatePrioritizationSchemes.Time;
                            break;
                        case "distance":
                            m_update_prioritization_scheme = UpdatePrioritizationSchemes.Distance;
                            break;
                        case "simpleangulardistance":
                            m_update_prioritization_scheme = UpdatePrioritizationSchemes.SimpleAngularDistance;
                            break;
                        case "frontback":
                            m_update_prioritization_scheme = UpdatePrioritizationSchemes.FrontBack;
                            break;
                        default:
                            m_log.Warn("[SCENE]: UpdatePrioritizationScheme was not recognized, setting to default settomg of Time");
                            m_update_prioritization_scheme = UpdatePrioritizationSchemes.Time;
                            break;
                    }

                    m_reprioritization_enabled = interest_management_config.GetBoolean("ReprioritizationEnabled", true);
                    m_reprioritization_interval = interest_management_config.GetDouble("ReprioritizationInterval", 5000.0);
                    m_root_reprioritization_distance = interest_management_config.GetDouble("RootReprioritizationDistance", 10.0);
                    m_child_reprioritization_distance = interest_management_config.GetDouble("ChildReprioritizationDistance", 20.0);
                }

                m_log.Info("[SCENE]: Using the " + m_update_prioritization_scheme + " prioritization scheme");

                #region BinaryStats

                try
                {
                    IConfig statConfig = m_config.Configs["Statistics.Binary"];
                    if (statConfig.Contains("enabled") && statConfig.GetBoolean("enabled"))
                    {
                        if (statConfig.Contains("collect_region_stats"))
                        {
                            if (statConfig.GetBoolean("collect_region_stats"))
                            {
                                // if enabled, add us to the event. If not enabled, I won't get called
                                StatsReporter.OnSendStatsResult += LogSimStats;
                            }
                        }
                        if (statConfig.Contains("region_stats_period_seconds"))
                        {
                            m_statLogPeriod = TimeSpan.FromSeconds(statConfig.GetInt("region_stats_period_seconds"));
                        }
                        if (statConfig.Contains("stats_dir"))
                        {
                            m_statsDir = statConfig.GetString("stats_dir");
                        }
                    }
                }
                catch
                {
                    // if it doesn't work, we don't collect anything
                }

                #endregion BinaryStats
            }
            catch
            {
                m_log.Warn("[SCENE]: Failed to load StartupConfig");
            }
        }

        /// <summary>
        /// Mock constructor for scene group persistency unit tests.
        /// SceneObjectGroup RegionId property is delegated to Scene.
        /// </summary>
        /// <param name="regInfo"></param>
        public Scene(RegionInfo regInfo)
        {
            BordersLocked = true;
            Border northBorder = new Border();
            northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize);  //<---
            northBorder.CrossDirection = Cardinals.N;
            NorthBorders.Add(northBorder);

            Border southBorder = new Border();
            southBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue,0);    //--->
            southBorder.CrossDirection = Cardinals.S;
            SouthBorders.Add(southBorder);

            Border eastBorder = new Border();
            eastBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize);   //<---
            eastBorder.CrossDirection = Cardinals.E;
            EastBorders.Add(eastBorder);

            Border westBorder = new Border();
            westBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue,0);     //--->
            westBorder.CrossDirection = Cardinals.W;
            WestBorders.Add(westBorder);
            BordersLocked = false;

            m_regInfo = regInfo;
            m_eventManager = new EventManager();

            m_lastUpdate = Util.EnvironmentTickCount();
        }

        #endregion

        #region Startup / Close Methods

        public bool ShuttingDown
        {
            get { return shuttingdown; }
        }

        /// <value>
        /// The scene graph for this scene
        /// </value>
        /// TODO: Possibly stop other classes being able to manipulate this directly.
        public SceneGraph SceneGraph
        {
            get { return m_sceneGraph; }
        }

        protected virtual void RegisterDefaultSceneEvents()
        {
            IDialogModule dm = RequestModuleInterface<IDialogModule>();

            if (dm != null)
                m_eventManager.OnPermissionError += dm.SendAlertToUser;
        }

        public override string GetSimulatorVersion()
        {
            return m_simulatorVersion;
        }

        public string[] GetUserNames(UUID uuid)
        {
            string[] returnstring = new string[0];

            UserAccount account = UserAccountService.GetUserAccount(RegionInfo.ScopeID, uuid);

            if (account != null)
            {
                returnstring = new string[2];
                returnstring[0] = account.FirstName;
                returnstring[1] = account.LastName;
            }

            return returnstring;
        }

        public string GetUserName(UUID uuid)
        {
            string[] names = GetUserNames(uuid);
            if (names.Length == 2)
            {
                string firstname = names[0];
                string lastname = names[1];

                return firstname + " " + lastname;

            }
            return "(hippos)";
        }

        /// <summary>
        /// Another region is up. 
        ///
        /// 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 void OtherRegionUp(GridRegion otherRegion)
        {
            uint xcell = (uint)((int)otherRegion.RegionLocX / (int)Constants.RegionSize);
            uint ycell = (uint)((int)otherRegion.RegionLocY / (int)Constants.RegionSize);
            m_log.InfoFormat("[SCENE]: (on region {0}): Region {1} up in coords {2}-{3}", 
                RegionInfo.RegionName, otherRegion.RegionName, xcell, ycell);

            if (RegionInfo.RegionHandle != otherRegion.RegionHandle)
            {

                // If these are cast to INT because long + negative values + abs returns invalid data
                int resultX = Math.Abs((int)xcell - (int)RegionInfo.RegionLocX);
                int resultY = Math.Abs((int)ycell - (int)RegionInfo.RegionLocY);
                if (resultX <= 1 && resultY <= 1)
                {
                    // Let the grid service module know, so this can be cached
                    m_eventManager.TriggerOnRegionUp(otherRegion);

                    RegionInfo regInfo = new RegionInfo(xcell, ycell, otherRegion.InternalEndPoint, otherRegion.ExternalHostName);
                    regInfo.RegionID = otherRegion.RegionID;
                    regInfo.RegionName = otherRegion.RegionName;
                    regInfo.ScopeID = otherRegion.ScopeID;
                    regInfo.ExternalHostName = otherRegion.ExternalHostName;
                    GridRegion r = new GridRegion(regInfo);
                    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());

                                                     List<ulong> old = new List<ulong>();
                                                     old.Add(otherRegion.RegionHandle);
                                                     agent.DropOldNeighbours(old);
                                                     if (m_teleportModule != null)
                                                         m_teleportModule.EnableChildAgent(agent, r);
                                                 }
                                             }
                            );
                    }
                    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() + ")");
                }
            }
        }

        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;
        }

        // Alias IncomingHelloNeighbour OtherRegionUp, for now
        public GridRegion IncomingHelloNeighbour(RegionInfo neighbour)
        {
            OtherRegionUp(new GridRegion(neighbour));
            return new GridRegion(RegionInfo);
        }

        /// <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();
                m_dialogModule.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.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
                m_restartTimer.Start();
                m_dialogModule.SendNotificationToUsersInRegion(
                    UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0)));
            }
        }

        // 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)
                    m_dialogModule.SendNotificationToUsersInRegion(
                        UUID.Random(),
                        String.Empty,
                        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()
        {
            IConfig startupConfig = m_config.Configs["Startup"];
            if (startupConfig != null)
            {
                if (startupConfig.GetBoolean("InworldRestartShutsDown", false))
                {
                    MainConsole.Instance.RunCommand("shutdown");
                    return;
                }
            }

            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)
                {
                    GridRegion r = new GridRegion(region);
                    try
                    {
                        ForEachScenePresence(delegate(ScenePresence agent)
                                             {
                                                 // If agent is a root agent.
                                                 if (!agent.IsChildAgent)
                                                 {
                                                     if (m_teleportModule != null)
                                                         m_teleportModule.EnableChildAgent(agent, r);
                                                 }
                                             }
                            );
                    }
                    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");
                    foreach (EntityBase ent in Entities)
                    {
                        if (ent is SceneObjectGroup)
                        {
                            ((SceneObjectGroup) ent).RemoveScriptInstances();
                        }
                    }
                }
                else
                {
                    m_log.Info("Starting all Scripts in Scene");
                    lock (Entities)
                    {
                        foreach (EntityBase ent in Entities)
                        {
                            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);

            m_restartTimer.Stop();
            m_restartTimer.Close();

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

            // Stop updating the scene objects and agents.
            //m_heartbeatTimer.Close();
            shuttingdown = true;

            m_log.Debug("[SCENE]: Persisting changed objects");
            List<EntityBase> entities = GetEntities();
            foreach (EntityBase entity in entities)
            {
                if (!entity.IsDeleted && entity is SceneObjectGroup && ((SceneObjectGroup)entity).HasGroupChanged)
                {
                    ((SceneObjectGroup)entity).ProcessBackup(m_storageManager.DataStore, false);
                }
            }

            m_sceneGraph.Close();

            // De-register with region communications (events cleanup)
            UnRegisterRegionWithComms();

            // 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);
            if (HeartbeatThread != null)
            {
                HeartbeatThread.Abort();
                HeartbeatThread = null;
            }
            m_lastUpdate = Util.EnvironmentTickCount();

            HeartbeatThread = Watchdog.StartThread(Heartbeat, "Heartbeat for region " + RegionInfo.RegionName, ThreadPriority.Normal, false);
        }

        /// <summary>
        /// Sets up references to modules required by the scene
        /// </summary>
        public void SetModuleInterfaces()
        {
            m_xmlrpcModule = RequestModuleInterface<IXMLRPC>();
            m_worldCommModule = RequestModuleInterface<IWorldComm>();
            XferManager = RequestModuleInterface<IXfer>();
            m_AvatarFactory = RequestModuleInterface<IAvatarFactory>();
            m_serialiser = RequestModuleInterface<IRegionSerialiserModule>();
            m_dialogModule = RequestModuleInterface<IDialogModule>();
            m_capsModule = RequestModuleInterface<ICapabilitiesModule>();
            m_teleportModule = RequestModuleInterface<IEntityTransferModule>();
        }

        #endregion

        #region Update Methods

        /// <summary>
        /// Performs per-frame updates regularly
        /// </summary>
        private void Heartbeat()
        {
            if (!Monitor.TryEnter(m_heartbeatLock))
            {
                Watchdog.RemoveThread();
                return;
            }

            try
            {
                Update();

                m_lastUpdate = Util.EnvironmentTickCount();
                m_firstHeartbeat = false;
            }
            catch (ThreadAbortException)
            {
            }
            finally
            {
                Monitor.Pulse(m_heartbeatLock);
                Monitor.Exit(m_heartbeatLock);
            }

            Watchdog.RemoveThread();
        }

        /// <summary>
        /// Performs per-frame updates on the scene, this should be the central scene loop
        /// </summary>
        public override void Update()
        {
            float physicsFPS;
            int maintc;

            while (!shuttingdown)
            {
                TimeSpan SinceLastFrame = DateTime.UtcNow - m_lastupdate;
                physicsFPS = 0f;

                maintc = Util.EnvironmentTickCount();
                int tmpFrameMS = maintc;
                tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;

                // Increment the frame counter
                ++m_frame;

                try
                {
                    // Check if any objects have reached their targets
                    CheckAtTargets();

                    // Update SceneObjectGroups that have scheduled themselves for updates
                    // Objects queue their updates onto all scene presences
                    if (m_frame % m_update_objects == 0)
                        m_sceneGraph.UpdateObjectGroups();

                    // Run through all ScenePresences looking for updates
                    // Presence updates and queued object updates for each presence are sent to clients
                    if (m_frame % m_update_presences == 0)
                        m_sceneGraph.UpdatePresences();

                    int tmpPhysicsMS2 = Util.EnvironmentTickCount();
                    if ((m_frame % m_update_physics == 0) && m_physics_enabled)
                        m_sceneGraph.UpdatePreparePhysics();
                    physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);

                    if (m_frame % m_update_entitymovement == 0)
                        m_sceneGraph.UpdateScenePresenceMovement();

                    int tmpPhysicsMS = Util.EnvironmentTickCount();
                    if (m_frame % m_update_physics == 0)
                    {
                        if (m_physics_enabled)
                            physicsFPS = m_sceneGraph.UpdatePhysics(Math.Max(SinceLastFrame.TotalSeconds, m_timespan));
                        if (SynchronizeScene != null)
                            SynchronizeScene(this);
                    }
                    physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);

                    // Delete temp-on-rez stuff
                    if (m_frame % m_update_backup == 0)
                    {
                        int tmpTempOnRezMS = Util.EnvironmentTickCount();
                        CleanTempObjects();
                        tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS);
                    }

                    if (RegionStatus != RegionStatus.SlaveScene)
                    {
                        if (m_frame % m_update_events == 0)
                        {
                            int evMS = Util.EnvironmentTickCount();
                            UpdateEvents();
                            eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
                        }

                        if (m_frame % m_update_backup == 0)
                        {
                            int backMS = Util.EnvironmentTickCount();
                            UpdateStorageBackup();
                            backupMS = Util.EnvironmentTickCountSubtract(backMS);
                        }

                        if (m_frame % m_update_terrain == 0)
                        {
                            int terMS = Util.EnvironmentTickCount();
                            UpdateTerrain();
                            terrainMS = Util.EnvironmentTickCountSubtract(terMS);
                        }

                        if (m_frame % m_update_land == 0)
                        {
                            int ldMS = Util.EnvironmentTickCount();
                            UpdateLand();
                            landMS = Util.EnvironmentTickCountSubtract(ldMS);
                        }

                        frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
                        otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
                        lastCompletedFrame = Util.EnvironmentTickCount();

                        // if (m_frame%m_update_avatars == 0)
                        //   UpdateInWorldTime();
                        StatsReporter.AddPhysicsFPS(physicsFPS);
                        StatsReporter.AddTimeDilation(TimeDilation);
                        StatsReporter.AddFPS(1);
                        StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount());
                        StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount());
                        StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount());
                        StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount());
                        StatsReporter.addFrameMS(frameMS);
                        StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
                        StatsReporter.addOtherMS(otherMS);
                        StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount());
                        StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
                    }

                    if (loginsdisabled && m_frame > 20)
                    {
                        // In 99.9% of cases it is a bad idea to manually force garbage collection. However,
                        // this is a rare case where we know we have just went through a long cycle of heap
                        // allocations, and there is no more work to be done until someone logs in
                        GC.Collect();

                        m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName);
                        loginsdisabled = false;
                    }
                }
                catch (NotImplementedException)
                {
                    throw;
                }
                catch (AccessViolationException e)
                {
                    m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
                }
                //catch (NullReferenceException e)
                //{
                //   m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
                //}
                catch (InvalidOperationException e)
                {
                    m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
                }
                catch (Exception e)
                {
                    m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
                }
                finally
                {
                    m_lastupdate = DateTime.UtcNow;
                }

                maintc = Util.EnvironmentTickCountSubtract(maintc);
                maintc = (int)(m_timespan * 1000) - maintc;

                if (maintc > 0)
                    Thread.Sleep(maintc);

                // Tell the watchdog that this thread is still alive
                Watchdog.UpdateThread();
            }
        }

        

        public void AddGroupTarget(SceneObjectGroup grp)
        {
            lock (m_groupsWithTargets)
                m_groupsWithTargets[grp.UUID] = grp;
        }

        public void RemoveGroupTarget(SceneObjectGroup grp)
        {
            lock (m_groupsWithTargets)
                m_groupsWithTargets.Remove(grp.UUID);
        }

        private void CheckAtTargets()
        {
            lock (m_groupsWithTargets)
            {
                foreach (SceneObjectGroup entry in m_groupsWithTargets.Values)
                {
                    entry.checkAtTargets();
                }
            }
        }


        /// <summary>
        /// Send out simstats data to all clients
        /// </summary>
        /// <param name="stats">Stats on the Simulator's performance</param>
        private void SendSimStatsPackets(SimStats stats)
        {
            ForEachScenePresence(
                delegate(ScenePresence agent)
                {
                    if (!agent.IsChildAgent)
                        agent.ControllingClient.SendSimStats(stats);
                }
            );
        }

        /// <summary>
        /// Recount SceneObjectPart in parcel aabb
        /// </summary>
        private void UpdateLand()
        {
            if (LandChannel != null)
            {
                if (LandChannel.IsLandPrimCountTainted())
                {
                    EventManager.TriggerParcelPrimCountUpdate();
                }
            }
        }

        /// <summary>
        /// Update the terrain if it needs to be updated.
        /// </summary>
        private void UpdateTerrain()
        {
            EventManager.TriggerTerrainTick();
        }

        /// <summary>
        /// Back up queued up changes
        /// </summary>
        private void UpdateStorageBackup()
        {
            if (!m_backingup)
            {
                m_backingup = true;
                Util.FireAndForget(BackupWaitCallback);
            }
        }

        /// <summary>
        /// Sends out the OnFrame event to the modules
        /// </summary>
        private void UpdateEvents()
        {
            m_eventManager.TriggerOnFrame();
        }

        /// <summary>
        /// Wrapper for Backup() that can be called with Util.FireAndForget()
        /// </summary>
        private void BackupWaitCallback(object o)
        {
            Backup();
        }

        /// <summary>
        /// Backup the scene.  This acts as the main method of the backup thread.
        /// </summary>
        /// <returns></returns>
        public void Backup()
        {
            lock (m_returns)
            {
                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.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 {3}", ret.Value.count, ret.Value.location.ToString(), RegionInfo.RegionName, ret.Value.reason);
                    else
                        msg.message = string.Format("Your object {0} was returned from {1} in region {2} due to {3}", ret.Value.objectName, ret.Value.location.ToString(), RegionInfo.RegionName, ret.Value.reason);

                    IMessageTransferModule tr = RequestModuleInterface<IMessageTransferModule>();
                    if (tr != null)
                        tr.SendInstantMessage(msg, delegate(bool success) {});
                }
                m_returns.Clear();
            }
        }

        /// <summary>
        /// Synchronous force backup.  For deletes and links/unlinks
        /// </summary>
        /// <param name="group">Object to be backed up</param>
        public void ForceSceneObjectBackup(SceneObjectGroup group)
        {
            if (group != null)
            {
                group.ProcessBackup(m_storageManager.DataStore, true);
            }
        }

        /// <summary>
        /// Return object to avatar Message
        /// </summary>
        /// <param name="agentID">Avatar Unique Id</param>
        /// <param name="objectName">Name of object returned</param>
        /// <param name="location">Location of object returned</param>
        /// <param name="reason">Reasion for object return</param>
        public void AddReturn(UUID agentID, string objectName, Vector3 location, string reason)
        {
            lock (m_returns)
            {
                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;
                    info.reason = reason;
                    m_returns[agentID] = info;
                }
            }
        }

        #endregion

        #region Load Terrain

        /// <summary>
        /// Store the terrain in the persistant data store
        /// </summary>
        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 (IOException e)
            {
                m_log.Warn("[TERRAIN]: Scene.cs: LoadWorldMap() - Failed with exception " + e.ToString() + " Regenerating");
                
                // Non standard region size.    If there's an old terrain in the database, it might read past the buffer
                #pragma warning disable 0162
                if ((int)Constants.RegionSize != 256)
                {
                    Heightmap = new TerrainChannel();

                    m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
                }
            }
            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(m_interregionCommsOut, RegionInfo);

            GridRegion region = new GridRegion(RegionInfo);
            bool success = GridService.RegisterRegion(RegionInfo.ScopeID, region);
            if (!success)
                throw new Exception("Can't register with grid");

            m_sceneGridService.SetScene(this);
            m_sceneGridService.InformNeighborsThatRegionisUp(RequestModuleInterface<INeighbourService>(), 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>
        /// Create a terrain texture for this scene
        /// </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)
                return;

            byte[] data = terrain.WriteJpeg2000Image("defaultstripe.png");
            if (data != null)
            {
                IWorldMapModule mapModule = RequestModuleInterface<IWorldMapModule>();

                if (mapModule != null)
                    mapModule.LazySaveGeneratedMaptile(data, temporary);
            }
        }

        #endregion

        #region Load Land

        /// <summary>
        /// Loads all Parcel data from the datastore for region identified by regionID
        /// </summary>
        /// <param name="regionID">Unique Identifier of the Region to load parcel data for</param>
        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);

            m_log.Info("[SCENE]: Loaded " + PrimsFromDB.Count + " objects from the datastore");

            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)");
        }


        /// <summary>
        /// Gets a new rez location based on the raycast and the size of the object that is being rezzed.
        /// </summary>
        /// <param name="RayStart"></param>
        /// <param name="RayEnd"></param>
        /// <param name="RayTargetID"></param>
        /// <param name="rot"></param>
        /// <param name="bypassRayCast"></param>
        /// <param name="RayEndIsIntersection"></param>
        /// <param name="frontFacesOnly"></param>
        /// <param name="scale"></param>
        /// <param name="FaceCenter"></param>
        /// <returns></returns>
        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_sceneGraph.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);

                        //Seems to make no sense to do this as this call is used for rezzing from inventory as well, and with inventory items their size is not always 0.5f
                        //And in cases when we weren't rezzing from inventory we were re-adding the 0.25 straight after calling this method
                        // 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_sceneGraph.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;

                //increase height so its above the ground.
                //should be getting the normal of the ground at the rez point and using that?
                pos.Z += scale.Z / 2f;
                return pos;
            }
        }


        /// <summary>
        /// Create a New SceneObjectGroup/Part by raycasting
        /// </summary>
        /// <param name="ownerID"></param>
        /// <param name="groupID"></param>
        /// <param name="RayEnd"></param>
        /// <param name="rot"></param>
        /// <param name="shape"></param>
        /// <param name="bypassRaycast"></param>
        /// <param name="RayStart"></param>
        /// <param name="RayTargetID"></param>
        /// <param name="RayEndIsIntersection"></param>
        public virtual void AddNewPrim(UUID ownerID, UUID groupID, 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 (Permissions.CanRezObject(1, ownerID, pos))
            {
                // rez ON the ground, not IN the ground
               // pos.Z += 0.25F; The rez point should now be correct so that its not in the ground

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

        public virtual SceneObjectGroup AddNewPrim(
            UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
        {
            //m_log.DebugFormat(
            //    "[SCENE]: Scene.AddNewPrim() pcode {0} called for {1} in {2}", shape.PCode, ownerID, RegionInfo.RegionName);

            // If an entity creator has been registered for this prim type then use that
            if (m_entityCreators.ContainsKey((PCode)shape.PCode))
                return m_entityCreators[(PCode)shape.PCode].CreateEntity(ownerID, groupID, pos, rot, shape);

            // Otherwise, use this default creation code;
            SceneObjectGroup sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape);
            AddNewSceneObject(sceneObject, true);
            sceneObject.SetGroup(groupID, null);

            return sceneObject;
        }

        /// <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_sceneGraph.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_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup);
        }

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

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

        /// <summary>
        /// Synchronously delete the given object from the scene.
        /// </summary>
        /// <param name="group">Object Id</param>
        /// <param name="silent">Suppress broadcasting changes to other clients.</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.IsJoint() && ((part.ObjectFlags&(uint)PrimFlags.Physics) != 0))
                {
                    PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
                }
                else 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">Id of object.</param>
        /// <returns>true if the object was in the scene, false if it was not</returns>
        /// <param name="softDelete">If true, only deletes from scene, but keeps object in database.</param>
        public bool UnlinkSceneObject(UUID uuid, bool softDelete)
        {
            if (m_sceneGraph.DeleteSceneObject(uuid, softDelete))
            {
                if (!softDelete)
                {
                    m_storageManager.DataStore.RemoveObject(uuid,
                                                            m_regInfo.RegionID);
                }

                return true;
            }

            return false;
        }

        /// <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.IsDeleted)
                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;
            Vector3 EastCross = new Vector3(0.1f,0,0);
            Vector3 WestCross = new Vector3(-0.1f, 0, 0);
            Vector3 NorthCross = new Vector3(0, 0.1f, 0);
            Vector3 SouthCross = new Vector3(0, -0.1f, 0);

            
            // use this if no borders were crossed!
            ulong newRegionHandle
                        = Util.UIntsToLong((uint)((thisx) * Constants.RegionSize),
                                           (uint)((thisy) * Constants.RegionSize));

            Vector3 pos = attemptedPosition;

            int changeX = 1;
            int changeY = 1;

            if (TestBorderCross(attemptedPosition + WestCross, Cardinals.W))
            {
                if (TestBorderCross(attemptedPosition + SouthCross, Cardinals.S))
                {

                    Border crossedBorderx = GetCrossedBorder(attemptedPosition + WestCross, Cardinals.W);

                    if (crossedBorderx.BorderLine.Z > 0)
                    {
                        pos.X = ((pos.X + crossedBorderx.BorderLine.Z));
                        changeX = (int)(crossedBorderx.BorderLine.Z /(int) Constants.RegionSize);
                    }
                    else
                        pos.X = ((pos.X + Constants.RegionSize));

                    Border crossedBordery = GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S);
                    //(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize)

                    if (crossedBordery.BorderLine.Z > 0)
                    {
                        pos.Y = ((pos.Y + crossedBordery.BorderLine.Z));
                        changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize);
                    }
                    else
                        pos.Y = ((pos.Y + Constants.RegionSize));


                    
                    newRegionHandle
                        = Util.UIntsToLong((uint)((thisx - changeX) * Constants.RegionSize),
                                           (uint)((thisy - changeY) * Constants.RegionSize));
                    // x - 1
                    // y - 1
                }
                else if (TestBorderCross(attemptedPosition + NorthCross, Cardinals.N))
                {
                    Border crossedBorderx = GetCrossedBorder(attemptedPosition + WestCross, Cardinals.W);

                    if (crossedBorderx.BorderLine.Z > 0)
                    {
                        pos.X = ((pos.X + crossedBorderx.BorderLine.Z));
                        changeX = (int)(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize);
                    }
                    else
                        pos.X = ((pos.X + Constants.RegionSize));


                    Border crossedBordery = GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S);
                    //(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize)

                    if (crossedBordery.BorderLine.Z > 0)
                    {
                        pos.Y = ((pos.Y + crossedBordery.BorderLine.Z));
                        changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize);
                    }
                    else
                        pos.Y = ((pos.Y + Constants.RegionSize));

                    newRegionHandle
                        = Util.UIntsToLong((uint)((thisx - changeX) * Constants.RegionSize),
                                           (uint)((thisy + changeY) * Constants.RegionSize));
                    // x - 1
                    // y + 1
                }
                else
                {
                    Border crossedBorderx = GetCrossedBorder(attemptedPosition + WestCross, Cardinals.W);

                    if (crossedBorderx.BorderLine.Z > 0)
                    {
                        pos.X = ((pos.X + crossedBorderx.BorderLine.Z));
                        changeX = (int)(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize);
                    }
                    else
                        pos.X = ((pos.X + Constants.RegionSize));
                       
                    newRegionHandle
                        = Util.UIntsToLong((uint)((thisx - changeX) * Constants.RegionSize),
                                           (uint) (thisy*Constants.RegionSize));
                    // x - 1
                }
            }
            else if (TestBorderCross(attemptedPosition + EastCross, Cardinals.E))
            {
                if (TestBorderCross(attemptedPosition + SouthCross, Cardinals.S))
                {
                    
                    pos.X = ((pos.X - Constants.RegionSize));
                    Border crossedBordery = GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S);
                    //(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize)

                    if (crossedBordery.BorderLine.Z > 0)
                    {
                        pos.Y = ((pos.Y + crossedBordery.BorderLine.Z));
                        changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize);
                    }
                    else
                        pos.Y = ((pos.Y + Constants.RegionSize));
                    
                    
                    newRegionHandle
                        = Util.UIntsToLong((uint)((thisx + changeX) * Constants.RegionSize),
                                           (uint)((thisy - changeY) * Constants.RegionSize));
                    // x + 1
                    // y - 1
                }
                else if (TestBorderCross(attemptedPosition + NorthCross, Cardinals.N))
                {
                    pos.X = ((pos.X - Constants.RegionSize));
                    pos.Y = ((pos.Y - Constants.RegionSize));
                    newRegionHandle
                        = Util.UIntsToLong((uint)((thisx + changeX) * Constants.RegionSize),
                                           (uint)((thisy + changeY) * Constants.RegionSize));
                    // x + 1
                    // y + 1
                }
                else
                {
                    pos.X = ((pos.X - Constants.RegionSize));
                    newRegionHandle
                        = Util.UIntsToLong((uint)((thisx + changeX) * Constants.RegionSize),
                                           (uint) (thisy*Constants.RegionSize));
                    // x + 1
                }
            } 
            else if (TestBorderCross(attemptedPosition + SouthCross, Cardinals.S))
            {
                Border crossedBordery = GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S);
                //(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize)

                if (crossedBordery.BorderLine.Z > 0)
                {
                    pos.Y = ((pos.Y + crossedBordery.BorderLine.Z));
                    changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize);
                }
                else
                    pos.Y = ((pos.Y + Constants.RegionSize));

                newRegionHandle
                    = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy - changeY) * Constants.RegionSize));
                // y - 1
            }
            else if (TestBorderCross(attemptedPosition + NorthCross, Cardinals.N))
            {
                
                pos.Y = ((pos.Y - Constants.RegionSize));
                newRegionHandle
                    = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy + changeY) * 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.
            uint x = 0, y = 0;
            Utils.LongToUInts(newRegionHandle, out x, out y);
            GridRegion destination = GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
            if (destination != null && !CrossPrimGroupIntoNewRegion(destination, grp, silent))
            {
                grp.OffsetForNewRegion(oldGroupPosition);
                grp.ScheduleGroupForFullUpdate();
            }
        }

        public Border GetCrossedBorder(Vector3 position, Cardinals gridline)
        {
            if (BordersLocked)
            {
                switch (gridline)
                {
                    case Cardinals.N:
                        lock (NorthBorders)
                        {
                            foreach (Border b in NorthBorders)
                            {
                                if (b.TestCross(position))
                                    return b;
                            }
                        }
                        break;
                    case Cardinals.S:
                        lock (SouthBorders)
                        {
                            foreach (Border b in SouthBorders)
                            {
                                if (b.TestCross(position))
                                    return b;
                            }
                        }

                        break;
                    case Cardinals.E:
                        lock (EastBorders)
                        {
                            foreach (Border b in EastBorders)
                            {
                                if (b.TestCross(position))
                                    return b;
                            }
                        }

                        break;
                    case Cardinals.W:

                        lock (WestBorders)
                        {
                            foreach (Border b in WestBorders)
                            {
                                if (b.TestCross(position))
                                    return b;
                            }
                        }
                        break;

                }
            }
            else
            {
                switch (gridline)
                {
                    case Cardinals.N:
                        foreach (Border b in NorthBorders)
                        {
                            if (b.TestCross(position))
                                return b;
                        }
                       
                        break;
                    case Cardinals.S:
                        foreach (Border b in SouthBorders)
                        {
                            if (b.TestCross(position))
                                return b;
                        }
                        break;
                    case Cardinals.E:
                        foreach (Border b in EastBorders)
                        {
                            if (b.TestCross(position))
                                return b;
                        }

                        break;
                    case Cardinals.W:
                        foreach (Border b in WestBorders)
                        {
                            if (b.TestCross(position))
                                return b;
                        }
                        break;

                }
            }
            

            return null;
        }

        public bool TestBorderCross(Vector3 position, Cardinals border)
        {
            if (BordersLocked)
            {
                switch (border)
                {
                    case Cardinals.N:
                        lock (NorthBorders)
                        {
                            foreach (Border b in NorthBorders)
                            {
                                if (b.TestCross(position))
                                    return true;
                            }
                        }
                        break;
                    case Cardinals.E:
                        lock (EastBorders)
                        {
                            foreach (Border b in EastBorders)
                            {
                                if (b.TestCross(position))
                                    return true;
                            }
                        }
                        break;
                    case Cardinals.S:
                        lock (SouthBorders)
                        {
                            foreach (Border b in SouthBorders)
                            {
                                if (b.TestCross(position))
                                    return true;
                            }
                        }
                        break;
                    case Cardinals.W:
                        lock (WestBorders)
                        {
                            foreach (Border b in WestBorders)
                            {
                                if (b.TestCross(position))
                                    return true;
                            }
                        }
                        break;
                }
            }
            else
            {
                switch (border)
                {
                    case Cardinals.N:
                        foreach (Border b in NorthBorders)
                        {
                            if (b.TestCross(position))
                                return true;
                        }
                        break;
                    case Cardinals.E:
                        foreach (Border b in EastBorders)
                        {
                            if (b.TestCross(position))
                                return true;
                        }
                        break;
                    case Cardinals.S:
                        foreach (Border b in SouthBorders)
                        {
                            if (b.TestCross(position))
                                return true;
                        }
                        break;
                    case Cardinals.W:
                        foreach (Border b in WestBorders)
                        {
                            if (b.TestCross(position))
                                return true;
                        }
                        break;
                }
            }
            return false;
        }


        /// <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(GridRegion destination, SceneObjectGroup grp, bool silent)
        {
            //m_log.Debug("  >>> CrossPrimGroupIntoNewRegion <<<");

            bool successYN = false;
            grp.RootPart.UpdateFlag = 0;
            //int primcrossingXMLmethod = 0;

            if (destination != null)
            {
                //string objectState = grp.GetStateSnapshot();

                //successYN
                //    = m_sceneGridService.PrimCrossToNeighboringRegion(
                //        newRegionHandle, grp.UUID, m_serialiser.SaveGroupToXml2(grp), primcrossingXMLmethod);
                //if (successYN && (objectState != "") && m_allowScriptCrossings)
                //{
                //    successYN = m_sceneGridService.PrimCrossToNeighboringRegion(
                //            newRegionHandle, grp.UUID, objectState, 100);
                //}

                //// And the new channel...
                //if (m_interregionCommsOut != null)
                //    successYN = m_interregionCommsOut.SendCreateObject(newRegionHandle, grp, true);
                if (m_simulationService != null)
                    successYN = m_simulationService.CreateObject(destination, grp, true);

                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.IsDeleted)
                    {
                        if (grp.RootPart.PhysActor != null)
                        {
                            grp.RootPart.PhysActor.CrossingFailure();
                        }
                    }

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

            return successYN;
        }

        public bool IncomingCreateObject(ISceneObject sog)
        {
            //m_log.Debug(" >>> IncomingCreateObject <<< " + ((SceneObjectGroup)sog).AbsolutePosition + " deleted? " + ((SceneObjectGroup)sog).IsDeleted);
            SceneObjectGroup newObject;
            try
            {
                newObject = (SceneObjectGroup)sog;
            }
            catch (Exception e)
            {
                m_log.WarnFormat("[SCENE]: Problem casting object: {0}", e.Message);
                return false;
            }

            if (!AddSceneObject(newObject))
            {
                m_log.DebugFormat("[SCENE]: Problem adding scene object {0} in {1} ", sog.UUID, RegionInfo.RegionName);
                return false;
            }
            newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, 1);
            return true;
        }

        /// <summary>
        /// Attachment rezzing
        /// </summary>
        /// <param name="userID">Agent Unique ID</param>
        /// <param name="itemID">Object ID</param>
        /// <returns>False</returns>
        public virtual bool IncomingCreateObject(UUID userID, UUID itemID)
        {
            ScenePresence sp = GetScenePresence(userID);
            if (sp != null)
            {
                uint attPt = (uint)sp.Appearance.GetAttachpoint(itemID);
                m_sceneGraph.RezSingleAttachment(sp.ControllingClient, itemID, attPt);
            }

            return false;
        }

        /// <summary>
        /// Adds a Scene Object group to the Scene.
        /// Verifies that the creator of the object is not banned from the simulator.
        /// Checks if the item is an Attachment
        /// </summary>
        /// <param name="sceneObject"></param>
        /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
        public bool AddSceneObject(SceneObjectGroup sceneObject)
        {
            // If the user is banned, we won't let any of their objects
            // enter. Period.
            //
            if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID))
            {
                m_log.Info("[INTERREGION]: Denied prim crossing for " +
                        "banned avatar");

                return false;
            }

            sceneObject.SetScene(this);

            // Force allocation of new LocalId
            //
            foreach (SceneObjectPart p in sceneObject.Children.Values)
                p.LocalId = 0;

            if ((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0)) // Attachment
            {
                sceneObject.RootPart.AddFlag(PrimFlags.TemporaryOnRez);
                sceneObject.RootPart.AddFlag(PrimFlags.Phantom);

                AddRestoredSceneObject(sceneObject, false, false);

                // Handle attachment special case
                SceneObjectPart RootPrim = sceneObject.RootPart;

                // Fix up attachment Parent Local ID
                ScenePresence sp = GetScenePresence(sceneObject.OwnerID);

                //uint parentLocalID = 0;
                if (sp != null)
                {
                    //parentLocalID = sp.LocalId;

                    //sceneObject.RootPart.IsAttachment = true;
                    //sceneObject.RootPart.SetParentLocalId(parentLocalID);

                    SceneObjectGroup grp = sceneObject;

                    //RootPrim.SetParentLocalId(parentLocalID);

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

                    //grp.SetFromAssetID(grp.RootPart.LastOwnerID);
                    m_log.DebugFormat("[ATTACHMENT]: Attach " +
                            "to avatar {0} at position {1}",
                            sp.UUID.ToString(), grp.AbsolutePosition);
                    AttachObject(sp.ControllingClient,
                            grp.LocalId, (uint)0,
                            grp.GroupRotation,
                            grp.AbsolutePosition, false);
                    RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
                    grp.SendGroupFullUpdate();
                }
                else
                {
                    RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
                    RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
                }

            }
            else
            {
                AddRestoredSceneObject(sceneObject, true, false);

                if (!Permissions.CanObjectEntry(sceneObject.UUID,
                        true, sceneObject.AbsolutePosition))
                {
                    // Deny non attachments based on parcel settings
                    //
                    m_log.Info("[INTERREGION]: Denied prim crossing " +
                            "because of parcel settings");

                    DeleteSceneObject(sceneObject, false);

                    return false;
                }
            }

            return true;
        }
        #endregion

        #region Add/Remove Avatar Methods

        /// <summary>
        /// Adding a New Client and Create a Presence for it.
        /// </summary>
        /// <param name="client"></param>
        public override void AddNewClient(IClientAPI client)
        {
            m_clientManager.Add(client);

            CheckHeartbeat();
            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_sceneGraph.AddScenePresence(presence);

                lock (m_restorePresences)
                {
                    Monitor.PulseAll(m_restorePresences);
                }
            }
            else
            {
                AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode);

                m_log.Debug("[Scene] Adding new agent " + client.Name + " to scene " + RegionInfo.RegionName);
                /*
                string logMsg = string.Format("[SCENE]: Adding new {0} agent for {1} in {2}",
                                              ((aCircuit.child == true) ? "child" : "root"), client.Name,
                                              RegionInfo.RegionName);

                m_log.Debug(logMsg);
                */

                //CommsManager.UserProfileCacheService.AddNewUser(client.AgentId);

                ScenePresence sp = CreateAndAddScenePresence(client);
                sp.Appearance = aCircuit.Appearance;

                // HERE!!! Do the initial attachments right here
                // first agent upon login is a root agent by design.
                // All other AddNewClient calls find aCircuit.child to be true
                if (aCircuit == null || aCircuit.child == false)
                {
                    sp.IsChildAgent = false;
                    Util.FireAndForget(delegate(object o) { sp.RezAttachments(); });
                }
            }

            m_LastLogin = Util.EnvironmentTickCount();
            EventManager.TriggerOnNewClient(client);

        }

        

        /// <summary>
        /// Register for events from the client
        /// </summary>
        /// <param name="client">The IClientAPI of the connected client</param>
        public virtual void SubscribeToClientEvents(IClientAPI client)
        {
            SubscribeToClientTerrainEvents(client);
            SubscribeToClientPrimEvents(client);
            SubscribeToClientPrimRezEvents(client);
            SubscribeToClientInventoryEvents(client);
            SubscribeToClientAttachmentEvents(client);
            SubscribeToClientTeleportEvents(client);
            SubscribeToClientScriptEvents(client);
            SubscribeToClientParcelEvents(client);
            SubscribeToClientGridEvents(client);
            SubscribeToClientGodEvents(client);

            SubscribeToClientNetworkEvents(client);
            

            // EventManager.TriggerOnNewClient(client);
        }

        public virtual void SubscribeToClientTerrainEvents(IClientAPI client)
        {
            client.OnRegionHandShakeReply += SendLayerData;
            client.OnUnackedTerrain += TerrainUnAcked;
        }
        
        public virtual void SubscribeToClientPrimEvents(IClientAPI client)
        {
            
            client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimPosition;
            client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
            client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimRotation;
            client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimRotation;
            client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
            client.OnUpdatePrimSingleRotationPosition += m_sceneGraph.UpdatePrimSingleRotationPosition;
            client.OnUpdatePrimScale += m_sceneGraph.UpdatePrimScale;
            client.OnUpdatePrimGroupScale += m_sceneGraph.UpdatePrimGroupScale;
            client.OnUpdateExtraParams += m_sceneGraph.UpdateExtraParam;
            client.OnUpdatePrimShape += m_sceneGraph.UpdatePrimShape;
            client.OnUpdatePrimTexture += m_sceneGraph.UpdatePrimTexture;
            client.OnObjectRequest += RequestPrim;
            client.OnObjectSelect += SelectPrim;
            client.OnObjectDeselect += DeselectPrim;
            client.OnGrabUpdate += m_sceneGraph.MoveObject;
            client.OnSpinStart += m_sceneGraph.SpinStart;
            client.OnSpinUpdate += m_sceneGraph.SpinObject;
            client.OnDeRezObject += DeRezObject;
            
            client.OnObjectName += m_sceneGraph.PrimName;
            client.OnObjectClickAction += m_sceneGraph.PrimClickAction;
            client.OnObjectMaterial += m_sceneGraph.PrimMaterial;
            client.OnLinkObjects += m_sceneGraph.LinkObjects;
            client.OnDelinkObjects += m_sceneGraph.DelinkObjects;
            client.OnObjectDuplicate += m_sceneGraph.DuplicateObject;
            client.OnObjectDuplicateOnRay += doObjectDuplicateOnRay;
            client.OnUpdatePrimFlags += m_sceneGraph.UpdatePrimFlags;
            client.OnRequestObjectPropertiesFamily += m_sceneGraph.RequestObjectPropertiesFamily;
            client.OnObjectPermissions += HandleObjectPermissionsUpdate;
            client.OnGrabObject += ProcessObjectGrab;
            client.OnDeGrabObject += ProcessObjectDeGrab;
            client.OnUndo += m_sceneGraph.HandleUndo;
            client.OnObjectDescription += m_sceneGraph.PrimDescription;
            client.OnObjectDrop += m_sceneGraph.DropObject;
            client.OnObjectSaleInfo += ObjectSaleInfo;
            client.OnObjectIncludeInSearch += m_sceneGraph.MakeObjectSearchable;
            client.OnObjectOwner += ObjectOwner;
        }

        public virtual void SubscribeToClientPrimRezEvents(IClientAPI client)
        {
            client.OnAddPrim += AddNewPrim;
            client.OnRezObject += RezObject;
        }

        public virtual void SubscribeToClientInventoryEvents(IClientAPI client)
        {
            client.OnCreateNewInventoryItem += CreateNewInventoryItem;
            client.OnCreateNewInventoryFolder += HandleCreateInventoryFolder;
            client.OnUpdateInventoryFolder += HandleUpdateInventoryFolder;
            client.OnMoveInventoryFolder += HandleMoveInventoryFolder; // 2; //!!
            client.OnFetchInventoryDescendents += HandleFetchInventoryDescendents;
            client.OnPurgeInventoryDescendents += HandlePurgeInventoryDescendents; // 2; //!!
            client.OnFetchInventory += 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;
        }

        public virtual void SubscribeToClientAttachmentEvents(IClientAPI client)
        {
            client.OnRezSingleAttachmentFromInv += RezSingleAttachment;
            client.OnRezMultipleAttachmentsFromInv += RezMultipleAttachments;
            client.OnDetachAttachmentIntoInv += DetachSingleAttachmentToInv;
            client.OnObjectAttach += m_sceneGraph.AttachObject;
            client.OnObjectDetach += m_sceneGraph.DetachObject;
        }

        public virtual void SubscribeToClientTeleportEvents(IClientAPI client)
        {
            client.OnTeleportLocationRequest += RequestTeleportLocation;
            client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
            client.OnTeleportHomeRequest += TeleportClientHome;
        }

        public virtual void SubscribeToClientScriptEvents(IClientAPI client)
        {
            client.OnScriptReset += ProcessScriptReset;
            client.OnGetScriptRunning += GetScriptRunning;
            client.OnSetScriptRunning += SetScriptRunning;
        }

        public virtual void SubscribeToClientParcelEvents(IClientAPI client)
        {
            client.OnObjectGroupRequest += m_sceneGraph.HandleObjectGroupUpdate;
            client.OnParcelReturnObjectsRequest += LandChannel.ReturnObjectsInParcel;
            client.OnParcelSetOtherCleanTime += LandChannel.SetParcelOtherCleanTime;
            client.OnParcelBuy += ProcessParcelBuy;
        }

        public virtual void SubscribeToClientGridEvents(IClientAPI client)
        {
            client.OnNameFromUUIDRequest += HandleUUIDNameRequest;
            client.OnMoneyTransferRequest += ProcessMoneyTransferRequest;
            client.OnAvatarPickerRequest += ProcessAvatarPickerRequest;
            client.OnSetStartLocationRequest += SetHomeRezPoint;
            client.OnRegionHandleRequest += RegionHandleRequest;
        }

        public virtual void SubscribeToClientGodEvents(IClientAPI client)
        {
            IGodsModule godsModule = RequestModuleInterface<IGodsModule>();
            client.OnGodKickUser += godsModule.KickUser;
            client.OnRequestGodlikePowers += godsModule.RequestGodlikePowers;
        }

        public virtual void SubscribeToClientNetworkEvents(IClientAPI client)
        {
            client.OnNetworkStatsUpdate += StatsReporter.AddPacketsStats;
            client.OnViewerEffect += ProcessViewerEffect;
        }

        protected virtual void UnsubscribeToClientEvents(IClientAPI client)
        {
            
        }

        /// <summary>
        /// Register for events from the client
        /// </summary>
        /// <param name="client">The IClientAPI of the connected client</param>
        public virtual void UnSubscribeToClientEvents(IClientAPI client)
        {
            UnSubscribeToClientTerrainEvents(client);
            UnSubscribeToClientPrimEvents(client);
            UnSubscribeToClientPrimRezEvents(client);
            UnSubscribeToClientInventoryEvents(client);
            UnSubscribeToClientAttachmentEvents(client);
            UnSubscribeToClientTeleportEvents(client);
            UnSubscribeToClientScriptEvents(client);
            UnSubscribeToClientParcelEvents(client);
            UnSubscribeToClientGridEvents(client);
            UnSubscribeToClientGodEvents(client);

            UnSubscribeToClientNetworkEvents(client);


            // EventManager.TriggerOnNewClient(client);
        }

        public virtual void UnSubscribeToClientTerrainEvents(IClientAPI client)
        {
            client.OnRegionHandShakeReply -= SendLayerData;
            client.OnUnackedTerrain -= TerrainUnAcked;
        }

        public virtual void UnSubscribeToClientPrimEvents(IClientAPI client)
        {
            client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimPosition;
            client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
            client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimRotation;
            client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimRotation;
            client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
            client.OnUpdatePrimSingleRotationPosition -= m_sceneGraph.UpdatePrimSingleRotationPosition;
            client.OnUpdatePrimScale -= m_sceneGraph.UpdatePrimScale;
            client.OnUpdatePrimGroupScale -= m_sceneGraph.UpdatePrimGroupScale;
            client.OnUpdateExtraParams -= m_sceneGraph.UpdateExtraParam;
            client.OnUpdatePrimShape -= m_sceneGraph.UpdatePrimShape;
            client.OnUpdatePrimTexture -= m_sceneGraph.UpdatePrimTexture;
            client.OnObjectRequest -= RequestPrim;
            client.OnObjectSelect -= SelectPrim;
            client.OnObjectDeselect -= DeselectPrim;
            client.OnGrabUpdate -= m_sceneGraph.MoveObject;
            client.OnSpinStart -= m_sceneGraph.SpinStart;
            client.OnSpinUpdate -= m_sceneGraph.SpinObject;
            client.OnDeRezObject -= DeRezObject;
            client.OnObjectName -= m_sceneGraph.PrimName;
            client.OnObjectClickAction -= m_sceneGraph.PrimClickAction;
            client.OnObjectMaterial -= m_sceneGraph.PrimMaterial;
            client.OnLinkObjects -= m_sceneGraph.LinkObjects;
            client.OnDelinkObjects -= m_sceneGraph.DelinkObjects;
            client.OnObjectDuplicate -= m_sceneGraph.DuplicateObject;
            client.OnObjectDuplicateOnRay -= doObjectDuplicateOnRay;
            client.OnUpdatePrimFlags -= m_sceneGraph.UpdatePrimFlags;
            client.OnRequestObjectPropertiesFamily -= m_sceneGraph.RequestObjectPropertiesFamily;
            client.OnObjectPermissions -= HandleObjectPermissionsUpdate;
            client.OnGrabObject -= ProcessObjectGrab;
            client.OnDeGrabObject -= ProcessObjectDeGrab;
            client.OnUndo -= m_sceneGraph.HandleUndo;
            client.OnObjectDescription -= m_sceneGraph.PrimDescription;
            client.OnObjectDrop -= m_sceneGraph.DropObject;
            client.OnObjectSaleInfo -= ObjectSaleInfo;
            client.OnObjectIncludeInSearch -= m_sceneGraph.MakeObjectSearchable;
            client.OnObjectOwner -= ObjectOwner;
        }

        public virtual void UnSubscribeToClientPrimRezEvents(IClientAPI client)
        {
            client.OnAddPrim -= AddNewPrim;
            client.OnRezObject -= RezObject;
        }


        public virtual void UnSubscribeToClientInventoryEvents(IClientAPI client)
        {
            client.OnCreateNewInventoryItem -= CreateNewInventoryItem;
            client.OnCreateNewInventoryFolder -= HandleCreateInventoryFolder;
            client.OnUpdateInventoryFolder -= HandleUpdateInventoryFolder;
            client.OnMoveInventoryFolder -= HandleMoveInventoryFolder; // 2; //!!
            client.OnFetchInventoryDescendents -= HandleFetchInventoryDescendents;
            client.OnPurgeInventoryDescendents -= HandlePurgeInventoryDescendents; // 2; //!!
            client.OnFetchInventory -= 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;
        }

        public virtual void UnSubscribeToClientAttachmentEvents(IClientAPI client)
        {
            client.OnRezSingleAttachmentFromInv -= RezSingleAttachment;
            client.OnRezMultipleAttachmentsFromInv -= RezMultipleAttachments;
            client.OnDetachAttachmentIntoInv -= DetachSingleAttachmentToInv;
            client.OnObjectAttach -= m_sceneGraph.AttachObject;
            client.OnObjectDetach -= m_sceneGraph.DetachObject;
        }

        public virtual void UnSubscribeToClientTeleportEvents(IClientAPI client)
        {
            client.OnTeleportLocationRequest -= RequestTeleportLocation;
            client.OnTeleportLandmarkRequest -= RequestTeleportLandmark;
            client.OnTeleportHomeRequest -= TeleportClientHome;
        }

        public virtual void UnSubscribeToClientScriptEvents(IClientAPI client)
        {
            client.OnScriptReset -= ProcessScriptReset;
            client.OnGetScriptRunning -= GetScriptRunning;
            client.OnSetScriptRunning -= SetScriptRunning;
        }

        public virtual void UnSubscribeToClientParcelEvents(IClientAPI client)
        {
            client.OnObjectGroupRequest -= m_sceneGraph.HandleObjectGroupUpdate;
            client.OnParcelReturnObjectsRequest -= LandChannel.ReturnObjectsInParcel;
            client.OnParcelSetOtherCleanTime -= LandChannel.SetParcelOtherCleanTime;
            client.OnParcelBuy -= ProcessParcelBuy;
        }

        public virtual void UnSubscribeToClientGridEvents(IClientAPI client)
        {
            client.OnNameFromUUIDRequest -= HandleUUIDNameRequest;
            client.OnMoneyTransferRequest -= ProcessMoneyTransferRequest;
            client.OnAvatarPickerRequest -= ProcessAvatarPickerRequest;
            client.OnSetStartLocationRequest -= SetHomeRezPoint;
            client.OnRegionHandleRequest -= RegionHandleRequest;
        }

        public virtual void UnSubscribeToClientGodEvents(IClientAPI client)
        {
            IGodsModule godsModule = RequestModuleInterface<IGodsModule>();
            client.OnGodKickUser -= godsModule.KickUser;
            client.OnRequestGodlikePowers -= godsModule.RequestGodlikePowers;
        }

        public virtual void UnSubscribeToClientNetworkEvents(IClientAPI client)
        {
            client.OnNetworkStatsUpdate -= StatsReporter.AddPacketsStats;
            client.OnViewerEffect -= ProcessViewerEffect;
        }

        /// <summary>
        /// Teleport an avatar to their home region
        /// </summary>
        /// <param name="agentId">The avatar's Unique ID</param>
        /// <param name="client">The IClientAPI for the client</param>
        public virtual void TeleportClientHome(UUID agentId, IClientAPI client)
        {
            OpenSim.Services.Interfaces.PresenceInfo pinfo = PresenceService.GetAgent(client.SessionId);

            if (pinfo != null)
            {
                GridRegion regionInfo = GridService.GetRegionByUUID(UUID.Zero, pinfo.HomeRegionID);
                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, pinfo.HomePosition, pinfo.HomeLookAt,
                    (uint)(TPFlags.SetLastToTarget | TPFlags.ViaHome));
            }
        }

        /// <summary>
        /// Duplicates object specified by localID at position raycasted against RayTargetObject using 
        /// RayEnd and RayStart to determine what the angle of the ray is
        /// </summary>
        /// <param name="localID">ID of object to duplicate</param>
        /// <param name="dupeFlags"></param>
        /// <param name="AgentID">Agent doing the duplication</param>
        /// <param name="GroupID">Group of new object</param>
        /// <param name="RayTargetObj">The target of the Ray</param>
        /// <param name="RayEnd">The ending of the ray (farthest away point)</param>
        /// <param name="RayStart">The Beginning of the ray (closest point)</param>
        /// <param name="BypassRaycast">Bool to bypass raycasting</param>
        /// <param name="RayEndIsIntersection">The End specified is the place to add the object</param>
        /// <param name="CopyCenters">Position the object at the center of the face that it's colliding with</param>
        /// <param name="CopyRotates">Rotate the object the same as the localID object</param>
        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_sceneGraph.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_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot);
                            m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot);
                            //obj.Rotation = worldRot;
                            //obj.UpdateGroupRotationR(worldRot);
                        }
                        else
                        {
                            m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID);
                        }
                    }

                    return;
                }

                return;
            }
        }

        /// <summary>
        /// Sets the Home Point.   The LoginService uses this to know where to put a user when they log-in
        /// </summary>
        /// <param name="remoteClient"></param>
        /// <param name="regionHandle"></param>
        /// <param name="position"></param>
        /// <param name="lookAt"></param>
        /// <param name="flags"></param>
        public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
        {
            if (PresenceService.SetHomeLocation(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
                // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
                m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
            else
                m_dialogModule.SendAlertToUser(remoteClient, "Set Home request Failed.");
        }

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

            ScenePresence avatar = m_sceneGraph.CreateAndAddChildScenePresence(client, appearance);
            //avatar.KnownRegions = GetChildrenSeeds(avatar.UUID);

            m_eventManager.TriggerOnNewPresence(avatar);

            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)
        {
            AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode);

            if (aCircuit == null)
            {
                m_log.DebugFormat("[APPEARANCE] Client did not supply a circuit. Non-Linden? Creating default appearance.");
                appearance = new AvatarAppearance(client.AgentId);
                return;
            }

            appearance = aCircuit.Appearance;
            if (appearance == null)
            {
                m_log.DebugFormat("[APPEARANCE]: Appearance not found in {0}, returning default", RegionInfo.RegionName);
                appearance = new AvatarAppearance(client.AgentId);
            }

        }

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

                if (avatar.ParentID != 0)
                {
                    avatar.StandUp();
                }

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

                    m_sceneGraph.removeUserCount(!childagentYN);
                    CapsModule.RemoveCapsHandler(agentID);

                    // REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever
                    // this method is doing is HORRIBLE!!!
                    avatar.Scene.NeedSceneCacheClear(avatar.UUID);

                    if (!avatar.IsChildAgent)
                    {
                        //List<ulong> childknownRegions = new List<ulong>();
                        //List<ulong> ckn = avatar.KnownChildRegionHandles;
                        //for (int i = 0; i < ckn.Count; i++)
                        //{
                        //    childknownRegions.Add(ckn[i]);
                        //}
                        List<ulong> regions = new List<ulong>(avatar.KnownChildRegionHandles);
                        regions.Remove(RegionInfo.RegionHandle);
                        m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);

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

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

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

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

                // Remove the avatar from the scene
                m_sceneGraph.RemoveScenePresence(agentID);
                m_clientManager.Remove(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());
                }

                m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);

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

        /// <summary>
        /// Removes region from an avatar's known region list.  This coincides with child agents.  For each child agent, there will be a known region entry.
        /// 
        /// </summary>
        /// <param name="avatarID"></param>
        /// <param name="regionslst"></param>
        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.KnownChildRegionHandles.Remove(regionslst[i]);
                    }
                }
            }
        }

        /// <summary>
        /// Inform all other ScenePresences on this Scene that someone else has changed position on the minimap.
        /// </summary>
        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.IsDeleted) // Valid
                {
                    if (part.ParentGroup.RootPart != part) // Child part
                        return;
                }
            }
            ForEachClient(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 += HandleNewUserConnection;
            m_sceneGridService.OnAvatarCrossingIntoRegion += AgentCrossing;
            m_sceneGridService.OnCloseAgentConnection += IncomingCloseAgent;
            //m_eventManager.OnRegionUp += OtherRegionUp;
            //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate;
            //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar;
            m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid;
            m_sceneGridService.KiPrimitive += SendKillObject;
            m_sceneGridService.OnGetLandData += GetLandData;

        }

        /// <summary>
        /// Deregister this scene from receiving incoming region events
        /// </summary>
        public void UnRegisterRegionWithComms()
        {
            m_sceneGridService.KiPrimitive -= SendKillObject;
            m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid;
            //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar;
            //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate;
            //m_eventManager.OnRegionUp -= OtherRegionUp;
            m_sceneGridService.OnExpectUser -= HandleNewUserConnection;
            m_sceneGridService.OnAvatarCrossingIntoRegion -= AgentCrossing;
            m_sceneGridService.OnCloseAgentConnection -= IncomingCloseAgent;
            m_sceneGridService.OnGetLandData -= GetLandData;

            // this does nothing; should be removed
            m_sceneGridService.Close();

            if (!GridService.DeregisterRegion(m_regInfo.RegionID))
                m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", m_regInfo.RegionName);
        }

        /// <summary>
        /// A handler for the SceneCommunicationService event, to match that events return type of void.
        /// Use NewUserConnection() directly if possible so the return type can refuse connections.
        /// At the moment nothing actually seems to use this event,
        /// as everything is switching to calling the NewUserConnection method directly.
        /// 
        /// Now obsoleting this because it doesn't handle teleportFlags propertly
        /// 
        /// </summary>
        /// <param name="agent"></param>
        [Obsolete("Please call NewUserConnection directly.")]
        public void HandleNewUserConnection(AgentCircuitData agent)
        {
            string reason;
            NewUserConnection(agent, 0, out reason);
        }

        /// <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
        /// The return bool should allow for connections to be refused, but as not all calling paths
        /// take proper notice of it let, we allowed banned users in still.
        /// </summary>
        /// <param name="agent">CircuitData of the agent who is connecting</param>
        /// <param name="reason">Outputs the reason for the false response on this string</param>
        /// <returns>True if the region accepts this agent.  False if it does not.  False will 
        /// also return a reason.</returns>
        public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, out string reason)
        {
            //Teleport flags:
            //
            // TeleportFlags.ViaGodlikeLure - Border Crossing
            // TeleportFlags.ViaLogin - Login
            // TeleportFlags.TeleportFlags.ViaLure - Teleport request sent by another user
            // TeleportFlags.ViaLandmark | TeleportFlags.ViaLocation | TeleportFlags.ViaLandmark | TeleportFlags.Default - Regular Teleport


            if (loginsdisabled)
            {
                reason = "Logins Disabled";
                return false;
            }
            // Don't disable this log message - it's too helpful
            m_log.InfoFormat(
                "[CONNECTION BEGIN]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, teleportflags {6})",
                RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
                agent.AgentID, agent.circuitcode, teleportFlags);

            reason = String.Empty;
            if (!AuthenticateUser(agent, out reason))
                return false;

            if (!AuthorizeUser(agent, out reason))
                return false;

            m_log.InfoFormat(
                "[CONNECTION BEGIN]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
                RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
                agent.AgentID, agent.circuitcode);

            CapsModule.NewUserConnection(agent);

            ScenePresence sp = m_sceneGraph.GetScenePresence(agent.AgentID);
            if (sp != null)
            {
                m_log.DebugFormat(
                    "[SCENE]: Adjusting known seeds for existing agent {0} in {1}",
                    agent.AgentID, RegionInfo.RegionName);

                sp.AdjustKnownSeeds();

                return true;
            }

            CapsModule.AddCapsHandler(agent.AgentID);

            if (!agent.child)
            {
                if (TestBorderCross(agent.startpos,Cardinals.E))
                {
                    Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.E);
                    agent.startpos.X = crossedBorder.BorderLine.Z - 1;
                }

                if (TestBorderCross(agent.startpos, Cardinals.N))
                {
                    Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.N);
                    agent.startpos.Y = crossedBorder.BorderLine.Z - 1;
                }

                //Mitigate http://opensimulator.org/mantis/view.php?id=3522
                // Check if start position is outside of region
                // If it is, check the Z start position also..   if not, leave it alone.
                if (BordersLocked)
                {
                    lock (EastBorders)
                    {
                        if (agent.startpos.X > EastBorders[0].BorderLine.Z)
                        {
                            m_log.Warn("FIX AGENT POSITION");
                            agent.startpos.X = EastBorders[0].BorderLine.Z * 0.5f;
                            if (agent.startpos.Z > 720)
                                agent.startpos.Z = 720;
                        }
                    }
                    lock (NorthBorders)
                    {
                        if (agent.startpos.Y > NorthBorders[0].BorderLine.Z)
                        {
                            m_log.Warn("FIX Agent POSITION");
                            agent.startpos.Y = NorthBorders[0].BorderLine.Z * 0.5f;
                            if (agent.startpos.Z > 720)
                                agent.startpos.Z = 720;
                        }
                    }
                }
                else
                {
                    if (agent.startpos.X > EastBorders[0].BorderLine.Z)
                    {
                        m_log.Warn("FIX AGENT POSITION");
                        agent.startpos.X = EastBorders[0].BorderLine.Z * 0.5f;
                        if (agent.startpos.Z > 720)
                            agent.startpos.Z = 720;
                    }
                    if (agent.startpos.Y > NorthBorders[0].BorderLine.Z)
                    {
                        m_log.Warn("FIX Agent POSITION");
                        agent.startpos.Y = NorthBorders[0].BorderLine.Z * 0.5f;
                        if (agent.startpos.Z > 720)
                            agent.startpos.Z = 720;
                    }
                }
                // 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);

            return true;
        }

        /// <summary>
        /// Verifies that the user has a session on the Grid
        /// </summary>
        /// <param name="agent">Circuit Data of the Agent we're verifying</param>
        /// <param name="reason">Outputs the reason for the false response on this string</param>
        /// <returns>True if the user has a session on the grid.  False if it does not.  False will 
        /// also return a reason.</returns>
        public virtual bool AuthenticateUser(AgentCircuitData agent, out string reason)
        {
            reason = String.Empty;

            IAuthenticationService auth = RequestModuleInterface<IAuthenticationService>();
            if (auth == null)
            {
                reason = String.Format("Failed to authenticate user {0} {1} in region {2}. Authentication service does not exist.", agent.firstname, agent.lastname, RegionInfo.RegionName);
                return false;
            }

            bool result = auth.Verify(agent.AgentID, agent.SecureSessionID.ToString(), 30);

            m_log.Debug("[CONNECTION BEGIN]: Session authentication returned " + result);
            if (!result)
                reason = String.Format("Failed to authenticate user {0} {1}, access denied to region {2}.", agent.firstname, agent.lastname, RegionInfo.RegionName);

            return result;
        }

        /// <summary>
        /// Verify if the user can connect to this region.  Checks the banlist and ensures that the region is set for public access
        /// </summary>
        /// <param name="agent">The circuit data for the agent</param>
        /// <param name="reason">outputs the reason to this string</param>
        /// <returns>True if the region accepts this agent.  False if it does not.  False will 
        /// also return a reason.</returns>
        protected virtual bool AuthorizeUser(AgentCircuitData agent, out string reason)
        {
            reason = String.Empty;

            if (!m_strictAccessControl) return true;
            if (Permissions.IsGod(agent.AgentID)) return true;
                      
            if (AuthorizationService != null)
            {
                if (!AuthorizationService.IsAuthorizedForRegion(agent.AgentID.ToString(), RegionInfo.RegionID.ToString(),out reason))
                {
                    m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
                                     agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
                    //reason = String.Format("You are not currently on the access list for {0}",RegionInfo.RegionName);
                    return false;
                }
            }

            if (m_regInfo.EstateSettings.IsBanned(agent.AgentID))
            {
                m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
                                 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
                reason = String.Format("Denied access to region {0}: You have been banned from that region.",
                                       RegionInfo.RegionName);
                return false;
            }

            if (!m_regInfo.EstateSettings.PublicAccess &&
                !m_regInfo.EstateSettings.HasAccess(agent.AgentID))
            {
                m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate",
                                 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
                reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
                                       RegionInfo.RegionName);
                return false;
            }

            // TODO: estate/region settings are not properly hooked up
            // to ILandObject.isRestrictedFromLand()
            // if (null != LandChannel)
            // {
            //     // region seems to have local Id of 1
            //     ILandObject land = LandChannel.GetLandObject(1);
            //     if (null != land)
            //     {
            //         if (land.isBannedFromLand(agent.AgentID))
            //         {
            //             m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user has been banned from land",
            //                              agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
            //             reason = String.Format("Denied access to private region {0}: You are banned from that region.",
            //                                    RegionInfo.RegionName);
            //             return false;
            //         }

            //         if (land.isRestrictedFromLand(agent.AgentID))
            //         {
            //             m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
            //                              agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
            //             reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
            //                                    RegionInfo.RegionName);
            //             return false;
            //         }
            //     }
            // }

            return true;
        }

        /// <summary>
        /// Update an AgentCircuitData object with new information
        /// </summary>
        /// <param name="data">Information to update the AgentCircuitData with</param>
        public void UpdateCircuitData(AgentCircuitData data)
        {
            m_authenticateHandler.UpdateAgentData(data);
        }

        /// <summary>
        /// Change the Circuit Code for the user's Circuit Data
        /// </summary>
        /// <param name="oldcc">The old Circuit Code.  Must match a previous circuit code</param>
        /// <param name="newcc">The new Circuit Code.  Must not be an already existing circuit code</param>
        /// <returns>True if we successfully changed it.  False if we did not</returns>
        public bool ChangeCircuitCode(uint oldcc, uint newcc)
        {
            return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc);
        }

        /// <summary>
        /// The Grid has requested that we log-off a user.  Log them off.
        /// </summary>
        /// <param name="AvatarID">Unique ID of the avatar to log-off</param>
        /// <param name="RegionSecret">SecureSessionID of the user, or the RegionSecret text when logging on to the grid</param>
        /// <param name="message">message to display to the user.  Reason for being logged off</param>
        public void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message)
        {
            ScenePresence loggingOffUser = null;
            loggingOffUser = GetScenePresence(AvatarID);
            if (loggingOffUser != null)
            {
                UUID localRegionSecret = UUID.Zero;
                bool parsedsecret = UUID.TryParse(m_regInfo.regionSecret, out localRegionSecret);

                // Region Secret is used here in case a new sessionid overwrites an old one on the user server.
                // Will update the user server in a few revisions to use it.

                if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId || (parsedsecret && RegionSecret == localRegionSecret))
                {
                    m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, new List<ulong>(loggingOffUser.KnownRegions.Keys));
                    loggingOffUser.ControllingClient.Kick(message);
                    // Give them a second to receive the message!
                    Thread.Sleep(1000);
                    loggingOffUser.ControllingClient.Close();
                }
                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>
        /// Triggered when an agent crosses into this sim.  Also happens on initial login.
        /// </summary>
        /// <param name="agentID"></param>
        /// <param name="position"></param>
        /// <param name="isFlying"></param>
        public virtual void AgentCrossing(UUID agentID, Vector3 position, bool isFlying)
        {
            ScenePresence presence;
            m_sceneGraph.TryGetAvatar(agentID, out presence);

            if (presence != null)
            {
                try
                {
                    presence.MakeRootAgent(position, isFlying);
                }
                catch (Exception e)
                {
                    m_log.ErrorFormat("[SCENE]: Unable to do agent crossing, exception {0}", e);
                }
            }
            else
            {
                m_log.ErrorFormat(
                    "[SCENE]: Could not find presence for agent {0} crossing into scene {1}",
                    agentID, RegionInfo.RegionName);
            }
        }

        /// <summary>
        /// We've got an update about an agent that sees into this region, 
        /// send it to ScenePresence for processing  It's the full data.
        /// </summary>
        /// <param name="cAgentData">Agent that contains all of the relevant things about an agent.
        /// Appearance, animations, position, etc.</param>
        /// <returns>true if we handled it.</returns>
        public virtual bool IncomingChildAgentDataUpdate(AgentData cAgentData)
        {
            m_log.DebugFormat(
                "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName);

            // We have to wait until the viewer contacts this region after receiving EAC.
            // That calls AddNewClient, which finally creates the ScenePresence
            ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
            if (childAgentUpdate != null)
            {
                childAgentUpdate.ChildAgentDataUpdate(cAgentData);
                return true;
            }

            return false;
        }

        /// <summary>
        /// We've got an update about an agent that sees into this region, 
        /// send it to ScenePresence for processing  It's only positional data
        /// </summary>
        /// <param name="cAgentData">AgentPosition that contains agent positional data so we can know what to send</param>
        /// <returns>true if we handled it.</returns>
        public virtual bool IncomingChildAgentDataUpdate(AgentPosition cAgentData)
        {
            //m_log.Debug(" XXX Scene IncomingChildAgentDataUpdate POSITION in " + RegionInfo.RegionName);
            ScenePresence childAgentUpdate = GetScenePresence(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;
        }

        protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
        {
            int ntimes = 10;
            ScenePresence childAgentUpdate = null;
            while ((childAgentUpdate = GetScenePresence(agentID)) == null && (ntimes-- > 0))
                Thread.Sleep(1000);
            return childAgentUpdate;

        }

        public virtual bool IncomingRetrieveRootAgent(UUID id, out IAgentData agent)
        {
            agent = null;
            ScenePresence sp = GetScenePresence(id);
            if ((sp != null) && (!sp.IsChildAgent))
            {
                sp.IsChildAgent = true;
                return sp.CopyAgent(out agent);
            }

            return false;
        }

        /// <summary>
        /// Tell a single agent to disconnect from the region.
        /// </summary>
        /// <param name="regionHandle"></param>
        /// <param name="agentID"></param>
        public bool IncomingCloseAgent(UUID agentID)
        {
            //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);

            ScenePresence presence = m_sceneGraph.GetScenePresence(agentID);
            if (presence != null)
            {
                // Nothing is removed here, so down count it as such
                if (presence.IsChildAgent)
                {
                   m_sceneGraph.removeUserCount(false);
                }
                else
                {
                   m_sceneGraph.removeUserCount(true);
                }

                // Don't do this to root agents on logout, it's not nice for the viewer
                if (presence.IsChildAgent)
                {
                    // Tell a single agent to disconnect from the region.
                    IEventQueue eq = RequestModuleInterface<IEventQueue>();
                    if (eq != null)
                    {
                        eq.DisableSimulator(RegionInfo.RegionHandle, agentID);
                    }
                    else
                        presence.ControllingClient.SendShutdownConnectionNotice();
                }

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

            // Agent not here
            return false;
        }

        /// <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)
        {
            GridRegion regionInfo = GridService.GetRegionByName(UUID.Zero, 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)
        {
            ScenePresence sp;
            m_sceneGraph.TryGetAvatar(remoteClient.AgentId, out sp);

            if (sp != null)
            {
                uint regionX = m_regInfo.RegionLocX;
                uint regionY = m_regInfo.RegionLocY;

                Utils.LongToUInts(regionHandle, out regionX, out regionY);

                int shiftx = (int) regionX - (int) m_regInfo.RegionLocX * (int)Constants.RegionSize;
                int shifty = (int) regionY - (int) m_regInfo.RegionLocY * (int)Constants.RegionSize;

                position.X += shiftx;
                position.Y += shifty;

                bool result = false;

                if (TestBorderCross(position,Cardinals.N))
                    result = true;

                if (TestBorderCross(position, Cardinals.S))
                    result = true;

                if (TestBorderCross(position, Cardinals.E))
                    result = true;

                if (TestBorderCross(position, Cardinals.W))
                    result = true;

                // bordercross if position is outside of region

                if (!result)
                    regionHandle = m_regInfo.RegionHandle;
                else
                {
                    // not in this region, undo the shift!
                    position.X -= shiftx;
                    position.Y -= shifty;
                }

                if (m_teleportModule != null)
                    m_teleportModule.Teleport(sp, regionHandle, position, lookAt, teleportFlags);
                else
                {
                    m_log.DebugFormat("[SCENE]: Unable to perform teleports: no AgentTransferModule is active");
                    sp.ControllingClient.SendTeleportFailed("Unable to perform teleports on this simulator.");
                }
            }
        }

        /// <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)
        {
            GridRegion info = GridService.GetRegionByUUID(UUID.Zero, regionID);

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

            RequestTeleportLocation(remoteClient, info.RegionHandle, position, Vector3.Zero, (uint)(TPFlags.SetLastToTarget | TPFlags.ViaLandmark));
        }

        public void CrossAgentToNewRegion(ScenePresence agent, bool isFlying)
        {
            if (m_teleportModule != null)
                m_teleportModule.Cross(agent, isFlying);
            else
            {
                m_log.DebugFormat("[SCENE]: Unable to cross agent to neighbouring region, because there is no AgentTransferModule");
            }
        }

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

        #endregion

        #region Other Methods

        public void SetObjectCapacity(int objects)
        {
            // Region specific config overrides global
            //
            if (RegionInfo.ObjectCapacity != 0)
                objects = RegionInfo.ObjectCapacity;

            if (StatsReporter != null)
            {
                StatsReporter.SetObjectCapacity(objects);
            }
            objectCapacity = objects;
        }

        #endregion

        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>
        /// 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)
        {
            m_log.Debug("Searching for Primitive: '" + cmdparams[2] + "'");

            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[2])
                        {
                            part.Resize(
                                new Vector3(Convert.ToSingle(cmdparams[3]), Convert.ToSingle(cmdparams[4]),
                                              Convert.ToSingle(cmdparams[5])));

                            m_log.Debug("Edited scale of Primitive: " + part.Name);
                        }
                    }
                }
            }
        }

        public override void Show(string[] showParams)
        {
            base.Show(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;
            }
        }

        #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 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;
        }


        #endregion

        #region Script Engine

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

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

        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)ParcelFlags.AllowOtherScripts) != 0)
                    {
                        return true;
                    }
                    else if ((parcel.LandData.Flags & (uint)ParcelFlags.AllowGroupScripts) != 0)
                    {
                        if (part.OwnerID == parcel.LandData.OwnerID
                            || (parcel.LandData.IsGroupOwned && part.GroupID == parcel.LandData.GroupID)
                            || Permissions.IsGod(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 SceneGraph wrapper methods

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

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

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

        public void RemovePhysicalPrim(int num)
        {
            m_sceneGraph.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_sceneGraph.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 ScenePresence[] GetScenePresences()
        {
            return m_sceneGraph.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_sceneGraph.GetScenePresences(filter);
        }

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

        public override bool PresenceChildStatus(UUID avatarID)
        {
            ScenePresence cp = GetScenePresence(avatarID);

            // FIXME: This is really crap - some logout code is relying on a NullReferenceException to halt its processing
            // This needs to be fixed properly by cleaning up the logout code.
            //if (cp != null)
            //    return cp.IsChildAgent;

            //return false;

            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_sceneGraph != null)
            {
                try
                {
                    ScenePresence[] presences = GetScenePresences();
                    for (int i = 0; i < presences.Length; i++)
                        action(presences[i]);
                }
                catch (Exception e)
                {
                    m_log.Info("[BUG] in " + RegionInfo.RegionName + ": " + e.ToString());
                    m_log.Info("[BUG] Stack Trace: " + e.StackTrace);
                }
            }
        }

        /// <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_sceneGraph.GetSceneObjectPart(name);
        }

        /// <summary>
        /// Get a prim via its local id
        /// </summary>
        /// <param name="localID"></param>
        /// <returns></returns>
        public SceneObjectPart GetSceneObjectPart(uint localID)
        {
            return m_sceneGraph.GetSceneObjectPart(localID);
        }

        /// <summary>
        /// Get a prim via its UUID
        /// </summary>
        /// <param name="fullID"></param>
        /// <returns></returns>
        public SceneObjectPart GetSceneObjectPart(UUID fullID)
        {
            return m_sceneGraph.GetSceneObjectPart(fullID);
        }

        /// <summary>
        /// Get a scene object group that contains the prim with the given local id
        /// </summary>
        /// <param name="localID"></param>
        /// <returns>null if no scene object group containing that prim is found</returns>
        public SceneObjectGroup GetGroupByPrim(uint localID)
        {
            return m_sceneGraph.GetGroupByPrim(localID);
        }

        public bool TryGetAvatar(UUID avatarId, out ScenePresence avatar)
        {
            return m_sceneGraph.TryGetAvatar(avatarId, out avatar);
        }

        public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
        {
            return m_sceneGraph.TryGetAvatarByName(avatarName, out avatar);
        }

        public void ForEachClient(Action<IClientAPI> action)
        {
            ForEachClient(action, m_useAsyncWhenPossible);
        }

        public void ForEachClient(Action<IClientAPI> action, bool doAsynchronous)
        {
            // FIXME: Asynchronous iteration is disabled until we have a threading model that
            // can support calling this function from an async packet handler without
            // potentially deadlocking
            m_clientManager.ForEachSync(action);

            //if (doAsynchronous)
            //    m_clientManager.ForEach(action);
            //else
            //    m_clientManager.ForEachSync(action);
        }

        public bool TryGetClient(UUID avatarID, out IClientAPI client)
        {
            return m_clientManager.TryGetValue(avatarID, out client);
        }

        public bool TryGetClient(System.Net.IPEndPoint remoteEndPoint, out IClientAPI client)
        {
            return m_clientManager.TryGetValue(remoteEndPoint, out client);
        }

        public void ForEachSOG(Action<SceneObjectGroup> action)
        {
            m_sceneGraph.ForEachSOG(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_sceneGraph.GetEntities();
        }

        #endregion

        public void RegionHandleRequest(IClientAPI client, UUID regionID)
        {
            ulong handle = 0;
            if (regionID == RegionInfo.RegionID)
                handle = RegionInfo.RegionHandle;
            else
            {
                GridRegion r = GridService.GetRegionByUUID(UUID.Zero, regionID);
                if (r != null)
                    handle = r.RegionHandle;
            }

            if (handle != 0)
                client.SendRegionHandle(regionID, handle);
        }

        public void TerrainUnAcked(IClientAPI client, int patchX, int patchY)
        {
            //m_log.Debug("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);

            EventManager.TriggerSetRootAgentScene(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.IsDeleted)
                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)
                {
                    m_dialogModule.SendAlertToUser(remoteClient, "This item doesn't appear to be for sale");
                    return false;
                }

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

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

                if (Permissions.PropagatePermissions())
                {
                    foreach (SceneObjectPart child in partList)
                    {
                        child.Inventory.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


                Vector3 inventoryStoredPosition = new Vector3
                       (((group.AbsolutePosition.X > (int)Constants.RegionSize)
                             ? 250
                             : group.AbsolutePosition.X)
                        ,
                        (group.AbsolutePosition.X > (int)Constants.RegionSize)
                            ? 250
                            : group.AbsolutePosition.X,
                        group.AbsolutePosition.Z);

                Vector3 originalPosition = group.AbsolutePosition;

                group.AbsolutePosition = inventoryStoredPosition;

                string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(group);
                group.AbsolutePosition = originalPosition;

                uint perms=group.GetEffectivePermissions();

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

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

                InventoryItemBase item = new InventoryItemBase();
                item.CreatorId = part.CreatorID.ToString();

                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.GroupPermissions = part.GroupMask &
                                           part.NextOwnerMask;
                item.CurrentPermissions |= 8; // Slam!
                item.CreationDate = Util.UnixTimeSinceEpoch();

                if (InventoryService.AddItem(item))
                    remoteClient.SendInventoryItemCreateUpdate(item, 0);
                else
                {
                    m_dialogModule.SendAlertToUser(remoteClient, "Cannot buy now. Your inventory is unavailable");
                    return false;
                }
                break;

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

                bool okToSell = true;

                foreach (UUID invID in invList)
                {
                    TaskInventoryItem item1 = part.Inventory.GetInventoryItem(invID);
                    if ((item1.CurrentPermissions &
                            (uint)PermissionMask.Transfer) == 0)
                    {
                        okToSell = false;
                        break;
                    }
                }

                if (!okToSell)
                {
                    m_dialogModule.SendAlertToUser(
                        remoteClient, "This item's inventory doesn't appear to be for sale");
                    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.IsDeleted)
                    {
                        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()
        {
            // Returns:
            // 1 = sim is up and accepting http requests. The heartbeat has
            // stopped and the sim is probably locked up, but a remote
            // admin restart may succeed
            //
            // 2 = Sim is up and the heartbeat is running. The sim is likely
            // usable for people within and logins _may_ work
            //
            // 3 = We have seen a new user enter within the past 4 minutes
            // which can be seen as positive confirmation of sim health
            //
            int health=1; // Start at 1, means we're up

            if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000)
                health+=1;
            else
                return health;

            // A login in the last 4 mins? We can't be doing too badly
            //
            if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000)
                health++;
            else
                return health;

            CheckHeartbeat();

            return health;
        }

        // This callback allows the PhysicsScene to call back to its caller (the SceneGraph) and
        // update non-physical objects like the joint proxy objects that represent the position
        // of the joints in the scene.

        // This routine is normally called from within a lock (OdeLock) from within the OdePhysicsScene
        // WARNING: be careful of deadlocks here if you manipulate the scene. Remember you are being called
        // from within the OdePhysicsScene.

        protected internal void jointMoved(PhysicsJoint joint)
        {
            // m_parentScene.PhysicsScene.DumpJointInfo(); // non-thread-locked version; we should already be in a lock (OdeLock) when this callback is invoked
            SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene);
            if (jointProxyObject == null)
            {
                jointErrorMessage(joint, "WARNING, joint proxy not found, name " + joint.ObjectNameInScene);
                return;
            }

            // now update the joint proxy object in the scene to have the position of the joint as returned by the physics engine
            SceneObjectPart trackedBody = GetSceneObjectPart(joint.TrackedBodyName); // FIXME: causes a sequential lookup
            if (trackedBody == null) return; // the actor may have been deleted but the joint still lingers around a few frames waiting for deletion. during this time, trackedBody is NULL to prevent further motion of the joint proxy.
            jointProxyObject.Velocity = trackedBody.Velocity;
            jointProxyObject.AngularVelocity = trackedBody.AngularVelocity;
            switch (joint.Type)
            {
                case PhysicsJointType.Ball:
                    {
                        Vector3 jointAnchor = PhysicsScene.GetJointAnchor(joint);
                        Vector3 proxyPos = new Vector3(jointAnchor.X, jointAnchor.Y, jointAnchor.Z);
                        jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update
                    }
                    break;

                case PhysicsJointType.Hinge:
                    {
                        Vector3 jointAnchor = PhysicsScene.GetJointAnchor(joint);

                        // Normally, we would just ask the physics scene to return the axis for the joint.
                        // Unfortunately, ODE sometimes returns <0,0,0> for the joint axis, which should
                        // never occur. Therefore we cannot rely on ODE to always return a correct joint axis.
                        // Therefore the following call does not always work:
                        //PhysicsVector phyJointAxis = _PhyScene.GetJointAxis(joint);

                        // instead we compute the joint orientation by saving the original joint orientation
                        // relative to one of the jointed bodies, and applying this transformation
                        // to the current position of the jointed bodies (the tracked body) to compute the
                        // current joint orientation.

                        if (joint.TrackedBodyName == null)
                        {
                            jointErrorMessage(joint, "joint.TrackedBodyName is null, joint " + joint.ObjectNameInScene);
                        }

                        Vector3 proxyPos = new Vector3(jointAnchor.X, jointAnchor.Y, jointAnchor.Z);
                        Quaternion q = trackedBody.RotationOffset * joint.LocalRotation;

                        jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update
                        jointProxyObject.ParentGroup.UpdateGroupRotationR(q); // schedules the entire group for a terse update
                    }
                    break;
            }
        }

        // This callback allows the PhysicsScene to call back to its caller (the SceneGraph) and
        // update non-physical objects like the joint proxy objects that represent the position
        // of the joints in the scene.

        // This routine is normally called from within a lock (OdeLock) from within the OdePhysicsScene
        // WARNING: be careful of deadlocks here if you manipulate the scene. Remember you are being called
        // from within the OdePhysicsScene.
        protected internal void jointDeactivated(PhysicsJoint joint)
        {
            //m_log.Debug("[NINJA] SceneGraph.jointDeactivated, joint:" + joint.ObjectNameInScene);
            SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene);
            if (jointProxyObject == null)
            {
                jointErrorMessage(joint, "WARNING, trying to deactivate (stop interpolation of) joint proxy, but not found, name " + joint.ObjectNameInScene);
                return;
            }

            // turn the proxy non-physical, which also stops its client-side interpolation
            bool wasUsingPhysics = ((jointProxyObject.ObjectFlags & (uint)PrimFlags.Physics) != 0);
            if (wasUsingPhysics)
            {
                jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
            }
        }

        // This callback allows the PhysicsScene to call back to its caller (the SceneGraph) and
        // alert the user of errors by using the debug channel in the same way that scripts alert
        // the user of compile errors.

        // This routine is normally called from within a lock (OdeLock) from within the OdePhysicsScene
        // WARNING: be careful of deadlocks here if you manipulate the scene. Remember you are being called
        // from within the OdePhysicsScene.
        public void jointErrorMessage(PhysicsJoint joint, string message)
        {
            if (joint != null)
            {
                if (joint.ErrorMessageCount > PhysicsJoint.maxErrorMessages)
                    return;

                SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene);
                if (jointProxyObject != null)
                {
                    SimChat(Utils.StringToBytes("[NINJA]: " + message),
                        ChatTypeEnum.DebugChannel,
                        2147483647,
                        jointProxyObject.AbsolutePosition,
                        jointProxyObject.Name,
                        jointProxyObject.UUID,
                        false);

                    joint.ErrorMessageCount++;

                    if (joint.ErrorMessageCount > PhysicsJoint.maxErrorMessages)
                    {
                        SimChat(Utils.StringToBytes("[NINJA]: Too many messages for this joint, suppressing further messages."),
                            ChatTypeEnum.DebugChannel,
                            2147483647,
                            jointProxyObject.AbsolutePosition,
                            jointProxyObject.Name,
                            jointProxyObject.UUID,
                            false);
                    }
                }
                else
                {
                    // couldn't find the joint proxy object; the error message is silently suppressed
                }
            }
        }

        public Scene ConsoleScene()
        {
            if (MainConsole.Instance == null)
                return null;
            if (MainConsole.Instance.ConsoleScene is Scene)
                return (Scene)MainConsole.Instance.ConsoleScene;
            return null;
        }

        public float GetGroundHeight(float x, float y)
        {
            if (x < 0)
                x = 0;
            if (x >= Heightmap.Width)
                x = Heightmap.Width - 1;
            if (y < 0)
                y = 0;
            if (y >= Heightmap.Height)
                y = Heightmap.Height - 1;

            Vector3 p0 = new Vector3(x, y, (float)Heightmap[(int)x, (int)y]);
            Vector3 p1 = new Vector3(p0);
            Vector3 p2 = new Vector3(p0);

            p1.X += 1.0f;
            if (p1.X < Heightmap.Width)
                p1.Z = (float)Heightmap[(int)p1.X, (int)p1.Y];

            p2.Y += 1.0f;
            if (p2.Y < Heightmap.Height)
                p2.Z = (float)Heightmap[(int)p2.X, (int)p2.Y];

            Vector3 v0 = new Vector3(p1.X - p0.X, p1.Y - p0.Y, p1.Z - p0.Z);
            Vector3 v1 = new Vector3(p2.X - p0.X, p2.Y - p0.Y, p2.Z - p0.Z);

            v0.Normalize();
            v1.Normalize();

            Vector3 vsn = new Vector3();
            vsn.X = (v0.Y * v1.Z) - (v0.Z * v1.Y);
            vsn.Y = (v0.Z * v1.X) - (v0.X * v1.Z);
            vsn.Z = (v0.X * v1.Y) - (v0.Y * v1.X);
            vsn.Normalize();

            float xdiff = x - (float)((int)x);
            float ydiff = y - (float)((int)y);

            return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
        }

        private void CheckHeartbeat()
        {
            if (m_firstHeartbeat)
                return;

            if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000)
                StartTimer();
        }

        public override ISceneObject DeserializeObject(string representation)
        {
            return SceneObjectSerializer.FromXml2Format(representation);
        }

        public override bool AllowScriptCrossings
        {
            get { return m_allowScriptCrossings; }
        }
    }
}