Files
opensim/OpenSim/Region/Environment/Scenes/Scene.cs
MW 0d5311e49b Added RemovePrim method to the physics plugins interface.
Implemented that method in ODE plugin.
Hooked it up so when deleting/taking prims into your inventory they will be removed from physics engine.
Enabled the other physics hook ups in Scene.cs (and also added registering prims with physics plugin when they are rezzed from Inventory.)
So now to get the avatar to prim collision testing working, just change to use the ODE plugin (in the OpenSim.ini file, physics = OpenDynamicsEngine). Remember though ODE only really works (without problems) when running with a single region.
2007-08-23 17:21:08 +00:00

1204 lines
44 KiB
C#

/*
* Copyright (c) Contributors, http://www.openmetaverse.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
using System;
using System.Collections.Generic;
using System.Threading;
using System.Timers;
using System.IO;
using System.Xml;
using libsecondlife;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Console;
using OpenSim.Framework.Interfaces;
using OpenSim.Framework.Servers;
using OpenSim.Framework.Types;
using OpenSim.Framework.Utilities;
using OpenSim.Physics.Manager;
using OpenSim.Framework.Communications.Caches;
using OpenSim.Region.Environment.LandManagement;
using OpenSim.Region.Scripting;
using OpenSim.Region.Terrain;
using OpenSim.Framework.Data;
using Caps = OpenSim.Region.Capabilities.Caps;
using Timer = System.Timers.Timer;
namespace OpenSim.Region.Environment.Scenes
{
public delegate bool FilterAvatarList(ScenePresence avatar);
public delegate void ForEachScenePresenceDelegate(ScenePresence presence);
public partial class Scene : SceneBase
{
protected Timer m_heartbeatTimer = new Timer();
protected Dictionary<LLUUID, ScenePresence> Avatars;
protected Dictionary<LLUUID, SceneObjectGroup> Prims;
protected PhysicsScene phyScene;
protected float timeStep = 0.1f;
private Random Rand = new Random();
private uint _primCount = 702000;
private Mutex _primAllocateMutex = new Mutex(false);
private int storageCount;
private int terrainCheckCount;
private int landPrimCheckCount;
private int m_timePhase = 24;
private int m_timeUpdateCount;
private Mutex updateLock;
protected StorageManager storageManager;
protected AgentCircuitManager authenticateHandler;
protected RegionCommsListener regionCommsHost;
protected CommunicationsManager commsManager;
protected XferManager xferManager;
protected Dictionary<LLUUID, Caps> capsHandlers = new Dictionary<LLUUID, Caps>();
protected BaseHttpServer httpListener;
#region Properties
public AgentCircuitManager AuthenticateHandler
{
get { return this.authenticateHandler; }
}
/// <summary>
///
/// </summary>
public PhysicsScene PhysScene
{
set { phyScene = value; }
get { return (phyScene); }
}
private LandManager m_LandManager;
public LandManager LandManager
{
get { return m_LandManager; }
}
private EstateManager m_estateManager;
public EstateManager EstateManager
{
get { return m_estateManager; }
}
private ScriptManager m_scriptManager;
public ScriptManager ScriptManager
{
get { return m_scriptManager; }
}
private PermissionManager m_permissionManager;
public PermissionManager PermissionsMngr
{
get { return m_permissionManager; }
}
public Dictionary<LLUUID, SceneObjectGroup> Objects
{
get { return Prims; }
}
public int TimePhase
{
get { return this.m_timePhase; }
}
#endregion
#region Constructors
/// <summary>
/// Creates a new Scene class, and a region to go with it.
/// </summary>
/// <param name="clientThreads">Dictionary to contain client threads</param>
/// <param name="regionHandle">Region Handle for this region</param>
/// <param name="regionName">Region Name for this region</param>
public Scene(RegionInfo regInfo, AgentCircuitManager authen, CommunicationsManager commsMan,
AssetCache assetCach, StorageManager storeManager, BaseHttpServer httpServer)
{
updateLock = new Mutex(false);
authenticateHandler = authen;
commsManager = commsMan;
storageManager = storeManager;
assetCache = assetCach;
m_regInfo = regInfo;
m_regionHandle = m_regInfo.RegionHandle;
m_regionName = m_regInfo.RegionName;
m_datastore = m_regInfo.DataStore;
RegisterRegionWithComms();
m_LandManager = new LandManager(this, m_regInfo);
m_estateManager = new EstateManager(this, m_regInfo);
m_scriptManager = new ScriptManager(this);
m_eventManager = new EventManager();
m_permissionManager = new PermissionManager(this);
xferManager = new XferManager();
m_eventManager.OnParcelPrimCountAdd +=
m_LandManager.addPrimToLandPrimCounts;
m_eventManager.OnPermissionError += SendPermissionAlert;
MainLog.Instance.Verbose("Creating new entitities instance");
Entities = new Dictionary<LLUUID, EntityBase>();
Avatars = new Dictionary<LLUUID, ScenePresence>();
Prims = new Dictionary<LLUUID, SceneObjectGroup>();
MainLog.Instance.Verbose("Creating LandMap");
Terrain = new TerrainEngine((int)this.RegionInfo.RegionLocX, (int)this.RegionInfo.RegionLocY);
ScenePresence.LoadAnims();
httpListener = httpServer;
}
#endregion
#region Script Handling Methods
public void SendCommandToScripts(string[] args)
{
m_eventManager.TriggerOnScriptConsole(args);
}
#endregion
/// <summary>
///
/// </summary>
public void StartTimer()
{
m_heartbeatTimer.Enabled = true;
m_heartbeatTimer.Interval = 100;
m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
}
#region Update Methods
/// <summary>
/// Performs per-frame updates regularly
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void Heartbeat(object sender, EventArgs e)
{
Update();
}
/// <summary>
/// Performs per-frame updates on the scene, this should be the central scene loop
/// </summary>
public override void Update()
{
updateLock.WaitOne();
try
{
if (phyScene.IsThreaded)
{
phyScene.GetResults();
}
List<EntityBase> moveEntities = new List<EntityBase>(Entities.Values);
foreach (EntityBase entity in moveEntities)
{
entity.UpdateMovement();
}
lock (m_syncRoot)
{
phyScene.Simulate(timeStep);
}
List<EntityBase> updateEntities = new List<EntityBase>(Entities.Values);
foreach (EntityBase entity in updateEntities)
{
entity.Update();
}
// General purpose event manager
m_eventManager.TriggerOnFrame();
//backup scene data
storageCount++;
if (storageCount > 600) //set to how often you want to backup
{
Backup();
storageCount = 0;
}
terrainCheckCount++;
if (terrainCheckCount >= 50)
{
terrainCheckCount = 0;
if (Terrain.Tainted())
{
CreateTerrainTexture();
lock (Terrain.heightmap)
{
lock (m_syncRoot)
{
phyScene.SetTerrain(Terrain.GetHeights1D());
}
storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
float[] terData = Terrain.GetHeights1D();
ForEachScenePresence(delegate(ScenePresence presence)
{
for (int x = 0; x < 16; x++)
{
for (int y = 0; y < 16; y++)
{
if (Terrain.Tainted(x * 16, y * 16))
{
SendLayerData(x, y, presence.ControllingClient, terData);
}
}
}
});
foreach (LLUUID UUID in Entities.Keys)
{
Entities[UUID].LandRenegerated();
}
Terrain.ResetTaint();
}
}
}
landPrimCheckCount++;
if (landPrimCheckCount > 50) //check every 5 seconds for tainted prims
{
if (m_LandManager.landPrimCountTainted)
{
//Perform land update of prim count
performParcelPrimCountUpdate();
landPrimCheckCount = 0;
}
}
m_timeUpdateCount++;
if (m_timeUpdateCount > 600)
{
List<ScenePresence> Avatars = this.RequestAvatarList();
foreach (ScenePresence avatar in Avatars)
{
if (!avatar.childAgent)
{
//Console.WriteLine("sending time update " + timePhase + " from region " + m_regionHandle + " to avatar " + avatar.Firstname);
avatar.ControllingClient.SendViewerTime(m_timePhase);
}
}
m_timeUpdateCount = 0;
m_timePhase++;
if (m_timePhase > 94)
{
m_timePhase = 0;
}
}
}
catch (NotImplementedException)
{
throw;
}
catch (Exception e)
{
MainLog.Instance.Error("Scene", "Failed with exception " + e.ToString());
}
updateLock.ReleaseMutex();
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public bool Backup()
{
EventManager.TriggerOnBackup(storageManager.DataStore);
return true;
}
#endregion
#region Regenerate Terrain
/// <summary>
/// Rebuilds the terrain using a procedural algorithm
/// </summary>
public void RegenerateTerrain()
{
try
{
Terrain.HillsGenerator();
lock (m_syncRoot)
{
phyScene.SetTerrain(Terrain.GetHeights1D());
}
storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
ForEachScenePresence(delegate(ScenePresence presence)
{
SendLayerData(presence.ControllingClient);
});
foreach (LLUUID UUID in Entities.Keys)
{
Entities[UUID].LandRenegerated();
}
}
catch (Exception e)
{
MainLog.Instance.Error("terrain", "Failed with exception " + e.ToString());
}
}
/// <summary>
/// Rebuilds the terrain using a 2D float array
/// </summary>
/// <param name="newMap">256,256 float array containing heights</param>
public void RegenerateTerrain(float[,] newMap)
{
try
{
Terrain.SetHeights2D(newMap);
lock (m_syncRoot)
{
phyScene.SetTerrain(Terrain.GetHeights1D());
}
storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
ForEachScenePresence(delegate(ScenePresence presence)
{
SendLayerData(presence.ControllingClient);
});
foreach (LLUUID UUID in Entities.Keys)
{
Entities[UUID].LandRenegerated();
}
}
catch (Exception e)
{
MainLog.Instance.Warn("terrain", "World.cs: RegenerateTerrain() - Failed with exception " + e.ToString());
}
}
#endregion
#region Load Terrain
/// <summary>
/// Loads the World heightmap
/// </summary>
///
public override void LoadWorldMap()
{
try
{
double[,] map = storageManager.DataStore.LoadTerrain();
if (map == null)
{
if (string.IsNullOrEmpty(m_regInfo.estateSettings.terrainFile))
{
Console.WriteLine("No default terrain, procedurally generating...");
Terrain.HillsGenerator();
storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
}
else
{
try
{
Terrain.LoadFromFileF32(m_regInfo.estateSettings.terrainFile);
Terrain *= m_regInfo.estateSettings.terrainMultiplier;
}
catch
{
Console.WriteLine("Unable to load default terrain, procedurally generating instead...");
Terrain.HillsGenerator();
}
storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
}
}
else
{
Terrain.SetHeights2D(map);
}
CreateTerrainTexture();
}
catch (Exception e)
{
MainLog.Instance.Warn("terrain", "World.cs: LoadWorldMap() - Failed with exception " + e.ToString());
}
}
/// <summary>
///
/// </summary>
public void CreateTerrainTexture()
{
//create a texture asset of the terrain
byte[] data = Terrain.ExportJpegImage("defaultstripe.png");
m_regInfo.estateSettings.terrainImageID = LLUUID.Random();
AssetBase asset = new AssetBase();
asset.FullID = m_regInfo.estateSettings.terrainImageID;
asset.Data = data;
asset.Name = "terrainImage";
asset.Type = 0;
commsManager.AssetCache.AddAsset(asset);
}
#endregion
#region Primitives Methods
/// <summary>
/// Loads the World's objects
/// </summary>
public void LoadPrimsFromStorage()
{
MainLog.Instance.Verbose("Loading objects from datastore");
List<SceneObjectGroup> PrimsFromDB = storageManager.DataStore.LoadObjects(this.m_regInfo.SimUUID);
foreach (SceneObjectGroup prim in PrimsFromDB)
{
AddEntityFromStorage(prim);
SceneObjectPart rootPart = prim.GetChildPart(prim.UUID);
rootPart.PhysActor = phyScene.AddPrim(
new PhysicsVector(rootPart.AbsolutePosition.X, rootPart.AbsolutePosition.Y, rootPart.AbsolutePosition.Z),
new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
new Axiom.Math.Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
rootPart.RotationOffset.Y, rootPart.RotationOffset.Z));
}
MainLog.Instance.Verbose("Loaded " + PrimsFromDB.Count.ToString() + " SceneObject(s)");
}
/// <summary>
/// Loads a specific object from storage
/// </summary>
/// <param name="prim">The object to load</param>
public void PrimFromStorage(PrimData prim)
{
}
/// <summary>
/// Returns a new unallocated primitive ID
/// </summary>
/// <returns>A brand new primitive ID</returns>
public uint PrimIDAllocate()
{
uint myID;
_primAllocateMutex.WaitOne();
++_primCount;
myID = _primCount;
_primAllocateMutex.ReleaseMutex();
return myID;
}
/// <summary>
///
/// </summary>
/// <param name="addPacket"></param>
/// <param name="ownerID"></param>
public void AddNewPrim(LLUUID ownerID, LLVector3 pos, PrimitiveBaseShape shape)
{
SceneObjectGroup sceneOb = new SceneObjectGroup(this, this.m_regionHandle, ownerID, PrimIDAllocate(), pos, shape);
AddEntity(sceneOb);
SceneObjectPart rootPart = sceneOb.GetChildPart(sceneOb.UUID);
rootPart.PhysActor =phyScene.AddPrim(new PhysicsVector(pos.X, pos.Y, pos.Z), new PhysicsVector(shape.Scale.X, shape.Scale.Y, shape.Scale.Z),
new Axiom.Math.Quaternion());
}
public void RemovePrim(uint localID, LLUUID avatar_deleter)
{
foreach (EntityBase obj in Entities.Values)
{
if (obj is SceneObjectGroup)
{
if (((SceneObjectGroup)obj).LocalId == localID)
{
RemoveEntity((SceneObjectGroup)obj);
return;
}
}
}
}
public void AddEntityFromStorage(SceneObjectGroup sceneObject)
{
sceneObject.RegionHandle = this.m_regionHandle;
sceneObject.SetScene(this);
foreach (SceneObjectPart part in sceneObject.Children.Values)
{
part.LocalID = this.PrimIDAllocate();
}
sceneObject.UpdateParentIDs();
this.AddEntity(sceneObject);
}
public void AddEntity(SceneObjectGroup sceneObject)
{
if (!Entities.ContainsKey(sceneObject.UUID))
{
Entities.Add(sceneObject.UUID, sceneObject);
}
}
public void RemoveEntity(SceneObjectGroup sceneObject)
{
if (Entities.ContainsKey(sceneObject.UUID))
{
m_LandManager.removePrimFromLandPrimCounts(sceneObject);
Entities.Remove(sceneObject.UUID);
m_LandManager.setPrimsTainted();
}
}
/// <summary>
/// Called by a prim when it has been created/cloned, so that its events can be subscribed to
/// </summary>
/// <param name="prim"></param>
public void AcknowledgeNewPrim(Primitive prim)
{
prim.OnPrimCountTainted += m_LandManager.setPrimsTainted;
}
public void LoadPrimsFromXml(string fileName)
{
XmlDocument doc = new XmlDocument();
XmlNode rootNode;
int primCount = 0;
if (File.Exists(fileName))
{
XmlTextReader reader = new XmlTextReader(fileName);
reader.WhitespaceHandling = WhitespaceHandling.None;
doc.Load(reader);
reader.Close();
rootNode = doc.FirstChild;
foreach (XmlNode aPrimNode in rootNode.ChildNodes)
{
SceneObjectGroup obj = new SceneObjectGroup(this,
this.m_regionHandle, aPrimNode.OuterXml);
//if we want this to be a import method then we need new uuids for the object to avoid any clashes
//obj.RegenerateFullIDs();
AddEntity(obj);
SceneObjectPart rootPart = obj.GetChildPart(obj.UUID);
rootPart.PhysActor = phyScene.AddPrim(
new PhysicsVector(rootPart.AbsolutePosition.X, rootPart.AbsolutePosition.Y, rootPart.AbsolutePosition.Z),
new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
new Axiom.Math.Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
rootPart.RotationOffset.Y, rootPart.RotationOffset.Z));
primCount++;
}
}
else
{
throw new Exception("Could not open file " + fileName + " for reading");
}
}
public void SavePrimsToXml(string fileName)
{
FileStream file = new FileStream(fileName, FileMode.Create);
StreamWriter stream = new StreamWriter(file);
int primCount = 0;
stream.WriteLine("<scene>\n");
foreach (EntityBase ent in Entities.Values)
{
if (ent is SceneObjectGroup)
{
stream.WriteLine(((SceneObjectGroup)ent).ToXmlString());
primCount++;
}
}
stream.WriteLine("</scene>\n");
stream.Close();
file.Close();
}
#endregion
#region Add/Remove Avatar Methods
/// <summary>
///
/// </summary>
/// <param name="remoteClient"></param
/// <param name="agentID"></param>
/// <param name="child"></param>
public override void AddNewClient(IClientAPI client, bool child)
{
SubscribeToClientEvents(client);
m_estateManager.sendRegionHandshake(client);
CreateAndAddScenePresence(client);
m_LandManager.sendParcelOverlay(client);
commsManager.UserProfiles.AddNewUser(client.AgentId);
commsManager.TransactionsManager.AddUser(client.AgentId);
}
protected virtual void SubscribeToClientEvents(IClientAPI client)
{
client.OnRegionHandShakeReply += SendLayerData;
//remoteClient.OnRequestWearables += new GenericCall(this.GetInitialPrims);
client.OnModifyTerrain += ModifyTerrain;
client.OnChatFromViewer += SimChat;
client.OnInstantMessage += InstantMessage;
client.OnRequestWearables += InformClientOfNeighbours;
client.OnAddPrim += AddNewPrim;
client.OnUpdatePrimGroupPosition += UpdatePrimPosition;
client.OnUpdatePrimSinglePosition += UpdatePrimSinglePosition;
client.OnUpdatePrimGroupRotation += UpdatePrimRotation;
client.OnUpdatePrimGroupMouseRotation += UpdatePrimRotation;
client.OnUpdatePrimSingleRotation += UpdatePrimSingleRotation;
client.OnUpdatePrimScale += UpdatePrimScale;
client.OnUpdateExtraParams += UpdateExtraParam;
client.OnUpdatePrimShape += UpdatePrimShape;
client.OnRequestMapBlocks += RequestMapBlocks;
client.OnUpdatePrimTexture += UpdatePrimTexture;
client.OnTeleportLocationRequest += RequestTeleportLocation;
client.OnObjectSelect += SelectPrim;
client.OnObjectDeselect += DeselectPrim;
client.OnGrabUpdate += MoveObject;
client.OnDeRezObject += DeRezObject;
client.OnRezObject += RezObject;
client.OnNameFromUUIDRequest += commsManager.HandleUUIDNameRequest;
client.OnObjectDescription += PrimDescription;
client.OnObjectName += PrimName;
client.OnLinkObjects += LinkObjects;
client.OnObjectDuplicate += DuplicateObject;
client.OnParcelPropertiesRequest += new ParcelPropertiesRequest(m_LandManager.handleParcelPropertiesRequest);
client.OnParcelDivideRequest += new ParcelDivideRequest(m_LandManager.handleParcelDivideRequest);
client.OnParcelJoinRequest += new ParcelJoinRequest(m_LandManager.handleParcelJoinRequest);
client.OnParcelPropertiesUpdateRequest += new ParcelPropertiesUpdateRequest(m_LandManager.handleParcelPropertiesUpdateRequest);
client.OnParcelSelectObjects += new ParcelSelectObjects(m_LandManager.handleParcelSelectObjectsRequest);
client.OnParcelObjectOwnerRequest += new ParcelObjectOwnerRequest(m_LandManager.handleParcelObjectOwnersRequest);
client.OnEstateOwnerMessage += new EstateOwnerMessageRequest(m_estateManager.handleEstateOwnerMessage);
client.OnCreateNewInventoryItem += CreateNewInventoryItem;
client.OnCreateNewInventoryFolder += commsManager.UserProfiles.HandleCreateInventoryFolder;
client.OnFetchInventoryDescendents += commsManager.UserProfiles.HandleFecthInventoryDescendents;
client.OnRequestTaskInventory += RequestTaskInventory;
client.OnFetchInventory += commsManager.UserProfiles.HandleFetchInventory;
client.OnUpdateInventoryItem += UDPUpdateInventoryItemAsset;
client.OnAssetUploadRequest += commsManager.TransactionsManager.HandleUDPUploadRequest;
client.OnXferReceive += commsManager.TransactionsManager.HandleXfer;
// client.OnRequestXfer += RequestXfer;
client.OnRequestXfer += xferManager.RequestXfer;
client.OnConfirmXfer += xferManager.AckPacket;
client.OnRezScript += RezScript;
client.OnRemoveTaskItem += RemoveTaskInventory;
client.OnRequestAvatarProperties += RequestAvatarProperty;
client.OnGrabObject += ProcessObjectGrab;
}
protected ScenePresence CreateAndAddScenePresence(IClientAPI client)
{
ScenePresence newAvatar = null;
MainLog.Instance.Verbose("World.cs:AddViewerAgent() - Creating new avatar for remote viewer agent");
newAvatar = new ScenePresence(client, this, m_regInfo);
MainLog.Instance.Verbose("World.cs:AddViewerAgent() - Adding new avatar to world");
MainLog.Instance.Verbose("World.cs:AddViewerAgent() - Starting RegionHandshake ");
PhysicsVector pVec = new PhysicsVector(newAvatar.AbsolutePosition.X, newAvatar.AbsolutePosition.Y, newAvatar.AbsolutePosition.Z);
lock (m_syncRoot)
{
newAvatar.PhysActor = phyScene.AddAvatar(pVec);
}
lock (Entities)
{
if (!Entities.ContainsKey(client.AgentId))
{
Entities.Add(client.AgentId, newAvatar);
}
else
{
Entities[client.AgentId] = newAvatar;
}
}
lock (Avatars)
{
if (Avatars.ContainsKey(client.AgentId))
{
Avatars[client.AgentId] = newAvatar;
}
else
{
Avatars.Add(client.AgentId, newAvatar);
}
}
newAvatar.OnSignificantClientMovement += m_LandManager.handleSignificantClientMovement;
return newAvatar;
}
/// <summary>
///
/// </summary>
/// <param name="agentID"></param>
public override void RemoveClient(LLUUID agentID)
{
m_eventManager.TriggerOnRemovePresence(agentID);
ScenePresence avatar = RequestAvatar(agentID);
ForEachScenePresence(
delegate(ScenePresence presence)
{
presence.ControllingClient.SendKillObject(avatar.RegionHandle, avatar.LocalId);
});
lock (Avatars)
{
if (Avatars.ContainsKey(agentID))
{
Avatars.Remove(agentID);
}
}
lock (Entities)
{
if (Entities.ContainsKey(agentID))
{
Entities.Remove(agentID);
}
}
// TODO: Add the removal from physics ?
// Remove client agent from profile, so new logins will work
commsManager.UserServer.clearUserAgent(agentID);
return;
}
#endregion
#region Request Avatars List Methods
//The idea is to have a group of method that return a list of avatars meeting some requirement
// ie it could be all Avatars within a certain range of the calling prim/avatar.
/// <summary>
/// Request a List of all Avatars in this World
/// </summary>
/// <returns></returns>
public List<ScenePresence> RequestAvatarList()
{
List<ScenePresence> result = new List<ScenePresence>();
foreach (ScenePresence avatar in Avatars.Values)
{
result.Add(avatar);
}
return result;
}
/// <summary>
/// Request a filtered list of Avatars in this World
/// </summary>
/// <returns></returns>
public List<ScenePresence> RequestAvatarList(FilterAvatarList filter)
{
List<ScenePresence> result = new List<ScenePresence>();
foreach (ScenePresence avatar in Avatars.Values)
{
if (filter(avatar))
{
result.Add(avatar);
}
}
return result;
}
/// <summary>
/// Request a Avatar by UUID
/// </summary>
/// <param name="avatarID"></param>
/// <returns></returns>
public ScenePresence RequestAvatar(LLUUID avatarID)
{
if (Avatars.ContainsKey(avatarID))
{
return Avatars[avatarID];
}
return null;
}
/// <summary>
///
/// </summary>
/// <param name="whatToDo"></param>
public void ForEachScenePresence(ForEachScenePresenceDelegate whatToDo)
{
foreach (ScenePresence presence in Avatars.Values)
{
whatToDo(presence);
}
}
#endregion
/// <summary>
///
/// </summary>
/// <param name="entID"></param>
/// <returns></returns>
public bool DeleteEntity(LLUUID entID)
{
if (Entities.ContainsKey(entID))
{
Entities.Remove(entID);
storageManager.DataStore.RemoveObject(entID, this.m_regInfo.SimUUID);
return true;
}
return false;
}
public void SendKillObject(uint localID)
{
List<ScenePresence> avatars = this.RequestAvatarList();
for (int i = 0; i < avatars.Count; i++)
{
avatars[i].ControllingClient.SendKillObject(this.m_regionHandle, localID);
}
}
public void SendAllSceneObjectsToClient(IClientAPI client)
{
foreach (EntityBase ent in Entities.Values)
{
if (ent is SceneObjectGroup)
{
((SceneObjectGroup)ent).SendFullUpdateToClient(client);
}
}
}
#region RegionCommsHost
/// <summary>
///
/// </summary>
public void RegisterRegionWithComms()
{
regionCommsHost = commsManager.GridServer.RegisterRegion(m_regInfo);
if (regionCommsHost != null)
{
regionCommsHost.OnExpectUser += NewUserConnection;
regionCommsHost.OnAvatarCrossingIntoRegion += AgentCrossing;
}
}
/// <summary>
///
/// </summary>
/// <param name="regionHandle"></param>
/// <param name="agent"></param>
public void NewUserConnection(ulong regionHandle, AgentCircuitData agent)
{
// Console.WriteLine("World.cs - add new user connection");
//should just check that its meant for this region
if (regionHandle == m_regInfo.RegionHandle)
{
if (agent.CapsPath != "")
{
//Console.WriteLine("new user, so creating caps handler for it");
Caps cap = new Caps(commsManager.AssetCache, httpListener, m_regInfo.ExternalHostName, m_regInfo.ExternalEndPoint.Port, agent.CapsPath, agent.AgentID);
Util.SetCapsURL(agent.AgentID, "http://" + m_regInfo.ExternalHostName + ":" + httpListener.Port.ToString() + "/CAPS/" + agent.CapsPath + "0000/");
cap.RegisterHandlers();
cap.AddNewInventoryItem = this.AddInventoryItem;
cap.ItemUpdatedCall = this.CapsUpdateInventoryItemAsset;
if (capsHandlers.ContainsKey(agent.AgentID))
{
MainLog.Instance.Warn("client", "Adding duplicate CAPS entry for user " +
agent.AgentID.ToStringHyphenated());
capsHandlers[agent.AgentID] = cap;
}
else
{
capsHandlers.Add(agent.AgentID, cap);
}
}
authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
}
}
public void AgentCrossing(ulong regionHandle, LLUUID agentID, LLVector3 position, bool isFlying)
{
if (regionHandle == m_regInfo.RegionHandle)
{
if (Avatars.ContainsKey(agentID))
{
Avatars[agentID].MakeAvatar(position, isFlying);
}
}
}
/// <summary>
///
/// </summary>
public void InformClientOfNeighbours(IClientAPI remoteClient)
{
List<RegionInfo> neighbours = commsManager.GridServer.RequestNeighbours(m_regInfo);
if (neighbours != null)
{
for (int i = 0; i < neighbours.Count; i++)
{
AgentCircuitData agent = remoteClient.RequestClientInfo();
agent.BaseFolder = LLUUID.Zero;
agent.InventoryFolder = LLUUID.Zero;
agent.startpos = new LLVector3(128, 128, 70);
agent.child = true;
commsManager.InterRegion.InformRegionOfChildAgent(neighbours[i].RegionHandle, agent);
remoteClient.InformClientOfNeighbour(neighbours[i].RegionHandle, neighbours[i].ExternalEndPoint);
//this.capsHandlers[remoteClient.AgentId].CreateEstablishAgentComms("", System.Net.IPAddress.Parse(neighbours[i].CommsIPListenAddr) + ":" + neighbours[i].CommsIPListenPort);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="regionHandle"></param>
/// <returns></returns>
public RegionInfo RequestNeighbouringRegionInfo(ulong regionHandle)
{
return commsManager.GridServer.RequestNeighbourInfo(regionHandle);
}
/// <summary>
///
/// </summary>
/// <param name="minX"></param>
/// <param name="minY"></param>
/// <param name="maxX"></param>
/// <param name="maxY"></param>
public void RequestMapBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY)
{
List<MapBlockData> mapBlocks;
mapBlocks = commsManager.GridServer.RequestNeighbourMapBlocks(minX, minY, maxX, maxY);
remoteClient.SendMapBlock(mapBlocks);
}
/// <summary>
///
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="RegionHandle"></param>
/// <param name="position"></param>
/// <param name="lookAt"></param>
/// <param name="flags"></param>
public void RequestTeleportLocation(IClientAPI remoteClient, ulong regionHandle, LLVector3 position,
LLVector3 lookAt, uint flags)
{
if (regionHandle == m_regionHandle)
{
if (Avatars.ContainsKey(remoteClient.AgentId))
{
remoteClient.SendTeleportLocationStart();
remoteClient.SendLocalTeleport(position, lookAt, flags);
Avatars[remoteClient.AgentId].Teleport(position);
}
}
else
{
RegionInfo reg = RequestNeighbouringRegionInfo(regionHandle);
if (reg != null)
{
remoteClient.SendTeleportLocationStart();
AgentCircuitData agent = remoteClient.RequestClientInfo();
agent.BaseFolder = LLUUID.Zero;
agent.InventoryFolder = LLUUID.Zero;
// agent.startpos = new LLVector3(128, 128, 70);
agent.startpos = position;
agent.child = true;
commsManager.InterRegion.InformRegionOfChildAgent(regionHandle, agent);
commsManager.InterRegion.ExpectAvatarCrossing(regionHandle, remoteClient.AgentId, position, false);
//TODO: following line is hard coded to port 9000, really need to change this as soon as possible
AgentCircuitData circuitdata = remoteClient.RequestClientInfo();
string capsPath = Util.GetCapsURL(remoteClient.AgentId);
remoteClient.SendRegionTeleport(regionHandle, 13, reg.ExternalEndPoint, 4, (1 << 4), capsPath);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="regionhandle"></param>
/// <param name="agentID"></param>
/// <param name="position"></param>
public bool InformNeighbourOfCrossing(ulong regionhandle, LLUUID agentID, LLVector3 position, bool isFlying)
{
return commsManager.InterRegion.ExpectAvatarCrossing(regionhandle, agentID, position, isFlying);
}
public void performParcelPrimCountUpdate()
{
m_LandManager.resetAllLandPrimCounts();
m_eventManager.TriggerParcelPrimCountUpdate();
m_LandManager.finalizeLandPrimCountUpdate();
m_LandManager.landPrimCountTainted = false;
}
#endregion
#region Alert Methods
void SendPermissionAlert(LLUUID user, string reason)
{
SendAlertToUser(user, reason, false);
}
public void SendGeneralAlert(string message)
{
foreach (ScenePresence presence in this.Avatars.Values)
{
presence.ControllingClient.SendAlertMessage(message);
}
}
public void SendAlertToUser(LLUUID agentID, string message, bool modal)
{
if (this.Avatars.ContainsKey(agentID))
{
this.Avatars[agentID].ControllingClient.SendAgentAlertMessage(message, modal);
}
}
public void SendAlertToUser(string firstName, string lastName, string message, bool modal)
{
foreach (ScenePresence presence in this.Avatars.Values)
{
if ((presence.Firstname == firstName) && (presence.Lastname == lastName))
{
presence.ControllingClient.SendAgentAlertMessage(message, modal);
break;
}
}
}
public void HandleAlertCommand(string[] commandParams)
{
if (commandParams[0] == "general")
{
string message = this.CombineParams(commandParams, 1);
this.SendGeneralAlert(message);
}
else
{
string message = this.CombineParams(commandParams, 2);
this.SendAlertToUser(commandParams[0], commandParams[1], message, false);
}
}
private string CombineParams(string[] commandParams, int pos)
{
string result = "";
for (int i = pos; i < commandParams.Length; i++)
{
result += commandParams[i] + " ";
}
return result;
}
#endregion
#region Script Engine
private List<OpenSim.Region.Environment.Scenes.Scripting.ScriptEngineInterface> ScriptEngines = new List<OpenSim.Region.Environment.Scenes.Scripting.ScriptEngineInterface>();
public void AddScriptEngine(OpenSim.Region.Environment.Scenes.Scripting.ScriptEngineInterface ScriptEngine, LogBase m_logger)
{
ScriptEngines.Add(ScriptEngine);
ScriptEngine.InitializeEngine(this, m_logger);
}
#endregion
public LLUUID ConvertLocalIDToFullID(uint localID)
{
bool hasPrim = false;
foreach (EntityBase ent in Entities.Values)
{
if (ent is SceneObjectGroup)
{
hasPrim = ((SceneObjectGroup)ent).HasChildPrim(localID);
if (hasPrim != false)
{
return ((SceneObjectGroup)ent).GetPartsFullID(localID);
}
}
}
return LLUUID.Zero;
}
public SceneObjectPart GetSceneObjectPart(uint localID)
{
bool hasPrim = false;
foreach (EntityBase ent in Entities.Values)
{
if (ent is SceneObjectGroup)
{
hasPrim = ((SceneObjectGroup)ent).HasChildPrim(localID);
if (hasPrim != false)
{
return ((SceneObjectGroup)ent).GetChildPart(localID);
}
}
}
return null;
}
}
}