Files
opensim/OpenSim/Region/Environment/Scenes/Scene.cs
Melanie Thielker 263633e274 Patch #9151
Makes the estate dialog fully functional. Implements all client facing functionality. Moves estate data from estate_settings.xml, which is used to provide defaults, to the region data store. Creates one estate for each region, and places the region in it. Converts all region bans to estate bans.
2008-07-18 02:40:47 +00:00

3697 lines
148 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
using System.Threading;
using System.Timers;
using Axiom.Math;
using libsecondlife;
using libsecondlife.Packets;
using OpenJPEGNet;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Framework.Servers;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Modules.World.Archiver;
using OpenSim.Region.Environment.Modules.World.Serialiser;
using OpenSim.Region.Environment.Modules.World.Terrain;
using OpenSim.Region.Environment.Scenes.Scripting;
using OpenSim.Region.Physics.Manager;
using Nini.Config;
using Caps=OpenSim.Framework.Communications.Capabilities.Caps;
using Image=System.Drawing.Image;
using Timer=System.Timers.Timer;
namespace OpenSim.Region.Environment.Scenes
{
public delegate bool FilterAvatarList(ScenePresence avatar);
public partial class Scene : SceneBase
{
public delegate void SynchronizeSceneHandler(Scene scene);
public SynchronizeSceneHandler SynchronizeScene = null;
public int splitID = 0;
#region Fields
protected Timer m_heartbeatTimer = new Timer();
protected Timer m_restartWaitTimer = new Timer();
protected SimStatsReporter m_statsReporter;
protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
public InnerScene m_innerScene;
/// <summary>
/// The last allocated local prim id. When a new local id is requested, the next number in the sequence is
/// dispenced.
/// </summary>
private uint m_lastAllocatedLocalId = 720000;
private readonly Mutex _primAllocateMutex = new Mutex(false);
private int m_timePhase = 24;
private readonly Mutex updateLock;
/// <summary>
/// Are we applying physics to any of the prims in this scene?
/// </summary>
public bool m_physicalPrim;
public bool m_seeIntoRegionFromNeighbor;
public int MaxUndoCount = 5;
private int m_RestartTimerCounter;
private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
private int m_incrementsof15seconds = 0;
private volatile bool m_backingup = false;
protected string m_simulatorVersion = "unknown";
protected ModuleLoader m_moduleLoader;
protected StorageManager m_storageManager;
protected AgentCircuitManager m_authenticateHandler;
public CommunicationsManager CommsManager;
protected SceneCommunicationService m_sceneGridService;
public SceneCommunicationService SceneGridService
{
get { return m_sceneGridService; }
}
/// <summary>
/// Each agent has its own capabilities handler.
/// </summary>
protected Dictionary<LLUUID, Caps> m_capsHandlers = new Dictionary<LLUUID, Caps>();
protected BaseHttpServer m_httpListener;
protected Dictionary<string, IRegionModule> m_modules = new Dictionary<string, IRegionModule>();
public Dictionary<string, IRegionModule> Modules
{
get { return m_modules; }
}
protected Dictionary<Type, object> ModuleInterfaces = new Dictionary<Type, object>();
protected Dictionary<string, object> ModuleAPIMethods = new Dictionary<string, object>();
protected Dictionary<string, ICommander> m_moduleCommanders = new Dictionary<string, ICommander>();
//API module interfaces
public IXfer XferManager;
protected IHttpRequests m_httpRequestModule;
protected IXMLRPC m_xmlrpcModule;
protected IWorldComm m_worldCommModule;
protected IAvatarFactory m_AvatarFactory;
protected IConfigSource m_config;
protected IRegionArchiver m_archiver;
protected IRegionSerialiser m_serialiser;
// Central Update Loop
protected int m_fps = 10;
protected int m_frame = 0;
protected float m_timespan = 0.089f;
protected DateTime m_lastupdate = DateTime.Now;
protected float m_timedilation = 1.0f;
private int m_update_physics = 1;
private int m_update_entitymovement = 1;
private int m_update_entities = 1; // Run through all objects checking for updates
private int m_update_entitiesquick = 200; // Run through objects that have scheduled updates checking for updates
private int m_update_presences = 1; // Update scene presence movements
private int m_update_events = 1;
private int m_update_backup = 200;
private int m_update_terrain = 50;
private int m_update_land = 1;
private int frameMS = 0;
private int physicsMS2 = 0;
private int physicsMS = 0;
private int otherMS = 0;
private bool m_physics_enabled = true;
private bool m_scripts_enabled = true;
#endregion
#region Properties
public AgentCircuitManager AuthenticateHandler
{
get { return m_authenticateHandler; }
}
// an instance to the physics plugin's Scene object.
public PhysicsScene PhysicsScene
{
set { m_innerScene.PhysicsScene = value; }
get { return (m_innerScene.PhysicsScene); }
}
// This gets locked so things stay thread safe.
public object SyncRoot
{
get { return m_innerScene.m_syncRoot; }
}
public float TimeDilation
{
get { return m_timedilation; }
}
public int TimePhase
{
get { return m_timePhase; }
}
// Local reference to the objects in the scene (which are held in innerScene)
// public Dictionary<LLUUID, SceneObjectGroup> Objects
// {
// get { return m_innerScene.SceneObjects; }
// }
// Reference to all of the agents in the scene (root and child)
protected Dictionary<LLUUID, ScenePresence> m_scenePresences
{
get { return m_innerScene.ScenePresences; }
set { m_innerScene.ScenePresences = value; }
}
// protected Dictionary<LLUUID, SceneObjectGroup> m_sceneObjects
// {
// get { return m_innerScene.SceneObjects; }
// set { m_innerScene.SceneObjects = value; }
// }
/// <summary>
/// The dictionary of all entities in this scene. The contents of this dictionary may be changed at any time.
/// If you wish to add or remove entities, please use the appropriate method for that entity rather than
/// editing this dictionary directly.
///
/// If you want a list of entities where the list itself is guaranteed not to change, please use
/// GetEntities()
/// </summary>
public Dictionary<LLUUID, EntityBase> Entities
{
get { return m_innerScene.Entities; }
set { m_innerScene.Entities = value; }
}
public Dictionary<LLUUID, ScenePresence> m_restorePresences
{
get { return m_innerScene.RestorePresences; }
set { m_innerScene.RestorePresences = value; }
}
public int objectCapacity = 45000;
#endregion
#region Constructors
public Scene(RegionInfo regInfo, AgentCircuitManager authen,
CommunicationsManager commsMan, SceneCommunicationService sceneGridService,
AssetCache assetCach, StorageManager storeManager, BaseHttpServer httpServer,
ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim,
bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion)
{
m_config = config;
updateLock = new Mutex(false);
m_moduleLoader = moduleLoader;
m_authenticateHandler = authen;
CommsManager = commsMan;
m_sceneGridService = sceneGridService;
m_sceneGridService.debugRegionName = regInfo.RegionName;
m_storageManager = storeManager;
AssetCache = assetCach;
m_regInfo = regInfo;
m_regionHandle = m_regInfo.RegionHandle;
m_regionName = m_regInfo.RegionName;
m_datastore = m_regInfo.DataStore;
m_physicalPrim = physicalPrim;
m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor;
m_eventManager = new EventManager();
m_externalChecks = new SceneExternalChecks(this);
// Load region settings
// First try database
m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
// Hook up save event
m_regInfo.RegionSettings.OnSave += m_storageManager.DataStore.StoreRegionSettings;
if(m_storageManager.EstateDataStore != null)
{
m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID);
m_regInfo.EstateSettings.OnSave += m_storageManager.EstateDataStore.StoreEstateSettings;
}
//Bind Storage Manager functions to some land manager functions for this scene
EventManager.OnLandObjectAdded +=
new EventManager.LandObjectAdded(m_storageManager.DataStore.StoreLandObject);
EventManager.OnLandObjectRemoved +=
new EventManager.LandObjectRemoved(m_storageManager.DataStore.RemoveLandObject);
m_innerScene = new InnerScene(this, m_regInfo);
// If the Inner scene has an Unrecoverable error, restart this sim.
// Currently the only thing that causes it to happen is two kinds of specific
// Physics based crashes.
//
// Out of memory
// Operating system has killed the plugin
m_innerScene.UnRecoverableError += RestartNow;
RegisterDefaultSceneEvents();
m_httpListener = httpServer;
m_dumpAssetsToFile = dumpAssetsToFile;
m_scripts_enabled = !RegionInfo.RegionSettings.DisableScripts;
m_physics_enabled = !RegionInfo.RegionSettings.DisablePhysics;
m_statsReporter = new SimStatsReporter(this);
m_statsReporter.OnSendStatsResult += SendSimStatsPackets;
m_statsReporter.SetObjectCapacity(objectCapacity);
m_simulatorVersion = simulatorVersion
+ " ChilTasks:" + m_seeIntoRegionFromNeighbor.ToString()
+ " PhysPrim:" + m_physicalPrim.ToString();
}
#endregion
#region Startup / Close Methods
protected virtual void RegisterDefaultSceneEvents()
{
m_eventManager.OnPermissionError += SendPermissionAlert;
}
public override string GetSimulatorVersion()
{
return m_simulatorVersion;
}
public override bool OtherRegionUp(RegionInfo otherRegion)
{
// Another region is up.
// Gets called from Grid Comms (SceneCommunicationService<---RegionListener<----LocalBackEnd<----OGS1)
// We have to tell all our ScenePresences about it..
// and add it to the neighbor list.
// We only add it to the neighbor list if it's within 1 region from here.
// Agents may have draw distance values that cross two regions though, so
// we add it to the notify list regardless of distance.
// We'll check the agent's draw distance before notifying them though.
if (RegionInfo.RegionHandle != otherRegion.RegionHandle)
{
for (int i = 0; i < m_neighbours.Count; i++)
{
// The purpose of this loop is to re-update the known neighbors
// when another region comes up on top of another one.
// The latest region in that location ends up in the
// 'known neighbors list'
// Additionally, the commFailTF property gets reset to false.
if (m_neighbours[i].RegionHandle == otherRegion.RegionHandle)
{
lock (m_neighbours)
{
m_neighbours[i] = otherRegion;
}
}
}
// If the value isn't in the neighbours, add it.
// If the RegionInfo isn't exact but is for the same XY World location,
// then the above loop will fix that.
if (!(CheckNeighborRegion(otherRegion)))
{
lock (m_neighbours)
{
m_neighbours.Add(otherRegion);
//m_log.Info("[UP]: " + otherRegion.RegionHandle.ToString());
}
}
// If these are cast to INT because long + negative values + abs returns invalid data
int resultX = Math.Abs((int)otherRegion.RegionLocX - (int)RegionInfo.RegionLocX);
int resultY = Math.Abs((int)otherRegion.RegionLocY - (int)RegionInfo.RegionLocY);
if ((resultX <= 1) &&
(resultY <= 1))
{
try
{
ForEachScenePresence(delegate(ScenePresence agent)
{
// If agent is a root agent.
if (!agent.IsChildAgent)
{
//agent.ControllingClient.new
//this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo());
InformClientOfNeighbor(agent, otherRegion);
}
}
);
}
catch (NullReferenceException)
{
// This means that we're not booted up completely yet.
// This shouldn't happen too often anymore.
m_log.Error("[SCENE]: Couldn't inform client of regionup because we got a null reference exception");
}
}
else
{
m_log.Info("[INTERGRID]: Got notice about far away Region: " + otherRegion.RegionName.ToString() +
" at (" + otherRegion.RegionLocX.ToString() + ", " +
otherRegion.RegionLocY.ToString() + ")");
}
}
return true;
}
// Given float seconds, this will restart the region.
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;
}
public virtual void Restart(float seconds)
{
// notifications are done in 15 second increments
// so .. if the number of seconds is less then 15 seconds, it's not really a restart request
// It's a 'Cancel restart' request.
// RestartNow() does immediate restarting.
if (seconds < 15)
{
m_restartTimer.Stop();
SendGeneralAlert("Restart Aborted");
}
else
{
// Now we figure out what to set the timer to that does the notifications and calls, RestartNow()
m_restartTimer.Interval = 15000;
m_incrementsof15seconds = (int)seconds / 15;
m_RestartTimerCounter = 0;
m_restartTimer.AutoReset = true;
m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
m_log.Error("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
m_restartTimer.Start();
SendRegionMessageFromEstateTools(LLUUID.Random(), LLUUID.Random(), String.Empty, RegionInfo.RegionName + ": Restarting in 2 Minutes");
//SendGeneralAlert(RegionInfo.RegionName + ": Restarting in 2 Minutes");
}
}
// The Restart timer has occured.
// We have to figure out if this is a notification or if the number of seconds specified in Restart
// have elapsed.
// If they have elapsed, call RestartNow()
public void RestartTimer_Elapsed(object sender, ElapsedEventArgs e)
{
m_RestartTimerCounter++;
if (m_RestartTimerCounter <= m_incrementsof15seconds)
{
if (m_RestartTimerCounter == 4 || m_RestartTimerCounter == 6 || m_RestartTimerCounter == 7)
SendRegionMessageFromEstateTools(LLUUID.Random(), LLUUID.Random(), String.Empty, RegionInfo.RegionName + ": Restarting in " +
((8 - m_RestartTimerCounter) * 15) + " seconds");
// SendGeneralAlert(RegionInfo.RegionName + ": Restarting in " + ((8 - m_RestartTimerCounter)*15) +
//" seconds");
}
else
{
m_restartTimer.Stop();
m_restartTimer.AutoReset = false;
RestartNow();
}
}
// This causes the region to restart immediatley.
public void RestartNow()
{
if (PhysicsScene != null)
{
PhysicsScene.Dispose();
}
m_log.Error("[REGION]: Closing");
Close();
m_log.Error("[REGION]: Firing Region Restart Message");
base.Restart(0);
}
// This is a helper function that notifies root agents in this region that a new sim near them has come up
// This is in the form of a timer because when an instance of OpenSim.exe is started,
// Even though the sims initialize, they don't listen until 'all of the sims are initialized'
// If we tell an agent about a sim that's not listening yet, the agent will not be able to connect to it.
// subsequently the agent will never see the region come back online.
public void RestartNotifyWaitElapsed(object sender, ElapsedEventArgs e)
{
m_restartWaitTimer.Stop();
lock (m_regionRestartNotifyList)
{
foreach (RegionInfo region in m_regionRestartNotifyList)
{
try
{
ForEachScenePresence(delegate(ScenePresence agent)
{
// If agent is a root agent.
if (!agent.IsChildAgent)
{
//agent.ControllingClient.new
//this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo());
InformClientOfNeighbor(agent, region);
}
}
);
}
catch (NullReferenceException)
{
// This means that we're not booted up completely yet.
// This shouldn't happen too often anymore.
}
}
// Reset list to nothing.
m_regionRestartNotifyList.Clear();
}
}
public void SetSceneCoreDebug(bool ScriptEngine, bool CollisionEvents, bool PhysicsEngine)
{
if (m_scripts_enabled != !ScriptEngine)
{
// Tedd! Here's the method to disable the scripting engine!
if (ScriptEngine)
{
m_log.Info("Stopping all Scripts in Scene");
lock (Entities)
{
foreach (EntityBase ent in Entities.Values)
{
if (ent is SceneObjectGroup)
{
((SceneObjectGroup)ent).RemoveScriptInstances();
}
}
}
}
else
{
m_log.Info("Starting all Scripts in Scene");
lock (Entities)
{
foreach (EntityBase ent in Entities.Values)
{
if (ent is SceneObjectGroup)
{
((SceneObjectGroup)ent).CreateScriptInstances(0, false);
}
}
}
}
m_scripts_enabled = !ScriptEngine;
m_log.Info("[TOTEDD]: Here is the method to trigger disabling of the scripting engine");
}
if (m_physics_enabled != !PhysicsEngine)
{
m_physics_enabled = !PhysicsEngine;
}
}
public int GetInaccurateNeighborCount()
{
lock (m_neighbours)
return m_neighbours.Count;
}
// This is the method that shuts down the scene.
public override void Close()
{
m_log.InfoFormat("[SCENE]: Closing down the single simulator: {0}", RegionInfo.RegionName);
// Kick all ROOT agents with the message, 'The simulator is going down'
ForEachScenePresence(delegate(ScenePresence avatar)
{
if (avatar.KnownChildRegions.Contains(RegionInfo.RegionHandle))
avatar.KnownChildRegions.Remove(RegionInfo.RegionHandle);
if (!avatar.IsChildAgent)
avatar.ControllingClient.Kick("The simulator is going down.");
avatar.ControllingClient.SendShutdownConnectionNotice();
});
// Wait here, or the kick messages won't actually get to the agents before the scene terminates.
Thread.Sleep(500);
// Stop all client threads.
ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(true); });
// Stop updating the scene objects and agents.
m_heartbeatTimer.Close();
// close the inner scene
m_innerScene.Close();
// De-register with region communications (events cleanup)
UnRegisterReginWithComms();
// Shut down all non shared modules.
foreach (IRegionModule module in Modules.Values)
{
if (!module.IsSharedModule)
{
module.Close();
}
}
Modules.Clear();
// call the base class Close method.
base.Close();
}
/// <summary>
/// Start the timer which triggers regular scene updates
/// </summary>
public void StartTimer()
{
m_log.Debug("[SCENE]: Starting timer");
m_heartbeatTimer.Enabled = true;
m_heartbeatTimer.Interval = (int)(m_timespan * 1000);
m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
}
/// <summary>
/// Sets up references to modules required by the scene
/// </summary>
public void SetModuleInterfaces()
{
m_httpRequestModule = RequestModuleInterface<IHttpRequests>();
m_xmlrpcModule = RequestModuleInterface<IXMLRPC>();
m_worldCommModule = RequestModuleInterface<IWorldComm>();
XferManager = RequestModuleInterface<IXfer>();
m_AvatarFactory = RequestModuleInterface<IAvatarFactory>();
m_archiver = RequestModuleInterface<IRegionArchiver>();
m_serialiser = RequestModuleInterface<IRegionSerialiser>();
}
#endregion
#region Update Methods
/// <summary>
/// Performs per-frame updates regularly
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void Heartbeat(object sender, EventArgs e)
{
Update();
}
/// <summary>
/// Performs per-frame updates on the scene, this should be the central scene loop
/// </summary>
public override void Update()
{
TimeSpan SinceLastFrame = DateTime.Now - m_lastupdate;
// Aquire a lock so only one update call happens at once
updateLock.WaitOne();
float physicsFPS = 0;
//m_log.Info("sadfadf" + m_neighbours.Count.ToString());
int agentsInScene = m_innerScene.GetRootAgentCount() + m_innerScene.GetChildAgentCount();
if (agentsInScene > 21)
{
if (m_update_entities == 1)
{
m_update_entities = 5;
m_statsReporter.SetUpdateMS(6000);
}
}
else
{
if (m_update_entities == 5)
{
m_update_entities = 1;
m_statsReporter.SetUpdateMS(3000);
}
}
frameMS = System.Environment.TickCount;
try
{
// Increment the frame counter
m_frame++;
// Loop it
if (m_frame == Int32.MaxValue)
m_frame = 0;
physicsMS2 = System.Environment.TickCount;
if ((m_frame % m_update_physics == 0) && m_physics_enabled)
m_innerScene.UpdatePreparePhysics();
physicsMS2 = System.Environment.TickCount - physicsMS2;
if (m_frame % m_update_entitymovement == 0)
m_innerScene.UpdateEntityMovement();
physicsMS = System.Environment.TickCount;
if ((m_frame % m_update_physics == 0) && m_physics_enabled)
physicsFPS = m_innerScene.UpdatePhysics(
Math.Max(SinceLastFrame.TotalSeconds, m_timespan)
);
if (m_frame % m_update_physics == 0 && SynchronizeScene != null)
SynchronizeScene(this);
physicsMS = System.Environment.TickCount - physicsMS;
physicsMS += physicsMS2;
otherMS = System.Environment.TickCount;
// run through all entities looking for updates (slow)
if (m_frame % m_update_entities == 0)
m_innerScene.UpdateEntities();
// run through entities that have scheduled themselves for
// updates looking for updates(faster)
if (m_frame % m_update_entitiesquick == 0)
m_innerScene.ProcessUpdates();
// Run through scenepresences looking for updates
if (m_frame % m_update_presences == 0)
m_innerScene.UpdatePresences();
if (Region_Status != RegionStatus.SlaveScene)
{
if (m_frame % m_update_events == 0)
UpdateEvents();
if (m_frame % m_update_backup == 0)
{
UpdateStorageBackup();
}
if (m_frame % m_update_terrain == 0)
UpdateTerrain();
if (m_frame % m_update_land == 0)
UpdateLand();
otherMS = System.Environment.TickCount - otherMS;
// if (m_frame%m_update_avatars == 0)
// UpdateInWorldTime();
m_statsReporter.AddPhysicsFPS(physicsFPS);
m_statsReporter.AddTimeDilation(m_timedilation);
m_statsReporter.AddFPS(1);
m_statsReporter.AddInPackets(0);
m_statsReporter.SetRootAgents(m_innerScene.GetRootAgentCount());
m_statsReporter.SetChildAgents(m_innerScene.GetChildAgentCount());
m_statsReporter.SetObjects(m_innerScene.GetTotalObjectsCount());
m_statsReporter.SetActiveObjects(m_innerScene.GetActiveObjectsCount());
frameMS = System.Environment.TickCount - frameMS;
m_statsReporter.addFrameMS(frameMS);
m_statsReporter.addPhysicsMS(physicsMS);
m_statsReporter.addOtherMS(otherMS);
m_statsReporter.SetActiveScripts(m_innerScene.GetActiveScriptsCount());
m_statsReporter.addScriptLines(m_innerScene.GetScriptLPS());
}
}
catch (NotImplementedException)
{
throw;
}
catch (AccessViolationException e)
{
m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
}
catch (NullReferenceException e)
{
m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
}
catch (InvalidOperationException e)
{
m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
}
catch (Exception e)
{
m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
}
finally
{
updateLock.ReleaseMutex();
// Get actual time dilation
float tmpval = (m_timespan / (float)SinceLastFrame.TotalSeconds);
// If actual time dilation is greater then one, we're catching up, so subtract
// the amount that's greater then 1 from the time dilation
if (tmpval > 1.0)
{
tmpval = tmpval - (tmpval - 1.0f);
}
m_timedilation = tmpval;
m_lastupdate = DateTime.Now;
}
}
private void SendSimStatsPackets(SimStatsPacket pack)
{
List<ScenePresence> StatSendAgents = GetScenePresences();
foreach (ScenePresence agent in StatSendAgents)
{
if (!agent.IsChildAgent)
{
agent.ControllingClient.SendSimStats(pack);
}
}
}
private void UpdateLand()
{
if (LandChannel != null)
{
if (LandChannel.IsLandPrimCountTainted())
{
EventManager.TriggerParcelPrimCountUpdate();
}
}
}
private void UpdateTerrain()
{
EventManager.TriggerTerrainTick();
}
private void UpdateStorageBackup()
{
if (!m_backingup)
{
m_backingup = true;
Thread backupthread = new Thread(Backup);
backupthread.Name = "BackupWriter";
backupthread.IsBackground = true;
backupthread.Start();
}
}
private void UpdateEvents()
{
m_eventManager.TriggerOnFrame();
}
/// <summary>
/// Perform delegate action on all clients subscribing to updates from this region.
/// </summary>
/// <returns></returns>
internal void Broadcast(Action<IClientAPI> whatToDo)
{
ForEachScenePresence(delegate(ScenePresence presence) { whatToDo(presence.ControllingClient); });
}
/// <summary>
/// Backup the scene. This acts as the main method of the backup thread.
/// </summary>
/// <returns></returns>
public void Backup()
{
EventManager.TriggerOnBackup(m_storageManager.DataStore);
m_backingup = false;
//return true;
}
#endregion
#region Load Terrain
public void ExportWorldMap(string fileName)
{
List<MapBlockData> mapBlocks =
m_sceneGridService.RequestNeighbourMapBlocks((int)(RegionInfo.RegionLocX - 9),
(int)(RegionInfo.RegionLocY - 9),
(int)(RegionInfo.RegionLocX + 9),
(int)(RegionInfo.RegionLocY + 9));
List<AssetBase> textures = new List<AssetBase>();
List<Image> bitImages = new List<Image>();
foreach (MapBlockData mapBlock in mapBlocks)
{
AssetBase texAsset = AssetCache.GetAsset(mapBlock.MapImageId, true);
if (texAsset != null)
{
textures.Add(texAsset);
}
else
{
texAsset = AssetCache.GetAsset(mapBlock.MapImageId, true);
if (texAsset != null)
{
textures.Add(texAsset);
}
}
}
foreach (AssetBase asset in textures)
{
Image image = OpenJPEG.DecodeToImage(asset.Data);
bitImages.Add(image);
}
Bitmap mapTexture = new Bitmap(2560, 2560);
Graphics g = Graphics.FromImage(mapTexture);
SolidBrush sea = new SolidBrush(Color.DarkBlue);
g.FillRectangle(sea, 0, 0, 2560, 2560);
for (int i = 0; i < mapBlocks.Count; i++)
{
ushort x = (ushort)((mapBlocks[i].X - RegionInfo.RegionLocX) + 10);
ushort y = (ushort)((mapBlocks[i].Y - RegionInfo.RegionLocY) + 10);
g.DrawImage(bitImages[i], (x * 128), (y * 128), 128, 128);
}
mapTexture.Save(fileName, ImageFormat.Jpeg);
}
public void SaveTerrain()
{
m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
}
/// <summary>
/// Loads the World heightmap
/// </summary>
///
public override void LoadWorldMap()
{
try
{
double[,] map = m_storageManager.DataStore.LoadTerrain(RegionInfo.RegionID);
if (map == null)
{
m_log.Info("[TERRAIN]: No default terrain. Generating a new terrain.");
Heightmap = new TerrainChannel();
m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
}
else
{
Heightmap = new TerrainChannel(map);
}
}
catch (Exception e)
{
m_log.Warn("[terrain]: Scene.cs: LoadWorldMap() - Failed with exception " + e.ToString());
}
}
/// <summary>
/// Register this region with a grid service
/// </summary>
/// <exception cref="System.Exception">Thrown if registration of the region itself fails.</exception>
public void RegisterRegionWithGrid()
{
RegisterCommsEvents();
// These two 'commands' *must be* next to each other or sim rebooting fails.
m_sceneGridService.RegisterRegion(RegionInfo);
m_sceneGridService.InformNeighborsThatRegionisUp(RegionInfo);
Dictionary<string, string> dGridSettings = m_sceneGridService.GetGridSettings();
if (dGridSettings.ContainsKey("allow_forceful_banlines"))
{
if (dGridSettings["allow_forceful_banlines"] != "TRUE")
{
m_log.Info("[GRID]: Grid is disabling forceful parcel banlists");
EventManager.TriggerSetAllowForcefulBan(false);
}
else
{
m_log.Info("[GRID]: Grid is allowing forceful parcel banlists");
EventManager.TriggerSetAllowForcefulBan(true);
}
}
}
/// <summary>
///
/// </summary>
public void CreateTerrainTexture(bool temporary)
{
//create a texture asset of the terrain
IMapImageGenerator terrain = RequestModuleInterface<IMapImageGenerator>();
// Cannot create a map for a nonexistant heightmap yet.
if (Heightmap == null)
return;
if (terrain == null)
{
int tc = System.Environment.TickCount;
m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
Bitmap mapbmp = new Bitmap(256, 256);
double[,] hm = Heightmap.GetDoubles();
//Color prim = Color.FromArgb(120, 120, 120);
//LLVector3 RayEnd = new LLVector3(0, 0, 0);
//LLVector3 RayStart = new LLVector3(0, 0, 0);
//LLVector3 direction = new LLVector3(0, 0, -1);
//Vector3 AXOrigin = new Vector3();
//Vector3 AXdirection = new Vector3();
//Ray testRay = new Ray();
//EntityIntersection rt = new EntityIntersection();
bool terraincorruptedwarningsaid = false;
float low = 255;
float high = 0;
for (int x = 0; x < 256; x++)
{
for (int y = 0; y < 256; y++)
{
float hmval = (float)hm[x, y];
if (hmval < low)
low = hmval;
if (hmval > high)
high = hmval;
}
}
float mid = (high + low) * 0.5f;
for (int x = 0; x < 256; x++)
{
//int tc = System.Environment.TickCount;
for (int y = 0; y < 256; y++)
{
//RayEnd = new LLVector3(x, y, 0);
//RayStart = new LLVector3(x, y, 255);
//direction = LLVector3.Norm(RayEnd - RayStart);
//AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
//AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
//testRay = new Ray(AXOrigin, AXdirection);
//rt = m_innerScene.GetClosestIntersectingPrim(testRay);
//if (rt.HitTF)
//{
//mapbmp.SetPixel(x, y, prim);
//}
//else
//{
//float tmpval = (float)hm[x, y];
float heightvalue = (float)hm[x, y];
if (heightvalue > (float)m_regInfo.RegionSettings.WaterHeight)
{
// scale height value
heightvalue = low + mid * (heightvalue - low) / mid;
if (heightvalue > 255)
heightvalue = 255;
if (heightvalue < 0)
heightvalue = 0;
if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
heightvalue = 0;
try
{
Color green = Color.FromArgb((int)heightvalue, 100, (int)heightvalue);
// Y flip the cordinates
mapbmp.SetPixel(x, (256 - y) - 1, green);
}
catch (System.ArgumentException)
{
if (!terraincorruptedwarningsaid)
{
m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level",RegionInfo.RegionName);
terraincorruptedwarningsaid = true;
}
Color black = Color.Black;
mapbmp.SetPixel(x, (256 - y) - 1, black);
}
}
else
{
// Y flip the cordinates
heightvalue = (float)m_regInfo.RegionSettings.WaterHeight - heightvalue;
if (heightvalue > 19)
heightvalue = 19;
if (heightvalue < 0)
heightvalue = 0;
heightvalue = 100 - (heightvalue * 100) / 19;
if (heightvalue > 255)
heightvalue = 255;
if (heightvalue < 0)
heightvalue = 0;
if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
heightvalue = 0;
try
{
Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255);
mapbmp.SetPixel(x, (256 - y) - 1, water);
}
catch (System.ArgumentException)
{
if (!terraincorruptedwarningsaid)
{
m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", RegionInfo.RegionName);
terraincorruptedwarningsaid = true;
}
Color black = Color.Black;
mapbmp.SetPixel(x, (256 - y) - 1, black);
}
}
}
//}
//tc = System.Environment.TickCount - tc;
//m_log.Info("[MAPTILE]: Completed One row in " + tc + " ms");
}
m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (System.Environment.TickCount - tc) + " ms");
bool drawPrimVolume = true;
try
{
IConfig startupConfig = m_config.Configs["Startup"];
drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", true);
}
catch (Exception)
{
m_log.Warn("Failed to load StarupConfg");
}
if (drawPrimVolume)
{
tc = System.Environment.TickCount;
m_log.Info("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
List<EntityBase> objs = GetEntities();
lock (objs)
{
foreach (EntityBase obj in objs)
{
// Only draw the contents of SceneObjectGroup
if (obj is SceneObjectGroup)
{
SceneObjectGroup mapdot = (SceneObjectGroup)obj;
Color mapdotspot = Color.Gray; // Default color when prim color is white
// Loop over prim in group
foreach (SceneObjectPart part in mapdot.Children.Values)
{
if (part == null)
continue;
// Draw if the object is at least 1 meter wide in any direction
if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
{
// Try to get the RGBA of the default texture entry..
//
try
{
if (part == null)
continue;
if (part.Shape == null)
continue;
if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree)
continue; // eliminates trees from this since we don't really have a good tree representation
// if you want tree blocks on the map comment the above line and uncomment the below line
//mapdotspot = Color.PaleGreen;
if (part.Shape.Textures == null)
continue;
if (part.Shape.Textures.DefaultTexture == null)
continue;
LLColor texcolor = part.Shape.Textures.DefaultTexture.RGBA;
// Not sure why some of these are null, oh well.
int colorr = 255 - (int)(texcolor.R * 255f);
int colorg = 255 - (int)(texcolor.G * 255f);
int colorb = 255 - (int)(texcolor.B * 255f);
if (!(colorr == 255 && colorg == 255 && colorb == 255))
{
//Try to set the map spot color
try
{
// If the color gets goofy somehow, skip it *shakes fist at LLColor
mapdotspot = Color.FromArgb(colorr, colorg, colorb);
}
catch (ArgumentException)
{
}
}
}
catch (IndexOutOfRangeException)
{
// Windows Array
}
catch (ArgumentOutOfRangeException)
{
// Mono Array
}
LLVector3 pos = part.GetWorldPosition();
// skip prim outside of retion
if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f)
continue;
// skip prim in non-finite position
if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) || Single.IsInfinity(pos.X)
|| Single.IsInfinity(pos.Y))
continue;
// Figure out if object is under 256m above the height of the terrain
bool isBelow256AboveTerrain = false;
try
{
isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
}
catch (Exception)
{
}
if (isBelow256AboveTerrain)
{
// Translate scale by rotation so scale is represented properly when object is rotated
Vector3 scale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
LLQuaternion llrot = part.GetWorldRotation();
Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
scale = rot * scale;
// negative scales don't work in this situation
scale.x = Math.Abs(scale.x);
scale.y = Math.Abs(scale.y);
scale.z = Math.Abs(scale.z);
// This scaling isn't very accurate and doesn't take into account the face rotation :P
int mapdrawstartX = (int)(pos.X - scale.x);
int mapdrawstartY = (int)(pos.Y - scale.y);
int mapdrawendX = (int)(pos.X + scale.x);
int mapdrawendY = (int)(pos.Y + scale.y);
// If object is beyond the edge of the map, don't draw it to avoid errors
if (mapdrawstartX < 0 || mapdrawstartX > 255 || mapdrawendX < 0 || mapdrawendX > 255
|| mapdrawstartY < 0 || mapdrawstartY > 255 || mapdrawendY < 0
|| mapdrawendY > 255)
continue;
int wy = 0;
bool breakYN = false; // If we run into an error drawing, break out of the
// loop so we don't lag to death on error handling
for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
{
for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
{
//m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
try
{
// Remember, flip the y!
mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
}
catch (ArgumentException)
{
breakYN = true;
}
if (breakYN)
break;
}
if (breakYN)
break;
}
} // Object is within 256m Z of terrain
} // object is at least a meter wide
} // loop over group children
} // entitybase is sceneobject group
} // foreach loop over entities
} // lock entities objs
m_log.Info("[MAPTILE]: Generating Maptile Step 2: Done in " + (System.Environment.TickCount - tc) + " ms");
} // end if drawPrimOnMaptle
byte[] data;
try
{
data = OpenJPEG.EncodeFromImage(mapbmp, false);
}
catch (Exception)
{
return;
}
LLUUID lastMapRegionUUID = m_regInfo.lastMapUUID;
int lastMapRefresh = 0;
int twoDays = 172800;
int RefreshSeconds = twoDays;
try
{
lastMapRefresh = Convert.ToInt32(m_regInfo.lastMapRefresh);
}
catch (ArgumentException)
{
}
catch (FormatException)
{
}
catch (OverflowException)
{
}
LLUUID TerrainImageLLUUID = LLUUID.Random();
if (lastMapRegionUUID == LLUUID.Zero || (lastMapRefresh + RefreshSeconds) < Util.UnixTimeSinceEpoch())
{
m_regInfo.SaveLastMapUUID(TerrainImageLLUUID);
m_log.Warn("[MAPTILE]: STORING MAPTILE IMAGE");
//Extra protection.. probably not needed.
}
else
{
TerrainImageLLUUID = lastMapRegionUUID;
m_log.Warn("[MAPTILE]: REUSING OLD MAPTILE IMAGE ID");
}
m_regInfo.RegionSettings.TerrainImageID = TerrainImageLLUUID;
AssetBase asset = new AssetBase();
asset.FullID = m_regInfo.RegionSettings.TerrainImageID;
asset.Data = data;
asset.Name = "terrainImage_" + m_regInfo.RegionID.ToString() + "_" + lastMapRefresh.ToString();
asset.Description = RegionInfo.RegionName;
asset.Type = 0;
asset.Temporary = temporary;
AssetCache.AddAsset(asset);
}
else
{
byte[] data = terrain.WriteJpeg2000Image("defaultstripe.png");
if (data != null)
{
LLUUID lastMapRegionUUID = m_regInfo.lastMapUUID;
int lastMapRefresh = 0;
int twoDays = 172800;
int RefreshSeconds = twoDays;
try
{
lastMapRefresh = Convert.ToInt32(m_regInfo.lastMapRefresh);
}
catch (ArgumentException)
{
}
catch (FormatException)
{
}
catch (OverflowException)
{
}
LLUUID TerrainImageLLUUID = LLUUID.Random();
if (lastMapRegionUUID == LLUUID.Zero || (lastMapRefresh + RefreshSeconds) < Util.UnixTimeSinceEpoch())
{
m_regInfo.SaveLastMapUUID(TerrainImageLLUUID);
//m_log.Warn(terrainImageID);
//Extra protection.. probably not needed.
}
else
{
TerrainImageLLUUID = lastMapRegionUUID;
}
m_regInfo.RegionSettings.TerrainImageID = TerrainImageLLUUID;
AssetBase asset = new AssetBase();
asset.FullID = m_regInfo.RegionSettings.TerrainImageID;
asset.Data = data;
asset.Name = "terrainImage_" + m_regInfo.RegionID.ToString() + "_" + lastMapRefresh.ToString();
asset.Description = RegionInfo.RegionName;
asset.Type = 0;
asset.Temporary = temporary;
AssetCache.AddAsset(asset);
}
}
}
#endregion
#region Load Land
public void loadAllLandObjectsFromStorage(LLUUID 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(LLUUID regionID)
{
m_log.Info("[SCENE]: Loading objects from datastore");
List<SceneObjectGroup> PrimsFromDB = m_storageManager.DataStore.LoadObjects(regionID);
foreach (SceneObjectGroup group in PrimsFromDB)
{
AddRestoredSceneObject(group, true, true);
SceneObjectPart rootPart = group.GetChildPart(group.UUID);
rootPart.ObjectFlags &= ~(uint)LLObject.ObjectFlags.Scripted;
rootPart.TrimPermissions();
group.CheckSculptAndLoad();
//rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
}
m_log.Info("[SCENE]: Loaded " + PrimsFromDB.Count.ToString() + " SceneObject(s)");
}
/// <summary>
/// Returns a new unallocated local primitive ID
/// </summary>
/// <returns>A brand new local primitive ID</returns>
public uint PrimIDAllocate()
{
uint myID;
_primAllocateMutex.WaitOne();
myID = ++m_lastAllocatedLocalId;
_primAllocateMutex.ReleaseMutex();
return myID;
}
public LLVector3 GetNewRezLocation(LLVector3 RayStart, LLVector3 RayEnd, LLUUID RayTargetID, LLQuaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, LLVector3 scale, bool FaceCenter)
{
LLVector3 pos = LLVector3.Zero;
if (RayEndIsIntersection == (byte)1)
{
pos = RayEnd;
return pos;
}
if (RayTargetID != LLUUID.Zero)
{
SceneObjectPart target = GetSceneObjectPart(RayTargetID);
LLVector3 direction = LLVector3.Norm(RayEnd - RayStart);
Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
if (target != null)
{
pos = target.AbsolutePosition;
//m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString());
// TODO: Raytrace better here
//EntityIntersection ei = m_innerScene.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection));
Ray NewRay = new Ray(AXOrigin, AXdirection);
// Ray Trace against target here
EntityIntersection ei = target.TestIntersectionOBB(NewRay, new Quaternion(1,0,0,0), 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)
{
LLVector3 scaleComponent = new LLVector3(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);
LLVector3 intersectionpoint = new LLVector3(ei.ipoint.x, ei.ipoint.y, ei.ipoint.z);
LLVector3 normal = new LLVector3(ei.normal.x, ei.normal.y, ei.normal.z);
// Set the position to the intersection point
LLVector3 offset = (normal * (ScaleOffset / 2f));
pos = (intersectionpoint + offset);
// Un-offset the prim (it gets offset later by the consumer method)
pos.Z -= 0.25F;
}
return pos;
}
else
{
// We don't have a target here, so we're going to raytrace all the objects in the scene.
EntityIntersection ei = m_innerScene.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
// Un-comment the following line to print the raytrace results to the console.
//m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
if (ei.HitTF)
{
pos = new LLVector3(ei.ipoint.x, ei.ipoint.y, ei.ipoint.z);
}
return pos;
}
}
else
{
// fall back to our stupid functionality
pos = RayEnd;
return pos;
}
}
public virtual void AddNewPrim(LLUUID ownerID, LLVector3 RayEnd, LLQuaternion rot, PrimitiveBaseShape shape,
byte bypassRaycast, LLVector3 RayStart, LLUUID RayTargetID,
byte RayEndIsIntersection)
{
LLVector3 pos = GetNewRezLocation(RayStart, RayEnd, RayTargetID, rot, bypassRaycast, RayEndIsIntersection, true, new LLVector3(0.5f, 0.5f, 0.5f), false);
if (ExternalChecks.ExternalChecksCanRezObject(1, ownerID, pos))
{
// rez ON the ground, not IN the ground
pos.Z += 0.25F;
AddNewPrim(ownerID, pos, rot, shape);
}
}
public virtual SceneObjectGroup AddNewPrim(LLUUID ownerID, LLVector3 pos, LLQuaternion rot, PrimitiveBaseShape shape)
{
//m_log.DebugFormat(
// "[SCENE]: Scene.AddNewPrim() called for agent {0} in {1}", ownerID, RegionInfo.RegionName);
SceneObjectGroup sceneOb =
new SceneObjectGroup(this, m_regionHandle, ownerID, PrimIDAllocate(), pos, rot, shape);
SceneObjectPart rootPart = sceneOb.GetChildPart(sceneOb.UUID);
// if grass or tree, make phantom
//rootPart.TrimPermissions();
if ((rootPart.Shape.PCode == (byte)PCode.Grass) || (rootPart.Shape.PCode == (byte)PCode.Tree) || (rootPart.Shape.PCode == (byte)PCode.NewTree))
{
rootPart.AddFlag(LLObject.ObjectFlags.Phantom);
//rootPart.ObjectFlags += (uint)LLObject.ObjectFlags.Phantom;
if (rootPart.Shape.PCode != (byte)PCode.Grass)
AdaptTree(ref shape);
}
AddNewSceneObject(sceneOb, true);
return sceneOb;
}
void AdaptTree(ref PrimitiveBaseShape tree)
{
// Tree size has to be adapted depending on its type
switch ((Tree)tree.State)
{
case Tree.Cypress1:
case Tree.Cypress2:
tree.Scale = new LLVector3(4, 4, 10);
break;
// case... other tree types
// tree.Scale = new LLVector3(?, ?, ?);
// break;
default:
tree.Scale = new LLVector3(4, 4, 4);
break;
}
}
public SceneObjectGroup AddTree(LLVector3 scale, LLQuaternion rotation, LLVector3 position,
Tree treeType, bool newTree)
{
LLUUID uuid = this.RegionInfo.MasterAvatarAssignedUUID;
PrimitiveBaseShape treeShape = new PrimitiveBaseShape();
treeShape.PathCurve = 16;
treeShape.PathEnd = 49900;
treeShape.PCode = newTree ? (byte)PCode.NewTree : (byte)PCode.Tree;
treeShape.Scale = scale;
treeShape.State = (byte)treeType;
return AddNewPrim(uuid, position, rotation, treeShape);
}
/// <summary>
/// Add an object into the scene that has come from storage
/// </summary>
/// <param name="sceneObject"></param>
/// <param name="attachToBackup">
/// If true, changes to the object will be reflected in its persisted data
/// If false, the persisted data will not be changed even if the object in the scene is changed
/// </param>
/// <param name="alreadyPersisted">
/// If true, we won't persist this object until it changes
/// If false, we'll persist this object immediately
/// </param>
/// <returns>
/// true if the object was added, false if an object with the same uuid was already in the scene
/// </returns>
public bool AddRestoredSceneObject(
SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
{
return m_innerScene.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted);
}
/// <summary>
/// Add a newly created object to the scene
/// </summary>
/// <param name="sceneObject"></param>
/// <param name="attachToBackup">
/// If true, the object is made persistent into the scene.
/// If false, the object will not persist over server restarts
/// </param>
public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
{
return m_innerScene.AddNewSceneObject(sceneObject, attachToBackup);
}
/// <summary>
/// Delete every object from the scene
/// </summary>
public void DeleteAllSceneObjects()
{
lock (Entities)
{
ICollection<EntityBase> entities = new List<EntityBase>(Entities.Values);
foreach (EntityBase e in entities)
{
if (e is SceneObjectGroup)
DeleteSceneObject((SceneObjectGroup)e);
}
}
}
/// <summary>
/// Delete the given object from the scene.
/// </summary>
/// <param name="group"></param>
public void DeleteSceneObject(SceneObjectGroup group)
{
SceneObjectPart rootPart = group.GetChildPart(group.UUID);
if (rootPart.PhysActor != null)
{
PhysicsScene.RemovePrim(rootPart.PhysActor);
rootPart.PhysActor = null;
}
if (UnlinkSceneObject(group.UUID, false))
{
EventManager.TriggerObjectBeingRemovedFromScene(group);
EventManager.TriggerParcelPrimCountTainted();
}
group.DeleteGroup();
}
/// <summary>
/// Unlink the given object from the scene. Unlike delete, this just removes the record of the object - the
/// object itself is not destroyed.
/// </summary>
/// <param name="uuid"></param>
/// <returns>true if the object was in the scene, false if it was not</returns>
public bool UnlinkSceneObject(LLUUID uuid, bool resultOfLinkingObjects)
{
if (m_innerScene.DeleteSceneObject(uuid,resultOfLinkingObjects))
{
m_storageManager.DataStore.RemoveObject(uuid, m_regInfo.RegionID);
return true;
}
return false;
}
public void LoadPrimsFromXml(string fileName, bool newIdsFlag, LLVector3 loadOffset)
{
m_serialiser.LoadPrimsFromXml(this, fileName, newIdsFlag, loadOffset);
}
public void SavePrimsToXml(string fileName)
{
m_serialiser.SavePrimsToXml(this, fileName);
}
public void LoadPrimsFromXml2(string fileName)
{
m_serialiser.LoadPrimsFromXml2(this, fileName);
}
public void SavePrimsToXml2(string fileName)
{
m_serialiser.SavePrimsToXml2(this, fileName);
}
public void SaveNamedPrimsToXml2(string primName, string fileName)
{
List<EntityBase> entityList = GetEntities();
List<EntityBase> primList = new List<EntityBase>();
foreach (EntityBase ent in entityList)
{
if (ent is SceneObjectGroup)
{
if (ent.Name == primName)
{
primList.Add(ent);
}
}
}
m_serialiser.SavePrimListToXml2(primList, fileName);
}
/// <summary>
/// Load a prim archive into the scene. This loads both prims and their assets.
/// </summary>
/// <param name="filePath"></param>
public void LoadPrimsFromArchive(string filePath)
{
m_archiver.DearchiveRegion(filePath);
}
/// <summary>
/// Save the prims in the scene to an archive. This saves both prims and their assets.
/// </summary>
/// <param name="filePath"></param>
public void SavePrimsToArchive(string filePath)
{
m_archiver.ArchiveRegion(filePath);
}
/// <summary>
/// Locate New region Handle and offset the prim position for the new region
///
/// </summary>
/// <param name="position">current position of Group</param>
/// <param name="grp">Scene Object Group that we're crossing</param>
public void CrossPrimGroupIntoNewRegion(LLVector3 position, SceneObjectGroup grp)
{
if (grp == null)
return;
if (grp.RootPart == null)
return;
if (grp.RootPart.DIE_AT_EDGE)
{
// We remove the object here
try
{
DeleteSceneObject(grp);
}
catch (Exception)
{
m_log.Warn("[DATABASE]: exception when trying to remove the prim that crossed the border.");
}
return;
}
m_log.Warn("Prim crossing: " + grp.UUID.ToString());
int thisx = (int)RegionInfo.RegionLocX;
int thisy = (int)RegionInfo.RegionLocY;
ulong newRegionHandle = 0;
LLVector3 pos = position;
if (position.X > Constants.RegionSize + 0.1f)
{
pos.X = ((pos.X - Constants.RegionSize));
newRegionHandle = Util.UIntsToLong((uint)((thisx + 1) * Constants.RegionSize), (uint)(thisy * Constants.RegionSize));
// x + 1
}
else if (position.X < -0.1f)
{
pos.X = ((pos.X + Constants.RegionSize));
newRegionHandle = Util.UIntsToLong((uint)((thisx - 1) * Constants.RegionSize), (uint)(thisy * Constants.RegionSize));
// x - 1
}
if (position.Y > Constants.RegionSize + 0.1f)
{
pos.Y = ((pos.Y - Constants.RegionSize));
newRegionHandle = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy + 1) * Constants.RegionSize));
// y + 1
}
else if (position.Y < -1f)
{
pos.Y = ((pos.Y + Constants.RegionSize));
newRegionHandle = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy - 1) * Constants.RegionSize));
// y - 1
}
// Offset the positions for the new region across the border
grp.OffsetForNewRegion(pos);
CrossPrimGroupIntoNewRegion(newRegionHandle, grp);
}
public void CrossPrimGroupIntoNewRegion(ulong newRegionHandle, SceneObjectGroup grp)
{
int primcrossingXMLmethod = 0;
if (newRegionHandle != 0)
{
bool successYN = false;
successYN
= m_sceneGridService.PrimCrossToNeighboringRegion(
newRegionHandle, grp.UUID, m_serialiser.SaveGroupToXml2(grp), primcrossingXMLmethod);
if (successYN)
{
// We remove the object here
try
{
DeleteSceneObject(grp);
}
catch (Exception)
{
m_log.Warn("[DATABASE]: exception when trying to remove the prim that crossed the border.");
}
}
else
{
m_log.Warn("[INTERREGION]: Prim Crossing Failed!");
if (grp.RootPart != null)
{
if (grp.RootPart.PhysActor != null)
{
grp.RootPart.PhysActor.CrossingFailure();
}
}
}
}
}
public bool IncomingInterRegionPrimGroup(ulong regionHandle, LLUUID primID, string objXMLData, int XMLMethod)
{
m_log.Warn("{[INTERREGION]: A new prim arrived from a neighbor");
if (XMLMethod == 0)
{
m_serialiser.LoadGroupFromXml2(this, objXMLData);
SceneObjectPart RootPrim = GetSceneObjectPart(primID);
if (RootPrim != null)
{
if (m_regInfo.EstateSettings.IsBanned(RootPrim.OwnerID))
{
SceneObjectGroup grp = RootPrim.ParentGroup;
if (grp != null)
{
DeleteSceneObject(grp);
}
m_log.Info("[INTERREGION]: Denied prim crossing for banned avatar");
return false;
}
if (RootPrim.Shape.PCode == (byte)PCode.Prim)
{
SceneObjectGroup grp = RootPrim.ParentGroup;
if (grp != null)
{
if (RootPrim.Shape.State != 0)
{
// Attachment
ScenePresence sp = GetScenePresence(grp.OwnerID);
if (sp != null)
{
// hack assetID until we get assetID into the XML format.
// LastOwnerID is used for group deeding, so when you do stuff
// with the deeded object, it goes back to them
grp.SetFromAssetID(grp.RootPart.LastOwnerID);
m_innerScene.AttachObject(sp.ControllingClient, grp.LocalId, (uint)0, grp.GroupRotation, grp.AbsolutePosition);
}
}
}
}
}
return true;
}
else
{
return false;
}
}
#endregion
#region Add/Remove Avatar Methods
/// <summary>
///
/// </summary>
/// <param name="client"></param
/// <param name="child"></param>
public override void AddNewClient(IClientAPI client, bool child)
{
m_log.DebugFormat(
"[CONNECTION DEBUGGING]: Creating new client for {0} at {1}",
client.AgentId, RegionInfo.RegionName);
SubscribeToClientEvents(client);
ScenePresence presence;
if (m_restorePresences.ContainsKey(client.AgentId))
{
m_log.Info("[REGION]: Restore Scene Presence");
presence = m_restorePresences[client.AgentId];
m_restorePresences.Remove(client.AgentId);
// This is one of two paths to create avatars that are
// used. This tends to get called more in standalone
// than grid, not really sure why, but as such needs
// an explicity appearance lookup here.
AvatarAppearance appearance = null;
GetAvatarAppearance(client, out appearance);
presence.Appearance = appearance;
presence.initializeScenePresence(client, RegionInfo, this);
m_innerScene.AddScenePresence(presence);
lock (m_restorePresences)
{
Monitor.PulseAll(m_restorePresences);
}
}
else
{
m_log.Info("[REGION]: Add New Scene Presence");
CommsManager.UserProfileCacheService.AddNewUser(client.AgentId);
CreateAndAddScenePresence(client, child);
}
EventManager.TriggerOnNewClient(client);
}
protected virtual void SubscribeToClientEvents(IClientAPI client)
{
client.OnRegionHandShakeReply += SendLayerData;
//remoteClient.OnRequestWearables += new GenericCall(this.GetInitialPrims);
// client.OnRequestWearables += InformClientOfNeighbours;
client.OnAddPrim += AddNewPrim;
client.OnUpdatePrimGroupPosition += m_innerScene.UpdatePrimPosition;
client.OnUpdatePrimSinglePosition += m_innerScene.UpdatePrimSinglePosition;
client.OnUpdatePrimGroupRotation += m_innerScene.UpdatePrimRotation;
client.OnUpdatePrimGroupMouseRotation += m_innerScene.UpdatePrimRotation;
client.OnUpdatePrimSingleRotation += m_innerScene.UpdatePrimSingleRotation;
client.OnUpdatePrimScale += m_innerScene.UpdatePrimScale;
client.OnUpdatePrimGroupScale += m_innerScene.UpdatePrimGroupScale;
client.OnUpdateExtraParams += m_innerScene.UpdateExtraParam;
client.OnUpdatePrimShape += m_innerScene.UpdatePrimShape;
//client.OnRequestMapBlocks += RequestMapBlocks; // handled in a module now.
client.OnUpdatePrimTexture += m_innerScene.UpdatePrimTexture;
client.OnTeleportLocationRequest += RequestTeleportLocation;
client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
client.OnObjectSelect += SelectPrim;
client.OnObjectDeselect += DeselectPrim;
client.OnGrabUpdate += m_innerScene.MoveObject;
client.OnDeRezObject += DeRezObject;
client.OnRezObject += RezObject;
client.OnRezSingleAttachmentFromInv += m_innerScene.RezSingleAttachment;
client.OnDetachAttachmentIntoInv += m_innerScene.DetachSingleAttachmentToInv;
client.OnObjectAttach += m_innerScene.AttachObject;
client.OnObjectDetach += m_innerScene.DetachObject;
client.OnNameFromUUIDRequest += CommsManager.HandleUUIDNameRequest;
client.OnObjectDescription += m_innerScene.PrimDescription;
client.OnObjectName += m_innerScene.PrimName;
client.OnLinkObjects += m_innerScene.LinkObjects;
client.OnDelinkObjects += m_innerScene.DelinkObjects;
client.OnObjectDuplicate += m_innerScene.DuplicateObject;
client.OnObjectDuplicateOnRay += doObjectDuplicateOnRay;
client.OnUpdatePrimFlags += m_innerScene.UpdatePrimFlags;
client.OnRequestObjectPropertiesFamily += m_innerScene.RequestObjectPropertiesFamily;
client.OnRequestGodlikePowers += handleRequestGodlikePowers;
client.OnGodKickUser += HandleGodlikeKickUser;
client.OnObjectPermissions += HandleObjectPermissionsUpdate;
client.OnCreateNewInventoryItem += CreateNewInventoryItem;
client.OnCreateNewInventoryFolder += CommsManager.UserProfileCacheService.HandleCreateInventoryFolder;
client.OnUpdateInventoryFolder += CommsManager.UserProfileCacheService.HandleUpdateInventoryFolder;
client.OnMoveInventoryFolder += CommsManager.UserProfileCacheService.HandleMoveInventoryFolder;
client.OnFetchInventoryDescendents += CommsManager.UserProfileCacheService.HandleFetchInventoryDescendents;
client.OnPurgeInventoryDescendents += CommsManager.UserProfileCacheService.HandlePurgeInventoryDescendents;
client.OnFetchInventory += CommsManager.UserProfileCacheService.HandleFetchInventory;
client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
client.OnCopyInventoryItem += CopyInventoryItem;
client.OnMoveInventoryItem += MoveInventoryItem;
client.OnRemoveInventoryItem += RemoveInventoryItem;
client.OnRemoveInventoryFolder += RemoveInventoryFolder;
client.OnRezScript += RezScript;
client.OnRequestTaskInventory += RequestTaskInventory;
client.OnRemoveTaskItem += RemoveTaskInventory;
client.OnUpdateTaskInventory += UpdateTaskInventory;
client.OnMoveTaskItem += ClientMoveTaskInventoryItem;
client.OnGrabObject += ProcessObjectGrab;
client.OnDeGrabObject += ProcessObjectDeGrab;
client.OnMoneyTransferRequest += ProcessMoneyTransferRequest;
client.OnParcelBuy += ProcessParcelBuy;
client.OnAvatarPickerRequest += ProcessAvatarPickerRequest;
client.OnPacketStats += AddPacketStats;
client.OnObjectIncludeInSearch += m_innerScene.MakeObjectSearchable;
client.OnTeleportHomeRequest += TeleportClientHome;
client.OnSetStartLocationRequest += SetHomeRezPoint;
client.OnUndo += m_innerScene.HandleUndo;
client.OnObjectGroupRequest += m_innerScene.HandleObjectGroupUpdate;
client.OnParcelReturnObjectsRequest += LandChannel.ReturnObjectsInParcel;
client.OnScriptReset += ProcessScriptReset;
client.OnGetScriptRunning += GetScriptRunning;
client.OnSetScriptRunning += SetScriptRunning;
// EventManager.TriggerOnNewClient(client);
}
public virtual void TeleportClientHome(LLUUID AgentId, IClientAPI client)
{
UserProfileData UserProfile = CommsManager.UserService.GetUserProfile(AgentId);
if (UserProfile != null)
{
ulong homeRegion = UserProfile.HomeRegion;
LLVector3 homePostion = new LLVector3(UserProfile.HomeLocationX,UserProfile.HomeLocationY,UserProfile.HomeLocationZ);
LLVector3 homeLookat = new LLVector3(UserProfile.HomeLookAt);
RequestTeleportLocation(client, homeRegion, homePostion,homeLookat,(uint)0);
}
}
public void doObjectDuplicateOnRay(uint localID, uint dupeFlags, LLUUID AgentID, LLUUID GroupID,
LLUUID RayTargetObj, LLVector3 RayEnd, LLVector3 RayStart,
bool BypassRaycast, bool RayEndIsIntersection, bool CopyCenters, bool CopyRotates)
{
LLVector3 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)
{
LLVector3 direction = LLVector3.Norm(RayEnd - RayStart);
Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
if (target2.ParentGroup != null)
{
pos = target2.AbsolutePosition;
//m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString());
// TODO: Raytrace better here
//EntityIntersection ei = m_innerScene.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection));
Ray NewRay = new Ray(AXOrigin, AXdirection);
// Ray Trace against target here
EntityIntersection ei = target2.TestIntersectionOBB(NewRay, new Quaternion(1, 0, 0, 0), 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)
{
LLVector3 scale = target.Scale;
LLVector3 scaleComponent = new LLVector3(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);
LLVector3 intersectionpoint = new LLVector3(ei.ipoint.x, ei.ipoint.y, ei.ipoint.z);
LLVector3 normal = new LLVector3(ei.normal.x, ei.normal.y, ei.normal.z);
LLVector3 offset = normal * (ScaleOffset / 2f);
pos = intersectionpoint + offset;
// stick in offset format from the original prim
pos = pos - target.ParentGroup.AbsolutePosition;
if (CopyRotates)
{
LLQuaternion worldRot = target2.GetWorldRotation();
// SceneObjectGroup obj = m_innerScene.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, new Quaternion(worldRot.W,worldRot.X,worldRot.Y,worldRot.Z));
m_innerScene.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, new Quaternion(worldRot.W,worldRot.X,worldRot.Y,worldRot.Z));
//obj.Rotation = new Quaternion(worldRot.W, worldRot.X, worldRot.Y, worldRot.Z);
//obj.UpdateGroupRotation(worldRot);
}
else
{
m_innerScene.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID);
}
}
return;
}
return;
}
}
public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, LLVector3 position, LLVector3 lookAt, uint flags)
{
UserProfileData UserProfile = CommsManager.UserService.GetUserProfile(remoteClient.AgentId);
if (UserProfile != null)
{
// I know I'm ignoring the regionHandle provided by the teleport location request.
// reusing the TeleportLocationRequest delegate, so regionHandle isn't valid
UserProfile.HomeRegion = RegionInfo.RegionHandle;
// We cast these to an int so as not to cause a breaking change with old regions
// Newer regions treat this as a float on the ExpectUser method.. so we need to wait a few
// releases before setting these to floats. (r4257)
UserProfile.HomeLocationX = (int)position.X;
UserProfile.HomeLocationY = (int)position.Y;
UserProfile.HomeLocationZ = (int)position.Z;
UserProfile.HomeLookAtX = (int)lookAt.X;
UserProfile.HomeLookAtY = (int)lookAt.Y;
UserProfile.HomeLookAtZ = (int)lookAt.Z;
CommsManager.UserService.UpdateUserProfileProperties(UserProfile);
remoteClient.SendAgentAlertMessage("Set home to here if supported by login service",false);
}
else
{
remoteClient.SendAgentAlertMessage("Set Home request Failed",false);
}
}
protected virtual ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child)
{
AvatarAppearance appearance = null;
GetAvatarAppearance(client, out appearance);
ScenePresence avatar = m_innerScene.CreateAndAddScenePresence(client, child, appearance);
return avatar;
}
/// <summary>
/// Get the avatar apperance for the given client.
/// </summary>
/// <param name="client"></param>
/// <param name="appearance"></param>
public void GetAvatarAppearance(IClientAPI client, out AvatarAppearance appearance)
{
appearance = null; // VS needs this line, mono doesn't
try
{
if (m_AvatarFactory == null ||
!m_AvatarFactory.TryGetAvatarAppearance(client.AgentId, out appearance))
{
m_log.Warn("[APPEARANCE]: Appearance not found, creating default");
appearance = new AvatarAppearance();
}
}
catch (Exception e)
{
m_log.ErrorFormat(
"[APPERANCE]: Problem when fetching appearance for avatar {0}, {1}, using default. {2}",
client.Name, client.AgentId, e);
appearance = new AvatarAppearance();
}
}
/// <summary>
/// Remove the given client from the scene.
/// </summary>
/// <param name="agentID"></param>
public override void RemoveClient(LLUUID agentID)
{
bool childagentYN = false;
ScenePresence avatar = GetScenePresence(agentID);
if (avatar != null)
{
childagentYN = avatar.IsChildAgent;
}
try
{
if (avatar.IsChildAgent)
{
m_innerScene.removeUserCount(false);
}
else
{
m_innerScene.removeUserCount(true);
m_sceneGridService.LogOffUser(agentID, RegionInfo.RegionID, RegionInfo.RegionHandle,
avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y,
avatar.AbsolutePosition.Z);
List<ulong> childknownRegions = new List<ulong>();
List<ulong> ckn = avatar.GetKnownRegionList();
for (int i = 0; i < ckn.Count; i++)
{
childknownRegions.Add(ckn[i]);
}
m_sceneGridService.SendCloseChildAgentConnections(agentID, childknownRegions);
RemoveCapsHandler(agentID);
CommsManager.UserProfileCacheService.RemoveUser(agentID);
}
m_eventManager.TriggerClientClosed(agentID);
}
catch (NullReferenceException)
{
// We don't know which count to remove it from
// Avatar is already disposed :/
}
m_eventManager.TriggerOnRemovePresence(agentID);
Broadcast(delegate(IClientAPI client)
{
try
{
client.SendKillObject(avatar.RegionHandle, avatar.LocalId);
}
catch (NullReferenceException)
{
//We can safely ignore null reference exceptions. It means the avatar are dead and cleaned up anyway.
}
});
ForEachScenePresence(
delegate(ScenePresence presence) { presence.CoarseLocationChange(); });
IAgentAssetTransactions agentTransactions = this.RequestModuleInterface<IAgentAssetTransactions>();
if (agentTransactions != null)
{
agentTransactions.RemoveAgentAssetTransactions(agentID);
}
m_innerScene.RemoveScenePresence(agentID);
try
{
avatar.Close();
}
catch (NullReferenceException)
{
//We can safely ignore null reference exceptions. It means the avatar are dead and cleaned up anyway.
}
catch (Exception e)
{
m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
}
// Remove client agent from profile, so new logins will work
if (!childagentYN)
{
m_sceneGridService.ClearUserAgent(agentID);
}
//m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
//m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
}
public void HandleRemoveKnownRegionsFromAvatar(LLUUID avatarID, List<ulong> regionslst)
{
ScenePresence av = GetScenePresence(avatarID);
if (av != null)
{
lock (av)
{
for (int i = 0; i < regionslst.Count; i++)
{
av.KnownChildRegions.Remove(regionslst[i]);
}
}
}
}
public override void CloseAllAgents(uint circuitcode)
{
// Called by ClientView to kill all circuit codes
ClientManager.CloseAllAgents(circuitcode);
}
public void NotifyMyCoarseLocationChange()
{
ForEachScenePresence(delegate(ScenePresence presence) { presence.CoarseLocationChange(); });
}
#endregion
#region Entities
public void SendKillObject(uint localID)
{
Broadcast(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); });
}
#endregion
#region RegionComms
/// <summary>
///
/// </summary>
public void RegisterCommsEvents()
{
m_sceneGridService.OnExpectUser += NewUserConnection;
m_sceneGridService.OnAvatarCrossingIntoRegion += AgentCrossing;
m_sceneGridService.OnCloseAgentConnection += CloseConnection;
m_sceneGridService.OnRegionUp += OtherRegionUp;
m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate;
m_sceneGridService.OnExpectPrim += IncomingInterRegionPrimGroup;
m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar;
m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid;
m_sceneGridService.KillObject += SendKillObject;
}
/// <summary>
///
/// </summary>
public void UnRegisterReginWithComms()
{
m_sceneGridService.KillObject -= SendKillObject;
m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid;
m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar;
m_sceneGridService.OnExpectPrim -= IncomingInterRegionPrimGroup;
m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate;
m_sceneGridService.OnRegionUp -= OtherRegionUp;
m_sceneGridService.OnExpectUser -= NewUserConnection;
m_sceneGridService.OnAvatarCrossingIntoRegion -= AgentCrossing;
m_sceneGridService.OnCloseAgentConnection -= CloseConnection;
m_sceneGridService.Close();
}
/// <summary>
/// Do the work necessary to initiate a new user connection.
/// At the moment, this consists of setting up the caps infrastructure
/// </summary>
/// <param name="regionHandle"></param>
/// <param name="agent"></param>
public void NewUserConnection(ulong regionHandle, AgentCircuitData agent)
{
if (regionHandle == m_regInfo.RegionHandle)
{
if (m_regInfo.EstateSettings.IsBanned(agent.AgentID))
{
m_log.WarnFormat(
"[CONNECTION DEBUGGING]: Denied access to: {0} [{1}] at {2} because the user is on the region banlist",
agent.AgentID, regionHandle, RegionInfo.RegionName);
}
capsPaths[agent.AgentID] = agent.CapsPath;
if (!agent.child)
{
AddCapsHandler(agent.AgentID);
// Honor parcel landing type and position.
ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
if (land != null)
{
if (land.landData.landingType == (byte)1 && land.landData.userLocation != LLVector3.Zero)
{
agent.startpos = land.landData.userLocation;
}
}
}
m_log.DebugFormat(
"[CONNECTION DEBUGGING]: Creating new circuit code ({0}) for avatar {1} at {2}",
agent.circuitcode, agent.AgentID, RegionInfo.RegionName);
m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
}
else
{
m_log.WarnFormat(
"[CONNECTION DEBUGGING]: Skipping this region for welcoming avatar {0} [{1}] at {2}",
agent.AgentID, regionHandle, RegionInfo.RegionName);
}
}
protected void HandleLogOffUserFromGrid(ulong regionHandle, LLUUID AvatarID, LLUUID RegionSecret, string message)
{
if (RegionInfo.RegionHandle == regionHandle)
{
ScenePresence loggingOffUser = null;
loggingOffUser = GetScenePresence(AvatarID);
if (loggingOffUser != null)
{
if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId)
{
loggingOffUser.ControllingClient.Kick(message);
// Give them a second to receive the message!
System.Threading.Thread.Sleep(1000);
loggingOffUser.ControllingClient.Close(true);
}
else
{
m_log.Info("[USERLOGOFF]: System sending the LogOff user message failed to sucessfully authenticate");
}
}
else
{
m_log.InfoFormat("[USERLOGOFF]: Got a logoff request for {0} but the user isn't here. The user might already have been logged out", AvatarID.ToString());
}
}
}
/// <summary>
/// Add a caps handler for the given agent. If the CAPS handler already exists for this agent,
/// then it is replaced by a new CAPS handler.
///
/// FIXME: On login this is called twice, once for the login and once when the connection is made.
/// This is somewhat innefficient and should be fixed. The initial login creation is necessary
/// since the client asks for capabilities immediately after being informed of the seed.
/// </summary>
/// <param name="agentId"></param>
/// <param name="capsObjectPath"></param>
public void AddCapsHandler(LLUUID agentId)
{
String capsObjectPath = GetCapsPath(agentId);
m_log.DebugFormat(
"[CAPS]: Setting up CAPS handler for root agent {0} in {1}",
agentId, RegionInfo.RegionName);
Caps cap =
new Caps(AssetCache, m_httpListener, m_regInfo.ExternalHostName, m_httpListener.Port,
capsObjectPath, agentId, m_dumpAssetsToFile, RegionInfo.RegionName);
cap.RegisterHandlers();
EventManager.TriggerOnRegisterCaps(agentId, cap);
cap.AddNewInventoryItem = AddUploadedInventoryItem;
cap.ItemUpdatedCall = CapsUpdateInventoryItemAsset;
cap.TaskScriptUpdatedCall = CapsUpdateTaskInventoryScriptAsset;
cap.CAPSFetchInventoryDescendents = CommsManager.UserProfileCacheService.HandleFetchInventoryDescendentsCAPS;
cap.GetClient = m_innerScene.GetControllingClient;
m_capsHandlers[agentId] = cap;
}
/// <summary>
/// Remove the caps handler for a given agent.
/// </summary>
/// <param name="agentId"></param>
public void RemoveCapsHandler(LLUUID agentId)
{
lock (m_capsHandlers)
{
if (m_capsHandlers.ContainsKey(agentId))
{
m_log.DebugFormat(
"[CAPS]: Removing CAPS handler for root agent {0} in {1}",
agentId, RegionInfo.RegionName);
m_capsHandlers[agentId].DeregisterHandlers();
EventManager.TriggerOnDeregisterCaps(agentId, m_capsHandlers[agentId]);
m_capsHandlers.Remove(agentId);
}
else
{
m_log.WarnFormat(
"[CAPS]: Received request to remove CAPS handler for root agent {0} in {1}, but no such CAPS handler found!",
agentId, RegionInfo.RegionName);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="regionHandle"></param>
/// <param name="agentID"></param>
/// <param name="position"></param>
/// <param name="isFlying"></param>
public virtual void AgentCrossing(ulong regionHandle, LLUUID agentID, LLVector3 position, bool isFlying)
{
if (regionHandle == m_regInfo.RegionHandle)
{
lock (m_scenePresences)
{
if (m_scenePresences.ContainsKey(agentID))
{
try
{
m_scenePresences[agentID].MakeRootAgent(position, isFlying);
}
catch (Exception e)
{
m_log.Info("[SCENE]: Unable to do Agent Crossing.");
m_log.Debug("[SCENE]: " + e.ToString());
}
//m_innerScene.SwapRootChildAgent(false);
}
}
}
}
public virtual bool IncomingChildAgentDataUpdate(ulong regionHandle, ChildAgentDataUpdate cAgentData)
{
ScenePresence childAgentUpdate = GetScenePresence(new LLUUID(cAgentData.AgentID));
if (childAgentUpdate != null)
{
// I can't imagine *yet* why we would get an update if the agent is a root agent..
// however to avoid a race condition crossing borders..
if (childAgentUpdate.IsChildAgent)
{
uint rRegionX = (uint)(cAgentData.regionHandle >> 40);
uint rRegionY = (((uint)(cAgentData.regionHandle)) >> 8);
uint tRegionX = RegionInfo.RegionLocX;
uint tRegionY = RegionInfo.RegionLocY;
//Send Data to ScenePresence
childAgentUpdate.ChildAgentDataUpdate(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY);
// Not Implemented:
//TODO: Do we need to pass the message on to one of our neighbors?
}
return true;
}
return false;
}
/// <summary>
/// Tell a single agent to disconnect from the region.
/// </summary>
/// <param name="regionHandle"></param>
/// <param name="agentID"></param>
public bool CloseConnection(ulong regionHandle, LLUUID agentID)
{
if (regionHandle == m_regionHandle)
{
ScenePresence presence = m_innerScene.GetScenePresence(agentID);
if (presence != null)
{
if (presence.IsChildAgent)
{
m_innerScene.removeUserCount(false);
}
else
{
m_innerScene.removeUserCount(true);
}
// Tell a single agent to disconnect from the region.
presence.ControllingClient.SendShutdownConnectionNotice();
presence.ControllingClient.Close(true);
}
}
return true;
}
/// <summary>
/// Tell neighboring regions about this agent
/// When the regions respond with a true value,
/// tell the agents about the region.
///
/// We have to tell the regions about the agents first otherwise it'll deny them access
///
/// </summary>
/// <param name="presence"></param>
public void InformClientOfNeighbours(ScenePresence presence)
{
m_sceneGridService.EnableNeighbourChildAgents(presence, m_neighbours);
}
/// <summary>
/// Tell a neighboring region about this agent
/// </summary>
/// <param name="presence"></param>
/// <param name="region"></param>
public void InformClientOfNeighbor(ScenePresence presence, RegionInfo region)
{
m_sceneGridService.InformNeighborChildAgent(presence, region, m_neighbours);
}
/// <summary>
/// Requests information about this region from gridcomms
/// </summary>
/// <param name="regionHandle"></param>
/// <returns></returns>
public RegionInfo RequestNeighbouringRegionInfo(ulong regionHandle)
{
return m_sceneGridService.RequestNeighbouringRegionInfo(regionHandle);
}
/// <summary>
/// Requests textures for map from minimum region to maximum region in world cordinates
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="minX"></param>
/// <param name="minY"></param>
/// <param name="maxX"></param>
/// <param name="maxY"></param>
public void RequestMapBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY)
{
m_log.InfoFormat("[MAPBLOCK]: {0}-{1}, {2}-{3}", minX, minY, maxX, maxY);
m_sceneGridService.RequestMapBlocks(remoteClient, minX, minY, maxX, maxY);
}
/// <summary>
/// Tries to teleport agent to other region.
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="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)
{
lock (m_scenePresences)
{
if (m_scenePresences.ContainsKey(remoteClient.AgentId))
{
m_sceneGridService.RequestTeleportToLocation(m_scenePresences[remoteClient.AgentId], regionHandle,
position, lookAt, flags);
}
}
}
/// <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, ulong regionHandle, LLVector3 position)
{
lock (m_scenePresences)
{
if (m_scenePresences.ContainsKey(remoteClient.AgentId))
{
m_sceneGridService.RequestTeleportToLocation(m_scenePresences[remoteClient.AgentId], regionHandle,
position, LLVector3.Zero, 0);
}
}
}
/// <summary>
/// Agent is crossing the border into a neighbouring region. Tell the neighbour about it!
/// </summary>
/// <param name="regionHandle"></param>
/// <param name="agentID"></param>
/// <param name="position"></param>
/// <param name="isFlying"></param>
/// <returns></returns>
public bool InformNeighbourOfCrossing(ulong regionHandle, LLUUID agentID, LLVector3 position, bool isFlying)
{
return m_sceneGridService.CrossToNeighbouringRegion(regionHandle, agentID, position, isFlying);
}
public void SendOutChildAgentUpdates(ChildAgentDataUpdate cadu, ScenePresence presence)
{
m_sceneGridService.SendChildAgentDataUpdate(cadu, presence);
}
#endregion
#region Module Methods
/// <summary>
///
/// </summary>
/// <param name="name"></param>
/// <param name="module"></param>
public void AddModule(string name, IRegionModule module)
{
if (!Modules.ContainsKey(name))
{
Modules.Add(name, module);
}
}
public void RegisterModuleCommander(string name, ICommander commander)
{
lock (m_moduleCommanders)
{
m_moduleCommanders.Add(name, commander);
}
}
public ICommander GetCommander(string name)
{
lock (m_moduleCommanders)
{
return m_moduleCommanders[name];
}
}
public Dictionary<string, ICommander> GetCommanders()
{
return m_moduleCommanders;
}
/// <summary>
/// Register an interface to a region module. This allows module methods to be called directly as
/// well as via events. If there is already a module registered for this interface, it is not replaced
/// (is this the best behaviour?)
/// </summary>
/// <param name="mod"></param>
public void RegisterModuleInterface<M>(M mod)
{
if (!ModuleInterfaces.ContainsKey(typeof(M)))
{
ModuleInterfaces.Add(typeof(M), mod);
}
}
/// <summary>
/// For the given interface, retrieve the region module which implements it.
/// </summary>
/// <returns>null if there is no module implementing that interface</returns>
public T RequestModuleInterface<T>()
{
if (ModuleInterfaces.ContainsKey(typeof(T)))
{
return (T)ModuleInterfaces[typeof(T)];
}
else
{
return default(T);
}
}
public void SetObjectCapacity(int objects)
{
if (m_statsReporter != null)
{
m_statsReporter.SetObjectCapacity(objects);
}
objectCapacity = objects;
}
public List<FriendListItem> GetFriendList(LLUUID avatarID)
{
return CommsManager.GetUserFriendList(avatarID);
}
#endregion
#region Other Methods
/// <summary>
///
/// </summary>
/// <param name="phase"></param>
public void SetTimePhase(int phase)
{
m_timePhase = phase;
}
/// <summary>
///
/// </summary>
/// <param name="avatarID"></param>
/// <param name="objectName"></param>
/// <param name="objectID"></param>
/// <param name="ownerID"></param>
/// <param name="groupOwned"></param>
/// <param name="message"></param>
/// <param name="url"></param>
public void SendUrlToUser(LLUUID avatarID, string objectName, LLUUID objectID, LLUUID ownerID, bool groupOwned,
string message, string url)
{
lock (m_scenePresences)
{
if (m_scenePresences.ContainsKey(avatarID))
{
m_scenePresences[avatarID].ControllingClient.SendLoadURL(objectName, objectID, ownerID, groupOwned,
message, url);
}
}
}
public void SendDialogToUser(LLUUID avatarID, string objectName, LLUUID objectID, LLUUID ownerID, string message, LLUUID TextureID, int ch, string[] buttonlabels)
{
lock (m_scenePresences)
{
if (m_scenePresences.ContainsKey(avatarID))
{
m_scenePresences[avatarID].ControllingClient.SendDialog(
objectName, objectID, ownerID, message, TextureID, ch, buttonlabels);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="url"></param>
/// <param name="type"></param>
/// <param name="body"></param>
/// <returns></returns>
public LLUUID MakeHttpRequest(string url, string type, string body)
{
if (m_httpRequestModule != null)
{
return m_httpRequestModule.MakeHttpRequest(url, type, body);
}
return LLUUID.Zero;
}
/// <summary>
/// This method is a way for the Friends Module to create an instant
/// message to the avatar and for Instant Messages that travel across
/// gridcomms to make it to the Instant Message Module.
///
/// Friendship establishment and groups are unfortunately tied with instant messaging and
/// there's no way to separate them completely.
/// </summary>
/// <param name="message">object containing the instant message data</param>
/// <returns>void</returns>
public void TriggerGridInstantMessage(GridInstantMessage message, InstantMessageReceiver options)
{
m_eventManager.TriggerGridInstantMessage(message, options);
}
public virtual void StoreAddFriendship(LLUUID ownerID, LLUUID friendID, uint perms)
{
// TODO: m_sceneGridService.DoStuff;
m_sceneGridService.AddNewUserFriend(ownerID, friendID, perms);
}
public virtual void StoreUpdateFriendship(LLUUID ownerID, LLUUID friendID, uint perms)
{
// TODO: m_sceneGridService.DoStuff;
m_sceneGridService.UpdateUserFriendPerms(ownerID, friendID, perms);
}
public virtual void StoreRemoveFriendship(LLUUID ownerID, LLUUID ExfriendID)
{
// TODO: m_sceneGridService.DoStuff;
m_sceneGridService.RemoveUserFriend(ownerID, ExfriendID);
}
public virtual List<FriendListItem> StoreGetFriendsForUser(LLUUID ownerID)
{
// TODO: m_sceneGridService.DoStuff;
return m_sceneGridService.GetUserFriendList(ownerID);
}
public void AddPacketStats(int inPackets, int outPackets, int unAckedBytes)
{
m_statsReporter.AddInPackets(inPackets);
m_statsReporter.AddOutPackets(outPackets);
m_statsReporter.AddunAckedBytes(unAckedBytes);
}
public void AddAgentTime(int ms)
{
m_statsReporter.addFrameMS(ms);
m_statsReporter.addAgentMS(ms);
}
public void AddAgentUpdates(int count)
{
m_statsReporter.AddAgentUpdates(count);
}
public void AddPendingDownloads(int count)
{
m_statsReporter.addPendingDownload(count);
}
#endregion
#region Console Commands
#region Alert Methods
private void SendPermissionAlert(LLUUID user, string reason)
{
SendAlertToUser(user, reason, false);
}
/// <summary>
///
/// </summary>
/// <param name="message"></param>
public void SendGeneralAlert(string message)
{
List<ScenePresence> presenceList = GetScenePresences();
foreach (ScenePresence presence in presenceList)
{
presence.ControllingClient.SendAlertMessage(message);
}
}
/// <summary>
///
/// </summary>
/// <param name="agentID"></param>
/// <param name="message"></param>
/// <param name="modal"></param>
public void SendAlertToUser(LLUUID agentID, string message, bool modal)
{
lock (m_scenePresences)
{
if (m_scenePresences.ContainsKey(agentID))
{
m_scenePresences[agentID].ControllingClient.SendAgentAlertMessage(message, modal);
}
}
}
/// <summary>
/// Handle a request for admin rights
/// </summary>
/// <param name="agentID"></param>
/// <param name="sessionID"></param>
/// <param name="token"></param>
/// <param name="controllingClient"></param>
public void handleRequestGodlikePowers(LLUUID agentID, LLUUID sessionID, LLUUID token, bool godLike,
IClientAPI controllingClient)
{
lock (m_scenePresences)
{
// User needs to be logged into this sim
if (m_scenePresences.ContainsKey(agentID))
{
// First check that this is the sim owner
if (ExternalChecks.ExternalChecksCanBeGodLike(agentID))
{
// Next we check for spoofing.....
LLUUID testSessionID = m_scenePresences[agentID].ControllingClient.SessionId;
if (sessionID == testSessionID)
{
if (sessionID == controllingClient.SessionId)
{
//m_log.Info("godlike: " + godLike.ToString());
m_scenePresences[agentID].GrantGodlikePowers(agentID, testSessionID, token, godLike);
}
}
}
else
{
m_scenePresences[agentID].ControllingClient.SendAgentAlertMessage("Request for god powers denied", false);
}
}
}
}
/// <summary>
/// Sends a Big Blue Box message on the upper right of the screen to the client
/// for all agents in the region
/// </summary>
/// <param name="FromAvatarID">The person sending the message</param>
/// <param name="fromSessionID">The session of the person sending the message</param>
/// <param name="FromAvatarName">The name of the person doing the sending</param>
/// <param name="Message">The Message being sent to the user</param>
public void SendRegionMessageFromEstateTools(LLUUID FromAvatarID, LLUUID fromSessionID, String FromAvatarName, String Message)
{
List<ScenePresence> presenceList = GetScenePresences();
foreach (ScenePresence presence in presenceList)
{
if (!presence.IsChildAgent)
presence.ControllingClient.SendBlueBoxMessage(FromAvatarID, fromSessionID, FromAvatarName, Message);
}
}
/// <summary>
/// Sends a Big Blue Box message on the upper right of the screen to the client
/// for all agents in the estate
/// </summary>
/// <param name="FromAvatarID">The person sending the message</param>
/// <param name="fromSessionID">The session of the person sending the message</param>
/// <param name="FromAvatarName">The name of the person doing the sending</param>
/// <param name="Message">The Message being sent to the user</param>
public void SendEstateMessageFromEstateTools(LLUUID FromAvatarID, LLUUID fromSessionID, String FromAvatarName, String Message)
{
ClientManager.ForEachClient(delegate(IClientAPI controller)
{
controller.SendBlueBoxMessage(FromAvatarID, fromSessionID, FromAvatarName, Message);
}
);
}
/// <summary>
/// Kicks User specified from the simulator. This logs them off of the grid
/// If the client gets the UUID: 44e87126e7944ded05b37c42da3d5cdb it assumes
/// that you're kicking it even if the avatar's UUID isn't the UUID that the
/// agent is assigned
/// </summary>
/// <param name="godID">The person doing the kicking</param>
/// <param name="sessionID">The session of the person doing the kicking</param>
/// <param name="agentID">the person that is being kicked</param>
/// <param name="kickflags">This isn't used apparently</param>
/// <param name="reason">The message to send to the user after it's been turned into a field</param>
public void HandleGodlikeKickUser(LLUUID godID, LLUUID sessionID, LLUUID agentID, uint kickflags, byte[] reason)
{
// For some reason the client sends this seemingly hard coded UUID for kicking everyone. Dun-know.
LLUUID kickUserID = new LLUUID("44e87126e7944ded05b37c42da3d5cdb");
lock (m_scenePresences)
{
if (m_scenePresences.ContainsKey(agentID) || agentID == kickUserID)
{
if (ExternalChecks.ExternalChecksCanBeGodLike(godID))
{
if (agentID == kickUserID)
{
ClientManager.ForEachClient(delegate(IClientAPI controller)
{
if (controller.AgentId != godID)
controller.Kick(Helpers.FieldToUTF8String(reason));
}
);
// This is a bit crude. It seems the client will be null before it actually stops the thread
// The thread will kill itself eventually :/
// Is there another way to make sure *all* clients get this 'inter region' message?
ClientManager.ForEachClient(delegate(IClientAPI controller)
{
ScenePresence p = GetScenePresence(controller.AgentId);
bool childagent = p != null && p.IsChildAgent;
if (controller.AgentId != godID && !childagent)
// Do we really want to kick the initiator of this madness?
{
controller.Close(true);
}
}
);
}
else
{
m_innerScene.removeUserCount(!m_scenePresences[agentID].IsChildAgent);
m_scenePresences[agentID].ControllingClient.Kick(Helpers.FieldToUTF8String(reason));
m_scenePresences[agentID].ControllingClient.Close(true);
}
}
else
{
if (m_scenePresences.ContainsKey(godID))
m_scenePresences[godID].ControllingClient.SendAgentAlertMessage("Kick request denied", false);
}
}
}
}
public void HandleObjectPermissionsUpdate(IClientAPI controller, LLUUID agentID, LLUUID sessionID, byte field, uint localId, uint mask, byte set)
{
// Check for spoofing.. since this is permissions we're talking about here!
if ((controller.SessionId == sessionID) && (controller.AgentId == agentID))
{
// Tell the object to do permission update
if (localId != 0)
{
SceneObjectGroup chObjectGroup = GetGroupByPrim(localId);
if (chObjectGroup != null)
{
chObjectGroup.UpdatePermissions(agentID, field, localId, mask, set);
}
}
}
}
/// <summary>
///
/// </summary>
/// <param name="firstName"></param>
/// <param name="lastName"></param>
/// <param name="message"></param>
/// <param name="modal"></param>
public void SendAlertToUser(string firstName, string lastName, string message, bool modal)
{
List<ScenePresence> presenceList = GetScenePresences();
foreach (ScenePresence presence in presenceList)
{
if ((presence.Firstname == firstName) && (presence.Lastname == lastName))
{
presence.ControllingClient.SendAgentAlertMessage(message, modal);
break;
}
}
}
/// <summary>
///
/// </summary>
/// <param name="commandParams"></param>
public void HandleAlertCommand(string[] commandParams)
{
if (commandParams[0] == "general")
{
string message = CombineParams(commandParams, 1);
SendGeneralAlert(message);
}
else
{
string message = CombineParams(commandParams, 2);
SendAlertToUser(commandParams[0], commandParams[1], message, false);
}
}
private string CombineParams(string[] commandParams, int pos)
{
string result = String.Empty;
for (int i = pos; i < commandParams.Length; i++)
{
result += commandParams[i] + " ";
}
return result;
}
#endregion
/// <summary>
/// Causes all clients to get a full object update on all of the objects in the scene.
/// </summary>
public void ForceClientUpdate()
{
List<EntityBase> EntityList = GetEntities();
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
((SceneObjectGroup)ent).ScheduleGroupForFullUpdate();
}
}
}
/// <summary>
/// This is currently only used for scale (to scale to MegaPrim size)
/// There is a console command that calls this in OpenSimMain
/// </summary>
/// <param name="cmdparams"></param>
public void HandleEditCommand(string[] cmdparams)
{
Console.WriteLine("Searching for Primitive: '" + cmdparams[0] + "'");
List<EntityBase> EntityList = GetEntities();
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
SceneObjectPart part = ((SceneObjectGroup)ent).GetChildPart(((SceneObjectGroup)ent).UUID);
if (part != null)
{
if (part.Name == cmdparams[0])
{
part.Resize(
new LLVector3(Convert.ToSingle(cmdparams[1]), Convert.ToSingle(cmdparams[2]),
Convert.ToSingle(cmdparams[3])));
Console.WriteLine("Edited scale of Primitive: " + part.Name);
}
}
}
}
}
/// <summary>
/// Shows various details about the sim based on the parameters supplied by the console command in openSimMain.
/// </summary>
/// <param name="showWhat"></param>
public void Show(string showWhat)
{
switch (showWhat)
{
case "users":
m_log.Error("Current Region: " + RegionInfo.RegionName);
m_log.ErrorFormat("{0,-16}{1,-16}{2,-25}{3,-25}{4,-16}{5,-16}{6,-16}", "Firstname", "Lastname",
"Agent ID", "Session ID", "Circuit", "IP", "World");
foreach (ScenePresence scenePresence in GetAvatars())
{
m_log.ErrorFormat("{0,-16}{1,-16}{2,-25}{3,-25}{4,-16},{5,-16}{6,-16}",
scenePresence.Firstname,
scenePresence.Lastname,
scenePresence.UUID,
scenePresence.ControllingClient.AgentId,
"Unknown",
"Unknown",
RegionInfo.RegionName);
}
break;
case "modules":
m_log.Error("The currently loaded modules in " + RegionInfo.RegionName + " are:");
foreach (IRegionModule module in Modules.Values)
{
if (!module.IsSharedModule)
{
m_log.Error("Region Module: " + module.Name);
}
}
break;
}
}
#endregion
#region Script Handling Methods
/// <summary>
/// Console command handler to send script command to script engine.
/// </summary>
/// <param name="args"></param>
public void SendCommandToPlugins(string[] args)
{
m_eventManager.TriggerOnPluginConsole(args);
}
public double GetLandHeight(int x, int y)
{
return Heightmap[x, y];
}
public LLUUID GetLandOwner(float x, float y)
{
ILandObject land = LandChannel.GetLandObject(x, y);
if (land == null)
{
return LLUUID.Zero;
}
else
{
return land.landData.ownerID;
}
}
public LandData GetLandData(float x, float y)
{
return LandChannel.GetLandObject(x, y).landData;
}
public void SetLandMusicURL(float x, float y, string url)
{
ILandObject land = LandChannel.GetLandObject(x, y);
if (land == null)
{
return;
}
else
{
land.landData.musicURL = url;
return;
}
}
public void SetLandMediaURL(float x, float y, string url)
{
ILandObject land = LandChannel.GetLandObject(x, y);
if (land == null)
{
return;
}
else
{
land.landData.mediaURL = url;
return;
}
}
public RegionInfo RequestClosestRegion(string name)
{
return m_sceneGridService.RequestClosestRegion(name);
}
#endregion
#region Script Engine
private List<ScriptEngineInterface> ScriptEngines = new List<ScriptEngineInterface>();
private bool m_dumpAssetsToFile;
/// <summary>
///
/// </summary>
/// <param name="scriptEngine"></param>
public void AddScriptEngine(ScriptEngineInterface scriptEngine)
{
ScriptEngines.Add(scriptEngine);
scriptEngine.InitializeEngine(this);
}
public void TriggerObjectChanged(uint localID, uint change)
{
m_eventManager.TriggerOnScriptChangedEvent(localID, change);
}
public void TriggerAtTargetEvent(uint localID, uint handle, LLVector3 targetpos, LLVector3 currentpos)
{
m_eventManager.TriggerAtTargetEvent(localID, handle, targetpos, currentpos);
}
public void TriggerNotAtTargetEvent(uint localID)
{
m_eventManager.TriggerNotAtTargetEvent(localID);
}
private bool scriptDanger(SceneObjectPart part,LLVector3 pos)
{
ILandObject parcel = LandChannel.GetLandObject(pos.X, pos.Y);
if (part != null)
{
if (parcel != null)
{
if ((parcel.landData.landFlags & (uint)Parcel.ParcelFlags.AllowOtherScripts) != 0)
{
return true;
}
else if ((parcel.landData.landFlags & (uint)Parcel.ParcelFlags.AllowGroupScripts) != 0)
{
if (part.OwnerID == parcel.landData.ownerID || (parcel.landData.isGroupOwned && part.GroupID == parcel.landData.groupID) || ExternalChecks.ExternalChecksCanBeGodLike(part.OwnerID))
{
return true;
}
else
{
return false;
}
}
else
{
if (part.OwnerID == parcel.landData.ownerID)
{
return true;
}
else
{
return false;
}
}
}
else
{
if (pos.X > 0f && pos.X < Constants.RegionSize && pos.Y > 0f && pos.Y < Constants.RegionSize)
{
// The only time parcel != null when an object is inside a region is when
// there is nothing behind the landchannel. IE, no land plugin loaded.
return true;
}
else
{
// The object is outside of this region. Stop piping events to it.
return false;
}
}
}
else
{
return false;
}
}
public bool scriptDanger(uint localID, LLVector3 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)
{
LLVector3 pos = part.GetWorldPosition();
return scriptDanger(part, pos);
}
else
{
return false;
}
}
#endregion
#region InnerScene wrapper methods
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <returns></returns>
public LLUUID ConvertLocalIDToFullID(uint localID)
{
return m_innerScene.ConvertLocalIDToFullID(localID);
}
public void SwapRootAgentCount(bool rootChildChildRootTF)
{
m_innerScene.SwapRootChildAgent(rootChildChildRootTF);
}
public void AddPhysicalPrim(int num)
{
m_innerScene.AddPhysicalPrim(num);
}
public void RemovePhysicalPrim(int num)
{
m_innerScene.RemovePhysicalPrim(num);
}
/// <summary>
///
/// </summary>
/// <param name="presence"></param>
public void SendAllSceneObjectsToClient(ScenePresence presence)
{
m_innerScene.SendAllSceneObjectsToClient(presence);
}
//The idea is to have a group of method that return a list of avatars meeting some requirement
// ie it could be all m_scenePresences within a certain range of the calling prim/avatar.
/// <summary>
/// Return a list of all avatars in this region.
/// This list is a new object, so it can be iterated over without locking.
/// </summary>
/// <returns></returns>
public List<ScenePresence> GetAvatars()
{
return m_innerScene.GetAvatars();
}
/// <summary>
/// Return a list of all ScenePresences in this region. This returns child agents as well as root agents.
/// This list is a new object, so it can be iterated over without locking.
/// </summary>
/// <returns></returns>
public List<ScenePresence> GetScenePresences()
{
return m_innerScene.GetScenePresences();
}
/// <summary>
/// Request a filtered list of ScenePresences in this region.
/// This list is a new object, so it can be iterated over without locking.
/// </summary>
/// <param name="filter"></param>
/// <returns></returns>
public List<ScenePresence> GetScenePresences(FilterAvatarList filter)
{
return m_innerScene.GetScenePresences(filter);
}
/// <summary>
/// Request a scene presence by UUID
/// </summary>
/// <param name="avatarID"></param>
/// <returns></returns>
public ScenePresence GetScenePresence(LLUUID avatarID)
{
return m_innerScene.GetScenePresence(avatarID);
}
/// <summary>
/// Request an Avatar's Child Status - used by ClientView when a 'kick everyone' or 'estate message' occurs
/// </summary>
/// <param name="avatarID">AvatarID to lookup</param>
/// <returns></returns>
public override bool PresenceChildStatus(LLUUID avatarID)
{
ScenePresence cp = GetScenePresence(avatarID);
return cp.IsChildAgent;
}
/// <summary>
///
/// </summary>
/// <param name="action"></param>
public void ForEachScenePresence(Action<ScenePresence> action)
{
// We don't want to try to send messages if there are no avatars.
if (m_scenePresences != null)
{
try
{
List<ScenePresence> presenceList = GetScenePresences();
foreach (ScenePresence presence in presenceList)
{
action(presence);
}
}
catch (Exception e)
{
m_log.Info("[BUG]: " + e.ToString());
}
}
}
/// <summary>
///
/// </summary>
/// <param name="action"></param>
// public void ForEachObject(Action<SceneObjectGroup> action)
// {
// List<SceneObjectGroup> presenceList;
//
// lock (m_sceneObjects)
// {
// presenceList = new List<SceneObjectGroup>(m_sceneObjects.Values);
// }
//
// foreach (SceneObjectGroup presence in presenceList)
// {
// action(presence);
// }
// }
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <returns></returns>
public SceneObjectPart GetSceneObjectPart(uint localID)
{
return m_innerScene.GetSceneObjectPart(localID);
}
/// <summary>
///
/// </summary>
/// <param name="fullID"></param>
/// <returns></returns>
public SceneObjectPart GetSceneObjectPart(LLUUID fullID)
{
return m_innerScene.GetSceneObjectPart(fullID);
}
internal bool TryGetAvatar(LLUUID avatarId, out ScenePresence avatar)
{
return m_innerScene.TryGetAvatar(avatarId, out avatar);
}
internal bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
{
return m_innerScene.TryGetAvatarByName(avatarName, out avatar);
}
internal void ForEachClient(Action<IClientAPI> action)
{
m_innerScene.ForEachClient(action);
}
/// <summary>
/// Returns a list of the entities in the scene. This is a new list so operations perform on the list itself
/// will not affect the original list of objects in the scene.
/// </summary>
/// <returns></returns>
public List<EntityBase> GetEntities()
{
return m_innerScene.GetEntities();
}
#endregion
#region BaseHTTPServer wrapper methods
public bool AddHTTPHandler(string method, GenericHTTPMethod handler)
{
return m_httpListener.AddHTTPHandler(method, handler);
}
public bool AddXmlRPCHandler(string method, XmlRpcMethod handler)
{
return m_httpListener.AddXmlRPCHandler(method, handler);
}
public void AddStreamHandler(IRequestHandler handler)
{
m_httpListener.AddStreamHandler(handler);
}
public void RemoveStreamHandler(string httpMethod, string path)
{
m_httpListener.RemoveStreamHandler(httpMethod, path);
}
public void RemoveHTTPHandler(string httpMethod, string path)
{
m_httpListener.RemoveHTTPHandler(httpMethod, path);
}
#endregion
#region Avatar Appearance Default
public static void GetDefaultAvatarAppearance(out AvatarWearable[] wearables, out byte[] visualParams)
{
visualParams = GetDefaultVisualParams();
wearables = AvatarWearable.DefaultWearables;
}
private static byte[] GetDefaultVisualParams()
{
byte[] visualParams;
visualParams = new byte[218];
for (int i = 0; i < 218; i++)
{
visualParams[i] = 100;
}
return visualParams;
}
#endregion
public void ParcelMediaSetTime(float time)
{
//should be doing this by parcel, but as its only for testing
// The use of Thread.Sleep here causes the following compiler error under mono 1.2.4
// OpenSim/Region/Environment/Scenes/Scene.cs(3675,17): error CS0103: The name `Thread' does not exist
// in the context of `<>c__CompilerGenerated17'
// MW said it was okay to comment the body of this method out for now since the code is experimental
// and will be replaced anyway
// ForEachClient(delegate(IClientAPI client)
// {
// client.SendParcelMediaCommand((uint)(2), ParcelMediaCommandEnum.Pause, 0);
// Thread.Sleep(10);
// client.SendParcelMediaCommand((uint)(64), ParcelMediaCommandEnum.Time, time);
// Thread.Sleep(200);
// client.SendParcelMediaCommand((uint)(4), ParcelMediaCommandEnum.Play, 0);
// });
}
}
}