clockwerk-opensim – Blame information for rev 1
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1 | vero | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyrightD |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Collections.Generic; |
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30 | using System.Diagnostics; |
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31 | using System.Drawing; |
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32 | using System.Drawing.Imaging; |
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33 | using System.IO; |
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34 | using System.Text; |
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35 | using System.Threading; |
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36 | using System.Timers; |
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37 | using System.Xml; |
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38 | using Nini.Config; |
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39 | using OpenMetaverse; |
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40 | using OpenMetaverse.Packets; |
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41 | using OpenMetaverse.Imaging; |
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42 | using OpenSim.Framework; |
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43 | using OpenSim.Framework.Monitoring; |
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44 | using OpenSim.Services.Interfaces; |
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45 | using OpenSim.Framework.Communications; |
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46 | using OpenSim.Framework.Console; |
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47 | using OpenSim.Region.Framework.Interfaces; |
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48 | using OpenSim.Region.Framework.Scenes.Scripting; |
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49 | using OpenSim.Region.Framework.Scenes.Serialization; |
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50 | using OpenSim.Region.Physics.Manager; |
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51 | using Timer=System.Timers.Timer; |
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52 | using TPFlags = OpenSim.Framework.Constants.TeleportFlags; |
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53 | using GridRegion = OpenSim.Services.Interfaces.GridRegion; |
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54 | using PermissionMask = OpenSim.Framework.PermissionMask; |
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55 | |||
56 | namespace OpenSim.Region.Framework.Scenes |
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57 | { |
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58 | public delegate bool FilterAvatarList(ScenePresence avatar); |
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59 | |||
60 | public partial class Scene : SceneBase |
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61 | { |
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62 | private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L; |
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63 | private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L; |
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64 | |||
65 | public delegate void SynchronizeSceneHandler(Scene scene); |
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66 | |||
67 | #region Fields |
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68 | |||
69 | public bool EmergencyMonitoring = false; |
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70 | |||
71 | /// <summary> |
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72 | /// Show debug information about animations. |
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73 | /// </summary> |
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74 | public bool DebugAnimations { get; set; } |
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75 | |||
76 | /// <summary> |
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77 | /// Show debug information about teleports. |
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78 | /// </summary> |
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79 | public bool DebugTeleporting { get; set; } |
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80 | |||
81 | /// <summary> |
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82 | /// Show debug information about the scene loop. |
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83 | /// </summary> |
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84 | public bool DebugUpdates { get; set; } |
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85 | |||
86 | /// <summary> |
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87 | /// If true then the scene is saved to persistent storage periodically, every m_update_backup frames and |
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88 | /// if objects meet required conditions (m_dontPersistBefore and m_dontPersistAfter). |
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89 | /// </summary> |
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90 | /// <remarks> |
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91 | /// Even if false, the scene will still be saved on clean shutdown. |
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92 | /// FIXME: Currently, setting this to false will mean that objects are not periodically returned from parcels. |
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93 | /// This needs to be fixed. |
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94 | /// </remarks> |
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95 | public bool PeriodicBackup { get; set; } |
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96 | |||
97 | /// <summary> |
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98 | /// If false then the scene is never saved to persistence storage even if PeriodicBackup == true and even |
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99 | /// if the scene is being shut down for the final time. |
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100 | /// </summary> |
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101 | public bool UseBackup { get; set; } |
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102 | |||
103 | /// <summary> |
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104 | /// If false then physical objects are disabled, though collisions will continue as normal. |
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105 | /// </summary> |
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106 | public bool PhysicsEnabled |
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107 | { |
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108 | get |
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109 | { |
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110 | return m_physicsEnabled; |
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111 | } |
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112 | |||
113 | set |
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114 | { |
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115 | m_physicsEnabled = value; |
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116 | |||
117 | if (PhysicsScene != null) |
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118 | { |
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119 | IPhysicsParameters physScene = PhysicsScene as IPhysicsParameters; |
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120 | |||
121 | if (physScene != null) |
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122 | physScene.SetPhysicsParameter( |
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123 | "Active", m_physicsEnabled.ToString(), PhysParameterEntry.APPLY_TO_NONE); |
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124 | } |
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125 | } |
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126 | } |
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127 | |||
128 | private bool m_physicsEnabled; |
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129 | |||
130 | /// <summary> |
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131 | /// If false then scripts are not enabled on the smiulator |
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132 | /// </summary> |
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133 | public bool ScriptsEnabled |
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134 | { |
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135 | get { return m_scripts_enabled; } |
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136 | set |
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137 | { |
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138 | if (m_scripts_enabled != value) |
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139 | { |
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140 | if (!value) |
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141 | { |
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142 | m_log.Info("Stopping all Scripts in Scene"); |
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143 | |||
144 | EntityBase[] entities = Entities.GetEntities(); |
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145 | foreach (EntityBase ent in entities) |
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146 | { |
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147 | if (ent is SceneObjectGroup) |
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148 | ((SceneObjectGroup)ent).RemoveScriptInstances(false); |
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149 | } |
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150 | } |
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151 | else |
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152 | { |
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153 | m_log.Info("Starting all Scripts in Scene"); |
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154 | |||
155 | EntityBase[] entities = Entities.GetEntities(); |
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156 | foreach (EntityBase ent in entities) |
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157 | { |
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158 | if (ent is SceneObjectGroup) |
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159 | { |
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160 | SceneObjectGroup sog = (SceneObjectGroup)ent; |
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161 | sog.CreateScriptInstances(0, false, DefaultScriptEngine, 0); |
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162 | sog.ResumeScripts(); |
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163 | } |
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164 | } |
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165 | } |
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166 | |||
167 | m_scripts_enabled = value; |
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168 | } |
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169 | } |
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170 | } |
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171 | private bool m_scripts_enabled; |
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172 | |||
173 | public SynchronizeSceneHandler SynchronizeScene; |
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174 | |||
175 | /// <summary> |
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176 | /// Used to prevent simultaneous calls to code that adds and removes agents. |
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177 | /// </summary> |
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178 | private object m_removeClientLock = new object(); |
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179 | |||
180 | /// <summary> |
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181 | /// Statistical information for this scene. |
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182 | /// </summary> |
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183 | public SimStatsReporter StatsReporter { get; private set; } |
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184 | |||
185 | /// <summary> |
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186 | /// Controls whether physics can be applied to prims. Even if false, prims still have entries in a |
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187 | /// PhysicsScene in order to perform collision detection |
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188 | /// </summary> |
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189 | public bool PhysicalPrims { get; private set; } |
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190 | |||
191 | /// <summary> |
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192 | /// Controls whether prims can be collided with. |
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193 | /// </summary> |
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194 | /// <remarks> |
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195 | /// If this is set to false then prims cannot be subject to physics either. |
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196 | /// </summary> |
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197 | public bool CollidablePrims { get; private set; } |
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198 | |||
199 | /// <summary> |
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200 | /// Minimum value of the size of a non-physical prim in each axis |
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201 | /// </summary> |
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202 | public float m_minNonphys = 0.001f; |
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203 | |||
204 | /// <summary> |
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205 | /// Maximum value of the size of a non-physical prim in each axis |
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206 | /// </summary> |
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207 | public float m_maxNonphys = 256; |
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208 | |||
209 | /// <summary> |
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210 | /// Minimum value of the size of a physical prim in each axis |
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211 | /// </summary> |
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212 | public float m_minPhys = 0.01f; |
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213 | |||
214 | /// <summary> |
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215 | /// Maximum value of the size of a physical prim in each axis |
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216 | /// </summary> |
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217 | public float m_maxPhys = 64; |
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218 | |||
219 | /// <summary> |
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220 | /// Max prims an object will hold |
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221 | /// </summary> |
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222 | public int m_linksetCapacity = 0; |
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223 | |||
224 | public bool m_clampPrimSize; |
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225 | public bool m_trustBinaries; |
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226 | public bool m_allowScriptCrossings = true; |
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227 | |||
228 | /// <summary> |
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229 | /// Can avatars cross from and to this region? |
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230 | /// </summary> |
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231 | public bool AllowAvatarCrossing { get; set; } |
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232 | |||
233 | public bool m_useFlySlow; |
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234 | public bool m_useTrashOnDelete = true; |
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235 | |||
236 | /// <summary> |
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237 | /// Temporarily setting to trigger appearance resends at 60 second intervals. |
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238 | /// </summary> |
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239 | public bool SendPeriodicAppearanceUpdates { get; set; } |
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240 | |||
241 | /// <summary> |
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242 | /// How much a root agent has to change position before updates are sent to viewers. |
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243 | /// </summary> |
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244 | public float RootPositionUpdateTolerance { get; set; } |
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245 | |||
246 | /// <summary> |
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247 | /// How much a root agent has to rotate before updates are sent to viewers. |
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248 | /// </summary> |
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249 | public float RootRotationUpdateTolerance { get; set; } |
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250 | |||
251 | /// <summary> |
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252 | /// How much a root agent has to change velocity before updates are sent to viewers. |
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253 | /// </summary> |
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254 | public float RootVelocityUpdateTolerance { get; set; } |
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255 | |||
256 | /// <summary> |
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257 | /// If greater than 1, we only send terse updates to other root agents on every n updates. |
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258 | /// </summary> |
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259 | public int RootTerseUpdatePeriod { get; set; } |
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260 | |||
261 | /// <summary> |
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262 | /// If greater than 1, we only send terse updates to child agents on every n updates. |
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263 | /// </summary> |
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264 | public int ChildTerseUpdatePeriod { get; set; } |
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265 | |||
266 | protected float m_defaultDrawDistance = 255.0f; |
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267 | public float DefaultDrawDistance |
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268 | { |
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269 | // get { return m_defaultDrawDistance; } |
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270 | get { |
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271 | if (RegionInfo != null) |
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272 | { |
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273 | float largestDimension = Math.Max(RegionInfo.RegionSizeX, RegionInfo.RegionSizeY); |
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274 | m_defaultDrawDistance = Math.Max(m_defaultDrawDistance, largestDimension); |
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275 | |||
276 | } |
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277 | return m_defaultDrawDistance; |
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278 | } |
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279 | } |
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280 | |||
281 | private List<string> m_AllowedViewers = new List<string>(); |
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282 | private List<string> m_BannedViewers = new List<string>(); |
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283 | |||
284 | // TODO: need to figure out how allow client agents but deny |
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285 | // root agents when ACL denies access to root agent |
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286 | public bool m_strictAccessControl = true; |
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287 | |||
288 | public int MaxUndoCount { get; set; } |
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289 | |||
290 | public bool SeeIntoRegion { get; set; } |
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291 | |||
292 | // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; |
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293 | public bool LoginLock = false; |
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294 | |||
295 | public bool StartDisabled = false; |
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296 | public bool LoadingPrims; |
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297 | public IXfer XferManager; |
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298 | |||
299 | // the minimum time that must elapse before a changed object will be considered for persisted |
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300 | public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L; |
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301 | // the maximum time that must elapse before a changed object will be considered for persisted |
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302 | public long m_persistAfter = DEFAULT_MAX_TIME_FOR_PERSISTENCE * 10000000L; |
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303 | |||
304 | protected int m_splitRegionID; |
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305 | protected Timer m_restartWaitTimer = new Timer(); |
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306 | protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); |
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307 | protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); |
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308 | protected string m_simulatorVersion = "OpenSimulator Server"; |
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309 | protected AgentCircuitManager m_authenticateHandler; |
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310 | protected SceneCommunicationService m_sceneGridService; |
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311 | |||
312 | protected ISimulationDataService m_SimulationDataService; |
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313 | protected IEstateDataService m_EstateDataService; |
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314 | protected IAssetService m_AssetService; |
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315 | protected IAuthorizationService m_AuthorizationService; |
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316 | protected IInventoryService m_InventoryService; |
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317 | protected IGridService m_GridService; |
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318 | protected ILibraryService m_LibraryService; |
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319 | protected ISimulationService m_simulationService; |
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320 | protected IAuthenticationService m_AuthenticationService; |
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321 | protected IPresenceService m_PresenceService; |
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322 | protected IUserAccountService m_UserAccountService; |
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323 | protected IAvatarService m_AvatarService; |
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324 | protected IGridUserService m_GridUserService; |
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325 | |||
326 | protected IXMLRPC m_xmlrpcModule; |
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327 | protected IWorldComm m_worldCommModule; |
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328 | protected IAvatarFactoryModule m_AvatarFactory; |
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329 | protected IConfigSource m_config; |
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330 | protected IRegionSerialiserModule m_serialiser; |
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331 | protected IDialogModule m_dialogModule; |
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332 | protected ICapabilitiesModule m_capsModule; |
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333 | protected IGroupsModule m_groupsModule; |
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334 | |||
335 | private Dictionary<string, string> m_extraSettings; |
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336 | |||
337 | /// <summary> |
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338 | /// If true then the next time the scene loop is activated, updates will be performed by firing of a timer |
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339 | /// rather than on a single thread that sleeps. |
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340 | /// </summary> |
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341 | public bool UpdateOnTimer { get; set; } |
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342 | |||
343 | /// <summary> |
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344 | /// Only used if we are updating scene on a timer rather than sleeping a thread. |
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345 | /// </summary> |
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346 | private Timer m_sceneUpdateTimer; |
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347 | |||
348 | /// <summary> |
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349 | /// Current scene frame number |
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350 | /// </summary> |
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351 | public uint Frame |
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352 | { |
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353 | get; |
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354 | protected set; |
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355 | } |
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356 | |||
357 | /// <summary> |
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358 | /// Current maintenance run number |
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359 | /// </summary> |
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360 | public uint MaintenanceRun { get; private set; } |
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361 | |||
362 | /// <summary> |
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363 | /// The minimum length of time in seconds that will be taken for a scene frame. If the frame takes less time then we |
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364 | /// will sleep for the remaining period. |
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365 | /// </summary> |
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366 | /// <remarks> |
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367 | /// One can tweak this number to experiment. One current effect of reducing it is to make avatar animations |
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368 | /// occur too quickly (viewer 1) or with even more slide (viewer 2). |
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369 | /// </remarks> |
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370 | public float MinFrameTime { get; private set; } |
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371 | |||
372 | /// <summary> |
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373 | /// The minimum length of time in seconds that will be taken for a maintenance run. |
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374 | /// </summary> |
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375 | public float MinMaintenanceTime { get; private set; } |
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376 | |||
377 | private int m_update_physics = 1; |
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378 | private int m_update_entitymovement = 1; |
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379 | private int m_update_objects = 1; |
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380 | private int m_update_temp_cleaning = 1000; |
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381 | private int m_update_presences = 1; // Update scene presence movements |
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382 | private int m_update_events = 1; |
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383 | private int m_update_backup = 200; |
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384 | private int m_update_terrain = 50; |
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385 | // private int m_update_land = 1; |
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386 | private int m_update_coarse_locations = 50; |
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387 | |||
388 | private int agentMS; |
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389 | private int frameMS; |
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390 | private int physicsMS2; |
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391 | private int physicsMS; |
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392 | private int otherMS; |
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393 | private int tempOnRezMS; |
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394 | private int eventMS; |
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395 | private int backupMS; |
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396 | private int terrainMS; |
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397 | private int landMS; |
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398 | private int spareMS; |
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399 | |||
400 | /// <summary> |
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401 | /// Tick at which the last frame was processed. |
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402 | /// </summary> |
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403 | private int m_lastFrameTick; |
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404 | |||
405 | /// <summary> |
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406 | /// Tick at which the last maintenance run occurred. |
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407 | /// </summary> |
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408 | private int m_lastMaintenanceTick; |
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409 | |||
410 | /// <summary> |
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411 | /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched |
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412 | /// asynchronously from the update loop. |
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413 | /// </summary> |
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414 | private bool m_cleaningTemps = false; |
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415 | |||
416 | // private Object m_heartbeatLock = new Object(); |
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417 | |||
418 | // TODO: Possibly stop other classes being able to manipulate this directly. |
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419 | private SceneGraph m_sceneGraph; |
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420 | private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing |
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421 | private volatile bool m_backingup; |
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422 | private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); |
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423 | private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>(); |
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424 | |||
425 | private string m_defaultScriptEngine; |
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426 | |||
427 | /// <summary> |
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428 | /// Tick at which the last login occurred. |
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429 | /// </summary> |
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430 | private int m_LastLogin; |
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431 | |||
432 | /// <summary> |
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433 | /// Thread that runs the scene loop. |
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434 | /// </summary> |
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435 | private Thread m_heartbeatThread; |
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436 | |||
437 | /// <summary> |
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438 | /// True if these scene is in the process of shutting down or is shutdown. |
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439 | /// </summary> |
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440 | public bool ShuttingDown |
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441 | { |
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442 | get { return m_shuttingDown; } |
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443 | } |
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444 | private volatile bool m_shuttingDown; |
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445 | |||
446 | /// <summary> |
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447 | /// Is the scene active? |
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448 | /// </summary> |
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449 | /// <remarks> |
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450 | /// If false, maintenance and update loops are not being run, though after setting to false update may still |
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451 | /// be active for a period (and IsRunning will still be true). Updates can still be triggered manually if |
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452 | /// the scene is not active. |
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453 | /// </remarks> |
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454 | public bool Active |
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455 | { |
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456 | get { return m_active; } |
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457 | set |
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458 | { |
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459 | if (value) |
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460 | { |
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461 | if (!m_active) |
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462 | Start(false); |
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463 | } |
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464 | else |
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465 | { |
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466 | // This appears assymetric with Start() above but is not - setting m_active = false stops the loops |
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467 | // XXX: Possibly this should be in an explicit Stop() method for symmetry. |
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468 | m_active = false; |
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469 | } |
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470 | } |
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471 | } |
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472 | private volatile bool m_active; |
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473 | |||
474 | /// <summary> |
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475 | /// If true then updates are running. This may be true for a short period after a scene is de-activated. |
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476 | /// </summary> |
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477 | public bool IsRunning { get { return m_isRunning; } } |
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478 | private volatile bool m_isRunning; |
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479 | |||
480 | private Timer m_mapGenerationTimer = new Timer(); |
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481 | private bool m_generateMaptiles; |
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482 | |||
483 | #endregion Fields |
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484 | |||
485 | #region Properties |
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486 | |||
487 | /* Used by the loadbalancer plugin on GForge */ |
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488 | public int SplitRegionID |
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489 | { |
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490 | get { return m_splitRegionID; } |
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491 | set { m_splitRegionID = value; } |
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492 | } |
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493 | |||
494 | public new float TimeDilation |
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495 | { |
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496 | get { return m_sceneGraph.PhysicsScene.TimeDilation; } |
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497 | } |
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498 | |||
499 | public SceneCommunicationService SceneGridService |
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500 | { |
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501 | get { return m_sceneGridService; } |
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502 | } |
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503 | |||
504 | public ISimulationDataService SimulationDataService |
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505 | { |
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506 | get |
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507 | { |
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508 | if (m_SimulationDataService == null) |
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509 | { |
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510 | m_SimulationDataService = RequestModuleInterface<ISimulationDataService>(); |
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511 | |||
512 | if (m_SimulationDataService == null) |
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513 | { |
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514 | throw new Exception("No ISimulationDataService available."); |
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515 | } |
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516 | } |
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517 | |||
518 | return m_SimulationDataService; |
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519 | } |
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520 | } |
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521 | |||
522 | public IEstateDataService EstateDataService |
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523 | { |
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524 | get |
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525 | { |
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526 | if (m_EstateDataService == null) |
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527 | { |
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528 | m_EstateDataService = RequestModuleInterface<IEstateDataService>(); |
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529 | |||
530 | if (m_EstateDataService == null) |
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531 | { |
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532 | throw new Exception("No IEstateDataService available."); |
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533 | } |
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534 | } |
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535 | |||
536 | return m_EstateDataService; |
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537 | } |
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538 | } |
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539 | |||
540 | public IAssetService AssetService |
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541 | { |
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542 | get |
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543 | { |
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544 | if (m_AssetService == null) |
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545 | { |
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546 | m_AssetService = RequestModuleInterface<IAssetService>(); |
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547 | |||
548 | if (m_AssetService == null) |
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549 | { |
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550 | throw new Exception("No IAssetService available."); |
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551 | } |
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552 | } |
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553 | |||
554 | return m_AssetService; |
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555 | } |
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556 | } |
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557 | |||
558 | public IAuthorizationService AuthorizationService |
||
559 | { |
||
560 | get |
||
561 | { |
||
562 | if (m_AuthorizationService == null) |
||
563 | { |
||
564 | m_AuthorizationService = RequestModuleInterface<IAuthorizationService>(); |
||
565 | |||
566 | //if (m_AuthorizationService == null) |
||
567 | //{ |
||
568 | // // don't throw an exception if no authorization service is set for the time being |
||
569 | // m_log.InfoFormat("[SCENE]: No Authorization service is configured"); |
||
570 | //} |
||
571 | } |
||
572 | |||
573 | return m_AuthorizationService; |
||
574 | } |
||
575 | } |
||
576 | |||
577 | public IInventoryService InventoryService |
||
578 | { |
||
579 | get |
||
580 | { |
||
581 | if (m_InventoryService == null) |
||
582 | { |
||
583 | m_InventoryService = RequestModuleInterface<IInventoryService>(); |
||
584 | |||
585 | if (m_InventoryService == null) |
||
586 | { |
||
587 | throw new Exception("No IInventoryService available. This could happen if the config_include folder doesn't exist or if the OpenSim.ini [Architecture] section isn't set. Please also check that you have the correct version of your inventory service dll. Sometimes old versions of this dll will still exist. Do a clean checkout and re-create the opensim.ini from the opensim.ini.example."); |
||
588 | } |
||
589 | } |
||
590 | |||
591 | return m_InventoryService; |
||
592 | } |
||
593 | } |
||
594 | |||
595 | public IGridService GridService |
||
596 | { |
||
597 | get |
||
598 | { |
||
599 | if (m_GridService == null) |
||
600 | { |
||
601 | m_GridService = RequestModuleInterface<IGridService>(); |
||
602 | |||
603 | if (m_GridService == null) |
||
604 | { |
||
605 | throw new Exception("No IGridService available. This could happen if the config_include folder doesn't exist or if the OpenSim.ini [Architecture] section isn't set. Please also check that you have the correct version of your inventory service dll. Sometimes old versions of this dll will still exist. Do a clean checkout and re-create the opensim.ini from the opensim.ini.example."); |
||
606 | } |
||
607 | } |
||
608 | |||
609 | return m_GridService; |
||
610 | } |
||
611 | } |
||
612 | |||
613 | public ILibraryService LibraryService |
||
614 | { |
||
615 | get |
||
616 | { |
||
617 | if (m_LibraryService == null) |
||
618 | m_LibraryService = RequestModuleInterface<ILibraryService>(); |
||
619 | |||
620 | return m_LibraryService; |
||
621 | } |
||
622 | } |
||
623 | |||
624 | public ISimulationService SimulationService |
||
625 | { |
||
626 | get |
||
627 | { |
||
628 | if (m_simulationService == null) |
||
629 | m_simulationService = RequestModuleInterface<ISimulationService>(); |
||
630 | |||
631 | return m_simulationService; |
||
632 | } |
||
633 | } |
||
634 | |||
635 | public IAuthenticationService AuthenticationService |
||
636 | { |
||
637 | get |
||
638 | { |
||
639 | if (m_AuthenticationService == null) |
||
640 | m_AuthenticationService = RequestModuleInterface<IAuthenticationService>(); |
||
641 | return m_AuthenticationService; |
||
642 | } |
||
643 | } |
||
644 | |||
645 | public IPresenceService PresenceService |
||
646 | { |
||
647 | get |
||
648 | { |
||
649 | if (m_PresenceService == null) |
||
650 | m_PresenceService = RequestModuleInterface<IPresenceService>(); |
||
651 | return m_PresenceService; |
||
652 | } |
||
653 | } |
||
654 | |||
655 | public IUserAccountService UserAccountService |
||
656 | { |
||
657 | get |
||
658 | { |
||
659 | if (m_UserAccountService == null) |
||
660 | m_UserAccountService = RequestModuleInterface<IUserAccountService>(); |
||
661 | return m_UserAccountService; |
||
662 | } |
||
663 | } |
||
664 | |||
665 | public IAvatarService AvatarService |
||
666 | { |
||
667 | get |
||
668 | { |
||
669 | if (m_AvatarService == null) |
||
670 | m_AvatarService = RequestModuleInterface<IAvatarService>(); |
||
671 | return m_AvatarService; |
||
672 | } |
||
673 | } |
||
674 | |||
675 | public IGridUserService GridUserService |
||
676 | { |
||
677 | get |
||
678 | { |
||
679 | if (m_GridUserService == null) |
||
680 | m_GridUserService = RequestModuleInterface<IGridUserService>(); |
||
681 | return m_GridUserService; |
||
682 | } |
||
683 | } |
||
684 | |||
685 | public IAttachmentsModule AttachmentsModule { get; set; } |
||
686 | public IEntityTransferModule EntityTransferModule { get; private set; } |
||
687 | public IAgentAssetTransactions AgentTransactionsModule { get; private set; } |
||
688 | public IUserManagement UserManagementModule { get; private set; } |
||
689 | |||
690 | public IAvatarFactoryModule AvatarFactory |
||
691 | { |
||
692 | get { return m_AvatarFactory; } |
||
693 | } |
||
694 | |||
695 | public ICapabilitiesModule CapsModule |
||
696 | { |
||
697 | get { return m_capsModule; } |
||
698 | } |
||
699 | |||
700 | public int MonitorFrameTime { get { return frameMS; } } |
||
701 | public int MonitorPhysicsUpdateTime { get { return physicsMS; } } |
||
702 | public int MonitorPhysicsSyncTime { get { return physicsMS2; } } |
||
703 | public int MonitorOtherTime { get { return otherMS; } } |
||
704 | public int MonitorTempOnRezTime { get { return tempOnRezMS; } } |
||
705 | public int MonitorEventTime { get { return eventMS; } } // This may need to be divided into each event? |
||
706 | public int MonitorBackupTime { get { return backupMS; } } |
||
707 | public int MonitorTerrainTime { get { return terrainMS; } } |
||
708 | public int MonitorLandTime { get { return landMS; } } |
||
709 | public int MonitorLastFrameTick { get { return m_lastFrameTick; } } |
||
710 | |||
711 | public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get; set; } |
||
712 | public bool IsReprioritizationEnabled { get; set; } |
||
713 | public double ReprioritizationInterval { get; set; } |
||
714 | public double RootReprioritizationDistance { get; set; } |
||
715 | public double ChildReprioritizationDistance { get; set; } |
||
716 | |||
717 | public AgentCircuitManager AuthenticateHandler |
||
718 | { |
||
719 | get { return m_authenticateHandler; } |
||
720 | } |
||
721 | |||
722 | // an instance to the physics plugin's Scene object. |
||
723 | public PhysicsScene PhysicsScene |
||
724 | { |
||
725 | get { return m_sceneGraph.PhysicsScene; } |
||
726 | set |
||
727 | { |
||
728 | // If we're not doing the initial set |
||
729 | // Then we've got to remove the previous |
||
730 | // event handler |
||
731 | if (PhysicsScene != null && PhysicsScene.SupportsNINJAJoints) |
||
732 | { |
||
733 | PhysicsScene.OnJointMoved -= jointMoved; |
||
734 | PhysicsScene.OnJointDeactivated -= jointDeactivated; |
||
735 | PhysicsScene.OnJointErrorMessage -= jointErrorMessage; |
||
736 | } |
||
737 | |||
738 | m_sceneGraph.PhysicsScene = value; |
||
739 | |||
740 | if (PhysicsScene != null && m_sceneGraph.PhysicsScene.SupportsNINJAJoints) |
||
741 | { |
||
742 | // register event handlers to respond to joint movement/deactivation |
||
743 | PhysicsScene.OnJointMoved += jointMoved; |
||
744 | PhysicsScene.OnJointDeactivated += jointDeactivated; |
||
745 | PhysicsScene.OnJointErrorMessage += jointErrorMessage; |
||
746 | } |
||
747 | } |
||
748 | } |
||
749 | |||
750 | public string DefaultScriptEngine |
||
751 | { |
||
752 | get { return m_defaultScriptEngine; } |
||
753 | } |
||
754 | |||
755 | public EntityManager Entities |
||
756 | { |
||
757 | get { return m_sceneGraph.Entities; } |
||
758 | } |
||
759 | |||
760 | |||
761 | // used in sequence see: SpawnPoint() |
||
762 | private int m_SpawnPoint; |
||
763 | // can be closest/random/sequence |
||
764 | public string SpawnPointRouting |
||
765 | { |
||
766 | get; private set; |
||
767 | } |
||
768 | // allow landmarks to pass |
||
769 | public bool TelehubAllowLandmarks |
||
770 | { |
||
771 | get; private set; |
||
772 | } |
||
773 | |||
774 | #endregion Properties |
||
775 | |||
776 | #region Constructors |
||
777 | |||
778 | public Scene(RegionInfo regInfo, AgentCircuitManager authen, PhysicsScene physicsScene, |
||
779 | SceneCommunicationService sceneGridService, |
||
780 | ISimulationDataService simDataService, IEstateDataService estateDataService, |
||
781 | IConfigSource config, string simulatorVersion) |
||
782 | : this(regInfo, physicsScene) |
||
783 | { |
||
784 | m_config = config; |
||
785 | MinFrameTime = 0.089f; |
||
786 | MinMaintenanceTime = 1; |
||
787 | SeeIntoRegion = true; |
||
788 | |||
789 | Random random = new Random(); |
||
790 | |||
791 | m_lastAllocatedLocalId = (uint)(random.NextDouble() * (double)(uint.MaxValue / 2)) + (uint)(uint.MaxValue / 4); |
||
792 | m_authenticateHandler = authen; |
||
793 | m_sceneGridService = sceneGridService; |
||
794 | m_SimulationDataService = simDataService; |
||
795 | m_EstateDataService = estateDataService; |
||
796 | m_regionHandle = RegionInfo.RegionHandle; |
||
797 | |||
798 | m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); |
||
799 | m_asyncSceneObjectDeleter.Enabled = true; |
||
800 | |||
801 | m_asyncInventorySender = new AsyncInventorySender(this); |
||
802 | |||
803 | #region Region Settings |
||
804 | |||
805 | // Load region settings |
||
806 | // LoadRegionSettings creates new region settings in persistence if they don't already exist for this region. |
||
807 | // However, in this case, the default textures are not set in memory properly, so we need to do it here and |
||
808 | // resave. |
||
809 | // FIXME: It shouldn't be up to the database plugins to create this data - we should do it when a new |
||
810 | // region is set up and avoid these gyrations. |
||
811 | RegionSettings rs = simDataService.LoadRegionSettings(RegionInfo.RegionID); |
||
812 | m_extraSettings = simDataService.GetExtra(RegionInfo.RegionID); |
||
813 | |||
814 | bool updatedTerrainTextures = false; |
||
815 | if (rs.TerrainTexture1 == UUID.Zero) |
||
816 | { |
||
817 | rs.TerrainTexture1 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_1; |
||
818 | updatedTerrainTextures = true; |
||
819 | } |
||
820 | |||
821 | if (rs.TerrainTexture2 == UUID.Zero) |
||
822 | { |
||
823 | rs.TerrainTexture2 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_2; |
||
824 | updatedTerrainTextures = true; |
||
825 | } |
||
826 | |||
827 | if (rs.TerrainTexture3 == UUID.Zero) |
||
828 | { |
||
829 | rs.TerrainTexture3 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_3; |
||
830 | updatedTerrainTextures = true; |
||
831 | } |
||
832 | |||
833 | if (rs.TerrainTexture4 == UUID.Zero) |
||
834 | { |
||
835 | rs.TerrainTexture4 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_4; |
||
836 | updatedTerrainTextures = true; |
||
837 | } |
||
838 | |||
839 | if (updatedTerrainTextures) |
||
840 | rs.Save(); |
||
841 | |||
842 | RegionInfo.RegionSettings = rs; |
||
843 | |||
844 | if (estateDataService != null) |
||
845 | RegionInfo.EstateSettings = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false); |
||
846 | |||
847 | #endregion Region Settings |
||
848 | |||
849 | //Bind Storage Manager functions to some land manager functions for this scene |
||
850 | EventManager.OnLandObjectAdded += |
||
851 | new EventManager.LandObjectAdded(simDataService.StoreLandObject); |
||
852 | EventManager.OnLandObjectRemoved += |
||
853 | new EventManager.LandObjectRemoved(simDataService.RemoveLandObject); |
||
854 | |||
855 | RegisterDefaultSceneEvents(); |
||
856 | |||
857 | // XXX: Don't set the public property since we don't want to activate here. This needs to be handled |
||
858 | // better in the future. |
||
859 | m_scripts_enabled = !RegionInfo.RegionSettings.DisableScripts; |
||
860 | |||
861 | PhysicsEnabled = !RegionInfo.RegionSettings.DisablePhysics; |
||
862 | |||
863 | m_simulatorVersion = simulatorVersion + " (" + Util.GetRuntimeInformation() + ")"; |
||
864 | |||
865 | #region Region Config |
||
866 | |||
867 | // Region config overrides global config |
||
868 | // |
||
869 | if (m_config.Configs["Startup"] != null) |
||
870 | { |
||
871 | IConfig startupConfig = m_config.Configs["Startup"]; |
||
872 | |||
873 | StartDisabled = startupConfig.GetBoolean("StartDisabled", false); |
||
874 | |||
875 | m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance); |
||
876 | UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup); |
||
877 | if (!UseBackup) |
||
878 | m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName); |
||
879 | |||
880 | //Animation states |
||
881 | m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); |
||
882 | |||
883 | SeeIntoRegion = startupConfig.GetBoolean("see_into_region", SeeIntoRegion); |
||
884 | |||
885 | MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20); |
||
886 | |||
887 | PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims); |
||
888 | CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims); |
||
889 | |||
890 | m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys); |
||
891 | if (RegionInfo.NonphysPrimMin > 0) |
||
892 | { |
||
893 | m_minNonphys = RegionInfo.NonphysPrimMin; |
||
894 | } |
||
895 | |||
896 | m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); |
||
897 | if (RegionInfo.NonphysPrimMax > 0) |
||
898 | { |
||
899 | m_maxNonphys = RegionInfo.NonphysPrimMax; |
||
900 | } |
||
901 | |||
902 | m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys); |
||
903 | if (RegionInfo.PhysPrimMin > 0) |
||
904 | { |
||
905 | m_minPhys = RegionInfo.PhysPrimMin; |
||
906 | } |
||
907 | |||
908 | m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); |
||
909 | if (RegionInfo.PhysPrimMax > 0) |
||
910 | { |
||
911 | m_maxPhys = RegionInfo.PhysPrimMax; |
||
912 | } |
||
913 | |||
914 | // Here, if clamping is requested in either global or |
||
915 | // local config, it will be used |
||
916 | // |
||
917 | m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize); |
||
918 | if (RegionInfo.ClampPrimSize) |
||
919 | { |
||
920 | m_clampPrimSize = true; |
||
921 | } |
||
922 | |||
923 | m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity); |
||
924 | if (RegionInfo.LinksetCapacity > 0) |
||
925 | { |
||
926 | m_linksetCapacity = RegionInfo.LinksetCapacity; |
||
927 | } |
||
928 | |||
929 | m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete); |
||
930 | m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); |
||
931 | m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); |
||
932 | m_dontPersistBefore = |
||
933 | startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE); |
||
934 | m_dontPersistBefore *= 10000000; |
||
935 | m_persistAfter = |
||
936 | startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE); |
||
937 | m_persistAfter *= 10000000; |
||
938 | |||
939 | m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); |
||
940 | |||
941 | SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest"); |
||
942 | TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false); |
||
943 | |||
944 | m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); |
||
945 | |||
946 | string[] possibleMapConfigSections = new string[] { "Map", "Startup" }; |
||
947 | |||
948 | m_generateMaptiles |
||
949 | = Util.GetConfigVarFromSections<bool>(config, "GenerateMaptiles", possibleMapConfigSections, true); |
||
950 | |||
951 | if (m_generateMaptiles) |
||
952 | { |
||
953 | int maptileRefresh = Util.GetConfigVarFromSections<int>(config, "MaptileRefresh", possibleMapConfigSections, 0); |
||
954 | m_log.InfoFormat("[SCENE]: Region {0}, WORLD MAP refresh time set to {1} seconds", RegionInfo.RegionName, maptileRefresh); |
||
955 | if (maptileRefresh != 0) |
||
956 | { |
||
957 | m_mapGenerationTimer.Interval = maptileRefresh * 1000; |
||
958 | m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister; |
||
959 | m_mapGenerationTimer.AutoReset = true; |
||
960 | m_mapGenerationTimer.Start(); |
||
961 | } |
||
962 | } |
||
963 | else |
||
964 | { |
||
965 | string tile |
||
966 | = Util.GetConfigVarFromSections<string>( |
||
967 | config, "MaptileStaticUUID", possibleMapConfigSections, UUID.Zero.ToString()); |
||
968 | |||
969 | UUID tileID; |
||
970 | |||
971 | if (tile != UUID.Zero.ToString() && UUID.TryParse(tile, out tileID)) |
||
972 | { |
||
973 | RegionInfo.RegionSettings.TerrainImageID = tileID; |
||
974 | } |
||
975 | else |
||
976 | { |
||
977 | RegionInfo.RegionSettings.TerrainImageID = RegionInfo.MaptileStaticUUID; |
||
978 | m_log.InfoFormat("[SCENE]: Region {0}, maptile set to {1}", RegionInfo.RegionName, RegionInfo.MaptileStaticUUID.ToString()); |
||
979 | } |
||
980 | } |
||
981 | |||
982 | string[] possibleAccessControlConfigSections = new string[] { "AccessControl", "Startup" }; |
||
983 | |||
984 | string grant |
||
985 | = Util.GetConfigVarFromSections<string>( |
||
986 | config, "AllowedClients", possibleAccessControlConfigSections, ""); |
||
987 | |||
988 | if (grant.Length > 0) |
||
989 | { |
||
990 | foreach (string viewer in grant.Split('|')) |
||
991 | { |
||
992 | m_AllowedViewers.Add(viewer.Trim().ToLower()); |
||
993 | } |
||
994 | } |
||
995 | |||
996 | grant |
||
997 | = Util.GetConfigVarFromSections<string>( |
||
998 | config, "BannedClients", possibleAccessControlConfigSections, ""); |
||
999 | |||
1000 | if (grant.Length > 0) |
||
1001 | { |
||
1002 | foreach (string viewer in grant.Split('|')) |
||
1003 | { |
||
1004 | m_BannedViewers.Add(viewer.Trim().ToLower()); |
||
1005 | } |
||
1006 | } |
||
1007 | |||
1008 | MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime); |
||
1009 | m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup); |
||
1010 | m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); |
||
1011 | m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement); |
||
1012 | m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events); |
||
1013 | m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects); |
||
1014 | m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics); |
||
1015 | m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences); |
||
1016 | m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain); |
||
1017 | m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning); |
||
1018 | } |
||
1019 | |||
1020 | // FIXME: Ultimately this should be in a module. |
||
1021 | SendPeriodicAppearanceUpdates = true; |
||
1022 | |||
1023 | IConfig appearanceConfig = m_config.Configs["Appearance"]; |
||
1024 | if (appearanceConfig != null) |
||
1025 | { |
||
1026 | SendPeriodicAppearanceUpdates |
||
1027 | = appearanceConfig.GetBoolean("ResendAppearanceUpdates", SendPeriodicAppearanceUpdates); |
||
1028 | } |
||
1029 | |||
1030 | #endregion Region Config |
||
1031 | |||
1032 | IConfig entityTransferConfig = m_config.Configs["EntityTransfer"]; |
||
1033 | if (entityTransferConfig != null) |
||
1034 | { |
||
1035 | AllowAvatarCrossing = entityTransferConfig.GetBoolean("AllowAvatarCrossing", AllowAvatarCrossing); |
||
1036 | } |
||
1037 | |||
1038 | #region Interest Management |
||
1039 | |||
1040 | IConfig interestConfig = m_config.Configs["InterestManagement"]; |
||
1041 | if (interestConfig != null) |
||
1042 | { |
||
1043 | string update_prioritization_scheme = interestConfig.GetString("UpdatePrioritizationScheme", "Time").Trim().ToLower(); |
||
1044 | |||
1045 | try |
||
1046 | { |
||
1047 | UpdatePrioritizationScheme = (UpdatePrioritizationSchemes)Enum.Parse(typeof(UpdatePrioritizationSchemes), update_prioritization_scheme, true); |
||
1048 | } |
||
1049 | catch (Exception) |
||
1050 | { |
||
1051 | m_log.Warn("[PRIORITIZER]: UpdatePrioritizationScheme was not recognized, setting to default prioritizer Time"); |
||
1052 | UpdatePrioritizationScheme = UpdatePrioritizationSchemes.Time; |
||
1053 | } |
||
1054 | |||
1055 | IsReprioritizationEnabled |
||
1056 | = interestConfig.GetBoolean("ReprioritizationEnabled", IsReprioritizationEnabled); |
||
1057 | ReprioritizationInterval |
||
1058 | = interestConfig.GetDouble("ReprioritizationInterval", ReprioritizationInterval); |
||
1059 | RootReprioritizationDistance |
||
1060 | = interestConfig.GetDouble("RootReprioritizationDistance", RootReprioritizationDistance); |
||
1061 | ChildReprioritizationDistance |
||
1062 | = interestConfig.GetDouble("ChildReprioritizationDistance", ChildReprioritizationDistance); |
||
1063 | |||
1064 | RootTerseUpdatePeriod = interestConfig.GetInt("RootTerseUpdatePeriod", RootTerseUpdatePeriod); |
||
1065 | ChildTerseUpdatePeriod = interestConfig.GetInt("ChildTerseUpdatePeriod", ChildTerseUpdatePeriod); |
||
1066 | |||
1067 | RootPositionUpdateTolerance |
||
1068 | = interestConfig.GetFloat("RootPositionUpdateTolerance", RootPositionUpdateTolerance); |
||
1069 | RootRotationUpdateTolerance |
||
1070 | = interestConfig.GetFloat("RootRotationUpdateTolerance", RootRotationUpdateTolerance); |
||
1071 | RootVelocityUpdateTolerance |
||
1072 | = interestConfig.GetFloat("RootVelocityUpdateTolerance", RootVelocityUpdateTolerance); |
||
1073 | } |
||
1074 | |||
1075 | m_log.DebugFormat("[SCENE]: Using the {0} prioritization scheme", UpdatePrioritizationScheme); |
||
1076 | |||
1077 | #endregion Interest Management |
||
1078 | |||
1079 | StatsReporter = new SimStatsReporter(this); |
||
1080 | StatsReporter.OnSendStatsResult += SendSimStatsPackets; |
||
1081 | StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; |
||
1082 | |||
1083 | } |
||
1084 | |||
1085 | public Scene(RegionInfo regInfo, PhysicsScene physicsScene) : base(regInfo) |
||
1086 | { |
||
1087 | m_sceneGraph = new SceneGraph(this); |
||
1088 | m_sceneGraph.PhysicsScene = physicsScene; |
||
1089 | |||
1090 | // If the scene graph has an Unrecoverable error, restart this sim. |
||
1091 | // Currently the only thing that causes it to happen is two kinds of specific |
||
1092 | // Physics based crashes. |
||
1093 | // |
||
1094 | // Out of memory |
||
1095 | // Operating system has killed the plugin |
||
1096 | m_sceneGraph.UnRecoverableError |
||
1097 | += () => |
||
1098 | { |
||
1099 | m_log.ErrorFormat("[SCENE]: Restarting region {0} due to unrecoverable physics crash", Name); |
||
1100 | RestartNow(); |
||
1101 | }; |
||
1102 | |||
1103 | PhysicalPrims = true; |
||
1104 | CollidablePrims = true; |
||
1105 | PhysicsEnabled = true; |
||
1106 | |||
1107 | AllowAvatarCrossing = true; |
||
1108 | |||
1109 | PeriodicBackup = true; |
||
1110 | UseBackup = true; |
||
1111 | |||
1112 | IsReprioritizationEnabled = true; |
||
1113 | UpdatePrioritizationScheme = UpdatePrioritizationSchemes.Time; |
||
1114 | ReprioritizationInterval = 5000; |
||
1115 | |||
1116 | RootRotationUpdateTolerance = 0.1f; |
||
1117 | RootVelocityUpdateTolerance = 0.001f; |
||
1118 | RootPositionUpdateTolerance = 0.05f; |
||
1119 | RootReprioritizationDistance = 10.0; |
||
1120 | ChildReprioritizationDistance = 20.0; |
||
1121 | |||
1122 | m_eventManager = new EventManager(); |
||
1123 | |||
1124 | m_permissions = new ScenePermissions(this); |
||
1125 | } |
||
1126 | |||
1127 | #endregion |
||
1128 | |||
1129 | #region Startup / Close Methods |
||
1130 | |||
1131 | /// <value> |
||
1132 | /// The scene graph for this scene |
||
1133 | /// </value> |
||
1134 | /// TODO: Possibly stop other classes being able to manipulate this directly. |
||
1135 | public SceneGraph SceneGraph |
||
1136 | { |
||
1137 | get { return m_sceneGraph; } |
||
1138 | } |
||
1139 | |||
1140 | protected virtual void RegisterDefaultSceneEvents() |
||
1141 | { |
||
1142 | IDialogModule dm = RequestModuleInterface<IDialogModule>(); |
||
1143 | |||
1144 | if (dm != null) |
||
1145 | m_eventManager.OnPermissionError += dm.SendAlertToUser; |
||
1146 | |||
1147 | m_eventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement; |
||
1148 | } |
||
1149 | |||
1150 | public override string GetSimulatorVersion() |
||
1151 | { |
||
1152 | return m_simulatorVersion; |
||
1153 | } |
||
1154 | |||
1155 | /// <summary> |
||
1156 | /// Process the fact that a neighbouring region has come up. |
||
1157 | /// </summary> |
||
1158 | /// <remarks> |
||
1159 | /// We only add it to the neighbor list if it's within 1 region from here. |
||
1160 | /// Agents may have draw distance values that cross two regions though, so |
||
1161 | /// we add it to the notify list regardless of distance. We'll check |
||
1162 | /// the agent's draw distance before notifying them though. |
||
1163 | /// </remarks> |
||
1164 | /// <param name="otherRegion">RegionInfo handle for the new region.</param> |
||
1165 | /// <returns>True after all operations complete, throws exceptions otherwise.</returns> |
||
1166 | public override void OtherRegionUp(GridRegion otherRegion) |
||
1167 | { |
||
1168 | if (RegionInfo.RegionHandle != otherRegion.RegionHandle) |
||
1169 | { |
||
1170 | //// If these are cast to INT because long + negative values + abs returns invalid data |
||
1171 | //int resultX = Math.Abs((int)xcell - (int)RegionInfo.RegionLocX); |
||
1172 | //int resultY = Math.Abs((int)ycell - (int)RegionInfo.RegionLocY); |
||
1173 | //if (resultX <= 1 && resultY <= 1) |
||
1174 | float dist = (float)Math.Max(DefaultDrawDistance, |
||
1175 | (float)Math.Max(RegionInfo.RegionSizeX, RegionInfo.RegionSizeY)); |
||
1176 | uint newRegionX, newRegionY, thisRegionX, thisRegionY; |
||
1177 | Util.RegionHandleToRegionLoc(otherRegion.RegionHandle, out newRegionX, out newRegionY); |
||
1178 | Util.RegionHandleToRegionLoc(RegionInfo.RegionHandle, out thisRegionX, out thisRegionY); |
||
1179 | |||
1180 | //m_log.InfoFormat("[SCENE]: (on region {0}): Region {1} up in coords {2}-{3}", |
||
1181 | // RegionInfo.RegionName, otherRegion.RegionName, newRegionX, newRegionY); |
||
1182 | |||
1183 | if (!Util.IsOutsideView(dist, thisRegionX, newRegionX, thisRegionY, newRegionY)) |
||
1184 | { |
||
1185 | // Let the grid service module know, so this can be cached |
||
1186 | m_eventManager.TriggerOnRegionUp(otherRegion); |
||
1187 | |||
1188 | try |
||
1189 | { |
||
1190 | ForEachRootScenePresence(delegate(ScenePresence agent) |
||
1191 | { |
||
1192 | //agent.ControllingClient.new |
||
1193 | //this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo()); |
||
1194 | |||
1195 | List<ulong> old = new List<ulong>(); |
||
1196 | old.Add(otherRegion.RegionHandle); |
||
1197 | agent.DropOldNeighbours(old); |
||
1198 | if (EntityTransferModule != null && agent.PresenceType != PresenceType.Npc) |
||
1199 | EntityTransferModule.EnableChildAgent(agent, otherRegion); |
||
1200 | }); |
||
1201 | } |
||
1202 | catch (NullReferenceException) |
||
1203 | { |
||
1204 | // This means that we're not booted up completely yet. |
||
1205 | // This shouldn't happen too often anymore. |
||
1206 | m_log.Error("[SCENE]: Couldn't inform client of regionup because we got a null reference exception"); |
||
1207 | } |
||
1208 | } |
||
1209 | else |
||
1210 | { |
||
1211 | m_log.InfoFormat( |
||
1212 | "[SCENE]: Got notice about far away Region: {0} at ({1}, {2})", |
||
1213 | otherRegion.RegionName, otherRegion.RegionLocX, otherRegion.RegionLocY); |
||
1214 | } |
||
1215 | } |
||
1216 | } |
||
1217 | |||
1218 | public void AddNeighborRegion(RegionInfo region) |
||
1219 | { |
||
1220 | lock (m_neighbours) |
||
1221 | { |
||
1222 | if (!CheckNeighborRegion(region)) |
||
1223 | { |
||
1224 | m_neighbours.Add(region); |
||
1225 | } |
||
1226 | } |
||
1227 | } |
||
1228 | |||
1229 | public bool CheckNeighborRegion(RegionInfo region) |
||
1230 | { |
||
1231 | bool found = false; |
||
1232 | lock (m_neighbours) |
||
1233 | { |
||
1234 | foreach (RegionInfo reg in m_neighbours) |
||
1235 | { |
||
1236 | if (reg.RegionHandle == region.RegionHandle) |
||
1237 | { |
||
1238 | found = true; |
||
1239 | break; |
||
1240 | } |
||
1241 | } |
||
1242 | } |
||
1243 | return found; |
||
1244 | } |
||
1245 | |||
1246 | // Alias IncomingHelloNeighbour OtherRegionUp, for now |
||
1247 | public GridRegion IncomingHelloNeighbour(RegionInfo neighbour) |
||
1248 | { |
||
1249 | OtherRegionUp(new GridRegion(neighbour)); |
||
1250 | return new GridRegion(RegionInfo); |
||
1251 | } |
||
1252 | |||
1253 | // This causes the region to restart immediatley. |
||
1254 | public void RestartNow() |
||
1255 | { |
||
1256 | IConfig startupConfig = m_config.Configs["Startup"]; |
||
1257 | if (startupConfig != null) |
||
1258 | { |
||
1259 | if (startupConfig.GetBoolean("InworldRestartShutsDown", false)) |
||
1260 | { |
||
1261 | MainConsole.Instance.RunCommand("shutdown"); |
||
1262 | return; |
||
1263 | } |
||
1264 | } |
||
1265 | |||
1266 | m_log.InfoFormat("[REGION]: Restarting region {0}", Name); |
||
1267 | |||
1268 | Close(); |
||
1269 | |||
1270 | base.Restart(); |
||
1271 | } |
||
1272 | |||
1273 | // This is a helper function that notifies root agents in this region that a new sim near them has come up |
||
1274 | // This is in the form of a timer because when an instance of OpenSim.exe is started, |
||
1275 | // Even though the sims initialize, they don't listen until 'all of the sims are initialized' |
||
1276 | // If we tell an agent about a sim that's not listening yet, the agent will not be able to connect to it. |
||
1277 | // subsequently the agent will never see the region come back online. |
||
1278 | public void RestartNotifyWaitElapsed(object sender, ElapsedEventArgs e) |
||
1279 | { |
||
1280 | m_restartWaitTimer.Stop(); |
||
1281 | lock (m_regionRestartNotifyList) |
||
1282 | { |
||
1283 | foreach (RegionInfo region in m_regionRestartNotifyList) |
||
1284 | { |
||
1285 | GridRegion r = new GridRegion(region); |
||
1286 | try |
||
1287 | { |
||
1288 | ForEachRootScenePresence(delegate(ScenePresence agent) |
||
1289 | { |
||
1290 | if (EntityTransferModule != null && agent.PresenceType != PresenceType.Npc) |
||
1291 | EntityTransferModule.EnableChildAgent(agent, r); |
||
1292 | }); |
||
1293 | } |
||
1294 | catch (NullReferenceException) |
||
1295 | { |
||
1296 | // This means that we're not booted up completely yet. |
||
1297 | // This shouldn't happen too often anymore. |
||
1298 | } |
||
1299 | } |
||
1300 | |||
1301 | // Reset list to nothing. |
||
1302 | m_regionRestartNotifyList.Clear(); |
||
1303 | } |
||
1304 | } |
||
1305 | |||
1306 | public int GetInaccurateNeighborCount() |
||
1307 | { |
||
1308 | return m_neighbours.Count; |
||
1309 | } |
||
1310 | |||
1311 | // This is the method that shuts down the scene. |
||
1312 | public override void Close() |
||
1313 | { |
||
1314 | if (m_shuttingDown) |
||
1315 | { |
||
1316 | m_log.WarnFormat("[SCENE]: Ignoring close request because already closing {0}", Name); |
||
1317 | return; |
||
1318 | } |
||
1319 | |||
1320 | m_log.InfoFormat("[SCENE]: Closing down the single simulator: {0}", RegionInfo.RegionName); |
||
1321 | |||
1322 | StatsReporter.Close(); |
||
1323 | |||
1324 | m_restartTimer.Stop(); |
||
1325 | m_restartTimer.Close(); |
||
1326 | |||
1327 | // Kick all ROOT agents with the message, 'The simulator is going down' |
||
1328 | ForEachScenePresence(delegate(ScenePresence avatar) |
||
1329 | { |
||
1330 | avatar.RemoveNeighbourRegion(RegionInfo.RegionHandle); |
||
1331 | |||
1332 | if (!avatar.IsChildAgent) |
||
1333 | avatar.ControllingClient.Kick("The simulator is going down."); |
||
1334 | |||
1335 | avatar.ControllingClient.SendShutdownConnectionNotice(); |
||
1336 | }); |
||
1337 | |||
1338 | // Stop updating the scene objects and agents. |
||
1339 | m_shuttingDown = true; |
||
1340 | |||
1341 | // Wait here, or the kick messages won't actually get to the agents before the scene terminates. |
||
1342 | // We also need to wait to avoid a race condition with the scene update loop which might not yet |
||
1343 | // have checked ShuttingDown. |
||
1344 | Thread.Sleep(500); |
||
1345 | |||
1346 | // Stop all client threads. |
||
1347 | ForEachScenePresence(delegate(ScenePresence avatar) { CloseAgent(avatar.UUID, false); }); |
||
1348 | |||
1349 | m_log.Debug("[SCENE]: Persisting changed objects"); |
||
1350 | EventManager.TriggerSceneShuttingDown(this); |
||
1351 | Backup(false); |
||
1352 | m_sceneGraph.Close(); |
||
1353 | |||
1354 | if (!GridService.DeregisterRegion(RegionInfo.RegionID)) |
||
1355 | m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", Name); |
||
1356 | |||
1357 | base.Close(); |
||
1358 | |||
1359 | // XEngine currently listens to the EventManager.OnShutdown event to trigger script stop and persistence. |
||
1360 | // Therefore. we must dispose of the PhysicsScene after this to prevent a window where script code can |
||
1361 | // attempt to reference a null or disposed physics scene. |
||
1362 | if (PhysicsScene != null) |
||
1363 | { |
||
1364 | PhysicsScene phys = PhysicsScene; |
||
1365 | // remove the physics engine from both Scene and SceneGraph |
||
1366 | PhysicsScene = null; |
||
1367 | phys.Dispose(); |
||
1368 | phys = null; |
||
1369 | } |
||
1370 | } |
||
1371 | |||
1372 | public override void Start() |
||
1373 | { |
||
1374 | Start(true); |
||
1375 | } |
||
1376 | |||
1377 | /// <summary> |
||
1378 | /// Start the scene |
||
1379 | /// </summary> |
||
1380 | /// <param name='startScripts'> |
||
1381 | /// Start the scripts within the scene. |
||
1382 | /// </param> |
||
1383 | public void Start(bool startScripts) |
||
1384 | { |
||
1385 | if (IsRunning) |
||
1386 | return; |
||
1387 | |||
1388 | m_isRunning = true; |
||
1389 | m_active = true; |
||
1390 | |||
1391 | // m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName); |
||
1392 | if (m_heartbeatThread != null) |
||
1393 | { |
||
1394 | m_heartbeatThread.Abort(); |
||
1395 | m_heartbeatThread = null; |
||
1396 | } |
||
1397 | |||
1398 | m_heartbeatThread |
||
1399 | = Watchdog.StartThread( |
||
1400 | Heartbeat, string.Format("Heartbeat-({0})", RegionInfo.RegionName.Replace(" ", "_")), ThreadPriority.Normal, false, false); |
||
1401 | |||
1402 | StartScripts(); |
||
1403 | } |
||
1404 | |||
1405 | /// <summary> |
||
1406 | /// Sets up references to modules required by the scene |
||
1407 | /// </summary> |
||
1408 | public void SetModuleInterfaces() |
||
1409 | { |
||
1410 | m_xmlrpcModule = RequestModuleInterface<IXMLRPC>(); |
||
1411 | m_worldCommModule = RequestModuleInterface<IWorldComm>(); |
||
1412 | XferManager = RequestModuleInterface<IXfer>(); |
||
1413 | m_AvatarFactory = RequestModuleInterface<IAvatarFactoryModule>(); |
||
1414 | AttachmentsModule = RequestModuleInterface<IAttachmentsModule>(); |
||
1415 | m_serialiser = RequestModuleInterface<IRegionSerialiserModule>(); |
||
1416 | m_dialogModule = RequestModuleInterface<IDialogModule>(); |
||
1417 | m_capsModule = RequestModuleInterface<ICapabilitiesModule>(); |
||
1418 | EntityTransferModule = RequestModuleInterface<IEntityTransferModule>(); |
||
1419 | m_groupsModule = RequestModuleInterface<IGroupsModule>(); |
||
1420 | AgentTransactionsModule = RequestModuleInterface<IAgentAssetTransactions>(); |
||
1421 | UserManagementModule = RequestModuleInterface<IUserManagement>(); |
||
1422 | } |
||
1423 | |||
1424 | #endregion |
||
1425 | |||
1426 | #region Update Methods |
||
1427 | |||
1428 | /// <summary> |
||
1429 | /// Activate the various loops necessary to continually update the scene. |
||
1430 | /// </summary> |
||
1431 | private void Heartbeat() |
||
1432 | { |
||
1433 | m_eventManager.TriggerOnRegionStarted(this); |
||
1434 | |||
1435 | // The first frame can take a very long time due to physics actors being added on startup. Therefore, |
||
1436 | // don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false |
||
1437 | // alarms for scenes with many objects. |
||
1438 | Update(1); |
||
1439 | |||
1440 | Watchdog.StartThread( |
||
1441 | Maintenance, string.Format("Maintenance ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, true); |
||
1442 | |||
1443 | Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true; |
||
1444 | m_lastFrameTick = Util.EnvironmentTickCount(); |
||
1445 | |||
1446 | if (UpdateOnTimer) |
||
1447 | { |
||
1448 | m_sceneUpdateTimer = new Timer(MinFrameTime * 1000); |
||
1449 | m_sceneUpdateTimer.AutoReset = true; |
||
1450 | m_sceneUpdateTimer.Elapsed += Update; |
||
1451 | m_sceneUpdateTimer.Start(); |
||
1452 | } |
||
1453 | else |
||
1454 | { |
||
1455 | Update(-1); |
||
1456 | Watchdog.RemoveThread(); |
||
1457 | m_isRunning = false; |
||
1458 | } |
||
1459 | } |
||
1460 | |||
1461 | private volatile bool m_isTimerUpdateRunning; |
||
1462 | |||
1463 | private void Update(object sender, ElapsedEventArgs e) |
||
1464 | { |
||
1465 | if (m_isTimerUpdateRunning) |
||
1466 | return; |
||
1467 | |||
1468 | m_isTimerUpdateRunning = true; |
||
1469 | |||
1470 | // If the last frame did not complete on time, then immediately start the next update on the same thread |
||
1471 | // and ignore further timed updates until we have a frame that had spare time. |
||
1472 | while (!Update(1) && Active) {} |
||
1473 | |||
1474 | if (!Active || m_shuttingDown) |
||
1475 | { |
||
1476 | m_sceneUpdateTimer.Stop(); |
||
1477 | m_sceneUpdateTimer = null; |
||
1478 | m_isRunning = false; |
||
1479 | } |
||
1480 | |||
1481 | m_isTimerUpdateRunning = false; |
||
1482 | } |
||
1483 | |||
1484 | private void Maintenance() |
||
1485 | { |
||
1486 | DoMaintenance(-1); |
||
1487 | |||
1488 | Watchdog.RemoveThread(); |
||
1489 | } |
||
1490 | |||
1491 | public void DoMaintenance(int runs) |
||
1492 | { |
||
1493 | long? endRun = null; |
||
1494 | int runtc; |
||
1495 | int previousMaintenanceTick; |
||
1496 | |||
1497 | if (runs >= 0) |
||
1498 | endRun = MaintenanceRun + runs; |
||
1499 | |||
1500 | List<Vector3> coarseLocations; |
||
1501 | List<UUID> avatarUUIDs; |
||
1502 | |||
1503 | while (!m_shuttingDown && ((endRun == null && Active) || MaintenanceRun < endRun)) |
||
1504 | { |
||
1505 | runtc = Util.EnvironmentTickCount(); |
||
1506 | ++MaintenanceRun; |
||
1507 | |||
1508 | // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client) |
||
1509 | if (MaintenanceRun % (m_update_coarse_locations / 10) == 0) |
||
1510 | { |
||
1511 | SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60); |
||
1512 | // Send coarse locations to clients |
||
1513 | ForEachScenePresence(delegate(ScenePresence presence) |
||
1514 | { |
||
1515 | presence.SendCoarseLocations(coarseLocations, avatarUUIDs); |
||
1516 | }); |
||
1517 | } |
||
1518 | |||
1519 | if (SendPeriodicAppearanceUpdates && MaintenanceRun % 60 == 0) |
||
1520 | { |
||
1521 | // m_log.DebugFormat("[SCENE]: Sending periodic appearance updates"); |
||
1522 | |||
1523 | if (AvatarFactory != null) |
||
1524 | { |
||
1525 | ForEachRootScenePresence(sp => AvatarFactory.SendAppearance(sp.UUID)); |
||
1526 | } |
||
1527 | } |
||
1528 | |||
1529 | Watchdog.UpdateThread(); |
||
1530 | |||
1531 | previousMaintenanceTick = m_lastMaintenanceTick; |
||
1532 | m_lastMaintenanceTick = Util.EnvironmentTickCount(); |
||
1533 | runtc = Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, runtc); |
||
1534 | runtc = (int)(MinMaintenanceTime * 1000) - runtc; |
||
1535 | |||
1536 | if (runtc > 0) |
||
1537 | Thread.Sleep(runtc); |
||
1538 | |||
1539 | // Optionally warn if a frame takes double the amount of time that it should. |
||
1540 | if (DebugUpdates |
||
1541 | && Util.EnvironmentTickCountSubtract( |
||
1542 | m_lastMaintenanceTick, previousMaintenanceTick) > (int)(MinMaintenanceTime * 1000 * 2)) |
||
1543 | m_log.WarnFormat( |
||
1544 | "[SCENE]: Maintenance took {0} ms (desired max {1} ms) in {2}", |
||
1545 | Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, previousMaintenanceTick), |
||
1546 | MinMaintenanceTime * 1000, |
||
1547 | RegionInfo.RegionName); |
||
1548 | } |
||
1549 | } |
||
1550 | |||
1551 | public override bool Update(int frames) |
||
1552 | { |
||
1553 | long? endFrame = null; |
||
1554 | |||
1555 | if (frames >= 0) |
||
1556 | endFrame = Frame + frames; |
||
1557 | |||
1558 | float physicsFPS = 0f; |
||
1559 | int previousFrameTick, tmpMS; |
||
1560 | |||
1561 | while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) |
||
1562 | { |
||
1563 | ++Frame; |
||
1564 | |||
1565 | // m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); |
||
1566 | |||
1567 | agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0; |
||
1568 | |||
1569 | try |
||
1570 | { |
||
1571 | EventManager.TriggerRegionHeartbeatStart(this); |
||
1572 | |||
1573 | // Apply taints in terrain module to terrain in physics scene |
||
1574 | if (Frame % m_update_terrain == 0) |
||
1575 | { |
||
1576 | tmpMS = Util.EnvironmentTickCount(); |
||
1577 | UpdateTerrain(); |
||
1578 | terrainMS = Util.EnvironmentTickCountSubtract(tmpMS); |
||
1579 | } |
||
1580 | |||
1581 | tmpMS = Util.EnvironmentTickCount(); |
||
1582 | if (PhysicsEnabled && Frame % m_update_physics == 0) |
||
1583 | m_sceneGraph.UpdatePreparePhysics(); |
||
1584 | physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS); |
||
1585 | |||
1586 | // Apply any pending avatar force input to the avatar's velocity |
||
1587 | tmpMS = Util.EnvironmentTickCount(); |
||
1588 | if (Frame % m_update_entitymovement == 0) |
||
1589 | m_sceneGraph.UpdateScenePresenceMovement(); |
||
1590 | agentMS = Util.EnvironmentTickCountSubtract(tmpMS); |
||
1591 | |||
1592 | // Perform the main physics update. This will do the actual work of moving objects and avatars according to their |
||
1593 | // velocity |
||
1594 | tmpMS = Util.EnvironmentTickCount(); |
||
1595 | if (Frame % m_update_physics == 0) |
||
1596 | { |
||
1597 | if (PhysicsEnabled) |
||
1598 | physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime); |
||
1599 | |||
1600 | if (SynchronizeScene != null) |
||
1601 | SynchronizeScene(this); |
||
1602 | } |
||
1603 | physicsMS = Util.EnvironmentTickCountSubtract(tmpMS); |
||
1604 | |||
1605 | tmpMS = Util.EnvironmentTickCount(); |
||
1606 | |||
1607 | // Check if any objects have reached their targets |
||
1608 | CheckAtTargets(); |
||
1609 | |||
1610 | // Update SceneObjectGroups that have scheduled themselves for updates |
||
1611 | // Objects queue their updates onto all scene presences |
||
1612 | if (Frame % m_update_objects == 0) |
||
1613 | m_sceneGraph.UpdateObjectGroups(); |
||
1614 | |||
1615 | // Run through all ScenePresences looking for updates |
||
1616 | // Presence updates and queued object updates for each presence are sent to clients |
||
1617 | if (Frame % m_update_presences == 0) |
||
1618 | m_sceneGraph.UpdatePresences(); |
||
1619 | |||
1620 | agentMS += Util.EnvironmentTickCountSubtract(tmpMS); |
||
1621 | |||
1622 | // Delete temp-on-rez stuff |
||
1623 | if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) |
||
1624 | { |
||
1625 | tmpMS = Util.EnvironmentTickCount(); |
||
1626 | m_cleaningTemps = true; |
||
1627 | |||
1628 | Watchdog.RunInThread( |
||
1629 | delegate { CleanTempObjects(); m_cleaningTemps = false; }, |
||
1630 | string.Format("CleanTempObjects ({0})", Name), |
||
1631 | null); |
||
1632 | |||
1633 | tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpMS); |
||
1634 | } |
||
1635 | |||
1636 | if (Frame % m_update_events == 0) |
||
1637 | { |
||
1638 | tmpMS = Util.EnvironmentTickCount(); |
||
1639 | UpdateEvents(); |
||
1640 | eventMS = Util.EnvironmentTickCountSubtract(tmpMS); |
||
1641 | } |
||
1642 | |||
1643 | if (PeriodicBackup && Frame % m_update_backup == 0) |
||
1644 | { |
||
1645 | tmpMS = Util.EnvironmentTickCount(); |
||
1646 | UpdateStorageBackup(); |
||
1647 | backupMS = Util.EnvironmentTickCountSubtract(tmpMS); |
||
1648 | } |
||
1649 | |||
1650 | //if (Frame % m_update_land == 0) |
||
1651 | //{ |
||
1652 | // int ldMS = Util.EnvironmentTickCount(); |
||
1653 | // UpdateLand(); |
||
1654 | // landMS = Util.EnvironmentTickCountSubtract(ldMS); |
||
1655 | //} |
||
1656 | |||
1657 | if (!LoginsEnabled && Frame == 20) |
||
1658 | { |
||
1659 | // m_log.DebugFormat("{0} {1} {2}", LoginsDisabled, m_sceneGraph.GetActiveScriptsCount(), LoginLock); |
||
1660 | |||
1661 | // In 99.9% of cases it is a bad idea to manually force garbage collection. However, |
||
1662 | // this is a rare case where we know we have just went through a long cycle of heap |
||
1663 | // allocations, and there is no more work to be done until someone logs in |
||
1664 | GC.Collect(); |
||
1665 | |||
1666 | if (!LoginLock) |
||
1667 | { |
||
1668 | if (!StartDisabled) |
||
1669 | { |
||
1670 | m_log.InfoFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName); |
||
1671 | LoginsEnabled = true; |
||
1672 | } |
||
1673 | |||
1674 | m_sceneGridService.InformNeighborsThatRegionisUp( |
||
1675 | RequestModuleInterface<INeighbourService>(), RegionInfo); |
||
1676 | |||
1677 | // Region ready should always be set |
||
1678 | Ready = true; |
||
1679 | } |
||
1680 | else |
||
1681 | { |
||
1682 | // This handles a case of a region having no scripts for the RegionReady module |
||
1683 | if (m_sceneGraph.GetActiveScriptsCount() == 0) |
||
1684 | { |
||
1685 | // In this case, we leave it to the IRegionReadyModule to enable logins |
||
1686 | |||
1687 | // LoginLock can currently only be set by a region module implementation. |
||
1688 | // If somehow this hasn't been done then the quickest way to bugfix is to see the |
||
1689 | // NullReferenceException |
||
1690 | IRegionReadyModule rrm = RequestModuleInterface<IRegionReadyModule>(); |
||
1691 | rrm.TriggerRegionReady(this); |
||
1692 | } |
||
1693 | } |
||
1694 | } |
||
1695 | } |
||
1696 | catch (Exception e) |
||
1697 | { |
||
1698 | m_log.ErrorFormat( |
||
1699 | "[SCENE]: Failed on region {0} with exception {1}{2}", |
||
1700 | RegionInfo.RegionName, e.Message, e.StackTrace); |
||
1701 | } |
||
1702 | |||
1703 | EventManager.TriggerRegionHeartbeatEnd(this); |
||
1704 | otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; |
||
1705 | |||
1706 | if (!UpdateOnTimer) |
||
1707 | { |
||
1708 | Watchdog.UpdateThread(); |
||
1709 | |||
1710 | tmpMS = Util.EnvironmentTickCountSubtract(Util.EnvironmentTickCount(), m_lastFrameTick); |
||
1711 | tmpMS = (int)(MinFrameTime * 1000) - tmpMS; |
||
1712 | |||
1713 | if (tmpMS > 0) |
||
1714 | { |
||
1715 | spareMS = tmpMS; |
||
1716 | Thread.Sleep(tmpMS); |
||
1717 | } |
||
1718 | } |
||
1719 | else |
||
1720 | { |
||
1721 | spareMS = Math.Max(0, (int)(MinFrameTime * 1000) - physicsMS2 - agentMS - physicsMS -otherMS); |
||
1722 | } |
||
1723 | |||
1724 | previousFrameTick = m_lastFrameTick; |
||
1725 | frameMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick); |
||
1726 | m_lastFrameTick = Util.EnvironmentTickCount(); |
||
1727 | |||
1728 | // if (Frame%m_update_avatars == 0) |
||
1729 | // UpdateInWorldTime(); |
||
1730 | StatsReporter.AddPhysicsFPS(physicsFPS); |
||
1731 | StatsReporter.AddTimeDilation(TimeDilation); |
||
1732 | StatsReporter.AddFPS(1); |
||
1733 | |||
1734 | StatsReporter.addFrameMS(frameMS); |
||
1735 | StatsReporter.addAgentMS(agentMS); |
||
1736 | StatsReporter.addPhysicsMS(physicsMS + physicsMS2); |
||
1737 | StatsReporter.addOtherMS(otherMS); |
||
1738 | StatsReporter.AddSpareMS(spareMS); |
||
1739 | StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS()); |
||
1740 | |||
1741 | // Optionally warn if a frame takes double the amount of time that it should. |
||
1742 | if (DebugUpdates |
||
1743 | && Util.EnvironmentTickCountSubtract( |
||
1744 | m_lastFrameTick, previousFrameTick) > (int)(MinFrameTime * 1000 * 2)) |
||
1745 | m_log.WarnFormat( |
||
1746 | "[SCENE]: Frame took {0} ms (desired max {1} ms) in {2}", |
||
1747 | Util.EnvironmentTickCountSubtract(m_lastFrameTick, previousFrameTick), |
||
1748 | MinFrameTime * 1000, |
||
1749 | RegionInfo.RegionName); |
||
1750 | } |
||
1751 | |||
1752 | return spareMS >= 0; |
||
1753 | } |
||
1754 | |||
1755 | public void AddGroupTarget(SceneObjectGroup grp) |
||
1756 | { |
||
1757 | lock (m_groupsWithTargets) |
||
1758 | m_groupsWithTargets[grp.UUID] = grp; |
||
1759 | } |
||
1760 | |||
1761 | public void RemoveGroupTarget(SceneObjectGroup grp) |
||
1762 | { |
||
1763 | lock (m_groupsWithTargets) |
||
1764 | m_groupsWithTargets.Remove(grp.UUID); |
||
1765 | } |
||
1766 | |||
1767 | private void CheckAtTargets() |
||
1768 | { |
||
1769 | List<SceneObjectGroup> objs = null; |
||
1770 | |||
1771 | lock (m_groupsWithTargets) |
||
1772 | { |
||
1773 | if (m_groupsWithTargets.Count != 0) |
||
1774 | objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values); |
||
1775 | } |
||
1776 | |||
1777 | if (objs != null) |
||
1778 | { |
||
1779 | foreach (SceneObjectGroup entry in objs) |
||
1780 | entry.checkAtTargets(); |
||
1781 | } |
||
1782 | } |
||
1783 | |||
1784 | /// <summary> |
||
1785 | /// Send out simstats data to all clients |
||
1786 | /// </summary> |
||
1787 | /// <param name="stats">Stats on the Simulator's performance</param> |
||
1788 | private void SendSimStatsPackets(SimStats stats) |
||
1789 | { |
||
1790 | ForEachRootClient(delegate(IClientAPI client) |
||
1791 | { |
||
1792 | client.SendSimStats(stats); |
||
1793 | }); |
||
1794 | } |
||
1795 | |||
1796 | /// <summary> |
||
1797 | /// Update the terrain if it needs to be updated. |
||
1798 | /// </summary> |
||
1799 | private void UpdateTerrain() |
||
1800 | { |
||
1801 | EventManager.TriggerTerrainTick(); |
||
1802 | } |
||
1803 | |||
1804 | /// <summary> |
||
1805 | /// Back up queued up changes |
||
1806 | /// </summary> |
||
1807 | private void UpdateStorageBackup() |
||
1808 | { |
||
1809 | if (!m_backingup) |
||
1810 | { |
||
1811 | m_backingup = true; |
||
1812 | Watchdog.RunInThread(o => Backup(false), string.Format("BackupWaitCallback ({0})", Name), null); |
||
1813 | } |
||
1814 | } |
||
1815 | |||
1816 | /// <summary> |
||
1817 | /// Sends out the OnFrame event to the modules |
||
1818 | /// </summary> |
||
1819 | private void UpdateEvents() |
||
1820 | { |
||
1821 | m_eventManager.TriggerOnFrame(); |
||
1822 | } |
||
1823 | |||
1824 | /// <summary> |
||
1825 | /// Backup the scene. |
||
1826 | /// </summary> |
||
1827 | /// <remarks> |
||
1828 | /// This acts as the main method of the backup thread. In a regression test whether the backup thread is not |
||
1829 | /// running independently this can be invoked directly. |
||
1830 | /// </remarks> |
||
1831 | /// <param name="forced"> |
||
1832 | /// If true, then any changes that have not yet been persisted are persisted. If false, |
||
1833 | /// then the persistence decision is left to the backup code (in some situations, such as object persistence, |
||
1834 | /// it's much more efficient to backup multiple changes at once rather than every single one). |
||
1835 | /// <returns></returns> |
||
1836 | public void Backup(bool forced) |
||
1837 | { |
||
1838 | lock (m_returns) |
||
1839 | { |
||
1840 | EventManager.TriggerOnBackup(SimulationDataService, forced); |
||
1841 | m_backingup = false; |
||
1842 | |||
1843 | foreach (KeyValuePair<UUID, ReturnInfo> ret in m_returns) |
||
1844 | { |
||
1845 | UUID transaction = UUID.Random(); |
||
1846 | |||
1847 | GridInstantMessage msg = new GridInstantMessage(); |
||
1848 | msg.fromAgentID = new Guid(UUID.Zero.ToString()); // From server |
||
1849 | msg.toAgentID = new Guid(ret.Key.ToString()); |
||
1850 | msg.imSessionID = new Guid(transaction.ToString()); |
||
1851 | msg.timestamp = (uint)Util.UnixTimeSinceEpoch(); |
||
1852 | msg.fromAgentName = "Server"; |
||
1853 | msg.dialog = (byte)19; // Object msg |
||
1854 | msg.fromGroup = false; |
||
1855 | msg.offline = (byte)0; |
||
1856 | msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; |
||
1857 | msg.Position = Vector3.Zero; |
||
1858 | msg.RegionID = RegionInfo.RegionID.Guid; |
||
1859 | |||
1860 | // We must fill in a null-terminated 'empty' string here since bytes[0] will crash viewer 3. |
||
1861 | msg.binaryBucket = Util.StringToBytes256("\0"); |
||
1862 | if (ret.Value.count > 1) |
||
1863 | msg.message = string.Format("Your {0} objects were returned from {1} in region {2} due to {3}", ret.Value.count, ret.Value.location.ToString(), RegionInfo.RegionName, ret.Value.reason); |
||
1864 | else |
||
1865 | msg.message = string.Format("Your object {0} was returned from {1} in region {2} due to {3}", ret.Value.objectName, ret.Value.location.ToString(), RegionInfo.RegionName, ret.Value.reason); |
||
1866 | |||
1867 | IMessageTransferModule tr = RequestModuleInterface<IMessageTransferModule>(); |
||
1868 | if (tr != null) |
||
1869 | tr.SendInstantMessage(msg, delegate(bool success) {}); |
||
1870 | } |
||
1871 | m_returns.Clear(); |
||
1872 | } |
||
1873 | } |
||
1874 | |||
1875 | /// <summary> |
||
1876 | /// Synchronous force backup. For deletes and links/unlinks |
||
1877 | /// </summary> |
||
1878 | /// <param name="group">Object to be backed up</param> |
||
1879 | public void ForceSceneObjectBackup(SceneObjectGroup group) |
||
1880 | { |
||
1881 | if (group != null) |
||
1882 | { |
||
1883 | group.HasGroupChanged = true; |
||
1884 | group.ProcessBackup(SimulationDataService, true); |
||
1885 | } |
||
1886 | } |
||
1887 | |||
1888 | /// <summary> |
||
1889 | /// Tell an agent that their object has been returned. |
||
1890 | /// </summary> |
||
1891 | /// <remarks> |
||
1892 | /// The actual return is handled by the caller. |
||
1893 | /// </remarks> |
||
1894 | /// <param name="agentID">Avatar Unique Id</param> |
||
1895 | /// <param name="objectName">Name of object returned</param> |
||
1896 | /// <param name="location">Location of object returned</param> |
||
1897 | /// <param name="reason">Reasion for object return</param> |
||
1898 | public void AddReturn(UUID agentID, string objectName, Vector3 location, string reason) |
||
1899 | { |
||
1900 | lock (m_returns) |
||
1901 | { |
||
1902 | if (m_returns.ContainsKey(agentID)) |
||
1903 | { |
||
1904 | ReturnInfo info = m_returns[agentID]; |
||
1905 | info.count++; |
||
1906 | m_returns[agentID] = info; |
||
1907 | } |
||
1908 | else |
||
1909 | { |
||
1910 | ReturnInfo info = new ReturnInfo(); |
||
1911 | info.count = 1; |
||
1912 | info.objectName = objectName; |
||
1913 | info.location = location; |
||
1914 | info.reason = reason; |
||
1915 | m_returns[agentID] = info; |
||
1916 | } |
||
1917 | } |
||
1918 | } |
||
1919 | |||
1920 | #endregion |
||
1921 | |||
1922 | #region Load Terrain |
||
1923 | |||
1924 | /// <summary> |
||
1925 | /// Store the terrain in the persistant data store |
||
1926 | /// </summary> |
||
1927 | public void SaveTerrain() |
||
1928 | { |
||
1929 | SimulationDataService.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID); |
||
1930 | } |
||
1931 | |||
1932 | public void StoreWindlightProfile(RegionLightShareData wl) |
||
1933 | { |
||
1934 | RegionInfo.WindlightSettings = wl; |
||
1935 | SimulationDataService.StoreRegionWindlightSettings(wl); |
||
1936 | m_eventManager.TriggerOnSaveNewWindlightProfile(); |
||
1937 | } |
||
1938 | |||
1939 | public void LoadWindlightProfile() |
||
1940 | { |
||
1941 | RegionInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(RegionInfo.RegionID); |
||
1942 | m_eventManager.TriggerOnSaveNewWindlightProfile(); |
||
1943 | } |
||
1944 | |||
1945 | /// <summary> |
||
1946 | /// Loads the World heightmap |
||
1947 | /// </summary> |
||
1948 | public override void LoadWorldMap() |
||
1949 | { |
||
1950 | try |
||
1951 | { |
||
1952 | TerrainData map = SimulationDataService.LoadTerrain(RegionInfo.RegionID, (int)RegionInfo.RegionSizeX, (int)RegionInfo.RegionSizeY, (int)RegionInfo.RegionSizeZ); |
||
1953 | if (map == null) |
||
1954 | { |
||
1955 | // This should be in the Terrain module, but it isn't because |
||
1956 | // the heightmap is needed _way_ before the modules are initialized... |
||
1957 | IConfig terrainConfig = m_config.Configs["Terrain"]; |
||
1958 | String m_InitialTerrain = "pinhead-island"; |
||
1959 | if (terrainConfig != null) |
||
1960 | m_InitialTerrain = terrainConfig.GetString("InitialTerrain", m_InitialTerrain); |
||
1961 | |||
1962 | m_log.InfoFormat("[TERRAIN]: No default terrain. Generating a new terrain {0}.", m_InitialTerrain); |
||
1963 | Heightmap = new TerrainChannel(m_InitialTerrain, (int)RegionInfo.RegionSizeX, (int)RegionInfo.RegionSizeY, (int)RegionInfo.RegionSizeZ); |
||
1964 | |||
1965 | SimulationDataService.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID); |
||
1966 | } |
||
1967 | else |
||
1968 | { |
||
1969 | Heightmap = new TerrainChannel(map); |
||
1970 | } |
||
1971 | } |
||
1972 | catch (IOException e) |
||
1973 | { |
||
1974 | m_log.WarnFormat( |
||
1975 | "[TERRAIN]: Scene.cs: LoadWorldMap() - Regenerating as failed with exception {0}{1}", |
||
1976 | e.Message, e.StackTrace); |
||
1977 | |||
1978 | // Non standard region size. If there's an old terrain in the database, it might read past the buffer |
||
1979 | #pragma warning disable 0162 |
||
1980 | if ((int)Constants.RegionSize != 256) |
||
1981 | { |
||
1982 | Heightmap = new TerrainChannel(); |
||
1983 | |||
1984 | SimulationDataService.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID); |
||
1985 | } |
||
1986 | } |
||
1987 | catch (Exception e) |
||
1988 | { |
||
1989 | m_log.WarnFormat( |
||
1990 | "[TERRAIN]: Scene.cs: LoadWorldMap() - Failed with exception {0}{1}", e.Message, e.StackTrace); |
||
1991 | } |
||
1992 | } |
||
1993 | |||
1994 | /// <summary> |
||
1995 | /// Register this region with a grid service |
||
1996 | /// </summary> |
||
1997 | /// <exception cref="System.Exception">Thrown if registration of the region itself fails.</exception> |
||
1998 | public void RegisterRegionWithGrid() |
||
1999 | { |
||
2000 | m_sceneGridService.SetScene(this); |
||
2001 | |||
2002 | //// Unfortunately this needs to be here and it can't be async. |
||
2003 | //// The map tile image is stored in RegionSettings, but it also needs to be |
||
2004 | //// stored in the GridService, because that's what the world map module uses |
||
2005 | //// to send the map image UUIDs (of other regions) to the viewer... |
||
2006 | if (m_generateMaptiles) |
||
2007 | RegenerateMaptile(); |
||
2008 | |||
2009 | GridRegion region = new GridRegion(RegionInfo); |
||
2010 | string error = GridService.RegisterRegion(RegionInfo.ScopeID, region); |
||
2011 | m_log.DebugFormat("{0} RegisterRegionWithGrid. name={1},id={2},loc=<{3},{4}>,size=<{5},{6}>", |
||
2012 | LogHeader, m_regionName, |
||
2013 | RegionInfo.RegionID, |
||
2014 | RegionInfo.RegionLocX, RegionInfo.RegionLocY, |
||
2015 | RegionInfo.RegionSizeX, RegionInfo.RegionSizeY); |
||
2016 | |||
2017 | if (error != String.Empty) |
||
2018 | throw new Exception(error); |
||
2019 | } |
||
2020 | |||
2021 | #endregion |
||
2022 | |||
2023 | #region Load Land |
||
2024 | |||
2025 | /// <summary> |
||
2026 | /// Loads all Parcel data from the datastore for region identified by regionID |
||
2027 | /// </summary> |
||
2028 | /// <param name="regionID">Unique Identifier of the Region to load parcel data for</param> |
||
2029 | public void loadAllLandObjectsFromStorage(UUID regionID) |
||
2030 | { |
||
2031 | m_log.Info("[SCENE]: Loading land objects from storage"); |
||
2032 | List<LandData> landData = SimulationDataService.LoadLandObjects(regionID); |
||
2033 | |||
2034 | if (LandChannel != null) |
||
2035 | { |
||
2036 | if (landData.Count == 0) |
||
2037 | { |
||
2038 | EventManager.TriggerNoticeNoLandDataFromStorage(); |
||
2039 | } |
||
2040 | else |
||
2041 | { |
||
2042 | EventManager.TriggerIncomingLandDataFromStorage(landData); |
||
2043 | } |
||
2044 | } |
||
2045 | else |
||
2046 | { |
||
2047 | m_log.Error("[SCENE]: Land Channel is not defined. Cannot load from storage!"); |
||
2048 | } |
||
2049 | } |
||
2050 | |||
2051 | #endregion |
||
2052 | |||
2053 | #region Primitives Methods |
||
2054 | |||
2055 | /// <summary> |
||
2056 | /// Loads the World's objects |
||
2057 | /// </summary> |
||
2058 | /// <param name="regionID"></param> |
||
2059 | public virtual void LoadPrimsFromStorage(UUID regionID) |
||
2060 | { |
||
2061 | LoadingPrims = true; |
||
2062 | m_log.Info("[SCENE]: Loading objects from datastore"); |
||
2063 | |||
2064 | List<SceneObjectGroup> PrimsFromDB = SimulationDataService.LoadObjects(regionID); |
||
2065 | |||
2066 | m_log.InfoFormat("[SCENE]: Loaded {0} objects from the datastore", PrimsFromDB.Count); |
||
2067 | |||
2068 | foreach (SceneObjectGroup group in PrimsFromDB) |
||
2069 | { |
||
2070 | AddRestoredSceneObject(group, true, true); |
||
2071 | EventManager.TriggerOnSceneObjectLoaded(group); |
||
2072 | SceneObjectPart rootPart = group.GetPart(group.UUID); |
||
2073 | rootPart.Flags &= ~PrimFlags.Scripted; |
||
2074 | rootPart.TrimPermissions(); |
||
2075 | |||
2076 | // Don't do this here - it will get done later on when sculpt data is loaded. |
||
2077 | // group.CheckSculptAndLoad(); |
||
2078 | } |
||
2079 | |||
2080 | LoadingPrims = false; |
||
2081 | EventManager.TriggerPrimsLoaded(this); |
||
2082 | } |
||
2083 | |||
2084 | public bool SupportsRayCastFiltered() |
||
2085 | { |
||
2086 | if (PhysicsScene == null) |
||
2087 | return false; |
||
2088 | return PhysicsScene.SupportsRaycastWorldFiltered(); |
||
2089 | } |
||
2090 | |||
2091 | public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter) |
||
2092 | { |
||
2093 | if (PhysicsScene == null) |
||
2094 | return null; |
||
2095 | return PhysicsScene.RaycastWorld(position, direction, length, Count,filter); |
||
2096 | } |
||
2097 | |||
2098 | /// <summary> |
||
2099 | /// Gets a new rez location based on the raycast and the size of the object that is being rezzed. |
||
2100 | /// </summary> |
||
2101 | /// <param name="RayStart"></param> |
||
2102 | /// <param name="RayEnd"></param> |
||
2103 | /// <param name="RayTargetID"></param> |
||
2104 | /// <param name="rot"></param> |
||
2105 | /// <param name="bypassRayCast"></param> |
||
2106 | /// <param name="RayEndIsIntersection"></param> |
||
2107 | /// <param name="frontFacesOnly"></param> |
||
2108 | /// <param name="scale"></param> |
||
2109 | /// <param name="FaceCenter"></param> |
||
2110 | /// <returns></returns> |
||
2111 | public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) |
||
2112 | { |
||
2113 | Vector3 pos = Vector3.Zero; |
||
2114 | if (RayEndIsIntersection == (byte)1) |
||
2115 | { |
||
2116 | pos = RayEnd; |
||
2117 | return pos; |
||
2118 | } |
||
2119 | |||
2120 | if (RayTargetID != UUID.Zero) |
||
2121 | { |
||
2122 | SceneObjectPart target = GetSceneObjectPart(RayTargetID); |
||
2123 | |||
2124 | Vector3 direction = Vector3.Normalize(RayEnd - RayStart); |
||
2125 | Vector3 AXOrigin = RayStart; |
||
2126 | Vector3 AXdirection = direction; |
||
2127 | |||
2128 | if (target != null) |
||
2129 | { |
||
2130 | pos = target.AbsolutePosition; |
||
2131 | //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()); |
||
2132 | |||
2133 | // TODO: Raytrace better here |
||
2134 | |||
2135 | //EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection)); |
||
2136 | Ray NewRay = new Ray(AXOrigin, AXdirection); |
||
2137 | |||
2138 | // Ray Trace against target here |
||
2139 | EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); |
||
2140 | |||
2141 | // Un-comment out the following line to Get Raytrace results printed to the console. |
||
2142 | // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); |
||
2143 | float ScaleOffset = 0.5f; |
||
2144 | |||
2145 | // If we hit something |
||
2146 | if (ei.HitTF) |
||
2147 | { |
||
2148 | Vector3 scaleComponent = ei.AAfaceNormal; |
||
2149 | if (scaleComponent.X != 0) ScaleOffset = scale.X; |
||
2150 | if (scaleComponent.Y != 0) ScaleOffset = scale.Y; |
||
2151 | if (scaleComponent.Z != 0) ScaleOffset = scale.Z; |
||
2152 | ScaleOffset = Math.Abs(ScaleOffset); |
||
2153 | Vector3 intersectionpoint = ei.ipoint; |
||
2154 | Vector3 normal = ei.normal; |
||
2155 | // Set the position to the intersection point |
||
2156 | Vector3 offset = (normal * (ScaleOffset / 2f)); |
||
2157 | pos = (intersectionpoint + offset); |
||
2158 | |||
2159 | //Seems to make no sense to do this as this call is used for rezzing from inventory as well, and with inventory items their size is not always 0.5f |
||
2160 | //And in cases when we weren't rezzing from inventory we were re-adding the 0.25 straight after calling this method |
||
2161 | // Un-offset the prim (it gets offset later by the consumer method) |
||
2162 | //pos.Z -= 0.25F; |
||
2163 | |||
2164 | } |
||
2165 | |||
2166 | return pos; |
||
2167 | } |
||
2168 | else |
||
2169 | { |
||
2170 | // We don't have a target here, so we're going to raytrace all the objects in the scene. |
||
2171 | |||
2172 | EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); |
||
2173 | |||
2174 | // Un-comment the following line to print the raytrace results to the console. |
||
2175 | //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); |
||
2176 | |||
2177 | if (ei.HitTF) |
||
2178 | { |
||
2179 | pos = ei.ipoint; |
||
2180 | } |
||
2181 | else |
||
2182 | { |
||
2183 | // fall back to our stupid functionality |
||
2184 | pos = RayEnd; |
||
2185 | } |
||
2186 | |||
2187 | return pos; |
||
2188 | } |
||
2189 | } |
||
2190 | else |
||
2191 | { |
||
2192 | // fall back to our stupid functionality |
||
2193 | pos = RayEnd; |
||
2194 | |||
2195 | //increase height so its above the ground. |
||
2196 | //should be getting the normal of the ground at the rez point and using that? |
||
2197 | pos.Z += scale.Z / 2f; |
||
2198 | return pos; |
||
2199 | } |
||
2200 | } |
||
2201 | |||
2202 | |||
2203 | /// <summary> |
||
2204 | /// Create a New SceneObjectGroup/Part by raycasting |
||
2205 | /// </summary> |
||
2206 | /// <param name="ownerID"></param> |
||
2207 | /// <param name="groupID"></param> |
||
2208 | /// <param name="RayEnd"></param> |
||
2209 | /// <param name="rot"></param> |
||
2210 | /// <param name="shape"></param> |
||
2211 | /// <param name="bypassRaycast"></param> |
||
2212 | /// <param name="RayStart"></param> |
||
2213 | /// <param name="RayTargetID"></param> |
||
2214 | /// <param name="RayEndIsIntersection"></param> |
||
2215 | public virtual void AddNewPrim(UUID ownerID, UUID groupID, Vector3 RayEnd, Quaternion rot, PrimitiveBaseShape shape, |
||
2216 | byte bypassRaycast, Vector3 RayStart, UUID RayTargetID, |
||
2217 | byte RayEndIsIntersection) |
||
2218 | { |
||
2219 | Vector3 pos = GetNewRezLocation(RayStart, RayEnd, RayTargetID, rot, bypassRaycast, RayEndIsIntersection, true, new Vector3(0.5f, 0.5f, 0.5f), false); |
||
2220 | |||
2221 | if (Permissions.CanRezObject(1, ownerID, pos)) |
||
2222 | { |
||
2223 | // rez ON the ground, not IN the ground |
||
2224 | // pos.Z += 0.25F; The rez point should now be correct so that its not in the ground |
||
2225 | |||
2226 | AddNewPrim(ownerID, groupID, pos, rot, shape); |
||
2227 | } |
||
2228 | else |
||
2229 | { |
||
2230 | IClientAPI client = null; |
||
2231 | if (TryGetClient(ownerID, out client)) |
||
2232 | client.SendAlertMessage("You cannot create objects here."); |
||
2233 | } |
||
2234 | } |
||
2235 | |||
2236 | public virtual SceneObjectGroup AddNewPrim( |
||
2237 | UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) |
||
2238 | { |
||
2239 | //m_log.DebugFormat( |
||
2240 | // "[SCENE]: Scene.AddNewPrim() pcode {0} called for {1} in {2}", shape.PCode, ownerID, RegionInfo.RegionName); |
||
2241 | |||
2242 | SceneObjectGroup sceneObject = null; |
||
2243 | |||
2244 | // If an entity creator has been registered for this prim type then use that |
||
2245 | if (m_entityCreators.ContainsKey((PCode)shape.PCode)) |
||
2246 | { |
||
2247 | sceneObject = m_entityCreators[(PCode)shape.PCode].CreateEntity(ownerID, groupID, pos, rot, shape); |
||
2248 | } |
||
2249 | else |
||
2250 | { |
||
2251 | // Otherwise, use this default creation code; |
||
2252 | sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape); |
||
2253 | AddNewSceneObject(sceneObject, true); |
||
2254 | sceneObject.SetGroup(groupID, null); |
||
2255 | } |
||
2256 | |||
2257 | if (UserManagementModule != null) |
||
2258 | sceneObject.RootPart.CreatorIdentification = UserManagementModule.GetUserUUI(ownerID); |
||
2259 | |||
2260 | sceneObject.ScheduleGroupForFullUpdate(); |
||
2261 | |||
2262 | return sceneObject; |
||
2263 | } |
||
2264 | |||
2265 | /// <summary> |
||
2266 | /// Add an object into the scene that has come from storage |
||
2267 | /// </summary> |
||
2268 | /// |
||
2269 | /// <param name="sceneObject"></param> |
||
2270 | /// <param name="attachToBackup"> |
||
2271 | /// If true, changes to the object will be reflected in its persisted data |
||
2272 | /// If false, the persisted data will not be changed even if the object in the scene is changed |
||
2273 | /// </param> |
||
2274 | /// <param name="alreadyPersisted"> |
||
2275 | /// If true, we won't persist this object until it changes |
||
2276 | /// If false, we'll persist this object immediately |
||
2277 | /// </param> |
||
2278 | /// <param name="sendClientUpdates"> |
||
2279 | /// If true, we send updates to the client to tell it about this object |
||
2280 | /// If false, we leave it up to the caller to do this |
||
2281 | /// </param> |
||
2282 | /// <returns> |
||
2283 | /// true if the object was added, false if an object with the same uuid was already in the scene |
||
2284 | /// </returns> |
||
2285 | public bool AddRestoredSceneObject( |
||
2286 | SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) |
||
2287 | { |
||
2288 | if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates)) |
||
2289 | { |
||
2290 | EventManager.TriggerObjectAddedToScene(sceneObject); |
||
2291 | return true; |
||
2292 | } |
||
2293 | |||
2294 | return false; |
||
2295 | |||
2296 | } |
||
2297 | |||
2298 | /// <summary> |
||
2299 | /// Add an object into the scene that has come from storage |
||
2300 | /// </summary> |
||
2301 | /// |
||
2302 | /// <param name="sceneObject"></param> |
||
2303 | /// <param name="attachToBackup"> |
||
2304 | /// If true, changes to the object will be reflected in its persisted data |
||
2305 | /// If false, the persisted data will not be changed even if the object in the scene is changed |
||
2306 | /// </param> |
||
2307 | /// <param name="alreadyPersisted"> |
||
2308 | /// If true, we won't persist this object until it changes |
||
2309 | /// If false, we'll persist this object immediately |
||
2310 | /// </param> |
||
2311 | /// <returns> |
||
2312 | /// true if the object was added, false if an object with the same uuid was already in the scene |
||
2313 | /// </returns> |
||
2314 | public bool AddRestoredSceneObject( |
||
2315 | SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted) |
||
2316 | { |
||
2317 | return AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, true); |
||
2318 | } |
||
2319 | |||
2320 | /// <summary> |
||
2321 | /// Add a newly created object to the scene. Updates are also sent to viewers. |
||
2322 | /// </summary> |
||
2323 | /// <param name="sceneObject"></param> |
||
2324 | /// <param name="attachToBackup"> |
||
2325 | /// If true, the object is made persistent into the scene. |
||
2326 | /// If false, the object will not persist over server restarts |
||
2327 | /// </param> |
||
2328 | /// <returns>true if the object was added. false if not</returns> |
||
2329 | public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup) |
||
2330 | { |
||
2331 | return AddNewSceneObject(sceneObject, attachToBackup, true); |
||
2332 | } |
||
2333 | |||
2334 | /// <summary> |
||
2335 | /// Add a newly created object to the scene |
||
2336 | /// </summary> |
||
2337 | /// <param name="sceneObject"></param> |
||
2338 | /// <param name="attachToBackup"> |
||
2339 | /// If true, the object is made persistent into the scene. |
||
2340 | /// If false, the object will not persist over server restarts |
||
2341 | /// </param> |
||
2342 | /// <param name="sendClientUpdates"> |
||
2343 | /// If true, updates for the new scene object are sent to all viewers in range. |
||
2344 | /// If false, it is left to the caller to schedule the update |
||
2345 | /// </param> |
||
2346 | /// <returns>true if the object was added. false if not</returns> |
||
2347 | public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) |
||
2348 | { |
||
2349 | if (m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates)) |
||
2350 | { |
||
2351 | EventManager.TriggerObjectAddedToScene(sceneObject); |
||
2352 | return true; |
||
2353 | } |
||
2354 | |||
2355 | return false; |
||
2356 | } |
||
2357 | |||
2358 | /// <summary> |
||
2359 | /// Add a newly created object to the scene. |
||
2360 | /// </summary> |
||
2361 | /// <remarks> |
||
2362 | /// This method does not send updates to the client - callers need to handle this themselves. |
||
2363 | /// </remarks> |
||
2364 | /// <param name="sceneObject"></param> |
||
2365 | /// <param name="attachToBackup"></param> |
||
2366 | /// <param name="pos">Position of the object. If null then the position stored in the object is used.</param> |
||
2367 | /// <param name="rot">Rotation of the object. If null then the rotation stored in the object is used.</param> |
||
2368 | /// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param> |
||
2369 | /// <returns></returns> |
||
2370 | public bool AddNewSceneObject( |
||
2371 | SceneObjectGroup sceneObject, bool attachToBackup, Vector3? pos, Quaternion? rot, Vector3 vel) |
||
2372 | { |
||
2373 | if (m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, pos, rot, vel)) |
||
2374 | { |
||
2375 | EventManager.TriggerObjectAddedToScene(sceneObject); |
||
2376 | return true; |
||
2377 | } |
||
2378 | |||
2379 | return false; |
||
2380 | } |
||
2381 | |||
2382 | /// <summary> |
||
2383 | /// Delete every object from the scene. This does not include attachments worn by avatars. |
||
2384 | /// </summary> |
||
2385 | public void DeleteAllSceneObjects() |
||
2386 | { |
||
2387 | lock (Entities) |
||
2388 | { |
||
2389 | EntityBase[] entities = Entities.GetEntities(); |
||
2390 | foreach (EntityBase e in entities) |
||
2391 | { |
||
2392 | if (e is SceneObjectGroup) |
||
2393 | { |
||
2394 | SceneObjectGroup sog = (SceneObjectGroup)e; |
||
2395 | if (!sog.IsAttachment) |
||
2396 | DeleteSceneObject((SceneObjectGroup)e, false); |
||
2397 | } |
||
2398 | } |
||
2399 | } |
||
2400 | } |
||
2401 | |||
2402 | /// <summary> |
||
2403 | /// Synchronously delete the given object from the scene. |
||
2404 | /// </summary> |
||
2405 | /// <remarks> |
||
2406 | /// Scripts are also removed. |
||
2407 | /// </remarks> |
||
2408 | /// <param name="group">Object Id</param> |
||
2409 | /// <param name="silent">Suppress broadcasting changes to other clients.</param> |
||
2410 | public void DeleteSceneObject(SceneObjectGroup group, bool silent) |
||
2411 | { |
||
2412 | DeleteSceneObject(group, silent, true); |
||
2413 | } |
||
2414 | |||
2415 | /// <summary> |
||
2416 | /// Synchronously delete the given object from the scene. |
||
2417 | /// </summary> |
||
2418 | /// <param name="group">Object Id</param> |
||
2419 | /// <param name="silent">Suppress broadcasting changes to other clients.</param> |
||
2420 | /// <param name="removeScripts">If true, then scripts are removed. If false, then they are only stopped.</para> |
||
2421 | public void DeleteSceneObject(SceneObjectGroup group, bool silent, bool removeScripts) |
||
2422 | { |
||
2423 | // m_log.DebugFormat("[SCENE]: Deleting scene object {0} {1}", group.Name, group.UUID); |
||
2424 | |||
2425 | if (removeScripts) |
||
2426 | group.RemoveScriptInstances(true); |
||
2427 | else |
||
2428 | group.StopScriptInstances(); |
||
2429 | |||
2430 | SceneObjectPart[] partList = group.Parts; |
||
2431 | |||
2432 | foreach (SceneObjectPart part in partList) |
||
2433 | { |
||
2434 | if (part.KeyframeMotion != null) |
||
2435 | { |
||
2436 | part.KeyframeMotion.Delete(); |
||
2437 | part.KeyframeMotion = null; |
||
2438 | } |
||
2439 | |||
2440 | if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0)) |
||
2441 | { |
||
2442 | PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed? |
||
2443 | } |
||
2444 | else if (part.PhysActor != null) |
||
2445 | { |
||
2446 | part.RemoveFromPhysics(); |
||
2447 | } |
||
2448 | } |
||
2449 | |||
2450 | if (UnlinkSceneObject(group, false)) |
||
2451 | { |
||
2452 | EventManager.TriggerObjectBeingRemovedFromScene(group); |
||
2453 | EventManager.TriggerParcelPrimCountTainted(); |
||
2454 | } |
||
2455 | |||
2456 | group.DeleteGroupFromScene(silent); |
||
2457 | |||
2458 | // m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); |
||
2459 | } |
||
2460 | |||
2461 | /// <summary> |
||
2462 | /// Unlink the given object from the scene. Unlike delete, this just removes the record of the object - the |
||
2463 | /// object itself is not destroyed. |
||
2464 | /// </summary> |
||
2465 | /// <param name="so">The scene object.</param> |
||
2466 | /// <param name="softDelete">If true, only deletes from scene, but keeps the object in the database.</param> |
||
2467 | /// <returns>true if the object was in the scene, false if it was not</returns> |
||
2468 | public bool UnlinkSceneObject(SceneObjectGroup so, bool softDelete) |
||
2469 | { |
||
2470 | if (m_sceneGraph.DeleteSceneObject(so.UUID, softDelete)) |
||
2471 | { |
||
2472 | if (!softDelete) |
||
2473 | { |
||
2474 | // If the group contains prims whose SceneGroupID is incorrect then force a |
||
2475 | // database update, because RemoveObject() works by searching on the SceneGroupID. |
||
2476 | // This is an expensive thing to do so only do it if absolutely necessary. |
||
2477 | if (so.GroupContainsForeignPrims) |
||
2478 | ForceSceneObjectBackup(so); |
||
2479 | |||
2480 | so.DetachFromBackup(); |
||
2481 | SimulationDataService.RemoveObject(so.UUID, RegionInfo.RegionID); |
||
2482 | } |
||
2483 | |||
2484 | // We need to keep track of this state in case this group is still queued for further backup. |
||
2485 | so.IsDeleted = true; |
||
2486 | |||
2487 | return true; |
||
2488 | } |
||
2489 | |||
2490 | return false; |
||
2491 | } |
||
2492 | |||
2493 | /// <summary> |
||
2494 | /// Move the given scene object into a new region depending on which region its absolute position has moved |
||
2495 | /// into. |
||
2496 | /// |
||
2497 | /// </summary> |
||
2498 | /// <param name="attemptedPosition">the attempted out of region position of the scene object</param> |
||
2499 | /// <param name="grp">the scene object that we're crossing</param> |
||
2500 | public void CrossPrimGroupIntoNewRegion(Vector3 attemptedPosition, SceneObjectGroup grp, bool silent) |
||
2501 | { |
||
2502 | if (grp == null) |
||
2503 | return; |
||
2504 | if (grp.IsDeleted) |
||
2505 | return; |
||
2506 | |||
2507 | if (grp.RootPart.DIE_AT_EDGE) |
||
2508 | { |
||
2509 | // We remove the object here |
||
2510 | try |
||
2511 | { |
||
2512 | DeleteSceneObject(grp, false); |
||
2513 | } |
||
2514 | catch (Exception) |
||
2515 | { |
||
2516 | m_log.Warn("[SCENE]: exception when trying to remove the prim that crossed the border."); |
||
2517 | } |
||
2518 | return; |
||
2519 | } |
||
2520 | |||
2521 | if (grp.RootPart.RETURN_AT_EDGE) |
||
2522 | { |
||
2523 | // We remove the object here |
||
2524 | try |
||
2525 | { |
||
2526 | List<SceneObjectGroup> objects = new List<SceneObjectGroup>(); |
||
2527 | objects.Add(grp); |
||
2528 | SceneObjectGroup[] objectsArray = objects.ToArray(); |
||
2529 | returnObjects(objectsArray, UUID.Zero); |
||
2530 | } |
||
2531 | catch (Exception) |
||
2532 | { |
||
2533 | m_log.Warn("[SCENE]: exception when trying to return the prim that crossed the border."); |
||
2534 | } |
||
2535 | return; |
||
2536 | } |
||
2537 | |||
2538 | if (EntityTransferModule != null) |
||
2539 | EntityTransferModule.Cross(grp, attemptedPosition, silent); |
||
2540 | } |
||
2541 | |||
2542 | // Simple test to see if a position is in the current region. |
||
2543 | // This test is mostly used to see if a region crossing is necessary. |
||
2544 | // Assuming the position is relative to the region so anything outside its bounds. |
||
2545 | // Return 'true' if position inside region. |
||
2546 | public bool PositionIsInCurrentRegion(Vector3 pos) |
||
2547 | { |
||
2548 | bool ret = false; |
||
2549 | int xx = (int)Math.Floor(pos.X); |
||
2550 | int yy = (int)Math.Floor(pos.Y); |
||
2551 | if (xx < 0 || yy < 0) |
||
2552 | return false; |
||
2553 | |||
2554 | IRegionCombinerModule regionCombinerModule = RequestModuleInterface<IRegionCombinerModule>(); |
||
2555 | if (regionCombinerModule == null) |
||
2556 | { |
||
2557 | // Regular region. Just check for region size |
||
2558 | if (xx < RegionInfo.RegionSizeX && yy < RegionInfo.RegionSizeY ) |
||
2559 | ret = true; |
||
2560 | } |
||
2561 | else |
||
2562 | { |
||
2563 | // We're in a mega-region so see if we are still in that larger region |
||
2564 | ret = regionCombinerModule.PositionIsInMegaregion(this.RegionInfo.RegionID, xx, yy); |
||
2565 | } |
||
2566 | |||
2567 | return ret; |
||
2568 | |||
2569 | } |
||
2570 | |||
2571 | /// <summary> |
||
2572 | /// Called when objects or attachments cross the border, or teleport, between regions. |
||
2573 | /// </summary> |
||
2574 | /// <param name="sog"></param> |
||
2575 | /// <returns></returns> |
||
2576 | public bool IncomingCreateObject(Vector3 newPosition, ISceneObject sog) |
||
2577 | { |
||
2578 | //m_log.DebugFormat(" >>> IncomingCreateObject(sog) <<< {0} deleted? {1} isAttach? {2}", ((SceneObjectGroup)sog).AbsolutePosition, |
||
2579 | // ((SceneObjectGroup)sog).IsDeleted, ((SceneObjectGroup)sog).RootPart.IsAttachment); |
||
2580 | |||
2581 | SceneObjectGroup newObject; |
||
2582 | try |
||
2583 | { |
||
2584 | newObject = (SceneObjectGroup)sog; |
||
2585 | } |
||
2586 | catch (Exception e) |
||
2587 | { |
||
2588 | m_log.WarnFormat("[INTERREGION]: Problem casting object, exception {0}{1}", e.Message, e.StackTrace); |
||
2589 | return false; |
||
2590 | } |
||
2591 | |||
2592 | // If the user is banned, we won't let any of their objects |
||
2593 | // enter. Period. |
||
2594 | // |
||
2595 | if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID)) |
||
2596 | { |
||
2597 | m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID); |
||
2598 | return false; |
||
2599 | } |
||
2600 | |||
2601 | if (newPosition != Vector3.Zero) |
||
2602 | newObject.RootPart.GroupPosition = newPosition; |
||
2603 | |||
2604 | if (!AddSceneObject(newObject)) |
||
2605 | { |
||
2606 | m_log.DebugFormat( |
||
2607 | "[INTERREGION]: Problem adding scene object {0} in {1} ", newObject.UUID, RegionInfo.RegionName); |
||
2608 | return false; |
||
2609 | } |
||
2610 | |||
2611 | if (!newObject.IsAttachment) |
||
2612 | { |
||
2613 | // FIXME: It would be better to never add the scene object at all rather than add it and then delete |
||
2614 | // it |
||
2615 | if (!Permissions.CanObjectEntry(newObject.UUID, true, newObject.AbsolutePosition)) |
||
2616 | { |
||
2617 | // Deny non attachments based on parcel settings |
||
2618 | // |
||
2619 | m_log.Info("[INTERREGION]: Denied prim crossing because of parcel settings"); |
||
2620 | |||
2621 | DeleteSceneObject(newObject, false); |
||
2622 | |||
2623 | return false; |
||
2624 | } |
||
2625 | |||
2626 | // For attachments, we need to wait until the agent is root |
||
2627 | // before we restart the scripts, or else some functions won't work. |
||
2628 | newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject)); |
||
2629 | newObject.ResumeScripts(); |
||
2630 | |||
2631 | if (newObject.RootPart.KeyframeMotion != null) |
||
2632 | newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject); |
||
2633 | } |
||
2634 | |||
2635 | // Do this as late as possible so that listeners have full access to the incoming object |
||
2636 | EventManager.TriggerOnIncomingSceneObject(newObject); |
||
2637 | |||
2638 | return true; |
||
2639 | } |
||
2640 | |||
2641 | /// <summary> |
||
2642 | /// Adds a Scene Object group to the Scene. |
||
2643 | /// Verifies that the creator of the object is not banned from the simulator. |
||
2644 | /// Checks if the item is an Attachment |
||
2645 | /// </summary> |
||
2646 | /// <param name="sceneObject"></param> |
||
2647 | /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> |
||
2648 | public bool AddSceneObject(SceneObjectGroup sceneObject) |
||
2649 | { |
||
2650 | // Force allocation of new LocalId |
||
2651 | // |
||
2652 | SceneObjectPart[] parts = sceneObject.Parts; |
||
2653 | for (int i = 0; i < parts.Length; i++) |
||
2654 | parts[i].LocalId = 0; |
||
2655 | |||
2656 | if (sceneObject.IsAttachmentCheckFull()) // Attachment |
||
2657 | { |
||
2658 | sceneObject.RootPart.AddFlag(PrimFlags.TemporaryOnRez); |
||
2659 | sceneObject.RootPart.AddFlag(PrimFlags.Phantom); |
||
2660 | |||
2661 | // Don't sent a full update here because this will cause full updates to be sent twice for |
||
2662 | // attachments on region crossings, resulting in viewer glitches. |
||
2663 | AddRestoredSceneObject(sceneObject, false, false, false); |
||
2664 | |||
2665 | // Handle attachment special case |
||
2666 | SceneObjectPart RootPrim = sceneObject.RootPart; |
||
2667 | |||
2668 | // Fix up attachment Parent Local ID |
||
2669 | ScenePresence sp = GetScenePresence(sceneObject.OwnerID); |
||
2670 | |||
2671 | if (sp != null) |
||
2672 | { |
||
2673 | SceneObjectGroup grp = sceneObject; |
||
2674 | |||
2675 | // m_log.DebugFormat( |
||
2676 | // "[ATTACHMENT]: Received attachment {0}, inworld asset id {1}", grp.FromItemID, grp.UUID); |
||
2677 | // m_log.DebugFormat( |
||
2678 | // "[ATTACHMENT]: Attach to avatar {0} at position {1}", sp.UUID, grp.AbsolutePosition); |
||
2679 | |||
2680 | RootPrim.RemFlag(PrimFlags.TemporaryOnRez); |
||
2681 | |||
2682 | // We must currently not resume scripts at this stage since AttachmentsModule does not have the |
||
2683 | // information that this is due to a teleport/border cross rather than an ordinary attachment. |
||
2684 | // We currently do this in Scene.MakeRootAgent() instead. |
||
2685 | if (AttachmentsModule != null) |
||
2686 | AttachmentsModule.AttachObject(sp, grp, 0, false, false, true); |
||
2687 | } |
||
2688 | else |
||
2689 | { |
||
2690 | RootPrim.RemFlag(PrimFlags.TemporaryOnRez); |
||
2691 | RootPrim.AddFlag(PrimFlags.TemporaryOnRez); |
||
2692 | } |
||
2693 | } |
||
2694 | else |
||
2695 | { |
||
2696 | AddRestoredSceneObject(sceneObject, true, false); |
||
2697 | } |
||
2698 | |||
2699 | return true; |
||
2700 | } |
||
2701 | |||
2702 | private int GetStateSource(SceneObjectGroup sog) |
||
2703 | { |
||
2704 | ScenePresence sp = GetScenePresence(sog.OwnerID); |
||
2705 | |||
2706 | if (sp != null) |
||
2707 | return sp.GetStateSource(); |
||
2708 | |||
2709 | return 2; // StateSource.PrimCrossing |
||
2710 | } |
||
2711 | |||
2712 | #endregion |
||
2713 | |||
2714 | #region Add/Remove Avatar Methods |
||
2715 | |||
2716 | public override ISceneAgent AddNewAgent(IClientAPI client, PresenceType type) |
||
2717 | { |
||
2718 | ScenePresence sp; |
||
2719 | bool vialogin; |
||
2720 | bool reallyNew = true; |
||
2721 | |||
2722 | // Validation occurs in LLUDPServer |
||
2723 | // |
||
2724 | // XXX: A race condition exists here where two simultaneous calls to AddNewAgent can interfere with |
||
2725 | // each other. In practice, this does not currently occur in the code. |
||
2726 | AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode); |
||
2727 | |||
2728 | // We lock here on AgentCircuitData to prevent a race condition between the thread adding a new connection |
||
2729 | // and a simultaneous one that removes it (as can happen if the client is closed at a particular point |
||
2730 | // whilst connecting). |
||
2731 | // |
||
2732 | // It would be easier to lock across all NewUserConnection(), AddNewAgent() and |
||
2733 | // RemoveClient() calls for all agents, but this would allow a slow call (e.g. because of slow service |
||
2734 | // response in some module listening to AddNewAgent()) from holding up unrelated agent calls. |
||
2735 | // |
||
2736 | // In practice, the lock (this) in LLUDPServer.AddNewClient() currently lock across all |
||
2737 | // AddNewClient() operations (though not other ops). |
||
2738 | // In the future this can be relieved once locking per agent (not necessarily on AgentCircuitData) is improved. |
||
2739 | lock (aCircuit) |
||
2740 | { |
||
2741 | vialogin |
||
2742 | = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 |
||
2743 | || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; |
||
2744 | |||
2745 | // CheckHeartbeat(); |
||
2746 | |||
2747 | sp = GetScenePresence(client.AgentId); |
||
2748 | |||
2749 | // XXX: Not sure how good it is to add a new client if a scene presence already exists. Possibly this |
||
2750 | // could occur if a viewer crashes and relogs before the old client is kicked out. But this could cause |
||
2751 | // other problems, and possibly the code calling AddNewAgent() should ensure that no client is already |
||
2752 | // connected. |
||
2753 | if (sp == null) |
||
2754 | { |
||
2755 | m_log.DebugFormat( |
||
2756 | "[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}", |
||
2757 | client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos); |
||
2758 | |||
2759 | m_clientManager.Add(client); |
||
2760 | SubscribeToClientEvents(client); |
||
2761 | |||
2762 | sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type); |
||
2763 | m_eventManager.TriggerOnNewPresence(sp); |
||
2764 | |||
2765 | sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags; |
||
2766 | } |
||
2767 | else |
||
2768 | { |
||
2769 | m_log.WarnFormat( |
||
2770 | "[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence", |
||
2771 | sp.IsChildAgent ? "child" : "root", sp.Name, RegionInfo.RegionName); |
||
2772 | reallyNew = false; |
||
2773 | } |
||
2774 | |||
2775 | // We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the |
||
2776 | // client is for a root or child agent. |
||
2777 | // XXX: This may be better set for a new client before that client is added to the client manager. |
||
2778 | // But need to know what happens in the case where a ScenePresence is already present (and if this |
||
2779 | // actually occurs). |
||
2780 | client.SceneAgent = sp; |
||
2781 | |||
2782 | // This is currently also being done earlier in NewUserConnection for real users to see if this |
||
2783 | // resolves problems where HG agents are occasionally seen by others as "Unknown user" in chat and other |
||
2784 | // places. However, we still need to do it here for NPCs. |
||
2785 | CacheUserName(sp, aCircuit); |
||
2786 | |||
2787 | if (reallyNew) |
||
2788 | EventManager.TriggerOnNewClient(client); |
||
2789 | |||
2790 | if (vialogin) |
||
2791 | EventManager.TriggerOnClientLogin(client); |
||
2792 | } |
||
2793 | |||
2794 | m_LastLogin = Util.EnvironmentTickCount(); |
||
2795 | |||
2796 | return sp; |
||
2797 | } |
||
2798 | |||
2799 | /// <summary> |
||
2800 | /// Returns the Home URI of the agent, or null if unknown. |
||
2801 | /// </summary> |
||
2802 | public string GetAgentHomeURI(UUID agentID) |
||
2803 | { |
||
2804 | AgentCircuitData circuit = AuthenticateHandler.GetAgentCircuitData(agentID); |
||
2805 | if (circuit != null && circuit.ServiceURLs != null && circuit.ServiceURLs.ContainsKey("HomeURI")) |
||
2806 | return circuit.ServiceURLs["HomeURI"].ToString(); |
||
2807 | else |
||
2808 | return null; |
||
2809 | } |
||
2810 | |||
2811 | /// <summary> |
||
2812 | /// Cache the user name for later use. |
||
2813 | /// </summary> |
||
2814 | /// <param name="sp"></param> |
||
2815 | /// <param name="aCircuit"></param> |
||
2816 | private void CacheUserName(ScenePresence sp, AgentCircuitData aCircuit) |
||
2817 | { |
||
2818 | if (UserManagementModule != null) |
||
2819 | { |
||
2820 | string first = aCircuit.firstname, last = aCircuit.lastname; |
||
2821 | |||
2822 | if (sp != null && sp.PresenceType == PresenceType.Npc) |
||
2823 | { |
||
2824 | UserManagementModule.AddUser(aCircuit.AgentID, first, last); |
||
2825 | } |
||
2826 | else |
||
2827 | { |
||
2828 | string homeURL = string.Empty; |
||
2829 | |||
2830 | if (aCircuit.ServiceURLs.ContainsKey("HomeURI")) |
||
2831 | homeURL = aCircuit.ServiceURLs["HomeURI"].ToString(); |
||
2832 | |||
2833 | if (aCircuit.lastname.StartsWith("@")) |
||
2834 | { |
||
2835 | string[] parts = aCircuit.firstname.Split('.'); |
||
2836 | if (parts.Length >= 2) |
||
2837 | { |
||
2838 | first = parts[0]; |
||
2839 | last = parts[1]; |
||
2840 | } |
||
2841 | } |
||
2842 | |||
2843 | UserManagementModule.AddUser(aCircuit.AgentID, first, last, homeURL); |
||
2844 | } |
||
2845 | } |
||
2846 | } |
||
2847 | |||
2848 | private bool VerifyClient(AgentCircuitData aCircuit, System.Net.IPEndPoint ep, out bool vialogin) |
||
2849 | { |
||
2850 | vialogin = false; |
||
2851 | |||
2852 | // Do the verification here |
||
2853 | if ((aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0) |
||
2854 | { |
||
2855 | m_log.DebugFormat("[SCENE]: Incoming client {0} {1} in region {2} via HG login", aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName); |
||
2856 | vialogin = true; |
||
2857 | IUserAgentVerificationModule userVerification = RequestModuleInterface<IUserAgentVerificationModule>(); |
||
2858 | if (userVerification != null && ep != null) |
||
2859 | { |
||
2860 | if (!userVerification.VerifyClient(aCircuit, ep.Address.ToString())) |
||
2861 | { |
||
2862 | // uh-oh, this is fishy |
||
2863 | m_log.DebugFormat("[SCENE]: User Client Verification for {0} {1} in {2} returned false", aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName); |
||
2864 | return false; |
||
2865 | } |
||
2866 | else |
||
2867 | m_log.DebugFormat("[SCENE]: User Client Verification for {0} {1} in {2} returned true", aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName); |
||
2868 | |||
2869 | } |
||
2870 | } |
||
2871 | |||
2872 | else if ((aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0) |
||
2873 | { |
||
2874 | m_log.DebugFormat("[SCENE]: Incoming client {0} {1} in region {2} via regular login. Client IP verification not performed.", |
||
2875 | aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName); |
||
2876 | vialogin = true; |
||
2877 | } |
||
2878 | |||
2879 | return true; |
||
2880 | } |
||
2881 | |||
2882 | // Called by Caps, on the first HTTP contact from the client |
||
2883 | public override bool CheckClient(UUID agentID, System.Net.IPEndPoint ep) |
||
2884 | { |
||
2885 | AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(agentID); |
||
2886 | if (aCircuit != null) |
||
2887 | { |
||
2888 | bool vialogin = false; |
||
2889 | if (!VerifyClient(aCircuit, ep, out vialogin)) |
||
2890 | { |
||
2891 | // if it doesn't pass, we remove the agentcircuitdata altogether |
||
2892 | // and the scene presence and the client, if they exist |
||
2893 | try |
||
2894 | { |
||
2895 | // We need to wait for the client to make UDP contact first. |
||
2896 | // It's the UDP contact that creates the scene presence |
||
2897 | ScenePresence sp = WaitGetScenePresence(agentID); |
||
2898 | if (sp != null) |
||
2899 | { |
||
2900 | PresenceService.LogoutAgent(sp.ControllingClient.SessionId); |
||
2901 | |||
2902 | CloseAgent(sp.UUID, false); |
||
2903 | } |
||
2904 | else |
||
2905 | { |
||
2906 | m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID); |
||
2907 | } |
||
2908 | // BANG! SLASH! |
||
2909 | m_authenticateHandler.RemoveCircuit(agentID); |
||
2910 | |||
2911 | return false; |
||
2912 | } |
||
2913 | catch (Exception e) |
||
2914 | { |
||
2915 | m_log.DebugFormat("[SCENE]: Exception while closing aborted client: {0}", e.StackTrace); |
||
2916 | } |
||
2917 | } |
||
2918 | else |
||
2919 | return true; |
||
2920 | } |
||
2921 | |||
2922 | return false; |
||
2923 | } |
||
2924 | |||
2925 | /// <summary> |
||
2926 | /// Register for events from the client |
||
2927 | /// </summary> |
||
2928 | /// <param name="client">The IClientAPI of the connected client</param> |
||
2929 | public virtual void SubscribeToClientEvents(IClientAPI client) |
||
2930 | { |
||
2931 | SubscribeToClientTerrainEvents(client); |
||
2932 | SubscribeToClientPrimEvents(client); |
||
2933 | SubscribeToClientPrimRezEvents(client); |
||
2934 | SubscribeToClientInventoryEvents(client); |
||
2935 | SubscribeToClientTeleportEvents(client); |
||
2936 | SubscribeToClientScriptEvents(client); |
||
2937 | SubscribeToClientParcelEvents(client); |
||
2938 | SubscribeToClientGridEvents(client); |
||
2939 | SubscribeToClientNetworkEvents(client); |
||
2940 | } |
||
2941 | |||
2942 | public virtual void SubscribeToClientTerrainEvents(IClientAPI client) |
||
2943 | { |
||
2944 | client.OnRegionHandShakeReply += SendLayerData; |
||
2945 | } |
||
2946 | |||
2947 | public virtual void SubscribeToClientPrimEvents(IClientAPI client) |
||
2948 | { |
||
2949 | client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; |
||
2950 | client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; |
||
2951 | |||
2952 | client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; |
||
2953 | client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; |
||
2954 | client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; |
||
2955 | client.OnUpdatePrimSingleRotationPosition += m_sceneGraph.UpdatePrimSingleRotationPosition; |
||
2956 | |||
2957 | client.OnUpdatePrimScale += m_sceneGraph.UpdatePrimScale; |
||
2958 | client.OnUpdatePrimGroupScale += m_sceneGraph.UpdatePrimGroupScale; |
||
2959 | client.OnUpdateExtraParams += m_sceneGraph.UpdateExtraParam; |
||
2960 | client.OnUpdatePrimShape += m_sceneGraph.UpdatePrimShape; |
||
2961 | client.OnUpdatePrimTexture += m_sceneGraph.UpdatePrimTexture; |
||
2962 | client.OnObjectRequest += RequestPrim; |
||
2963 | client.OnObjectSelect += SelectPrim; |
||
2964 | client.OnObjectDeselect += DeselectPrim; |
||
2965 | client.OnGrabUpdate += m_sceneGraph.MoveObject; |
||
2966 | client.OnSpinStart += m_sceneGraph.SpinStart; |
||
2967 | client.OnSpinUpdate += m_sceneGraph.SpinObject; |
||
2968 | client.OnDeRezObject += DeRezObjects; |
||
2969 | |||
2970 | client.OnObjectName += m_sceneGraph.PrimName; |
||
2971 | client.OnObjectClickAction += m_sceneGraph.PrimClickAction; |
||
2972 | client.OnObjectMaterial += m_sceneGraph.PrimMaterial; |
||
2973 | client.OnLinkObjects += LinkObjects; |
||
2974 | client.OnDelinkObjects += DelinkObjects; |
||
2975 | client.OnObjectDuplicate += DuplicateObject; |
||
2976 | client.OnObjectDuplicateOnRay += doObjectDuplicateOnRay; |
||
2977 | client.OnUpdatePrimFlags += m_sceneGraph.UpdatePrimFlags; |
||
2978 | client.OnRequestObjectPropertiesFamily += m_sceneGraph.RequestObjectPropertiesFamily; |
||
2979 | client.OnObjectPermissions += HandleObjectPermissionsUpdate; |
||
2980 | client.OnGrabObject += ProcessObjectGrab; |
||
2981 | client.OnGrabUpdate += ProcessObjectGrabUpdate; |
||
2982 | client.OnDeGrabObject += ProcessObjectDeGrab; |
||
2983 | client.OnUndo += m_sceneGraph.HandleUndo; |
||
2984 | client.OnRedo += m_sceneGraph.HandleRedo; |
||
2985 | client.OnObjectDescription += m_sceneGraph.PrimDescription; |
||
2986 | client.OnObjectIncludeInSearch += m_sceneGraph.MakeObjectSearchable; |
||
2987 | client.OnObjectOwner += ObjectOwner; |
||
2988 | client.OnObjectGroupRequest += HandleObjectGroupUpdate; |
||
2989 | } |
||
2990 | |||
2991 | public virtual void SubscribeToClientPrimRezEvents(IClientAPI client) |
||
2992 | { |
||
2993 | client.OnAddPrim += AddNewPrim; |
||
2994 | client.OnRezObject += RezObject; |
||
2995 | } |
||
2996 | |||
2997 | public virtual void SubscribeToClientInventoryEvents(IClientAPI client) |
||
2998 | { |
||
2999 | client.OnLinkInventoryItem += HandleLinkInventoryItem; |
||
3000 | client.OnCreateNewInventoryFolder += HandleCreateInventoryFolder; |
||
3001 | client.OnUpdateInventoryFolder += HandleUpdateInventoryFolder; |
||
3002 | client.OnMoveInventoryFolder += HandleMoveInventoryFolder; // 2; //!! |
||
3003 | client.OnFetchInventoryDescendents += HandleFetchInventoryDescendents; |
||
3004 | client.OnPurgeInventoryDescendents += HandlePurgeInventoryDescendents; // 2; //!! |
||
3005 | client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; |
||
3006 | client.OnUpdateInventoryItem += UpdateInventoryItemAsset; |
||
3007 | client.OnCopyInventoryItem += CopyInventoryItem; |
||
3008 | client.OnMoveInventoryItem += MoveInventoryItem; |
||
3009 | client.OnRemoveInventoryItem += RemoveInventoryItem; |
||
3010 | client.OnRemoveInventoryFolder += RemoveInventoryFolder; |
||
3011 | client.OnRezScript += RezScript; |
||
3012 | client.OnRequestTaskInventory += RequestTaskInventory; |
||
3013 | client.OnRemoveTaskItem += RemoveTaskInventory; |
||
3014 | client.OnUpdateTaskInventory += UpdateTaskInventory; |
||
3015 | client.OnMoveTaskItem += ClientMoveTaskInventoryItem; |
||
3016 | } |
||
3017 | |||
3018 | public virtual void SubscribeToClientTeleportEvents(IClientAPI client) |
||
3019 | { |
||
3020 | client.OnTeleportLocationRequest += RequestTeleportLocation; |
||
3021 | } |
||
3022 | |||
3023 | public virtual void SubscribeToClientScriptEvents(IClientAPI client) |
||
3024 | { |
||
3025 | client.OnScriptReset += ProcessScriptReset; |
||
3026 | client.OnGetScriptRunning += GetScriptRunning; |
||
3027 | client.OnSetScriptRunning += SetScriptRunning; |
||
3028 | } |
||
3029 | |||
3030 | public virtual void SubscribeToClientParcelEvents(IClientAPI client) |
||
3031 | { |
||
3032 | client.OnParcelReturnObjectsRequest += LandChannel.ReturnObjectsInParcel; |
||
3033 | client.OnParcelSetOtherCleanTime += LandChannel.SetParcelOtherCleanTime; |
||
3034 | client.OnParcelBuy += ProcessParcelBuy; |
||
3035 | } |
||
3036 | |||
3037 | public virtual void SubscribeToClientGridEvents(IClientAPI client) |
||
3038 | { |
||
3039 | //client.OnNameFromUUIDRequest += HandleUUIDNameRequest; |
||
3040 | client.OnMoneyTransferRequest += ProcessMoneyTransferRequest; |
||
3041 | } |
||
3042 | |||
3043 | public virtual void SubscribeToClientNetworkEvents(IClientAPI client) |
||
3044 | { |
||
3045 | client.OnNetworkStatsUpdate += StatsReporter.AddPacketsStats; |
||
3046 | client.OnViewerEffect += ProcessViewerEffect; |
||
3047 | } |
||
3048 | |||
3049 | /// <summary> |
||
3050 | /// Unsubscribe the client from events. |
||
3051 | /// </summary> |
||
3052 | /// FIXME: Not called anywhere! |
||
3053 | /// <param name="client">The IClientAPI of the client</param> |
||
3054 | public virtual void UnSubscribeToClientEvents(IClientAPI client) |
||
3055 | { |
||
3056 | UnSubscribeToClientTerrainEvents(client); |
||
3057 | UnSubscribeToClientPrimEvents(client); |
||
3058 | UnSubscribeToClientPrimRezEvents(client); |
||
3059 | UnSubscribeToClientInventoryEvents(client); |
||
3060 | UnSubscribeToClientTeleportEvents(client); |
||
3061 | UnSubscribeToClientScriptEvents(client); |
||
3062 | UnSubscribeToClientParcelEvents(client); |
||
3063 | UnSubscribeToClientGridEvents(client); |
||
3064 | UnSubscribeToClientNetworkEvents(client); |
||
3065 | } |
||
3066 | |||
3067 | public virtual void UnSubscribeToClientTerrainEvents(IClientAPI client) |
||
3068 | { |
||
3069 | client.OnRegionHandShakeReply -= SendLayerData; |
||
3070 | } |
||
3071 | |||
3072 | public virtual void UnSubscribeToClientPrimEvents(IClientAPI client) |
||
3073 | { |
||
3074 | client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; |
||
3075 | client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; |
||
3076 | |||
3077 | client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; |
||
3078 | client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; |
||
3079 | client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; |
||
3080 | client.OnUpdatePrimSingleRotationPosition -= m_sceneGraph.UpdatePrimSingleRotationPosition; |
||
3081 | |||
3082 | client.OnUpdatePrimScale -= m_sceneGraph.UpdatePrimScale; |
||
3083 | client.OnUpdatePrimGroupScale -= m_sceneGraph.UpdatePrimGroupScale; |
||
3084 | client.OnUpdateExtraParams -= m_sceneGraph.UpdateExtraParam; |
||
3085 | client.OnUpdatePrimShape -= m_sceneGraph.UpdatePrimShape; |
||
3086 | client.OnUpdatePrimTexture -= m_sceneGraph.UpdatePrimTexture; |
||
3087 | client.OnObjectRequest -= RequestPrim; |
||
3088 | client.OnObjectSelect -= SelectPrim; |
||
3089 | client.OnObjectDeselect -= DeselectPrim; |
||
3090 | client.OnGrabUpdate -= m_sceneGraph.MoveObject; |
||
3091 | client.OnSpinStart -= m_sceneGraph.SpinStart; |
||
3092 | client.OnSpinUpdate -= m_sceneGraph.SpinObject; |
||
3093 | client.OnDeRezObject -= DeRezObjects; |
||
3094 | client.OnObjectName -= m_sceneGraph.PrimName; |
||
3095 | client.OnObjectClickAction -= m_sceneGraph.PrimClickAction; |
||
3096 | client.OnObjectMaterial -= m_sceneGraph.PrimMaterial; |
||
3097 | client.OnLinkObjects -= LinkObjects; |
||
3098 | client.OnDelinkObjects -= DelinkObjects; |
||
3099 | client.OnObjectDuplicate -= DuplicateObject; |
||
3100 | client.OnObjectDuplicateOnRay -= doObjectDuplicateOnRay; |
||
3101 | client.OnUpdatePrimFlags -= m_sceneGraph.UpdatePrimFlags; |
||
3102 | client.OnRequestObjectPropertiesFamily -= m_sceneGraph.RequestObjectPropertiesFamily; |
||
3103 | client.OnObjectPermissions -= HandleObjectPermissionsUpdate; |
||
3104 | client.OnGrabObject -= ProcessObjectGrab; |
||
3105 | client.OnDeGrabObject -= ProcessObjectDeGrab; |
||
3106 | client.OnUndo -= m_sceneGraph.HandleUndo; |
||
3107 | client.OnRedo -= m_sceneGraph.HandleRedo; |
||
3108 | client.OnObjectDescription -= m_sceneGraph.PrimDescription; |
||
3109 | client.OnObjectIncludeInSearch -= m_sceneGraph.MakeObjectSearchable; |
||
3110 | client.OnObjectOwner -= ObjectOwner; |
||
3111 | } |
||
3112 | |||
3113 | public virtual void UnSubscribeToClientPrimRezEvents(IClientAPI client) |
||
3114 | { |
||
3115 | client.OnAddPrim -= AddNewPrim; |
||
3116 | client.OnRezObject -= RezObject; |
||
3117 | } |
||
3118 | |||
3119 | public virtual void UnSubscribeToClientInventoryEvents(IClientAPI client) |
||
3120 | { |
||
3121 | client.OnCreateNewInventoryFolder -= HandleCreateInventoryFolder; |
||
3122 | client.OnUpdateInventoryFolder -= HandleUpdateInventoryFolder; |
||
3123 | client.OnMoveInventoryFolder -= HandleMoveInventoryFolder; // 2; //!! |
||
3124 | client.OnFetchInventoryDescendents -= HandleFetchInventoryDescendents; |
||
3125 | client.OnPurgeInventoryDescendents -= HandlePurgeInventoryDescendents; // 2; //!! |
||
3126 | client.OnFetchInventory -= m_asyncInventorySender.HandleFetchInventory; |
||
3127 | client.OnUpdateInventoryItem -= UpdateInventoryItemAsset; |
||
3128 | client.OnCopyInventoryItem -= CopyInventoryItem; |
||
3129 | client.OnMoveInventoryItem -= MoveInventoryItem; |
||
3130 | client.OnRemoveInventoryItem -= RemoveInventoryItem; |
||
3131 | client.OnRemoveInventoryFolder -= RemoveInventoryFolder; |
||
3132 | client.OnRezScript -= RezScript; |
||
3133 | client.OnRequestTaskInventory -= RequestTaskInventory; |
||
3134 | client.OnRemoveTaskItem -= RemoveTaskInventory; |
||
3135 | client.OnUpdateTaskInventory -= UpdateTaskInventory; |
||
3136 | client.OnMoveTaskItem -= ClientMoveTaskInventoryItem; |
||
3137 | } |
||
3138 | |||
3139 | public virtual void UnSubscribeToClientTeleportEvents(IClientAPI client) |
||
3140 | { |
||
3141 | client.OnTeleportLocationRequest -= RequestTeleportLocation; |
||
3142 | //client.OnTeleportLandmarkRequest -= RequestTeleportLandmark; |
||
3143 | //client.OnTeleportHomeRequest -= TeleportClientHome; |
||
3144 | } |
||
3145 | |||
3146 | public virtual void UnSubscribeToClientScriptEvents(IClientAPI client) |
||
3147 | { |
||
3148 | client.OnScriptReset -= ProcessScriptReset; |
||
3149 | client.OnGetScriptRunning -= GetScriptRunning; |
||
3150 | client.OnSetScriptRunning -= SetScriptRunning; |
||
3151 | } |
||
3152 | |||
3153 | public virtual void UnSubscribeToClientParcelEvents(IClientAPI client) |
||
3154 | { |
||
3155 | client.OnParcelReturnObjectsRequest -= LandChannel.ReturnObjectsInParcel; |
||
3156 | client.OnParcelSetOtherCleanTime -= LandChannel.SetParcelOtherCleanTime; |
||
3157 | client.OnParcelBuy -= ProcessParcelBuy; |
||
3158 | } |
||
3159 | |||
3160 | public virtual void UnSubscribeToClientGridEvents(IClientAPI client) |
||
3161 | { |
||
3162 | //client.OnNameFromUUIDRequest -= HandleUUIDNameRequest; |
||
3163 | client.OnMoneyTransferRequest -= ProcessMoneyTransferRequest; |
||
3164 | } |
||
3165 | |||
3166 | public virtual void UnSubscribeToClientNetworkEvents(IClientAPI client) |
||
3167 | { |
||
3168 | client.OnNetworkStatsUpdate -= StatsReporter.AddPacketsStats; |
||
3169 | client.OnViewerEffect -= ProcessViewerEffect; |
||
3170 | } |
||
3171 | |||
3172 | /// <summary> |
||
3173 | /// Teleport an avatar to their home region |
||
3174 | /// </summary> |
||
3175 | /// <param name="agentId">The avatar's Unique ID</param> |
||
3176 | /// <param name="client">The IClientAPI for the client</param> |
||
3177 | public virtual bool TeleportClientHome(UUID agentId, IClientAPI client) |
||
3178 | { |
||
3179 | if (EntityTransferModule != null) |
||
3180 | { |
||
3181 | return EntityTransferModule.TeleportHome(agentId, client); |
||
3182 | } |
||
3183 | else |
||
3184 | { |
||
3185 | m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); |
||
3186 | client.SendTeleportFailed("Unable to perform teleports on this simulator."); |
||
3187 | } |
||
3188 | return false; |
||
3189 | } |
||
3190 | |||
3191 | /// <summary> |
||
3192 | /// Duplicates object specified by localID. This is the event handler for IClientAPI. |
||
3193 | /// </summary> |
||
3194 | /// <param name="originalPrim">ID of object to duplicate</param> |
||
3195 | /// <param name="offset"></param> |
||
3196 | /// <param name="flags"></param> |
||
3197 | /// <param name="AgentID">Agent doing the duplication</param> |
||
3198 | /// <param name="GroupID">Group of new object</param> |
||
3199 | public void DuplicateObject(uint originalPrim, Vector3 offset, uint flags, UUID AgentID, UUID GroupID) |
||
3200 | { |
||
3201 | SceneObjectGroup copy = SceneGraph.DuplicateObject(originalPrim, offset, flags, AgentID, GroupID, Quaternion.Identity); |
||
3202 | if (copy != null) |
||
3203 | EventManager.TriggerObjectAddedToScene(copy); |
||
3204 | } |
||
3205 | |||
3206 | /// <summary> |
||
3207 | /// Duplicates object specified by localID at position raycasted against RayTargetObject using |
||
3208 | /// RayEnd and RayStart to determine what the angle of the ray is |
||
3209 | /// </summary> |
||
3210 | /// <param name="localID">ID of object to duplicate</param> |
||
3211 | /// <param name="dupeFlags"></param> |
||
3212 | /// <param name="AgentID">Agent doing the duplication</param> |
||
3213 | /// <param name="GroupID">Group of new object</param> |
||
3214 | /// <param name="RayTargetObj">The target of the Ray</param> |
||
3215 | /// <param name="RayEnd">The ending of the ray (farthest away point)</param> |
||
3216 | /// <param name="RayStart">The Beginning of the ray (closest point)</param> |
||
3217 | /// <param name="BypassRaycast">Bool to bypass raycasting</param> |
||
3218 | /// <param name="RayEndIsIntersection">The End specified is the place to add the object</param> |
||
3219 | /// <param name="CopyCenters">Position the object at the center of the face that it's colliding with</param> |
||
3220 | /// <param name="CopyRotates">Rotate the object the same as the localID object</param> |
||
3221 | public void doObjectDuplicateOnRay(uint localID, uint dupeFlags, UUID AgentID, UUID GroupID, |
||
3222 | UUID RayTargetObj, Vector3 RayEnd, Vector3 RayStart, |
||
3223 | bool BypassRaycast, bool RayEndIsIntersection, bool CopyCenters, bool CopyRotates) |
||
3224 | { |
||
3225 | Vector3 pos; |
||
3226 | const bool frontFacesOnly = true; |
||
3227 | //m_log.Info("HITTARGET: " + RayTargetObj.ToString() + ", COPYTARGET: " + localID.ToString()); |
||
3228 | SceneObjectPart target = GetSceneObjectPart(localID); |
||
3229 | SceneObjectPart target2 = GetSceneObjectPart(RayTargetObj); |
||
3230 | |||
3231 | if (target != null && target2 != null) |
||
3232 | { |
||
3233 | Vector3 direction = Vector3.Normalize(RayEnd - RayStart); |
||
3234 | Vector3 AXOrigin = RayStart; |
||
3235 | Vector3 AXdirection = direction; |
||
3236 | |||
3237 | pos = target2.AbsolutePosition; |
||
3238 | //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()); |
||
3239 | |||
3240 | // TODO: Raytrace better here |
||
3241 | |||
3242 | //EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection)); |
||
3243 | Ray NewRay = new Ray(AXOrigin, AXdirection); |
||
3244 | |||
3245 | // Ray Trace against target here |
||
3246 | EntityIntersection ei = target2.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, CopyCenters); |
||
3247 | |||
3248 | // Un-comment out the following line to Get Raytrace results printed to the console. |
||
3249 | //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); |
||
3250 | float ScaleOffset = 0.5f; |
||
3251 | |||
3252 | // If we hit something |
||
3253 | if (ei.HitTF) |
||
3254 | { |
||
3255 | Vector3 scale = target.Scale; |
||
3256 | Vector3 scaleComponent = ei.AAfaceNormal; |
||
3257 | if (scaleComponent.X != 0) ScaleOffset = scale.X; |
||
3258 | if (scaleComponent.Y != 0) ScaleOffset = scale.Y; |
||
3259 | if (scaleComponent.Z != 0) ScaleOffset = scale.Z; |
||
3260 | ScaleOffset = Math.Abs(ScaleOffset); |
||
3261 | Vector3 intersectionpoint = ei.ipoint; |
||
3262 | Vector3 normal = ei.normal; |
||
3263 | Vector3 offset = normal * (ScaleOffset / 2f); |
||
3264 | pos = intersectionpoint + offset; |
||
3265 | |||
3266 | // stick in offset format from the original prim |
||
3267 | pos = pos - target.ParentGroup.AbsolutePosition; |
||
3268 | SceneObjectGroup copy; |
||
3269 | if (CopyRotates) |
||
3270 | { |
||
3271 | Quaternion worldRot = target2.GetWorldRotation(); |
||
3272 | |||
3273 | // SceneObjectGroup obj = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot); |
||
3274 | copy = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot); |
||
3275 | //obj.Rotation = worldRot; |
||
3276 | //obj.UpdateGroupRotationR(worldRot); |
||
3277 | } |
||
3278 | else |
||
3279 | { |
||
3280 | copy = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, Quaternion.Identity); |
||
3281 | } |
||
3282 | |||
3283 | if (copy != null) |
||
3284 | EventManager.TriggerObjectAddedToScene(copy); |
||
3285 | } |
||
3286 | } |
||
3287 | } |
||
3288 | |||
3289 | /// <summary> |
||
3290 | /// Get the avatar apperance for the given client. |
||
3291 | /// </summary> |
||
3292 | /// <param name="client"></param> |
||
3293 | /// <param name="appearance"></param> |
||
3294 | public void GetAvatarAppearance(IClientAPI client, out AvatarAppearance appearance) |
||
3295 | { |
||
3296 | AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode); |
||
3297 | |||
3298 | if (aCircuit == null) |
||
3299 | { |
||
3300 | m_log.DebugFormat("[APPEARANCE] Client did not supply a circuit. Non-Linden? Creating default appearance."); |
||
3301 | appearance = new AvatarAppearance(); |
||
3302 | return; |
||
3303 | } |
||
3304 | |||
3305 | appearance = aCircuit.Appearance; |
||
3306 | if (appearance == null) |
||
3307 | { |
||
3308 | m_log.DebugFormat("[APPEARANCE]: Appearance not found in {0}, returning default", RegionInfo.RegionName); |
||
3309 | appearance = new AvatarAppearance(); |
||
3310 | } |
||
3311 | } |
||
3312 | |||
3313 | /// <summary> |
||
3314 | /// Remove the given client from the scene. |
||
3315 | /// </summary> |
||
3316 | /// <remarks> |
||
3317 | /// Only clientstack code should call this directly. All other code should call IncomingCloseAgent() instead |
||
3318 | /// to properly operate the state machine and avoid race conditions with other close requests (such as directly |
||
3319 | /// from viewers). |
||
3320 | /// </remarks> |
||
3321 | /// <param name='agentID'>ID of agent to close</param> |
||
3322 | /// <param name='closeChildAgents'> |
||
3323 | /// Close the neighbour child agents associated with this client. |
||
3324 | /// </param> |
||
3325 | public void RemoveClient(UUID agentID, bool closeChildAgents) |
||
3326 | { |
||
3327 | AgentCircuitData acd = m_authenticateHandler.GetAgentCircuitData(agentID); |
||
3328 | |||
3329 | // Shouldn't be necessary since RemoveClient() is currently only called by IClientAPI.Close() which |
||
3330 | // in turn is only called by Scene.IncomingCloseAgent() which checks whether the presence exists or not |
||
3331 | // However, will keep for now just in case. |
||
3332 | if (acd == null) |
||
3333 | { |
||
3334 | m_log.ErrorFormat( |
||
3335 | "[SCENE]: No agent circuit found for {0} in {1}, aborting Scene.RemoveClient", agentID, Name); |
||
3336 | |||
3337 | return; |
||
3338 | } |
||
3339 | |||
3340 | // TODO: Can we now remove this lock? |
||
3341 | lock (acd) |
||
3342 | { |
||
3343 | bool isChildAgent = false; |
||
3344 | |||
3345 | ScenePresence avatar = GetScenePresence(agentID); |
||
3346 | |||
3347 | // Shouldn't be necessary since RemoveClient() is currently only called by IClientAPI.Close() which |
||
3348 | // in turn is only called by Scene.IncomingCloseAgent() which checks whether the presence exists or not |
||
3349 | // However, will keep for now just in case. |
||
3350 | if (avatar == null) |
||
3351 | { |
||
3352 | m_log.ErrorFormat( |
||
3353 | "[SCENE]: Called RemoveClient() with agent ID {0} but no such presence is in the scene.", agentID); |
||
3354 | m_authenticateHandler.RemoveCircuit(agentID); |
||
3355 | |||
3356 | return; |
||
3357 | } |
||
3358 | |||
3359 | try |
||
3360 | { |
||
3361 | isChildAgent = avatar.IsChildAgent; |
||
3362 | |||
3363 | m_log.DebugFormat( |
||
3364 | "[SCENE]: Removing {0} agent {1} {2} from {3}", |
||
3365 | isChildAgent ? "child" : "root", avatar.Name, agentID, Name); |
||
3366 | |||
3367 | // Don't do this to root agents, it's not nice for the viewer |
||
3368 | if (closeChildAgents && isChildAgent) |
||
3369 | { |
||
3370 | // Tell a single agent to disconnect from the region. |
||
3371 | // Let's do this via UDP |
||
3372 | avatar.ControllingClient.SendShutdownConnectionNotice(); |
||
3373 | } |
||
3374 | |||
3375 | // Only applies to root agents. |
||
3376 | if (avatar.ParentID != 0) |
||
3377 | { |
||
3378 | avatar.StandUp(); |
||
3379 | } |
||
3380 | |||
3381 | m_sceneGraph.removeUserCount(!isChildAgent); |
||
3382 | |||
3383 | // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop |
||
3384 | // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI |
||
3385 | if (closeChildAgents && CapsModule != null) |
||
3386 | CapsModule.RemoveCaps(agentID); |
||
3387 | |||
3388 | if (closeChildAgents && !isChildAgent) |
||
3389 | { |
||
3390 | List<ulong> regions = avatar.KnownRegionHandles; |
||
3391 | regions.Remove(RegionInfo.RegionHandle); |
||
3392 | |||
3393 | // This ends up being done asynchronously so that a logout isn't held up where there are many present but unresponsive neighbours. |
||
3394 | m_sceneGridService.SendCloseChildAgentConnections(agentID, acd.SessionID.ToString(), regions); |
||
3395 | } |
||
3396 | |||
3397 | m_eventManager.TriggerClientClosed(agentID, this); |
||
3398 | m_eventManager.TriggerOnRemovePresence(agentID); |
||
3399 | |||
3400 | if (!isChildAgent) |
||
3401 | { |
||
3402 | if (AttachmentsModule != null) |
||
3403 | { |
||
3404 | AttachmentsModule.DeRezAttachments(avatar); |
||
3405 | } |
||
3406 | |||
3407 | ForEachClient( |
||
3408 | delegate(IClientAPI client) |
||
3409 | { |
||
3410 | //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway |
||
3411 | try { client.SendKillObject(new List<uint> { avatar.LocalId }); } |
||
3412 | catch (NullReferenceException) { } |
||
3413 | }); |
||
3414 | } |
||
3415 | |||
3416 | // It's possible for child agents to have transactions if changes are being made cross-border. |
||
3417 | if (AgentTransactionsModule != null) |
||
3418 | AgentTransactionsModule.RemoveAgentAssetTransactions(agentID); |
||
3419 | } |
||
3420 | catch (Exception e) |
||
3421 | { |
||
3422 | m_log.Error( |
||
3423 | string.Format("[SCENE]: Exception removing {0} from {1}. Cleaning up. Exception ", avatar.Name, Name), e); |
||
3424 | } |
||
3425 | finally |
||
3426 | { |
||
3427 | try |
||
3428 | { |
||
3429 | // Always clean these structures up so that any failure above doesn't cause them to remain in the |
||
3430 | // scene with possibly bad effects (e.g. continually timing out on unacked packets and triggering |
||
3431 | // the same cleanup exception continually. |
||
3432 | m_authenticateHandler.RemoveCircuit(agentID); |
||
3433 | m_sceneGraph.RemoveScenePresence(agentID); |
||
3434 | m_clientManager.Remove(agentID); |
||
3435 | |||
3436 | avatar.Close(); |
||
3437 | } |
||
3438 | catch (Exception e) |
||
3439 | { |
||
3440 | m_log.Error( |
||
3441 | string.Format("[SCENE]: Exception in final clean up of {0} in {1}. Exception ", avatar.Name, Name), e); |
||
3442 | } |
||
3443 | } |
||
3444 | } |
||
3445 | |||
3446 | //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); |
||
3447 | //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); |
||
3448 | } |
||
3449 | |||
3450 | /// <summary> |
||
3451 | /// Removes region from an avatar's known region list. This coincides with child agents. For each child agent, there will be a known region entry. |
||
3452 | /// |
||
3453 | /// </summary> |
||
3454 | /// <param name="avatarID"></param> |
||
3455 | /// <param name="regionslst"></param> |
||
3456 | public void HandleRemoveKnownRegionsFromAvatar(UUID avatarID, List<ulong> regionslst) |
||
3457 | { |
||
3458 | ScenePresence av = GetScenePresence(avatarID); |
||
3459 | if (av != null) |
||
3460 | { |
||
3461 | lock (av) |
||
3462 | { |
||
3463 | for (int i = 0; i < regionslst.Count; i++) |
||
3464 | { |
||
3465 | av.RemoveNeighbourRegion(regionslst[i]); |
||
3466 | } |
||
3467 | } |
||
3468 | } |
||
3469 | } |
||
3470 | |||
3471 | #endregion |
||
3472 | |||
3473 | #region Entities |
||
3474 | |||
3475 | public void SendKillObject(List<uint> localIDs) |
||
3476 | { |
||
3477 | List<uint> deleteIDs = new List<uint>(); |
||
3478 | |||
3479 | foreach (uint localID in localIDs) |
||
3480 | { |
||
3481 | SceneObjectPart part = GetSceneObjectPart(localID); |
||
3482 | if (part != null) // It is a prim |
||
3483 | { |
||
3484 | if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid |
||
3485 | { |
||
3486 | if (part.ParentGroup.RootPart != part) // Child part |
||
3487 | continue; |
||
3488 | } |
||
3489 | } |
||
3490 | deleteIDs.Add(localID); |
||
3491 | } |
||
3492 | |||
3493 | ForEachClient(c => c.SendKillObject(deleteIDs)); |
||
3494 | } |
||
3495 | |||
3496 | #endregion |
||
3497 | |||
3498 | #region RegionComms |
||
3499 | |||
3500 | /// <summary> |
||
3501 | /// Do the work necessary to initiate a new user connection for a particular scene. |
||
3502 | /// </summary> |
||
3503 | /// <param name="agent">CircuitData of the agent who is connecting</param> |
||
3504 | /// <param name="teleportFlags"></param> |
||
3505 | /// <param name="source">Source region (may be null)</param> |
||
3506 | /// <param name="reason">Outputs the reason for the false response on this string</param> |
||
3507 | /// <returns>True if the region accepts this agent. False if it does not. False will |
||
3508 | /// also return a reason.</returns> |
||
3509 | public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, GridRegion source, out string reason) |
||
3510 | { |
||
3511 | return NewUserConnection(agent, teleportFlags, source, out reason, true); |
||
3512 | } |
||
3513 | |||
3514 | /// <summary> |
||
3515 | /// Do the work necessary to initiate a new user connection for a particular scene. |
||
3516 | /// </summary> |
||
3517 | /// <remarks> |
||
3518 | /// The return bool should allow for connections to be refused, but as not all calling paths |
||
3519 | /// take proper notice of it yet, we still allowed banned users in. |
||
3520 | /// |
||
3521 | /// At the moment this method consists of setting up the caps infrastructure |
||
3522 | /// The return bool should allow for connections to be refused, but as not all calling paths |
||
3523 | /// take proper notice of it let, we allowed banned users in still. |
||
3524 | /// |
||
3525 | /// This method is called by the login service (in the case of login) or another simulator (in the case of region |
||
3526 | /// cross or teleport) to initiate the connection. It is not triggered by the viewer itself - the connection |
||
3527 | /// is activated later when the viewer sends the initial UseCircuitCodePacket UDP packet (in the case of |
||
3528 | /// the LLUDP stack). |
||
3529 | /// </remarks> |
||
3530 | /// <param name="acd">CircuitData of the agent who is connecting</param> |
||
3531 | /// <param name="source">Source region (may be null)</param> |
||
3532 | /// <param name="reason">Outputs the reason for the false response on this string</param> |
||
3533 | /// <param name="requirePresenceLookup">True for normal presence. False for NPC |
||
3534 | /// or other applications where a full grid/Hypergrid presence may not be required.</param> |
||
3535 | /// <returns>True if the region accepts this agent. False if it does not. False will |
||
3536 | /// also return a reason.</returns> |
||
3537 | public bool NewUserConnection(AgentCircuitData acd, uint teleportFlags, GridRegion source, out string reason, bool requirePresenceLookup) |
||
3538 | { |
||
3539 | bool vialogin = ((teleportFlags & (uint)TPFlags.ViaLogin) != 0 || |
||
3540 | (teleportFlags & (uint)TPFlags.ViaHGLogin) != 0); |
||
3541 | bool viahome = ((teleportFlags & (uint)TPFlags.ViaHome) != 0); |
||
3542 | bool godlike = ((teleportFlags & (uint)TPFlags.Godlike) != 0); |
||
3543 | |||
3544 | reason = String.Empty; |
||
3545 | |||
3546 | //Teleport flags: |
||
3547 | // |
||
3548 | // TeleportFlags.ViaGodlikeLure - Border Crossing |
||
3549 | // TeleportFlags.ViaLogin - Login |
||
3550 | // TeleportFlags.TeleportFlags.ViaLure - Teleport request sent by another user |
||
3551 | // TeleportFlags.ViaLandmark | TeleportFlags.ViaLocation | TeleportFlags.ViaLandmark | TeleportFlags.Default - Regular Teleport |
||
3552 | |||
3553 | // Don't disable this log message - it's too helpful |
||
3554 | string curViewer = Util.GetViewerName(acd); |
||
3555 | m_log.DebugFormat( |
||
3556 | "[SCENE]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, IP {6}, viewer {7}, teleportflags ({8}), position {9}. {10}", |
||
3557 | RegionInfo.RegionName, |
||
3558 | (acd.child ? "child" : "root"), |
||
3559 | acd.firstname, |
||
3560 | acd.lastname, |
||
3561 | acd.AgentID, |
||
3562 | acd.circuitcode, |
||
3563 | acd.IPAddress, |
||
3564 | curViewer, |
||
3565 | ((TPFlags)teleportFlags).ToString(), |
||
3566 | acd.startpos, |
||
3567 | (source == null) ? "" : string.Format("From region {0} ({1}){2}", source.RegionName, source.RegionID, (source.RawServerURI == null) ? "" : " @ " + source.ServerURI) |
||
3568 | ); |
||
3569 | |||
3570 | if (!LoginsEnabled) |
||
3571 | { |
||
3572 | reason = "Logins Disabled"; |
||
3573 | return false; |
||
3574 | } |
||
3575 | |||
3576 | //Check if the viewer is banned or in the viewer access list |
||
3577 | //We check if the substring is listed for higher flexebility |
||
3578 | bool ViewerDenied = true; |
||
3579 | |||
3580 | //Check if the specific viewer is listed in the allowed viewer list |
||
3581 | if (m_AllowedViewers.Count > 0) |
||
3582 | { |
||
3583 | foreach (string viewer in m_AllowedViewers) |
||
3584 | { |
||
3585 | if (viewer == curViewer.Substring(0, Math.Min(viewer.Length, curViewer.Length)).Trim().ToLower()) |
||
3586 | { |
||
3587 | ViewerDenied = false; |
||
3588 | break; |
||
3589 | } |
||
3590 | } |
||
3591 | } |
||
3592 | else |
||
3593 | { |
||
3594 | ViewerDenied = false; |
||
3595 | } |
||
3596 | |||
3597 | //Check if the viewer is in the banned list |
||
3598 | if (m_BannedViewers.Count > 0) |
||
3599 | { |
||
3600 | foreach (string viewer in m_BannedViewers) |
||
3601 | { |
||
3602 | if (viewer == curViewer.Substring(0, Math.Min(viewer.Length, curViewer.Length)).Trim().ToLower()) |
||
3603 | { |
||
3604 | ViewerDenied = true; |
||
3605 | break; |
||
3606 | } |
||
3607 | } |
||
3608 | } |
||
3609 | |||
3610 | if (ViewerDenied) |
||
3611 | { |
||
3612 | m_log.DebugFormat( |
||
3613 | "[SCENE]: Access denied for {0} {1} using {2}", |
||
3614 | acd.firstname, acd.lastname, curViewer); |
||
3615 | reason = "Access denied, your viewer is banned by the region owner"; |
||
3616 | return false; |
||
3617 | } |
||
3618 | |||
3619 | ILandObject land; |
||
3620 | ScenePresence sp; |
||
3621 | |||
3622 | lock (m_removeClientLock) |
||
3623 | { |
||
3624 | sp = GetScenePresence(acd.AgentID); |
||
3625 | |||
3626 | // We need to ensure that we are not already removing the scene presence before we ask it not to be |
||
3627 | // closed. |
||
3628 | if (sp != null && sp.IsChildAgent |
||
3629 | && (sp.LifecycleState == ScenePresenceState.Running |
||
3630 | || sp.LifecycleState == ScenePresenceState.PreRemove)) |
||
3631 | { |
||
3632 | m_log.DebugFormat( |
||
3633 | "[SCENE]: Reusing existing child scene presence for {0}, state {1} in {2}", |
||
3634 | sp.Name, sp.LifecycleState, Name); |
||
3635 | |||
3636 | // In the case where, for example, an A B C D region layout, an avatar may |
||
3637 | // teleport from A -> D, but then -> C before A has asked B to close its old child agent. When C |
||
3638 | // renews the lease on the child agent at B, we must make sure that the close from A does not succeed. |
||
3639 | // |
||
3640 | // XXX: In the end, this should not be necessary if child agents are closed without delay on |
||
3641 | // teleport, since realistically, the close request should always be processed before any other |
||
3642 | // region tried to re-establish a child agent. This is much simpler since the logic below is |
||
3643 | // vulnerable to an issue when a viewer quits a region without sending a proper logout but then |
||
3644 | // re-establishes the connection on a relogin. This could wrongly set the DoNotCloseAfterTeleport |
||
3645 | // flag when no teleport had taken place (and hence no close was going to come). |
||
3646 | // if (!acd.ChildrenCapSeeds.ContainsKey(RegionInfo.RegionHandle)) |
||
3647 | // { |
||
3648 | // m_log.DebugFormat( |
||
3649 | // "[SCENE]: Setting DoNotCloseAfterTeleport for child scene presence {0} in {1} because source will attempt close.", |
||
3650 | // sp.Name, Name); |
||
3651 | // |
||
3652 | // sp.DoNotCloseAfterTeleport = true; |
||
3653 | // } |
||
3654 | // else if (EntityTransferModule.IsInTransit(sp.UUID)) |
||
3655 | |||
3656 | sp.LifecycleState = ScenePresenceState.Running; |
||
3657 | |||
3658 | if (EntityTransferModule.IsInTransit(sp.UUID)) |
||
3659 | { |
||
3660 | sp.DoNotCloseAfterTeleport = true; |
||
3661 | |||
3662 | m_log.DebugFormat( |
||
3663 | "[SCENE]: Set DoNotCloseAfterTeleport for child scene presence {0} in {1} because this region will attempt end-of-teleport close from a previous close.", |
||
3664 | sp.Name, Name); |
||
3665 | } |
||
3666 | } |
||
3667 | } |
||
3668 | |||
3669 | // Need to poll here in case we are currently deleting an sp. Letting threads run over each other will |
||
3670 | // allow unpredictable things to happen. |
||
3671 | if (sp != null) |
||
3672 | { |
||
3673 | const int polls = 10; |
||
3674 | const int pollInterval = 1000; |
||
3675 | int pollsLeft = polls; |
||
3676 | |||
3677 | while (sp.LifecycleState == ScenePresenceState.Removing && pollsLeft-- > 0) |
||
3678 | Thread.Sleep(pollInterval); |
||
3679 | |||
3680 | if (sp.LifecycleState == ScenePresenceState.Removing) |
||
3681 | { |
||
3682 | m_log.WarnFormat( |
||
3683 | "[SCENE]: Agent {0} in {1} was still being removed after {2}s. Aborting NewUserConnection.", |
||
3684 | sp.Name, Name, polls * pollInterval / 1000); |
||
3685 | |||
3686 | return false; |
||
3687 | } |
||
3688 | else if (polls != pollsLeft) |
||
3689 | { |
||
3690 | m_log.DebugFormat( |
||
3691 | "[SCENE]: NewUserConnection for agent {0} in {1} had to wait {2}s for in-progress removal to complete on an old presence.", |
||
3692 | sp.Name, Name, polls * pollInterval / 1000); |
||
3693 | } |
||
3694 | } |
||
3695 | |||
3696 | // TODO: can we remove this lock? |
||
3697 | lock (acd) |
||
3698 | { |
||
3699 | if (sp != null && !sp.IsChildAgent) |
||
3700 | { |
||
3701 | // We have a root agent. Is it in transit? |
||
3702 | if (!EntityTransferModule.IsInTransit(sp.UUID)) |
||
3703 | { |
||
3704 | // We have a zombie from a crashed session. |
||
3705 | // Or the same user is trying to be root twice here, won't work. |
||
3706 | // Kill it. |
||
3707 | m_log.WarnFormat( |
||
3708 | "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.", |
||
3709 | sp.Name, sp.UUID, RegionInfo.RegionName); |
||
3710 | |||
3711 | if (sp.ControllingClient != null) |
||
3712 | CloseAgent(sp.UUID, true); |
||
3713 | |||
3714 | sp = null; |
||
3715 | } |
||
3716 | //else |
||
3717 | // m_log.WarnFormat("[SCENE]: Existing root scene presence for {0} {1} in {2}, but agent is in trasit", sp.Name, sp.UUID, RegionInfo.RegionName); |
||
3718 | } |
||
3719 | |||
3720 | // Optimistic: add or update the circuit data with the new agent circuit data and teleport flags. |
||
3721 | // We need the circuit data here for some of the subsequent checks. (groups, for example) |
||
3722 | // If the checks fail, we remove the circuit. |
||
3723 | acd.teleportFlags = teleportFlags; |
||
3724 | m_authenticateHandler.AddNewCircuit(acd.circuitcode, acd); |
||
3725 | |||
3726 | land = LandChannel.GetLandObject(acd.startpos.X, acd.startpos.Y); |
||
3727 | |||
3728 | // On login test land permisions |
||
3729 | if (vialogin) |
||
3730 | { |
||
3731 | if (land != null && !TestLandRestrictions(acd.AgentID, out reason, ref acd.startpos.X, ref acd.startpos.Y)) |
||
3732 | { |
||
3733 | m_authenticateHandler.RemoveCircuit(acd.circuitcode); |
||
3734 | return false; |
||
3735 | } |
||
3736 | } |
||
3737 | |||
3738 | if (sp == null) // We don't have an [child] agent here already |
||
3739 | { |
||
3740 | if (requirePresenceLookup) |
||
3741 | { |
||
3742 | try |
||
3743 | { |
||
3744 | if (!VerifyUserPresence(acd, out reason)) |
||
3745 | { |
||
3746 | m_authenticateHandler.RemoveCircuit(acd.circuitcode); |
||
3747 | return false; |
||
3748 | } |
||
3749 | } |
||
3750 | catch (Exception e) |
||
3751 | { |
||
3752 | m_log.ErrorFormat( |
||
3753 | "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace); |
||
3754 | |||
3755 | m_authenticateHandler.RemoveCircuit(acd.circuitcode); |
||
3756 | return false; |
||
3757 | } |
||
3758 | } |
||
3759 | |||
3760 | try |
||
3761 | { |
||
3762 | if (!AuthorizeUser(acd, (vialogin ? false : SeeIntoRegion), out reason)) |
||
3763 | { |
||
3764 | m_authenticateHandler.RemoveCircuit(acd.circuitcode); |
||
3765 | return false; |
||
3766 | } |
||
3767 | } |
||
3768 | catch (Exception e) |
||
3769 | { |
||
3770 | m_log.ErrorFormat( |
||
3771 | "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace); |
||
3772 | |||
3773 | m_authenticateHandler.RemoveCircuit(acd.circuitcode); |
||
3774 | return false; |
||
3775 | } |
||
3776 | |||
3777 | m_log.InfoFormat( |
||
3778 | "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})", |
||
3779 | Name, (acd.child ? "child" : "root"), acd.firstname, acd.lastname, |
||
3780 | acd.AgentID, acd.circuitcode); |
||
3781 | |||
3782 | if (CapsModule != null) |
||
3783 | { |
||
3784 | CapsModule.SetAgentCapsSeeds(acd); |
||
3785 | CapsModule.CreateCaps(acd.AgentID); |
||
3786 | } |
||
3787 | } |
||
3788 | else |
||
3789 | { |
||
3790 | // Let the SP know how we got here. This has a lot of interesting |
||
3791 | // uses down the line. |
||
3792 | sp.TeleportFlags = (TPFlags)teleportFlags; |
||
3793 | |||
3794 | if (sp.IsChildAgent) |
||
3795 | { |
||
3796 | m_log.DebugFormat( |
||
3797 | "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", |
||
3798 | acd.AgentID, RegionInfo.RegionName); |
||
3799 | |||
3800 | sp.AdjustKnownSeeds(); |
||
3801 | |||
3802 | if (CapsModule != null) |
||
3803 | { |
||
3804 | CapsModule.SetAgentCapsSeeds(acd); |
||
3805 | CapsModule.CreateCaps(acd.AgentID); |
||
3806 | } |
||
3807 | } |
||
3808 | } |
||
3809 | |||
3810 | // Try caching an incoming user name much earlier on to see if this helps with an issue |
||
3811 | // where HG users are occasionally seen by others as "Unknown User" because their UUIDName |
||
3812 | // request for the HG avatar appears to trigger before the user name is cached. |
||
3813 | CacheUserName(null, acd); |
||
3814 | } |
||
3815 | |||
3816 | if (vialogin) |
||
3817 | { |
||
3818 | // CleanDroppedAttachments(); |
||
3819 | |||
3820 | // Make sure avatar position is in the region (why it wouldn't be is a mystery but do sanity checking) |
||
3821 | if (acd.startpos.X < 0) acd.startpos.X = 1f; |
||
3822 | if (acd.startpos.X >= RegionInfo.RegionSizeX) acd.startpos.X = RegionInfo.RegionSizeX - 1f; |
||
3823 | if (acd.startpos.Y < 0) acd.startpos.Y = 1f; |
||
3824 | if (acd.startpos.Y >= RegionInfo.RegionSizeY) acd.startpos.Y = RegionInfo.RegionSizeY - 1f; |
||
3825 | |||
3826 | // m_log.DebugFormat( |
||
3827 | // "[SCENE]: Found telehub object {0} for new user connection {1} to {2}", |
||
3828 | // RegionInfo.RegionSettings.TelehubObject, acd.Name, Name); |
||
3829 | |||
3830 | // Honor Estate teleport routing via Telehubs excluding ViaHome and GodLike TeleportFlags |
||
3831 | if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero && |
||
3832 | RegionInfo.EstateSettings.AllowDirectTeleport == false && |
||
3833 | !viahome && !godlike) |
||
3834 | { |
||
3835 | SceneObjectGroup telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject); |
||
3836 | |||
3837 | if (telehub != null) |
||
3838 | { |
||
3839 | // Can have multiple SpawnPoints |
||
3840 | List<SpawnPoint> spawnpoints = RegionInfo.RegionSettings.SpawnPoints(); |
||
3841 | if (spawnpoints.Count > 1) |
||
3842 | { |
||
3843 | // We have multiple SpawnPoints, Route the agent to a random or sequential one |
||
3844 | if (SpawnPointRouting == "random") |
||
3845 | acd.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation( |
||
3846 | telehub.AbsolutePosition, |
||
3847 | telehub.GroupRotation |
||
3848 | ); |
||
3849 | else |
||
3850 | acd.startpos = spawnpoints[SpawnPoint()].GetLocation( |
||
3851 | telehub.AbsolutePosition, |
||
3852 | telehub.GroupRotation |
||
3853 | ); |
||
3854 | } |
||
3855 | else if (spawnpoints.Count == 1) |
||
3856 | { |
||
3857 | // We have a single SpawnPoint and will route the agent to it |
||
3858 | acd.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation); |
||
3859 | } |
||
3860 | else |
||
3861 | { |
||
3862 | m_log.DebugFormat( |
||
3863 | "[SCENE]: No spawnpoints defined for telehub {0} for {1} in {2}. Continuing.", |
||
3864 | RegionInfo.RegionSettings.TelehubObject, acd.Name, Name); |
||
3865 | } |
||
3866 | } |
||
3867 | else |
||
3868 | { |
||
3869 | m_log.DebugFormat( |
||
3870 | "[SCENE]: No telehub {0} found to direct {1} in {2}. Continuing.", |
||
3871 | RegionInfo.RegionSettings.TelehubObject, acd.Name, Name); |
||
3872 | } |
||
3873 | |||
3874 | // Final permissions check; this time we don't allow changing the position |
||
3875 | if (!IsPositionAllowed(acd.AgentID, acd.startpos, ref reason)) |
||
3876 | { |
||
3877 | m_authenticateHandler.RemoveCircuit(acd.circuitcode); |
||
3878 | return false; |
||
3879 | } |
||
3880 | |||
3881 | return true; |
||
3882 | } |
||
3883 | |||
3884 | // Honor parcel landing type and position. |
||
3885 | if (land != null) |
||
3886 | { |
||
3887 | if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) |
||
3888 | { |
||
3889 | acd.startpos = land.LandData.UserLocation; |
||
3890 | |||
3891 | // Final permissions check; this time we don't allow changing the position |
||
3892 | if (!IsPositionAllowed(acd.AgentID, acd.startpos, ref reason)) |
||
3893 | { |
||
3894 | m_authenticateHandler.RemoveCircuit(acd.circuitcode); |
||
3895 | return false; |
||
3896 | } |
||
3897 | } |
||
3898 | } |
||
3899 | } |
||
3900 | |||
3901 | return true; |
||
3902 | } |
||
3903 | |||
3904 | private bool IsPositionAllowed(UUID agentID, Vector3 pos, ref string reason) |
||
3905 | { |
||
3906 | ILandObject land = LandChannel.GetLandObject(pos); |
||
3907 | if (land == null) |
||
3908 | return true; |
||
3909 | |||
3910 | if (land.IsBannedFromLand(agentID) || land.IsRestrictedFromLand(agentID)) |
||
3911 | { |
||
3912 | reason = "You are banned from the region."; |
||
3913 | return false; |
||
3914 | } |
||
3915 | |||
3916 | return true; |
||
3917 | } |
||
3918 | |||
3919 | public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY) |
||
3920 | { |
||
3921 | if (posX < 0) |
||
3922 | posX = 0; |
||
3923 | else if (posX >= (float)RegionInfo.RegionSizeX) |
||
3924 | posX = (float)RegionInfo.RegionSizeX - 0.001f; |
||
3925 | if (posY < 0) |
||
3926 | posY = 0; |
||
3927 | else if (posY >= (float)RegionInfo.RegionSizeY) |
||
3928 | posY = (float)RegionInfo.RegionSizeY - 0.001f; |
||
3929 | |||
3930 | reason = String.Empty; |
||
3931 | if (Permissions.IsGod(agentID)) |
||
3932 | return true; |
||
3933 | |||
3934 | ILandObject land = LandChannel.GetLandObject(posX, posY); |
||
3935 | if (land == null) |
||
3936 | return false; |
||
3937 | |||
3938 | bool banned = land.IsBannedFromLand(agentID); |
||
3939 | bool restricted = land.IsRestrictedFromLand(agentID); |
||
3940 | |||
3941 | if (banned || restricted) |
||
3942 | { |
||
3943 | ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY); |
||
3944 | if (nearestParcel != null) |
||
3945 | { |
||
3946 | //Move agent to nearest allowed |
||
3947 | Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); |
||
3948 | posX = newPosition.X; |
||
3949 | posY = newPosition.Y; |
||
3950 | } |
||
3951 | else |
||
3952 | { |
||
3953 | if (banned) |
||
3954 | { |
||
3955 | reason = "Cannot regioncross into banned parcel."; |
||
3956 | } |
||
3957 | else |
||
3958 | { |
||
3959 | reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.", |
||
3960 | RegionInfo.RegionName); |
||
3961 | } |
||
3962 | return false; |
||
3963 | } |
||
3964 | } |
||
3965 | reason = ""; |
||
3966 | return true; |
||
3967 | } |
||
3968 | |||
3969 | /// <summary> |
||
3970 | /// Verifies that the user has a presence on the Grid |
||
3971 | /// </summary> |
||
3972 | /// <param name="agent">Circuit Data of the Agent we're verifying</param> |
||
3973 | /// <param name="reason">Outputs the reason for the false response on this string</param> |
||
3974 | /// <returns>True if the user has a session on the grid. False if it does not. False will |
||
3975 | /// also return a reason.</returns> |
||
3976 | public virtual bool VerifyUserPresence(AgentCircuitData agent, out string reason) |
||
3977 | { |
||
3978 | reason = String.Empty; |
||
3979 | |||
3980 | IPresenceService presence = RequestModuleInterface<IPresenceService>(); |
||
3981 | if (presence == null) |
||
3982 | { |
||
3983 | reason = String.Format("Failed to verify user presence in the grid for {0} {1} in region {2}. Presence service does not exist.", agent.firstname, agent.lastname, RegionInfo.RegionName); |
||
3984 | return false; |
||
3985 | } |
||
3986 | |||
3987 | OpenSim.Services.Interfaces.PresenceInfo pinfo = presence.GetAgent(agent.SessionID); |
||
3988 | |||
3989 | if (pinfo == null) |
||
3990 | { |
||
3991 | reason = String.Format("Failed to verify user presence in the grid for {0} {1}, access denied to region {2}.", agent.firstname, agent.lastname, RegionInfo.RegionName); |
||
3992 | return false; |
||
3993 | } |
||
3994 | |||
3995 | return true; |
||
3996 | } |
||
3997 | |||
3998 | /// <summary> |
||
3999 | /// Verify if the user can connect to this region. Checks the banlist and ensures that the region is set for public access |
||
4000 | /// </summary> |
||
4001 | /// <param name="agent">The circuit data for the agent</param> |
||
4002 | /// <param name="reason">outputs the reason to this string</param> |
||
4003 | /// <returns>True if the region accepts this agent. False if it does not. False will |
||
4004 | /// also return a reason.</returns> |
||
4005 | protected virtual bool AuthorizeUser(AgentCircuitData agent, bool bypassAccessControl, out string reason) |
||
4006 | { |
||
4007 | reason = String.Empty; |
||
4008 | |||
4009 | if (!m_strictAccessControl) return true; |
||
4010 | if (Permissions.IsGod(agent.AgentID)) return true; |
||
4011 | |||
4012 | if (AuthorizationService != null) |
||
4013 | { |
||
4014 | if (!AuthorizationService.IsAuthorizedForRegion( |
||
4015 | agent.AgentID.ToString(), agent.firstname, agent.lastname, RegionInfo.RegionID.ToString(), out reason)) |
||
4016 | { |
||
4017 | m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because: {4}", |
||
4018 | agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName, reason); |
||
4019 | |||
4020 | return false; |
||
4021 | } |
||
4022 | } |
||
4023 | |||
4024 | // We only test the things below when we want to cut off |
||
4025 | // child agents from being present in the scene for which their root |
||
4026 | // agent isn't allowed. Otherwise, we allow child agents. The test for |
||
4027 | // the root is done elsewhere (QueryAccess) |
||
4028 | if (!bypassAccessControl) |
||
4029 | { |
||
4030 | if (RegionInfo.EstateSettings != null) |
||
4031 | { |
||
4032 | if (RegionInfo.EstateSettings.IsBanned(agent.AgentID)) |
||
4033 | { |
||
4034 | m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", |
||
4035 | agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); |
||
4036 | reason = String.Format("Denied access to region {0}: You have been banned from that region.", |
||
4037 | RegionInfo.RegionName); |
||
4038 | return false; |
||
4039 | } |
||
4040 | } |
||
4041 | else |
||
4042 | { |
||
4043 | m_log.ErrorFormat("[CONNECTION BEGIN]: Estate Settings is null!"); |
||
4044 | } |
||
4045 | |||
4046 | List<UUID> agentGroups = new List<UUID>(); |
||
4047 | |||
4048 | if (m_groupsModule != null) |
||
4049 | { |
||
4050 | GroupMembershipData[] GroupMembership = m_groupsModule.GetMembershipData(agent.AgentID); |
||
4051 | |||
4052 | if (GroupMembership != null) |
||
4053 | { |
||
4054 | for (int i = 0; i < GroupMembership.Length; i++) |
||
4055 | agentGroups.Add(GroupMembership[i].GroupID); |
||
4056 | } |
||
4057 | else |
||
4058 | { |
||
4059 | m_log.ErrorFormat("[CONNECTION BEGIN]: GroupMembership is null!"); |
||
4060 | } |
||
4061 | } |
||
4062 | |||
4063 | bool groupAccess = false; |
||
4064 | UUID[] estateGroups = RegionInfo.EstateSettings.EstateGroups; |
||
4065 | |||
4066 | if (estateGroups != null) |
||
4067 | { |
||
4068 | foreach (UUID group in estateGroups) |
||
4069 | { |
||
4070 | if (agentGroups.Contains(group)) |
||
4071 | { |
||
4072 | groupAccess = true; |
||
4073 | break; |
||
4074 | } |
||
4075 | } |
||
4076 | } |
||
4077 | else |
||
4078 | { |
||
4079 | m_log.ErrorFormat("[CONNECTION BEGIN]: EstateGroups is null!"); |
||
4080 | } |
||
4081 | |||
4082 | if (!RegionInfo.EstateSettings.PublicAccess && |
||
4083 | !RegionInfo.EstateSettings.HasAccess(agent.AgentID) && |
||
4084 | !groupAccess) |
||
4085 | { |
||
4086 | m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate", |
||
4087 | agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); |
||
4088 | reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.", |
||
4089 | RegionInfo.RegionName); |
||
4090 | return false; |
||
4091 | } |
||
4092 | } |
||
4093 | |||
4094 | // TODO: estate/region settings are not properly hooked up |
||
4095 | // to ILandObject.isRestrictedFromLand() |
||
4096 | // if (null != LandChannel) |
||
4097 | // { |
||
4098 | // // region seems to have local Id of 1 |
||
4099 | // ILandObject land = LandChannel.GetLandObject(1); |
||
4100 | // if (null != land) |
||
4101 | // { |
||
4102 | // if (land.isBannedFromLand(agent.AgentID)) |
||
4103 | // { |
||
4104 | // m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user has been banned from land", |
||
4105 | // agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); |
||
4106 | // reason = String.Format("Denied access to private region {0}: You are banned from that region.", |
||
4107 | // RegionInfo.RegionName); |
||
4108 | // return false; |
||
4109 | // } |
||
4110 | |||
4111 | // if (land.isRestrictedFromLand(agent.AgentID)) |
||
4112 | // { |
||
4113 | // m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region", |
||
4114 | // agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); |
||
4115 | // reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.", |
||
4116 | // RegionInfo.RegionName); |
||
4117 | // return false; |
||
4118 | // } |
||
4119 | // } |
||
4120 | // } |
||
4121 | |||
4122 | return true; |
||
4123 | } |
||
4124 | |||
4125 | /// <summary> |
||
4126 | /// Update an AgentCircuitData object with new information |
||
4127 | /// </summary> |
||
4128 | /// <param name="data">Information to update the AgentCircuitData with</param> |
||
4129 | public void UpdateCircuitData(AgentCircuitData data) |
||
4130 | { |
||
4131 | m_authenticateHandler.UpdateAgentData(data); |
||
4132 | } |
||
4133 | |||
4134 | /// <summary> |
||
4135 | /// Change the Circuit Code for the user's Circuit Data |
||
4136 | /// </summary> |
||
4137 | /// <param name="oldcc">The old Circuit Code. Must match a previous circuit code</param> |
||
4138 | /// <param name="newcc">The new Circuit Code. Must not be an already existing circuit code</param> |
||
4139 | /// <returns>True if we successfully changed it. False if we did not</returns> |
||
4140 | public bool ChangeCircuitCode(uint oldcc, uint newcc) |
||
4141 | { |
||
4142 | return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc); |
||
4143 | } |
||
4144 | |||
4145 | // /// <summary> |
||
4146 | // /// The Grid has requested that we log-off a user. Log them off. |
||
4147 | // /// </summary> |
||
4148 | // /// <param name="AvatarID">Unique ID of the avatar to log-off</param> |
||
4149 | // /// <param name="RegionSecret">SecureSessionID of the user, or the RegionSecret text when logging on to the grid</param> |
||
4150 | // /// <param name="message">message to display to the user. Reason for being logged off</param> |
||
4151 | // public void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message) |
||
4152 | // { |
||
4153 | // ScenePresence loggingOffUser = GetScenePresence(AvatarID); |
||
4154 | // if (loggingOffUser != null) |
||
4155 | // { |
||
4156 | // UUID localRegionSecret = UUID.Zero; |
||
4157 | // bool parsedsecret = UUID.TryParse(RegionInfo.regionSecret, out localRegionSecret); |
||
4158 | // |
||
4159 | // // Region Secret is used here in case a new sessionid overwrites an old one on the user server. |
||
4160 | // // Will update the user server in a few revisions to use it. |
||
4161 | // |
||
4162 | // if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId || (parsedsecret && RegionSecret == localRegionSecret)) |
||
4163 | // { |
||
4164 | // m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, loggingOffUser.KnownRegionHandles); |
||
4165 | // loggingOffUser.ControllingClient.Kick(message); |
||
4166 | // // Give them a second to receive the message! |
||
4167 | // Thread.Sleep(1000); |
||
4168 | // loggingOffUser.ControllingClient.Close(); |
||
4169 | // } |
||
4170 | // else |
||
4171 | // { |
||
4172 | // m_log.Info("[USERLOGOFF]: System sending the LogOff user message failed to sucessfully authenticate"); |
||
4173 | // } |
||
4174 | // } |
||
4175 | // else |
||
4176 | // { |
||
4177 | // 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()); |
||
4178 | // } |
||
4179 | // } |
||
4180 | |||
4181 | // /// <summary> |
||
4182 | // /// Triggered when an agent crosses into this sim. Also happens on initial login. |
||
4183 | // /// </summary> |
||
4184 | // /// <param name="agentID"></param> |
||
4185 | // /// <param name="position"></param> |
||
4186 | // /// <param name="isFlying"></param> |
||
4187 | // public virtual void AgentCrossing(UUID agentID, Vector3 position, bool isFlying) |
||
4188 | // { |
||
4189 | // ScenePresence presence = GetScenePresence(agentID); |
||
4190 | // if (presence != null) |
||
4191 | // { |
||
4192 | // try |
||
4193 | // { |
||
4194 | // presence.MakeRootAgent(position, isFlying); |
||
4195 | // } |
||
4196 | // catch (Exception e) |
||
4197 | // { |
||
4198 | // m_log.ErrorFormat("[SCENE]: Unable to do agent crossing, exception {0}{1}", e.Message, e.StackTrace); |
||
4199 | // } |
||
4200 | // } |
||
4201 | // else |
||
4202 | // { |
||
4203 | // m_log.ErrorFormat( |
||
4204 | // "[SCENE]: Could not find presence for agent {0} crossing into scene {1}", |
||
4205 | // agentID, RegionInfo.RegionName); |
||
4206 | // } |
||
4207 | // } |
||
4208 | |||
4209 | /// <summary> |
||
4210 | /// We've got an update about an agent that sees into this region, |
||
4211 | /// send it to ScenePresence for processing It's the full data. |
||
4212 | /// </summary> |
||
4213 | /// <param name="cAgentData">Agent that contains all of the relevant things about an agent. |
||
4214 | /// Appearance, animations, position, etc.</param> |
||
4215 | /// <returns>true if we handled it.</returns> |
||
4216 | public virtual bool IncomingUpdateChildAgent(AgentData cAgentData) |
||
4217 | { |
||
4218 | m_log.DebugFormat( |
||
4219 | "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName); |
||
4220 | |||
4221 | // TODO: This check should probably be in QueryAccess(). |
||
4222 | ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, RegionInfo.RegionSizeX / 2, RegionInfo.RegionSizeY / 2); |
||
4223 | if (nearestParcel == null) |
||
4224 | { |
||
4225 | m_log.InfoFormat( |
||
4226 | "[SCENE]: Denying root agent entry to {0} in {1}: no allowed parcel", |
||
4227 | cAgentData.AgentID, RegionInfo.RegionName); |
||
4228 | |||
4229 | return false; |
||
4230 | } |
||
4231 | |||
4232 | // We have to wait until the viewer contacts this region |
||
4233 | // after receiving the EnableSimulator HTTP Event Queue message (for the v1 teleport protocol) |
||
4234 | // or TeleportFinish (for the v2 teleport protocol). This triggers the viewer to send |
||
4235 | // a UseCircuitCode packet which in turn calls AddNewAgent which finally creates the ScenePresence. |
||
4236 | ScenePresence sp = WaitGetScenePresence(cAgentData.AgentID); |
||
4237 | |||
4238 | if (sp != null) |
||
4239 | { |
||
4240 | if (cAgentData.SessionID != sp.ControllingClient.SessionId) |
||
4241 | { |
||
4242 | m_log.WarnFormat( |
||
4243 | "[SCENE]: Attempt to update agent {0} with invalid session id {1} (possibly from simulator in older version; tell them to update).", |
||
4244 | sp.UUID, cAgentData.SessionID); |
||
4245 | |||
4246 | Console.WriteLine(String.Format("[SCENE]: Attempt to update agent {0} ({1}) with invalid session id {2}", |
||
4247 | sp.UUID, sp.ControllingClient.SessionId, cAgentData.SessionID)); |
||
4248 | } |
||
4249 | |||
4250 | sp.UpdateChildAgent(cAgentData); |
||
4251 | |||
4252 | int ntimes = 20; |
||
4253 | if (cAgentData.SenderWantsToWaitForRoot) |
||
4254 | { |
||
4255 | while (sp.IsChildAgent && ntimes-- > 0) |
||
4256 | Thread.Sleep(1000); |
||
4257 | |||
4258 | if (sp.IsChildAgent) |
||
4259 | m_log.WarnFormat( |
||
4260 | "[SCENE]: Found presence {0} {1} unexpectedly still child in {2}", |
||
4261 | sp.Name, sp.UUID, Name); |
||
4262 | else |
||
4263 | m_log.InfoFormat( |
||
4264 | "[SCENE]: Found presence {0} {1} as root in {2} after {3} waits", |
||
4265 | sp.Name, sp.UUID, Name, 20 - ntimes); |
||
4266 | |||
4267 | if (sp.IsChildAgent) |
||
4268 | return false; |
||
4269 | } |
||
4270 | |||
4271 | return true; |
||
4272 | } |
||
4273 | |||
4274 | return false; |
||
4275 | } |
||
4276 | |||
4277 | /// <summary> |
||
4278 | /// We've got an update about an agent that sees into this region, |
||
4279 | /// send it to ScenePresence for processing It's only positional data |
||
4280 | /// </summary> |
||
4281 | /// <param name="cAgentData">AgentPosition that contains agent positional data so we can know what to send</param> |
||
4282 | /// <returns>true if we handled it.</returns> |
||
4283 | public virtual bool IncomingUpdateChildAgent(AgentPosition cAgentData) |
||
4284 | { |
||
4285 | // m_log.DebugFormat( |
||
4286 | // "[SCENE PRESENCE]: IncomingChildAgentDataUpdate POSITION for {0} in {1}, position {2}", |
||
4287 | // cAgentData.AgentID, Name, cAgentData.Position); |
||
4288 | |||
4289 | ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID); |
||
4290 | if (childAgentUpdate != null) |
||
4291 | { |
||
4292 | // if (childAgentUpdate.ControllingClient.SessionId != cAgentData.SessionID) |
||
4293 | // // Only warn for now |
||
4294 | // m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}. Neighbor running older version?", |
||
4295 | // childAgentUpdate.UUID, cAgentData.SessionID); |
||
4296 | |||
4297 | // I can't imagine *yet* why we would get an update if the agent is a root agent.. |
||
4298 | // however to avoid a race condition crossing borders.. |
||
4299 | if (childAgentUpdate.IsChildAgent) |
||
4300 | { |
||
4301 | uint rRegionX = (uint)(cAgentData.RegionHandle >> 40); |
||
4302 | uint rRegionY = (((uint)(cAgentData.RegionHandle)) >> 8); |
||
4303 | uint tRegionX = RegionInfo.RegionLocX; |
||
4304 | uint tRegionY = RegionInfo.RegionLocY; |
||
4305 | //Send Data to ScenePresence |
||
4306 | childAgentUpdate.UpdateChildAgent(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY); |
||
4307 | // Not Implemented: |
||
4308 | //TODO: Do we need to pass the message on to one of our neighbors? |
||
4309 | } |
||
4310 | |||
4311 | return true; |
||
4312 | } |
||
4313 | |||
4314 | return false; |
||
4315 | } |
||
4316 | |||
4317 | /// <summary> |
||
4318 | /// Poll until the requested ScenePresence appears or we timeout. |
||
4319 | /// </summary> |
||
4320 | /// <returns>The scene presence is found, else null.</returns> |
||
4321 | /// <param name='agentID'></param> |
||
4322 | protected virtual ScenePresence WaitGetScenePresence(UUID agentID) |
||
4323 | { |
||
4324 | int ntimes = 20; |
||
4325 | ScenePresence sp = null; |
||
4326 | while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0)) |
||
4327 | Thread.Sleep(1000); |
||
4328 | |||
4329 | if (sp == null) |
||
4330 | m_log.WarnFormat( |
||
4331 | "[SCENE PRESENCE]: Did not find presence with id {0} in {1} before timeout", |
||
4332 | agentID, RegionInfo.RegionName); |
||
4333 | |||
4334 | return sp; |
||
4335 | } |
||
4336 | |||
4337 | /// <summary> |
||
4338 | /// Authenticated close (via network) |
||
4339 | /// </summary> |
||
4340 | /// <param name="agentID"></param> |
||
4341 | /// <param name="force"></param> |
||
4342 | /// <param name="auth_token"></param> |
||
4343 | /// <returns></returns> |
||
4344 | public bool CloseAgent(UUID agentID, bool force, string auth_token) |
||
4345 | { |
||
4346 | //m_log.DebugFormat("[SCENE]: Processing incoming close agent {0} in region {1} with auth_token {2}", agentID, RegionInfo.RegionName, auth_token); |
||
4347 | |||
4348 | // Check that the auth_token is valid |
||
4349 | AgentCircuitData acd = AuthenticateHandler.GetAgentCircuitData(agentID); |
||
4350 | |||
4351 | if (acd == null) |
||
4352 | { |
||
4353 | m_log.DebugFormat( |
||
4354 | "[SCENE]: Request to close agent {0} but no such agent in scene {1}. May have been closed previously.", |
||
4355 | agentID, Name); |
||
4356 | |||
4357 | return false; |
||
4358 | } |
||
4359 | |||
4360 | if (acd.SessionID.ToString() == auth_token) |
||
4361 | { |
||
4362 | return CloseAgent(agentID, force); |
||
4363 | } |
||
4364 | else |
||
4365 | { |
||
4366 | m_log.WarnFormat( |
||
4367 | "[SCENE]: Request to close agent {0} with invalid authorization token {1} in {2}", |
||
4368 | agentID, auth_token, Name); |
||
4369 | } |
||
4370 | |||
4371 | return false; |
||
4372 | } |
||
4373 | |||
4374 | /// <summary> |
||
4375 | /// Tell a single client to prepare to close. |
||
4376 | /// </summary> |
||
4377 | /// <remarks> |
||
4378 | /// This should only be called if we may close the client but there will be some delay in so doing. Meant for |
||
4379 | /// internal use - other callers should almost certainly called CloseClient(). |
||
4380 | /// </remarks> |
||
4381 | /// <param name="sp"></param> |
||
4382 | /// <returns>true if pre-close state notification was successful. false if the agent |
||
4383 | /// was not in a state where it could transition to pre-close.</returns> |
||
4384 | public bool IncomingPreCloseClient(ScenePresence sp) |
||
4385 | { |
||
4386 | lock (m_removeClientLock) |
||
4387 | { |
||
4388 | // We need to avoid a race condition where in, for example, an A B C D region layout, an avatar may |
||
4389 | // teleport from A -> D, but then -> C before A has asked B to close its old child agent. We do not |
||
4390 | // want to obey this close since C may have renewed the child agent lease on B. |
||
4391 | if (sp.DoNotCloseAfterTeleport) |
||
4392 | { |
||
4393 | m_log.DebugFormat( |
||
4394 | "[SCENE]: Not pre-closing {0} agent {1} in {2} since another simulator has re-established the child connection", |
||
4395 | sp.IsChildAgent ? "child" : "root", sp.Name, Name); |
||
4396 | |||
4397 | // Need to reset the flag so that a subsequent close after another teleport can succeed. |
||
4398 | sp.DoNotCloseAfterTeleport = false; |
||
4399 | |||
4400 | return false; |
||
4401 | } |
||
4402 | |||
4403 | if (sp.LifecycleState != ScenePresenceState.Running) |
||
4404 | { |
||
4405 | m_log.DebugFormat( |
||
4406 | "[SCENE]: Called IncomingPreCloseAgent() for {0} in {1} but presence is already in state {2}", |
||
4407 | sp.Name, Name, sp.LifecycleState); |
||
4408 | |||
4409 | return false; |
||
4410 | } |
||
4411 | |||
4412 | sp.LifecycleState = ScenePresenceState.PreRemove; |
||
4413 | |||
4414 | return true; |
||
4415 | } |
||
4416 | } |
||
4417 | |||
4418 | /// <summary> |
||
4419 | /// Tell a single agent to disconnect from the region. |
||
4420 | /// </summary> |
||
4421 | /// <param name="agentID"></param> |
||
4422 | /// <param name="force"> |
||
4423 | /// Force the agent to close even if it might be in the middle of some other operation. You do not want to |
||
4424 | /// force unless you are absolutely sure that the agent is dead and a normal close is not working. |
||
4425 | /// </param> |
||
4426 | public override bool CloseAgent(UUID agentID, bool force) |
||
4427 | { |
||
4428 | ScenePresence sp; |
||
4429 | |||
4430 | lock (m_removeClientLock) |
||
4431 | { |
||
4432 | sp = GetScenePresence(agentID); |
||
4433 | |||
4434 | if (sp == null) |
||
4435 | { |
||
4436 | m_log.DebugFormat( |
||
4437 | "[SCENE]: Called CloseClient() with agent ID {0} but no such presence is in {1}", |
||
4438 | agentID, Name); |
||
4439 | |||
4440 | return false; |
||
4441 | } |
||
4442 | |||
4443 | if (sp.LifecycleState != ScenePresenceState.Running && sp.LifecycleState != ScenePresenceState.PreRemove) |
||
4444 | { |
||
4445 | m_log.DebugFormat( |
||
4446 | "[SCENE]: Called CloseClient() for {0} in {1} but presence is already in state {2}", |
||
4447 | sp.Name, Name, sp.LifecycleState); |
||
4448 | |||
4449 | return false; |
||
4450 | } |
||
4451 | |||
4452 | // We need to avoid a race condition where in, for example, an A B C D region layout, an avatar may |
||
4453 | // teleport from A -> D, but then -> C before A has asked B to close its old child agent. We do not |
||
4454 | // want to obey this close since C may have renewed the child agent lease on B. |
||
4455 | if (sp.DoNotCloseAfterTeleport) |
||
4456 | { |
||
4457 | m_log.DebugFormat( |
||
4458 | "[SCENE]: Not closing {0} agent {1} in {2} since another simulator has re-established the child connection", |
||
4459 | sp.IsChildAgent ? "child" : "root", sp.Name, Name); |
||
4460 | |||
4461 | // Need to reset the flag so that a subsequent close after another teleport can succeed. |
||
4462 | sp.DoNotCloseAfterTeleport = false; |
||
4463 | |||
4464 | return false; |
||
4465 | } |
||
4466 | |||
4467 | sp.LifecycleState = ScenePresenceState.Removing; |
||
4468 | } |
||
4469 | |||
4470 | sp.ControllingClient.Close(force); |
||
4471 | |||
4472 | return true; |
||
4473 | } |
||
4474 | |||
4475 | /// <summary> |
||
4476 | /// Tries to teleport agent to another region. |
||
4477 | /// </summary> |
||
4478 | /// <remarks> |
||
4479 | /// The region name must exactly match that given. |
||
4480 | /// </remarks> |
||
4481 | /// <param name="remoteClient"></param> |
||
4482 | /// <param name="regionName"></param> |
||
4483 | /// <param name="position"></param> |
||
4484 | /// <param name="lookAt"></param> |
||
4485 | /// <param name="teleportFlags"></param> |
||
4486 | public void RequestTeleportLocation(IClientAPI remoteClient, string regionName, Vector3 position, |
||
4487 | Vector3 lookat, uint teleportFlags) |
||
4488 | { |
||
4489 | GridRegion region = GridService.GetRegionByName(RegionInfo.ScopeID, regionName); |
||
4490 | |||
4491 | if (region == null) |
||
4492 | { |
||
4493 | // can't find the region: Tell viewer and abort |
||
4494 | remoteClient.SendTeleportFailed("The region '" + regionName + "' could not be found."); |
||
4495 | return; |
||
4496 | } |
||
4497 | |||
4498 | RequestTeleportLocation(remoteClient, region.RegionHandle, position, lookat, teleportFlags); |
||
4499 | } |
||
4500 | |||
4501 | /// <summary> |
||
4502 | /// Tries to teleport agent to other region. |
||
4503 | /// </summary> |
||
4504 | /// <param name="remoteClient"></param> |
||
4505 | /// <param name="regionHandle"></param> |
||
4506 | /// <param name="position"></param> |
||
4507 | /// <param name="lookAt"></param> |
||
4508 | /// <param name="teleportFlags"></param> |
||
4509 | public void RequestTeleportLocation(IClientAPI remoteClient, ulong regionHandle, Vector3 position, |
||
4510 | Vector3 lookAt, uint teleportFlags) |
||
4511 | { |
||
4512 | ScenePresence sp = GetScenePresence(remoteClient.AgentId); |
||
4513 | if (sp != null) |
||
4514 | { |
||
4515 | if (EntityTransferModule != null) |
||
4516 | { |
||
4517 | EntityTransferModule.Teleport(sp, regionHandle, position, lookAt, teleportFlags); |
||
4518 | } |
||
4519 | else |
||
4520 | { |
||
4521 | m_log.DebugFormat("[SCENE]: Unable to perform teleports: no AgentTransferModule is active"); |
||
4522 | sp.ControllingClient.SendTeleportFailed("Unable to perform teleports on this simulator."); |
||
4523 | } |
||
4524 | } |
||
4525 | } |
||
4526 | |||
4527 | public bool CrossAgentToNewRegion(ScenePresence agent, bool isFlying) |
||
4528 | { |
||
4529 | if (EntityTransferModule != null) |
||
4530 | { |
||
4531 | return EntityTransferModule.Cross(agent, isFlying); |
||
4532 | } |
||
4533 | else |
||
4534 | { |
||
4535 | m_log.DebugFormat("[SCENE]: Unable to cross agent to neighbouring region, because there is no AgentTransferModule"); |
||
4536 | } |
||
4537 | |||
4538 | return false; |
||
4539 | } |
||
4540 | |||
4541 | public void SendOutChildAgentUpdates(AgentPosition cadu, ScenePresence presence) |
||
4542 | { |
||
4543 | m_sceneGridService.SendChildAgentDataUpdate(cadu, presence); |
||
4544 | } |
||
4545 | |||
4546 | #endregion |
||
4547 | |||
4548 | #region Other Methods |
||
4549 | |||
4550 | protected override IConfigSource GetConfig() |
||
4551 | { |
||
4552 | return m_config; |
||
4553 | } |
||
4554 | |||
4555 | #endregion |
||
4556 | |||
4557 | public void HandleObjectPermissionsUpdate(IClientAPI controller, UUID agentID, UUID sessionID, byte field, uint localId, uint mask, byte set) |
||
4558 | { |
||
4559 | // Check for spoofing.. since this is permissions we're talking about here! |
||
4560 | if ((controller.SessionId == sessionID) && (controller.AgentId == agentID)) |
||
4561 | { |
||
4562 | // Tell the object to do permission update |
||
4563 | if (localId != 0) |
||
4564 | { |
||
4565 | SceneObjectGroup chObjectGroup = GetGroupByPrim(localId); |
||
4566 | if (chObjectGroup != null) |
||
4567 | { |
||
4568 | chObjectGroup.UpdatePermissions(agentID, field, localId, mask, set); |
||
4569 | } |
||
4570 | } |
||
4571 | } |
||
4572 | } |
||
4573 | |||
4574 | /// <summary> |
||
4575 | /// Causes all clients to get a full object update on all of the objects in the scene. |
||
4576 | /// </summary> |
||
4577 | public void ForceClientUpdate() |
||
4578 | { |
||
4579 | EntityBase[] entityList = GetEntities(); |
||
4580 | foreach (EntityBase ent in entityList) |
||
4581 | { |
||
4582 | if (ent is SceneObjectGroup) |
||
4583 | { |
||
4584 | ((SceneObjectGroup)ent).ScheduleGroupForFullUpdate(); |
||
4585 | } |
||
4586 | } |
||
4587 | } |
||
4588 | |||
4589 | /// <summary> |
||
4590 | /// This is currently only used for scale (to scale to MegaPrim size) |
||
4591 | /// There is a console command that calls this in OpenSimMain |
||
4592 | /// </summary> |
||
4593 | /// <param name="cmdparams"></param> |
||
4594 | public void HandleEditCommand(string[] cmdparams) |
||
4595 | { |
||
4596 | m_log.DebugFormat("Searching for Primitive: '{0}'", cmdparams[2]); |
||
4597 | |||
4598 | EntityBase[] entityList = GetEntities(); |
||
4599 | foreach (EntityBase ent in entityList) |
||
4600 | { |
||
4601 | if (ent is SceneObjectGroup) |
||
4602 | { |
||
4603 | SceneObjectPart part = ((SceneObjectGroup)ent).GetPart(((SceneObjectGroup)ent).UUID); |
||
4604 | if (part != null) |
||
4605 | { |
||
4606 | if (part.Name == cmdparams[2]) |
||
4607 | { |
||
4608 | part.Resize( |
||
4609 | new Vector3(Convert.ToSingle(cmdparams[3]), Convert.ToSingle(cmdparams[4]), |
||
4610 | Convert.ToSingle(cmdparams[5]))); |
||
4611 | |||
4612 | m_log.DebugFormat("Edited scale of Primitive: {0}", part.Name); |
||
4613 | } |
||
4614 | } |
||
4615 | } |
||
4616 | } |
||
4617 | } |
||
4618 | |||
4619 | #region Script Handling Methods |
||
4620 | |||
4621 | /// <summary> |
||
4622 | /// Console command handler to send script command to script engine. |
||
4623 | /// </summary> |
||
4624 | /// <param name="args"></param> |
||
4625 | public void SendCommandToPlugins(string[] args) |
||
4626 | { |
||
4627 | m_eventManager.TriggerOnPluginConsole(args); |
||
4628 | } |
||
4629 | |||
4630 | public LandData GetLandData(float x, float y) |
||
4631 | { |
||
4632 | return LandChannel.GetLandObject(x, y).LandData; |
||
4633 | } |
||
4634 | |||
4635 | /// <summary> |
||
4636 | /// Get LandData by position. |
||
4637 | /// </summary> |
||
4638 | /// <param name="pos"></param> |
||
4639 | /// <returns></returns> |
||
4640 | public LandData GetLandData(Vector3 pos) |
||
4641 | { |
||
4642 | return GetLandData(pos.X, pos.Y); |
||
4643 | } |
||
4644 | |||
4645 | public LandData GetLandData(uint x, uint y) |
||
4646 | { |
||
4647 | m_log.DebugFormat("[SCENE]: returning land for {0},{1}", x, y); |
||
4648 | return LandChannel.GetLandObject((int)x, (int)y).LandData; |
||
4649 | } |
||
4650 | |||
4651 | #endregion |
||
4652 | |||
4653 | #region Script Engine |
||
4654 | |||
4655 | private bool ScriptDanger(SceneObjectPart part,Vector3 pos) |
||
4656 | { |
||
4657 | ILandObject parcel = LandChannel.GetLandObject(pos.X, pos.Y); |
||
4658 | if (part != null) |
||
4659 | { |
||
4660 | if (parcel != null) |
||
4661 | { |
||
4662 | if ((parcel.LandData.Flags & (uint)ParcelFlags.AllowOtherScripts) != 0) |
||
4663 | { |
||
4664 | return true; |
||
4665 | } |
||
4666 | else if ((part.OwnerID == parcel.LandData.OwnerID) || Permissions.IsGod(part.OwnerID)) |
||
4667 | { |
||
4668 | return true; |
||
4669 | } |
||
4670 | else if (((parcel.LandData.Flags & (uint)ParcelFlags.AllowGroupScripts) != 0) |
||
4671 | && (parcel.LandData.GroupID != UUID.Zero) && (parcel.LandData.GroupID == part.GroupID)) |
||
4672 | { |
||
4673 | return true; |
||
4674 | } |
||
4675 | else |
||
4676 | { |
||
4677 | return false; |
||
4678 | } |
||
4679 | } |
||
4680 | else |
||
4681 | { |
||
4682 | |||
4683 | if (pos.X > 0f && pos.X < RegionInfo.RegionSizeX && pos.Y > 0f && pos.Y < RegionInfo.RegionSizeY) |
||
4684 | { |
||
4685 | // The only time parcel != null when an object is inside a region is when |
||
4686 | // there is nothing behind the landchannel. IE, no land plugin loaded. |
||
4687 | return true; |
||
4688 | } |
||
4689 | else |
||
4690 | { |
||
4691 | // The object is outside of this region. Stop piping events to it. |
||
4692 | return false; |
||
4693 | } |
||
4694 | } |
||
4695 | } |
||
4696 | else |
||
4697 | { |
||
4698 | return false; |
||
4699 | } |
||
4700 | } |
||
4701 | |||
4702 | public bool ScriptDanger(uint localID, Vector3 pos) |
||
4703 | { |
||
4704 | SceneObjectPart part = GetSceneObjectPart(localID); |
||
4705 | if (part != null) |
||
4706 | { |
||
4707 | return ScriptDanger(part, pos); |
||
4708 | } |
||
4709 | else |
||
4710 | { |
||
4711 | return false; |
||
4712 | } |
||
4713 | } |
||
4714 | |||
4715 | public bool PipeEventsForScript(uint localID) |
||
4716 | { |
||
4717 | SceneObjectPart part = GetSceneObjectPart(localID); |
||
4718 | |||
4719 | if (part != null) |
||
4720 | { |
||
4721 | SceneObjectPart parent = part.ParentGroup.RootPart; |
||
4722 | return ScriptDanger(parent, parent.GetWorldPosition()); |
||
4723 | } |
||
4724 | else |
||
4725 | { |
||
4726 | return false; |
||
4727 | } |
||
4728 | } |
||
4729 | |||
4730 | #endregion |
||
4731 | |||
4732 | #region SceneGraph wrapper methods |
||
4733 | |||
4734 | /// <summary> |
||
4735 | /// |
||
4736 | /// </summary> |
||
4737 | /// <param name="localID"></param> |
||
4738 | /// <returns></returns> |
||
4739 | public UUID ConvertLocalIDToFullID(uint localID) |
||
4740 | { |
||
4741 | return m_sceneGraph.ConvertLocalIDToFullID(localID); |
||
4742 | } |
||
4743 | |||
4744 | public void SwapRootAgentCount(bool rootChildChildRootTF) |
||
4745 | { |
||
4746 | m_sceneGraph.SwapRootChildAgent(rootChildChildRootTF); |
||
4747 | } |
||
4748 | |||
4749 | public void AddPhysicalPrim(int num) |
||
4750 | { |
||
4751 | m_sceneGraph.AddPhysicalPrim(num); |
||
4752 | } |
||
4753 | |||
4754 | public void RemovePhysicalPrim(int num) |
||
4755 | { |
||
4756 | m_sceneGraph.RemovePhysicalPrim(num); |
||
4757 | } |
||
4758 | |||
4759 | public int GetRootAgentCount() |
||
4760 | { |
||
4761 | return m_sceneGraph.GetRootAgentCount(); |
||
4762 | } |
||
4763 | |||
4764 | public int GetChildAgentCount() |
||
4765 | { |
||
4766 | return m_sceneGraph.GetChildAgentCount(); |
||
4767 | } |
||
4768 | |||
4769 | /// <summary> |
||
4770 | /// Request a scene presence by UUID. Fast, indexed lookup. |
||
4771 | /// </summary> |
||
4772 | /// <param name="agentID"></param> |
||
4773 | /// <returns>null if the presence was not found</returns> |
||
4774 | public ScenePresence GetScenePresence(UUID agentID) |
||
4775 | { |
||
4776 | return m_sceneGraph.GetScenePresence(agentID); |
||
4777 | } |
||
4778 | |||
4779 | /// <summary> |
||
4780 | /// Request the scene presence by name. |
||
4781 | /// </summary> |
||
4782 | /// <param name="firstName"></param> |
||
4783 | /// <param name="lastName"></param> |
||
4784 | /// <returns>null if the presence was not found</returns> |
||
4785 | public ScenePresence GetScenePresence(string firstName, string lastName) |
||
4786 | { |
||
4787 | return m_sceneGraph.GetScenePresence(firstName, lastName); |
||
4788 | } |
||
4789 | |||
4790 | /// <summary> |
||
4791 | /// Request the scene presence by localID. |
||
4792 | /// </summary> |
||
4793 | /// <param name="localID"></param> |
||
4794 | /// <returns>null if the presence was not found</returns> |
||
4795 | public ScenePresence GetScenePresence(uint localID) |
||
4796 | { |
||
4797 | return m_sceneGraph.GetScenePresence(localID); |
||
4798 | } |
||
4799 | |||
4800 | /// <summary> |
||
4801 | /// Gets all the scene presences in this scene. |
||
4802 | /// </summary> |
||
4803 | /// <remarks> |
||
4804 | /// This method will return both root and child scene presences. |
||
4805 | /// |
||
4806 | /// Consider using ForEachScenePresence() or ForEachRootScenePresence() if possible since these will not |
||
4807 | /// involving creating a new List object. |
||
4808 | /// </remarks> |
||
4809 | /// <returns> |
||
4810 | /// A list of the scene presences. Adding or removing from the list will not affect the presences in the scene. |
||
4811 | /// </returns> |
||
4812 | public List<ScenePresence> GetScenePresences() |
||
4813 | { |
||
4814 | return new List<ScenePresence>(m_sceneGraph.GetScenePresences()); |
||
4815 | } |
||
4816 | |||
4817 | /// <summary> |
||
4818 | /// Performs action on all avatars in the scene (root scene presences) |
||
4819 | /// Avatars may be an NPC or a 'real' client. |
||
4820 | /// </summary> |
||
4821 | /// <param name="action"></param> |
||
4822 | public void ForEachRootScenePresence(Action<ScenePresence> action) |
||
4823 | { |
||
4824 | m_sceneGraph.ForEachAvatar(action); |
||
4825 | } |
||
4826 | |||
4827 | /// <summary> |
||
4828 | /// Performs action on all scene presences (root and child) |
||
4829 | /// </summary> |
||
4830 | /// <param name="action"></param> |
||
4831 | public void ForEachScenePresence(Action<ScenePresence> action) |
||
4832 | { |
||
4833 | m_sceneGraph.ForEachScenePresence(action); |
||
4834 | } |
||
4835 | |||
4836 | /// <summary> |
||
4837 | /// Get all the scene object groups. |
||
4838 | /// </summary> |
||
4839 | /// <returns> |
||
4840 | /// The scene object groups. If the scene is empty then an empty list is returned. |
||
4841 | /// </returns> |
||
4842 | public List<SceneObjectGroup> GetSceneObjectGroups() |
||
4843 | { |
||
4844 | return m_sceneGraph.GetSceneObjectGroups(); |
||
4845 | } |
||
4846 | |||
4847 | /// <summary> |
||
4848 | /// Get a group via its UUID |
||
4849 | /// </summary> |
||
4850 | /// <param name="fullID"></param> |
||
4851 | /// <returns>null if no group with that id exists</returns> |
||
4852 | public SceneObjectGroup GetSceneObjectGroup(UUID fullID) |
||
4853 | { |
||
4854 | return m_sceneGraph.GetSceneObjectGroup(fullID); |
||
4855 | } |
||
4856 | |||
4857 | /// <summary> |
||
4858 | /// Get a group via its local ID |
||
4859 | /// </summary> |
||
4860 | /// <remarks>This will only return a group if the local ID matches a root part</remarks> |
||
4861 | /// <param name="localID"></param> |
||
4862 | /// <returns>null if no group with that id exists</returns> |
||
4863 | public SceneObjectGroup GetSceneObjectGroup(uint localID) |
||
4864 | { |
||
4865 | return m_sceneGraph.GetSceneObjectGroup(localID); |
||
4866 | } |
||
4867 | |||
4868 | /// <summary> |
||
4869 | /// Get a group by name from the scene (will return the first |
||
4870 | /// found, if there are more than one prim with the same name) |
||
4871 | /// </summary> |
||
4872 | /// <param name="name"></param> |
||
4873 | /// <returns>null if no group with that name exists</returns> |
||
4874 | public SceneObjectGroup GetSceneObjectGroup(string name) |
||
4875 | { |
||
4876 | return m_sceneGraph.GetSceneObjectGroup(name); |
||
4877 | } |
||
4878 | |||
4879 | /// <summary> |
||
4880 | /// Attempt to get the SOG via its UUID |
||
4881 | /// </summary> |
||
4882 | /// <param name="fullID"></param> |
||
4883 | /// <param name="sog"></param> |
||
4884 | /// <returns></returns> |
||
4885 | public bool TryGetSceneObjectGroup(UUID fullID, out SceneObjectGroup sog) |
||
4886 | { |
||
4887 | sog = GetSceneObjectGroup(fullID); |
||
4888 | return sog != null; |
||
4889 | } |
||
4890 | |||
4891 | /// <summary> |
||
4892 | /// Get a prim by name from the scene (will return the first |
||
4893 | /// found, if there are more than one prim with the same name) |
||
4894 | /// </summary> |
||
4895 | /// <param name="name"></param> |
||
4896 | /// <returns></returns> |
||
4897 | public SceneObjectPart GetSceneObjectPart(string name) |
||
4898 | { |
||
4899 | return m_sceneGraph.GetSceneObjectPart(name); |
||
4900 | } |
||
4901 | |||
4902 | /// <summary> |
||
4903 | /// Get a prim via its local id |
||
4904 | /// </summary> |
||
4905 | /// <param name="localID"></param> |
||
4906 | /// <returns></returns> |
||
4907 | public SceneObjectPart GetSceneObjectPart(uint localID) |
||
4908 | { |
||
4909 | return m_sceneGraph.GetSceneObjectPart(localID); |
||
4910 | } |
||
4911 | |||
4912 | /// <summary> |
||
4913 | /// Get a prim via its UUID |
||
4914 | /// </summary> |
||
4915 | /// <param name="fullID"></param> |
||
4916 | /// <returns></returns> |
||
4917 | public SceneObjectPart GetSceneObjectPart(UUID fullID) |
||
4918 | { |
||
4919 | return m_sceneGraph.GetSceneObjectPart(fullID); |
||
4920 | } |
||
4921 | |||
4922 | /// <summary> |
||
4923 | /// Attempt to get a prim via its UUID |
||
4924 | /// </summary> |
||
4925 | /// <param name="fullID"></param> |
||
4926 | /// <param name="sop"></param> |
||
4927 | /// <returns></returns> |
||
4928 | public bool TryGetSceneObjectPart(UUID fullID, out SceneObjectPart sop) |
||
4929 | { |
||
4930 | sop = GetSceneObjectPart(fullID); |
||
4931 | return sop != null; |
||
4932 | } |
||
4933 | |||
4934 | /// <summary> |
||
4935 | /// Get a scene object group that contains the prim with the given local id |
||
4936 | /// </summary> |
||
4937 | /// <param name="localID"></param> |
||
4938 | /// <returns>null if no scene object group containing that prim is found</returns> |
||
4939 | public SceneObjectGroup GetGroupByPrim(uint localID) |
||
4940 | { |
||
4941 | return m_sceneGraph.GetGroupByPrim(localID); |
||
4942 | } |
||
4943 | |||
4944 | /// <summary> |
||
4945 | /// Get a scene object group that contains the prim with the given uuid |
||
4946 | /// </summary> |
||
4947 | /// <param name="fullID"></param> |
||
4948 | /// <returns>null if no scene object group containing that prim is found</returns> |
||
4949 | public SceneObjectGroup GetGroupByPrim(UUID fullID) |
||
4950 | { |
||
4951 | return m_sceneGraph.GetGroupByPrim(fullID); |
||
4952 | } |
||
4953 | |||
4954 | public override bool TryGetScenePresence(UUID agentID, out ScenePresence sp) |
||
4955 | { |
||
4956 | return m_sceneGraph.TryGetScenePresence(agentID, out sp); |
||
4957 | } |
||
4958 | |||
4959 | public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) |
||
4960 | { |
||
4961 | return m_sceneGraph.TryGetAvatarByName(avatarName, out avatar); |
||
4962 | } |
||
4963 | |||
4964 | /// <summary> |
||
4965 | /// Perform an action on all clients with an avatar in this scene (root only) |
||
4966 | /// </summary> |
||
4967 | /// <param name="action"></param> |
||
4968 | public void ForEachRootClient(Action<IClientAPI> action) |
||
4969 | { |
||
4970 | ForEachRootScenePresence(delegate(ScenePresence presence) |
||
4971 | { |
||
4972 | action(presence.ControllingClient); |
||
4973 | }); |
||
4974 | } |
||
4975 | |||
4976 | /// <summary> |
||
4977 | /// Perform an action on all clients connected to the region (root and child) |
||
4978 | /// </summary> |
||
4979 | /// <param name="action"></param> |
||
4980 | public void ForEachClient(Action<IClientAPI> action) |
||
4981 | { |
||
4982 | m_clientManager.ForEachSync(action); |
||
4983 | } |
||
4984 | |||
4985 | public bool TryGetClient(UUID avatarID, out IClientAPI client) |
||
4986 | { |
||
4987 | return m_clientManager.TryGetValue(avatarID, out client); |
||
4988 | } |
||
4989 | |||
4990 | public bool TryGetClient(System.Net.IPEndPoint remoteEndPoint, out IClientAPI client) |
||
4991 | { |
||
4992 | return m_clientManager.TryGetValue(remoteEndPoint, out client); |
||
4993 | } |
||
4994 | |||
4995 | public void ForEachSOG(Action<SceneObjectGroup> action) |
||
4996 | { |
||
4997 | m_sceneGraph.ForEachSOG(action); |
||
4998 | } |
||
4999 | |||
5000 | /// <summary> |
||
5001 | /// Returns a list of the entities in the scene. This is a new list so operations perform on the list itself |
||
5002 | /// will not affect the original list of objects in the scene. |
||
5003 | /// </summary> |
||
5004 | /// <returns></returns> |
||
5005 | public EntityBase[] GetEntities() |
||
5006 | { |
||
5007 | return m_sceneGraph.GetEntities(); |
||
5008 | } |
||
5009 | |||
5010 | #endregion |
||
5011 | |||
5012 | |||
5013 | // Commented pending deletion since this method no longer appears to do anything at all |
||
5014 | // public bool NeedSceneCacheClear(UUID agentID) |
||
5015 | // { |
||
5016 | // IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>(); |
||
5017 | // if (inv == null) |
||
5018 | // return true; |
||
5019 | // |
||
5020 | // return inv.NeedSceneCacheClear(agentID, this); |
||
5021 | // } |
||
5022 | |||
5023 | public void CleanTempObjects() |
||
5024 | { |
||
5025 | EntityBase[] entities = GetEntities(); |
||
5026 | foreach (EntityBase obj in entities) |
||
5027 | { |
||
5028 | if (obj is SceneObjectGroup) |
||
5029 | { |
||
5030 | SceneObjectGroup grp = (SceneObjectGroup)obj; |
||
5031 | |||
5032 | if (!grp.IsDeleted) |
||
5033 | { |
||
5034 | if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) |
||
5035 | { |
||
5036 | if (grp.RootPart.Expires <= DateTime.Now) |
||
5037 | DeleteSceneObject(grp, false); |
||
5038 | } |
||
5039 | } |
||
5040 | } |
||
5041 | } |
||
5042 | |||
5043 | } |
||
5044 | |||
5045 | public void DeleteFromStorage(UUID uuid) |
||
5046 | { |
||
5047 | SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID); |
||
5048 | } |
||
5049 | |||
5050 | public int GetHealth() |
||
5051 | { |
||
5052 | // Returns: |
||
5053 | // 1 = sim is up and accepting http requests. The heartbeat has |
||
5054 | // stopped and the sim is probably locked up, but a remote |
||
5055 | // admin restart may succeed |
||
5056 | // |
||
5057 | // 2 = Sim is up and the heartbeat is running. The sim is likely |
||
5058 | // usable for people within and logins _may_ work |
||
5059 | // |
||
5060 | // 3 = We have seen a new user enter within the past 4 minutes |
||
5061 | // which can be seen as positive confirmation of sim health |
||
5062 | // |
||
5063 | int health=1; // Start at 1, means we're up |
||
5064 | |||
5065 | if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) |
||
5066 | health += 1; |
||
5067 | else |
||
5068 | return health; |
||
5069 | |||
5070 | // A login in the last 4 mins? We can't be doing too badly |
||
5071 | // |
||
5072 | if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) |
||
5073 | health++; |
||
5074 | else |
||
5075 | return health; |
||
5076 | |||
5077 | // CheckHeartbeat(); |
||
5078 | |||
5079 | return health; |
||
5080 | } |
||
5081 | |||
5082 | // This callback allows the PhysicsScene to call back to its caller (the SceneGraph) and |
||
5083 | // update non-physical objects like the joint proxy objects that represent the position |
||
5084 | // of the joints in the scene. |
||
5085 | |||
5086 | // This routine is normally called from within a lock (OdeLock) from within the OdePhysicsScene |
||
5087 | // WARNING: be careful of deadlocks here if you manipulate the scene. Remember you are being called |
||
5088 | // from within the OdePhysicsScene. |
||
5089 | |||
5090 | protected internal void jointMoved(PhysicsJoint joint) |
||
5091 | { |
||
5092 | // m_parentScene.PhysicsScene.DumpJointInfo(); // non-thread-locked version; we should already be in a lock (OdeLock) when this callback is invoked |
||
5093 | SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene); |
||
5094 | if (jointProxyObject == null) |
||
5095 | { |
||
5096 | jointErrorMessage(joint, "WARNING, joint proxy not found, name " + joint.ObjectNameInScene); |
||
5097 | return; |
||
5098 | } |
||
5099 | |||
5100 | // now update the joint proxy object in the scene to have the position of the joint as returned by the physics engine |
||
5101 | SceneObjectPart trackedBody = GetSceneObjectPart(joint.TrackedBodyName); // FIXME: causes a sequential lookup |
||
5102 | if (trackedBody == null) return; // the actor may have been deleted but the joint still lingers around a few frames waiting for deletion. during this time, trackedBody is NULL to prevent further motion of the joint proxy. |
||
5103 | jointProxyObject.Velocity = trackedBody.Velocity; |
||
5104 | jointProxyObject.AngularVelocity = trackedBody.AngularVelocity; |
||
5105 | switch (joint.Type) |
||
5106 | { |
||
5107 | case PhysicsJointType.Ball: |
||
5108 | { |
||
5109 | Vector3 jointAnchor = PhysicsScene.GetJointAnchor(joint); |
||
5110 | Vector3 proxyPos = jointAnchor; |
||
5111 | jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update |
||
5112 | } |
||
5113 | break; |
||
5114 | |||
5115 | case PhysicsJointType.Hinge: |
||
5116 | { |
||
5117 | Vector3 jointAnchor = PhysicsScene.GetJointAnchor(joint); |
||
5118 | |||
5119 | // Normally, we would just ask the physics scene to return the axis for the joint. |
||
5120 | // Unfortunately, ODE sometimes returns <0,0,0> for the joint axis, which should |
||
5121 | // never occur. Therefore we cannot rely on ODE to always return a correct joint axis. |
||
5122 | // Therefore the following call does not always work: |
||
5123 | //PhysicsVector phyJointAxis = _PhyScene.GetJointAxis(joint); |
||
5124 | |||
5125 | // instead we compute the joint orientation by saving the original joint orientation |
||
5126 | // relative to one of the jointed bodies, and applying this transformation |
||
5127 | // to the current position of the jointed bodies (the tracked body) to compute the |
||
5128 | // current joint orientation. |
||
5129 | |||
5130 | if (joint.TrackedBodyName == null) |
||
5131 | { |
||
5132 | jointErrorMessage(joint, "joint.TrackedBodyName is null, joint " + joint.ObjectNameInScene); |
||
5133 | } |
||
5134 | |||
5135 | Vector3 proxyPos = jointAnchor; |
||
5136 | Quaternion q = trackedBody.RotationOffset * joint.LocalRotation; |
||
5137 | |||
5138 | jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update |
||
5139 | jointProxyObject.ParentGroup.UpdateGroupRotationR(q); // schedules the entire group for a terse update |
||
5140 | } |
||
5141 | break; |
||
5142 | } |
||
5143 | } |
||
5144 | |||
5145 | // This callback allows the PhysicsScene to call back to its caller (the SceneGraph) and |
||
5146 | // update non-physical objects like the joint proxy objects that represent the position |
||
5147 | // of the joints in the scene. |
||
5148 | |||
5149 | // This routine is normally called from within a lock (OdeLock) from within the OdePhysicsScene |
||
5150 | // WARNING: be careful of deadlocks here if you manipulate the scene. Remember you are being called |
||
5151 | // from within the OdePhysicsScene. |
||
5152 | protected internal void jointDeactivated(PhysicsJoint joint) |
||
5153 | { |
||
5154 | //m_log.Debug("[NINJA] SceneGraph.jointDeactivated, joint:" + joint.ObjectNameInScene); |
||
5155 | SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene); |
||
5156 | if (jointProxyObject == null) |
||
5157 | { |
||
5158 | jointErrorMessage(joint, "WARNING, trying to deactivate (stop interpolation of) joint proxy, but not found, name " + joint.ObjectNameInScene); |
||
5159 | return; |
||
5160 | } |
||
5161 | |||
5162 | // turn the proxy non-physical, which also stops its client-side interpolation |
||
5163 | bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); |
||
5164 | if (wasUsingPhysics) |
||
5165 | { |
||
5166 | jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock |
||
5167 | } |
||
5168 | } |
||
5169 | |||
5170 | // This callback allows the PhysicsScene to call back to its caller (the SceneGraph) and |
||
5171 | // alert the user of errors by using the debug channel in the same way that scripts alert |
||
5172 | // the user of compile errors. |
||
5173 | |||
5174 | // This routine is normally called from within a lock (OdeLock) from within the OdePhysicsScene |
||
5175 | // WARNING: be careful of deadlocks here if you manipulate the scene. Remember you are being called |
||
5176 | // from within the OdePhysicsScene. |
||
5177 | public void jointErrorMessage(PhysicsJoint joint, string message) |
||
5178 | { |
||
5179 | if (joint != null) |
||
5180 | { |
||
5181 | if (joint.ErrorMessageCount > PhysicsJoint.maxErrorMessages) |
||
5182 | return; |
||
5183 | |||
5184 | SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene); |
||
5185 | if (jointProxyObject != null) |
||
5186 | { |
||
5187 | SimChat(Utils.StringToBytes("[NINJA]: " + message), |
||
5188 | ChatTypeEnum.DebugChannel, |
||
5189 | 2147483647, |
||
5190 | jointProxyObject.AbsolutePosition, |
||
5191 | jointProxyObject.Name, |
||
5192 | jointProxyObject.UUID, |
||
5193 | false); |
||
5194 | |||
5195 | joint.ErrorMessageCount++; |
||
5196 | |||
5197 | if (joint.ErrorMessageCount > PhysicsJoint.maxErrorMessages) |
||
5198 | { |
||
5199 | SimChat(Utils.StringToBytes("[NINJA]: Too many messages for this joint, suppressing further messages."), |
||
5200 | ChatTypeEnum.DebugChannel, |
||
5201 | 2147483647, |
||
5202 | jointProxyObject.AbsolutePosition, |
||
5203 | jointProxyObject.Name, |
||
5204 | jointProxyObject.UUID, |
||
5205 | false); |
||
5206 | } |
||
5207 | } |
||
5208 | else |
||
5209 | { |
||
5210 | // couldn't find the joint proxy object; the error message is silently suppressed |
||
5211 | } |
||
5212 | } |
||
5213 | } |
||
5214 | |||
5215 | public Scene ConsoleScene() |
||
5216 | { |
||
5217 | if (MainConsole.Instance == null) |
||
5218 | return null; |
||
5219 | if (MainConsole.Instance.ConsoleScene is Scene) |
||
5220 | return (Scene)MainConsole.Instance.ConsoleScene; |
||
5221 | return null; |
||
5222 | } |
||
5223 | |||
5224 | public float GetGroundHeight(float x, float y) |
||
5225 | { |
||
5226 | if (x < 0) |
||
5227 | x = 0; |
||
5228 | if (x >= Heightmap.Width) |
||
5229 | x = Heightmap.Width - 1; |
||
5230 | if (y < 0) |
||
5231 | y = 0; |
||
5232 | if (y >= Heightmap.Height) |
||
5233 | y = Heightmap.Height - 1; |
||
5234 | |||
5235 | Vector3 p0 = new Vector3(x, y, (float)Heightmap[(int)x, (int)y]); |
||
5236 | Vector3 p1 = p0; |
||
5237 | Vector3 p2 = p0; |
||
5238 | |||
5239 | p1.X += 1.0f; |
||
5240 | if (p1.X < Heightmap.Width) |
||
5241 | p1.Z = (float)Heightmap[(int)p1.X, (int)p1.Y]; |
||
5242 | |||
5243 | p2.Y += 1.0f; |
||
5244 | if (p2.Y < Heightmap.Height) |
||
5245 | p2.Z = (float)Heightmap[(int)p2.X, (int)p2.Y]; |
||
5246 | |||
5247 | Vector3 v0 = new Vector3(p1.X - p0.X, p1.Y - p0.Y, p1.Z - p0.Z); |
||
5248 | Vector3 v1 = new Vector3(p2.X - p0.X, p2.Y - p0.Y, p2.Z - p0.Z); |
||
5249 | |||
5250 | v0.Normalize(); |
||
5251 | v1.Normalize(); |
||
5252 | |||
5253 | Vector3 vsn = new Vector3(); |
||
5254 | vsn.X = (v0.Y * v1.Z) - (v0.Z * v1.Y); |
||
5255 | vsn.Y = (v0.Z * v1.X) - (v0.X * v1.Z); |
||
5256 | vsn.Z = (v0.X * v1.Y) - (v0.Y * v1.X); |
||
5257 | vsn.Normalize(); |
||
5258 | |||
5259 | float xdiff = x - (float)((int)x); |
||
5260 | float ydiff = y - (float)((int)y); |
||
5261 | |||
5262 | return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; |
||
5263 | } |
||
5264 | |||
5265 | // private void CheckHeartbeat() |
||
5266 | // { |
||
5267 | // if (m_firstHeartbeat) |
||
5268 | // return; |
||
5269 | // |
||
5270 | // if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) |
||
5271 | // StartTimer(); |
||
5272 | // } |
||
5273 | |||
5274 | public override ISceneObject DeserializeObject(string representation) |
||
5275 | { |
||
5276 | return SceneObjectSerializer.FromXml2Format(representation); |
||
5277 | } |
||
5278 | |||
5279 | public override bool AllowScriptCrossings |
||
5280 | { |
||
5281 | get { return m_allowScriptCrossings; } |
||
5282 | } |
||
5283 | |||
5284 | public Vector3 GetNearestAllowedPosition(ScenePresence avatar) |
||
5285 | { |
||
5286 | return GetNearestAllowedPosition(avatar, null); |
||
5287 | } |
||
5288 | |||
5289 | public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel) |
||
5290 | { |
||
5291 | ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel); |
||
5292 | |||
5293 | if (nearestParcel != null) |
||
5294 | { |
||
5295 | Vector3 dir = Vector3.Normalize(Vector3.Multiply(avatar.Velocity, -1)); |
||
5296 | //Try to get a location that feels like where they came from |
||
5297 | Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); |
||
5298 | if (nearestPoint != null) |
||
5299 | { |
||
5300 | m_log.Debug("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString()); |
||
5301 | return nearestPoint.Value; |
||
5302 | } |
||
5303 | |||
5304 | //Sometimes velocity might be zero (local teleport), so try finding point along path from avatar to center of nearest parcel |
||
5305 | Vector3 directionToParcelCenter = Vector3.Subtract(GetParcelCenterAtGround(nearestParcel), avatar.AbsolutePosition); |
||
5306 | dir = Vector3.Normalize(directionToParcelCenter); |
||
5307 | nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); |
||
5308 | if (nearestPoint != null) |
||
5309 | { |
||
5310 | m_log.Debug("They had a zero velocity, sending them to: " + nearestPoint.ToString()); |
||
5311 | return nearestPoint.Value; |
||
5312 | } |
||
5313 | |||
5314 | ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y); |
||
5315 | if (dest != excludeParcel) |
||
5316 | { |
||
5317 | // Ultimate backup if we have no idea where they are and |
||
5318 | // the last allowed position was in another parcel |
||
5319 | m_log.Debug("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString()); |
||
5320 | return avatar.lastKnownAllowedPosition; |
||
5321 | } |
||
5322 | |||
5323 | // else fall through to region edge |
||
5324 | } |
||
5325 | |||
5326 | //Go to the edge, this happens in teleporting to a region with no available parcels |
||
5327 | Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar); |
||
5328 | |||
5329 | //m_log.Debug("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString()); |
||
5330 | |||
5331 | return nearestRegionEdgePoint; |
||
5332 | } |
||
5333 | |||
5334 | private Vector3 GetParcelCenterAtGround(ILandObject parcel) |
||
5335 | { |
||
5336 | Vector2 center = GetParcelCenter(parcel); |
||
5337 | return GetPositionAtGround(center.X, center.Y); |
||
5338 | } |
||
5339 | |||
5340 | private Vector3? GetNearestPointInParcelAlongDirectionFromPoint(Vector3 pos, Vector3 direction, ILandObject parcel) |
||
5341 | { |
||
5342 | Vector3 unitDirection = Vector3.Normalize(direction); |
||
5343 | //Making distance to search go through some sane limit of distance |
||
5344 | for (float distance = 0; distance < Math.Max(RegionInfo.RegionSizeX, RegionInfo.RegionSizeY) * 2; distance += .5f) |
||
5345 | { |
||
5346 | Vector3 testPos = Vector3.Add(pos, Vector3.Multiply(unitDirection, distance)); |
||
5347 | if (parcel.ContainsPoint((int)testPos.X, (int)testPos.Y)) |
||
5348 | { |
||
5349 | return testPos; |
||
5350 | } |
||
5351 | } |
||
5352 | return null; |
||
5353 | } |
||
5354 | |||
5355 | public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) |
||
5356 | { |
||
5357 | return GetNearestAllowedParcel(avatarId, x, y, null); |
||
5358 | } |
||
5359 | |||
5360 | public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel) |
||
5361 | { |
||
5362 | List<ILandObject> all = AllParcels(); |
||
5363 | float minParcelDistance = float.MaxValue; |
||
5364 | ILandObject nearestParcel = null; |
||
5365 | |||
5366 | foreach (var parcel in all) |
||
5367 | { |
||
5368 | if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel) |
||
5369 | { |
||
5370 | float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); |
||
5371 | if (parcelDistance < minParcelDistance) |
||
5372 | { |
||
5373 | minParcelDistance = parcelDistance; |
||
5374 | nearestParcel = parcel; |
||
5375 | } |
||
5376 | } |
||
5377 | } |
||
5378 | |||
5379 | return nearestParcel; |
||
5380 | } |
||
5381 | |||
5382 | private List<ILandObject> AllParcels() |
||
5383 | { |
||
5384 | return LandChannel.AllParcels(); |
||
5385 | } |
||
5386 | |||
5387 | private float GetParcelDistancefromPoint(ILandObject parcel, float x, float y) |
||
5388 | { |
||
5389 | return Vector2.Distance(new Vector2(x, y), GetParcelCenter(parcel)); |
||
5390 | } |
||
5391 | |||
5392 | //calculate the average center point of a parcel |
||
5393 | private Vector2 GetParcelCenter(ILandObject parcel) |
||
5394 | { |
||
5395 | int count = 0; |
||
5396 | int avgx = 0; |
||
5397 | int avgy = 0; |
||
5398 | for (int x = 0; x < RegionInfo.RegionSizeX; x++) |
||
5399 | { |
||
5400 | for (int y = 0; y < RegionInfo.RegionSizeY; y++) |
||
5401 | { |
||
5402 | //Just keep a running average as we check if all the points are inside or not |
||
5403 | if (parcel.ContainsPoint(x, y)) |
||
5404 | { |
||
5405 | if (count == 0) |
||
5406 | { |
||
5407 | avgx = x; |
||
5408 | avgy = y; |
||
5409 | } |
||
5410 | else |
||
5411 | { |
||
5412 | avgx = (avgx * count + x) / (count + 1); |
||
5413 | avgy = (avgy * count + y) / (count + 1); |
||
5414 | } |
||
5415 | count += 1; |
||
5416 | } |
||
5417 | } |
||
5418 | } |
||
5419 | return new Vector2(avgx, avgy); |
||
5420 | } |
||
5421 | |||
5422 | private Vector3 GetNearestRegionEdgePosition(ScenePresence avatar) |
||
5423 | { |
||
5424 | float xdistance = avatar.AbsolutePosition.X < RegionInfo.RegionSizeX / 2 |
||
5425 | ? avatar.AbsolutePosition.X : RegionInfo.RegionSizeX - avatar.AbsolutePosition.X; |
||
5426 | float ydistance = avatar.AbsolutePosition.Y < RegionInfo.RegionSizeY / 2 |
||
5427 | ? avatar.AbsolutePosition.Y : RegionInfo.RegionSizeY - avatar.AbsolutePosition.Y; |
||
5428 | |||
5429 | //find out what vertical edge to go to |
||
5430 | if (xdistance < ydistance) |
||
5431 | { |
||
5432 | if (avatar.AbsolutePosition.X < RegionInfo.RegionSizeX / 2) |
||
5433 | { |
||
5434 | return GetPositionAtAvatarHeightOrGroundHeight(avatar, 0.0f, avatar.AbsolutePosition.Y); |
||
5435 | } |
||
5436 | else |
||
5437 | { |
||
5438 | return GetPositionAtAvatarHeightOrGroundHeight(avatar, RegionInfo.RegionSizeY, avatar.AbsolutePosition.Y); |
||
5439 | } |
||
5440 | } |
||
5441 | //find out what horizontal edge to go to |
||
5442 | else |
||
5443 | { |
||
5444 | if (avatar.AbsolutePosition.Y < RegionInfo.RegionSizeY / 2) |
||
5445 | { |
||
5446 | return GetPositionAtAvatarHeightOrGroundHeight(avatar, avatar.AbsolutePosition.X, 0.0f); |
||
5447 | } |
||
5448 | else |
||
5449 | { |
||
5450 | return GetPositionAtAvatarHeightOrGroundHeight(avatar, avatar.AbsolutePosition.X, RegionInfo.RegionSizeY); |
||
5451 | } |
||
5452 | } |
||
5453 | } |
||
5454 | |||
5455 | private Vector3 GetPositionAtAvatarHeightOrGroundHeight(ScenePresence avatar, float x, float y) |
||
5456 | { |
||
5457 | Vector3 ground = GetPositionAtGround(x, y); |
||
5458 | if (avatar.AbsolutePosition.Z > ground.Z) |
||
5459 | { |
||
5460 | ground.Z = avatar.AbsolutePosition.Z; |
||
5461 | } |
||
5462 | return ground; |
||
5463 | } |
||
5464 | |||
5465 | private Vector3 GetPositionAtGround(float x, float y) |
||
5466 | { |
||
5467 | return new Vector3(x, y, GetGroundHeight(x, y)); |
||
5468 | } |
||
5469 | |||
5470 | public List<UUID> GetEstateRegions(int estateID) |
||
5471 | { |
||
5472 | IEstateDataService estateDataService = EstateDataService; |
||
5473 | if (estateDataService == null) |
||
5474 | return new List<UUID>(0); |
||
5475 | |||
5476 | return estateDataService.GetRegions(estateID); |
||
5477 | } |
||
5478 | |||
5479 | public void ReloadEstateData() |
||
5480 | { |
||
5481 | IEstateDataService estateDataService = EstateDataService; |
||
5482 | if (estateDataService != null) |
||
5483 | { |
||
5484 | RegionInfo.EstateSettings = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false); |
||
5485 | TriggerEstateSunUpdate(); |
||
5486 | } |
||
5487 | } |
||
5488 | |||
5489 | public void TriggerEstateSunUpdate() |
||
5490 | { |
||
5491 | EventManager.TriggerEstateToolsSunUpdate(RegionInfo.RegionHandle); |
||
5492 | } |
||
5493 | |||
5494 | private void HandleReloadEstate(string module, string[] cmd) |
||
5495 | { |
||
5496 | if (MainConsole.Instance.ConsoleScene == null || |
||
5497 | (MainConsole.Instance.ConsoleScene is Scene && |
||
5498 | (Scene)MainConsole.Instance.ConsoleScene == this)) |
||
5499 | { |
||
5500 | ReloadEstateData(); |
||
5501 | } |
||
5502 | } |
||
5503 | |||
5504 | /// <summary> |
||
5505 | /// Get the volume of space that will encompass all the given objects. |
||
5506 | /// </summary> |
||
5507 | /// <param name="objects"></param> |
||
5508 | /// <param name="minX"></param> |
||
5509 | /// <param name="maxX"></param> |
||
5510 | /// <param name="minY"></param> |
||
5511 | /// <param name="maxY"></param> |
||
5512 | /// <param name="minZ"></param> |
||
5513 | /// <param name="maxZ"></param> |
||
5514 | /// <returns></returns> |
||
5515 | public static Vector3[] GetCombinedBoundingBox( |
||
5516 | List<SceneObjectGroup> objects, |
||
5517 | out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) |
||
5518 | { |
||
5519 | minX = float.MaxValue; |
||
5520 | maxX = float.MinValue; |
||
5521 | minY = float.MaxValue; |
||
5522 | maxY = float.MinValue; |
||
5523 | minZ = float.MaxValue; |
||
5524 | maxZ = float.MinValue; |
||
5525 | |||
5526 | List<Vector3> offsets = new List<Vector3>(); |
||
5527 | |||
5528 | foreach (SceneObjectGroup g in objects) |
||
5529 | { |
||
5530 | float ominX, ominY, ominZ, omaxX, omaxY, omaxZ; |
||
5531 | |||
5532 | Vector3 vec = g.AbsolutePosition; |
||
5533 | |||
5534 | g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ); |
||
5535 | |||
5536 | // m_log.DebugFormat( |
||
5537 | // "[SCENE]: For {0} found AxisAlignedBoundingBoxRaw {1}, {2}", |
||
5538 | // g.Name, new Vector3(ominX, ominY, ominZ), new Vector3(omaxX, omaxY, omaxZ)); |
||
5539 | |||
5540 | ominX += vec.X; |
||
5541 | omaxX += vec.X; |
||
5542 | ominY += vec.Y; |
||
5543 | omaxY += vec.Y; |
||
5544 | ominZ += vec.Z; |
||
5545 | omaxZ += vec.Z; |
||
5546 | |||
5547 | if (minX > ominX) |
||
5548 | minX = ominX; |
||
5549 | if (minY > ominY) |
||
5550 | minY = ominY; |
||
5551 | if (minZ > ominZ) |
||
5552 | minZ = ominZ; |
||
5553 | if (maxX < omaxX) |
||
5554 | maxX = omaxX; |
||
5555 | if (maxY < omaxY) |
||
5556 | maxY = omaxY; |
||
5557 | if (maxZ < omaxZ) |
||
5558 | maxZ = omaxZ; |
||
5559 | } |
||
5560 | |||
5561 | foreach (SceneObjectGroup g in objects) |
||
5562 | { |
||
5563 | Vector3 vec = g.AbsolutePosition; |
||
5564 | vec.X -= minX; |
||
5565 | vec.Y -= minY; |
||
5566 | vec.Z -= minZ; |
||
5567 | |||
5568 | offsets.Add(vec); |
||
5569 | } |
||
5570 | |||
5571 | return offsets.ToArray(); |
||
5572 | } |
||
5573 | |||
5574 | /// <summary> |
||
5575 | /// Regenerate the maptile for this scene. |
||
5576 | /// </summary> |
||
5577 | /// <param name="sender"></param> |
||
5578 | /// <param name="e"></param> |
||
5579 | private void RegenerateMaptile() |
||
5580 | { |
||
5581 | IWorldMapModule mapModule = RequestModuleInterface<IWorldMapModule>(); |
||
5582 | if (mapModule != null) |
||
5583 | mapModule.GenerateMaptile(); |
||
5584 | } |
||
5585 | |||
5586 | private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) |
||
5587 | { |
||
5588 | RegenerateMaptile(); |
||
5589 | |||
5590 | // We need to propagate the new image UUID to the grid service |
||
5591 | // so that all simulators can retrieve it |
||
5592 | string error = GridService.RegisterRegion(RegionInfo.ScopeID, new GridRegion(RegionInfo)); |
||
5593 | if (error != string.Empty) |
||
5594 | throw new Exception(error); |
||
5595 | } |
||
5596 | |||
5597 | /// <summary> |
||
5598 | /// This method is called across the simulation connector to |
||
5599 | /// determine if a given agent is allowed in this region |
||
5600 | /// AS A ROOT AGENT |
||
5601 | /// </summary> |
||
5602 | /// <remarks> |
||
5603 | /// Returning false here will prevent them |
||
5604 | /// from logging into the region, teleporting into the region |
||
5605 | /// or corssing the broder walking, but will NOT prevent |
||
5606 | /// child agent creation, thereby emulating the SL behavior. |
||
5607 | /// </remarks> |
||
5608 | /// <param name='agentID'>The visitor's User ID</param> |
||
5609 | /// <param name="agentHomeURI">The visitor's Home URI (may be null)</param> |
||
5610 | /// <param name='position'></param> |
||
5611 | /// <param name='reason'></param> |
||
5612 | /// <returns></returns> |
||
5613 | public bool QueryAccess(UUID agentID, string agentHomeURI, bool viaTeleport, Vector3 position, out string reason) |
||
5614 | { |
||
5615 | reason = string.Empty; |
||
5616 | |||
5617 | if (Permissions.IsGod(agentID)) |
||
5618 | { |
||
5619 | reason = String.Empty; |
||
5620 | return true; |
||
5621 | } |
||
5622 | |||
5623 | if (!AllowAvatarCrossing && !viaTeleport) |
||
5624 | return false; |
||
5625 | |||
5626 | // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. |
||
5627 | // However, the long term fix is to make sure root agent count is always accurate. |
||
5628 | m_sceneGraph.RecalculateStats(); |
||
5629 | |||
5630 | int num = m_sceneGraph.GetRootAgentCount(); |
||
5631 | |||
5632 | if (num >= RegionInfo.RegionSettings.AgentLimit) |
||
5633 | { |
||
5634 | if (!Permissions.IsAdministrator(agentID)) |
||
5635 | { |
||
5636 | reason = "The region is full"; |
||
5637 | |||
5638 | m_log.DebugFormat( |
||
5639 | "[SCENE]: Denying presence with id {0} entry into {1} since region is at agent limit of {2}", |
||
5640 | agentID, RegionInfo.RegionName, RegionInfo.RegionSettings.AgentLimit); |
||
5641 | |||
5642 | return false; |
||
5643 | } |
||
5644 | } |
||
5645 | |||
5646 | ScenePresence presence = GetScenePresence(agentID); |
||
5647 | IClientAPI client = null; |
||
5648 | AgentCircuitData aCircuit = null; |
||
5649 | |||
5650 | if (presence != null) |
||
5651 | { |
||
5652 | client = presence.ControllingClient; |
||
5653 | if (client != null) |
||
5654 | aCircuit = client.RequestClientInfo(); |
||
5655 | } |
||
5656 | |||
5657 | // We may be called before there is a presence or a client. |
||
5658 | // Fake AgentCircuitData to keep IAuthorizationModule smiling |
||
5659 | if (client == null) |
||
5660 | { |
||
5661 | aCircuit = new AgentCircuitData(); |
||
5662 | aCircuit.AgentID = agentID; |
||
5663 | aCircuit.firstname = String.Empty; |
||
5664 | aCircuit.lastname = String.Empty; |
||
5665 | } |
||
5666 | |||
5667 | try |
||
5668 | { |
||
5669 | if (!AuthorizeUser(aCircuit, false, out reason)) |
||
5670 | { |
||
5671 | //m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID); |
||
5672 | return false; |
||
5673 | } |
||
5674 | } |
||
5675 | catch (Exception e) |
||
5676 | { |
||
5677 | m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message); |
||
5678 | reason = "Error authorizing agent: " + e.Message; |
||
5679 | return false; |
||
5680 | } |
||
5681 | |||
5682 | if (viaTeleport) |
||
5683 | { |
||
5684 | if (!RegionInfo.EstateSettings.AllowDirectTeleport) |
||
5685 | { |
||
5686 | SceneObjectGroup telehub; |
||
5687 | if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject)) != null) |
||
5688 | { |
||
5689 | List<SpawnPoint> spawnPoints = RegionInfo.RegionSettings.SpawnPoints(); |
||
5690 | bool banned = true; |
||
5691 | foreach (SpawnPoint sp in spawnPoints) |
||
5692 | { |
||
5693 | Vector3 spawnPoint = sp.GetLocation(telehub.AbsolutePosition, telehub.GroupRotation); |
||
5694 | ILandObject land = LandChannel.GetLandObject(spawnPoint.X, spawnPoint.Y); |
||
5695 | if (land == null) |
||
5696 | continue; |
||
5697 | if (land.IsEitherBannedOrRestricted(agentID)) |
||
5698 | continue; |
||
5699 | banned = false; |
||
5700 | break; |
||
5701 | } |
||
5702 | |||
5703 | if (banned) |
||
5704 | { |
||
5705 | if(Permissions.IsAdministrator(agentID) == false || Permissions.IsGridGod(agentID) == false) |
||
5706 | { |
||
5707 | reason = "No suitable landing point found"; |
||
5708 | return false; |
||
5709 | } |
||
5710 | reason = "Administrative access only"; |
||
5711 | return true; |
||
5712 | } |
||
5713 | } |
||
5714 | } |
||
5715 | |||
5716 | float posX = 128.0f; |
||
5717 | float posY = 128.0f; |
||
5718 | |||
5719 | if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY)) |
||
5720 | { |
||
5721 | // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID); |
||
5722 | reason = "You are banned from the region on all parcels"; |
||
5723 | return false; |
||
5724 | } |
||
5725 | } |
||
5726 | else // Walking |
||
5727 | { |
||
5728 | ILandObject land = LandChannel.GetLandObject(position.X, position.Y); |
||
5729 | if (land == null) |
||
5730 | { |
||
5731 | reason = "No parcel found"; |
||
5732 | return false; |
||
5733 | } |
||
5734 | |||
5735 | bool banned = land.IsBannedFromLand(agentID); |
||
5736 | bool restricted = land.IsRestrictedFromLand(agentID); |
||
5737 | |||
5738 | if (banned || restricted) |
||
5739 | { |
||
5740 | if (banned) |
||
5741 | reason = "You are banned from the parcel"; |
||
5742 | else |
||
5743 | reason = "The parcel is restricted"; |
||
5744 | return false; |
||
5745 | } |
||
5746 | } |
||
5747 | |||
5748 | reason = String.Empty; |
||
5749 | return true; |
||
5750 | } |
||
5751 | |||
5752 | /// <summary> |
||
5753 | /// This method deals with movement when an avatar is automatically moving (but this is distinct from the |
||
5754 | /// autopilot that moves an avatar to a sit target!. |
||
5755 | /// </summary> |
||
5756 | /// <remarks> |
||
5757 | /// This is not intended as a permament location for this method. |
||
5758 | /// </remarks> |
||
5759 | /// <param name="presence"></param> |
||
5760 | private void HandleOnSignificantClientMovement(ScenePresence presence) |
||
5761 | { |
||
5762 | if (presence.MovingToTarget) |
||
5763 | { |
||
5764 | double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget); |
||
5765 | // m_log.DebugFormat( |
||
5766 | // "[SCENE]: Abs pos of {0} is {1}, target {2}, distance {3}", |
||
5767 | // presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget); |
||
5768 | |||
5769 | // Check the error term of the current position in relation to the target position |
||
5770 | if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT) |
||
5771 | { |
||
5772 | // We are close enough to the target |
||
5773 | // m_log.DebugFormat("[SCENEE]: Stopping autopilot of {0}", presence.Name); |
||
5774 | |||
5775 | presence.Velocity = Vector3.Zero; |
||
5776 | presence.AbsolutePosition = presence.MoveToPositionTarget; |
||
5777 | presence.ResetMoveToTarget(); |
||
5778 | |||
5779 | if (presence.Flying) |
||
5780 | { |
||
5781 | // A horrible hack to stop the avatar dead in its tracks rather than having them overshoot |
||
5782 | // the target if flying. |
||
5783 | // We really need to be more subtle (slow the avatar as it approaches the target) or at |
||
5784 | // least be able to set collision status once, rather than 5 times to give it enough |
||
5785 | // weighting so that that PhysicsActor thinks it really is colliding. |
||
5786 | for (int i = 0; i < 5; i++) |
||
5787 | presence.IsColliding = true; |
||
5788 | |||
5789 | if (presence.LandAtTarget) |
||
5790 | presence.Flying = false; |
||
5791 | |||
5792 | // Vector3 targetPos = presence.MoveToPositionTarget; |
||
5793 | // float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y]; |
||
5794 | // if (targetPos.Z - terrainHeight < 0.2) |
||
5795 | // { |
||
5796 | // presence.Flying = false; |
||
5797 | // } |
||
5798 | } |
||
5799 | |||
5800 | // m_log.DebugFormat( |
||
5801 | // "[SCENE]: AgentControlFlags {0}, MovementFlag {1} for {2}", |
||
5802 | // presence.AgentControlFlags, presence.MovementFlag, presence.Name); |
||
5803 | } |
||
5804 | else |
||
5805 | { |
||
5806 | // m_log.DebugFormat( |
||
5807 | // "[SCENE]: Updating npc {0} at {1} for next movement to {2}", |
||
5808 | // presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget); |
||
5809 | |||
5810 | Vector3 agent_control_v3 = new Vector3(); |
||
5811 | presence.HandleMoveToTargetUpdate(1, ref agent_control_v3); |
||
5812 | presence.AddNewMovement(agent_control_v3); |
||
5813 | } |
||
5814 | } |
||
5815 | } |
||
5816 | |||
5817 | // manage and select spawn points in sequence |
||
5818 | public int SpawnPoint() |
||
5819 | { |
||
5820 | int spawnpoints = RegionInfo.RegionSettings.SpawnPoints().Count; |
||
5821 | |||
5822 | if (spawnpoints == 0) |
||
5823 | return 0; |
||
5824 | |||
5825 | m_SpawnPoint++; |
||
5826 | if (m_SpawnPoint > spawnpoints) |
||
5827 | m_SpawnPoint = 1; |
||
5828 | return m_SpawnPoint - 1; |
||
5829 | } |
||
5830 | |||
5831 | /// <summary> |
||
5832 | /// Wrappers to get physics modules retrieve assets. |
||
5833 | /// </summary> |
||
5834 | /// <remarks> |
||
5835 | /// Has to be done this way |
||
5836 | /// because we can't assign the asset service to physics directly - at the |
||
5837 | /// time physics are instantiated it's not registered but it will be by |
||
5838 | /// the time the first prim exists. |
||
5839 | /// </remarks> |
||
5840 | /// <param name="assetID"></param> |
||
5841 | /// <param name="callback"></param> |
||
5842 | public void PhysicsRequestAsset(UUID assetID, AssetReceivedDelegate callback) |
||
5843 | { |
||
5844 | AssetService.Get(assetID.ToString(), callback, PhysicsAssetReceived); |
||
5845 | } |
||
5846 | |||
5847 | private void PhysicsAssetReceived(string id, Object sender, AssetBase asset) |
||
5848 | { |
||
5849 | AssetReceivedDelegate callback = (AssetReceivedDelegate)sender; |
||
5850 | |||
5851 | callback(asset); |
||
5852 | } |
||
5853 | |||
5854 | public string GetExtraSetting(string name) |
||
5855 | { |
||
5856 | if (m_extraSettings == null) |
||
5857 | return String.Empty; |
||
5858 | |||
5859 | string val; |
||
5860 | |||
5861 | if (!m_extraSettings.TryGetValue(name, out val)) |
||
5862 | return String.Empty; |
||
5863 | |||
5864 | return val; |
||
5865 | } |
||
5866 | |||
5867 | public void StoreExtraSetting(string name, string val) |
||
5868 | { |
||
5869 | if (m_extraSettings == null) |
||
5870 | return; |
||
5871 | |||
5872 | string oldVal; |
||
5873 | |||
5874 | if (m_extraSettings.TryGetValue(name, out oldVal)) |
||
5875 | { |
||
5876 | if (oldVal == val) |
||
5877 | return; |
||
5878 | } |
||
5879 | |||
5880 | m_extraSettings[name] = val; |
||
5881 | |||
5882 | m_SimulationDataService.SaveExtra(RegionInfo.RegionID, name, val); |
||
5883 | |||
5884 | m_eventManager.TriggerExtraSettingChanged(this, name, val); |
||
5885 | } |
||
5886 | |||
5887 | public void RemoveExtraSetting(string name) |
||
5888 | { |
||
5889 | if (m_extraSettings == null) |
||
5890 | return; |
||
5891 | |||
5892 | if (!m_extraSettings.ContainsKey(name)) |
||
5893 | return; |
||
5894 | |||
5895 | m_extraSettings.Remove(name); |
||
5896 | |||
5897 | m_SimulationDataService.RemoveExtra(RegionInfo.RegionID, name); |
||
5898 | |||
5899 | m_eventManager.TriggerExtraSettingChanged(this, name, String.Empty); |
||
5900 | } |
||
5901 | } |
||
5902 | } |