opensim – Blame information for rev 1
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1 | eva | 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 { get; set; } |
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107 | |||
108 | /// <summary> |
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109 | /// If false then scripts are not enabled on the smiulator |
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110 | /// </summary> |
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111 | public bool ScriptsEnabled |
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112 | { |
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113 | get { return m_scripts_enabled; } |
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114 | set |
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115 | { |
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116 | if (m_scripts_enabled != value) |
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117 | { |
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118 | if (!value) |
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119 | { |
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120 | m_log.Info("Stopping all Scripts in Scene"); |
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121 | |||
122 | EntityBase[] entities = Entities.GetEntities(); |
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123 | foreach (EntityBase ent in entities) |
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124 | { |
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125 | if (ent is SceneObjectGroup) |
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126 | ((SceneObjectGroup)ent).RemoveScriptInstances(false); |
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127 | } |
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128 | } |
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129 | else |
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130 | { |
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131 | m_log.Info("Starting all Scripts in Scene"); |
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132 | |||
133 | EntityBase[] entities = Entities.GetEntities(); |
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134 | foreach (EntityBase ent in entities) |
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135 | { |
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136 | if (ent is SceneObjectGroup) |
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137 | { |
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138 | SceneObjectGroup sog = (SceneObjectGroup)ent; |
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139 | sog.CreateScriptInstances(0, false, DefaultScriptEngine, 0); |
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140 | sog.ResumeScripts(); |
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141 | } |
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142 | } |
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143 | } |
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144 | |||
145 | m_scripts_enabled = value; |
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146 | } |
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147 | } |
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148 | } |
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149 | private bool m_scripts_enabled; |
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150 | |||
151 | public SynchronizeSceneHandler SynchronizeScene; |
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152 | |||
153 | /// <summary> |
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154 | /// Used to prevent simultaneous calls to code that adds and removes agents. |
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155 | /// </summary> |
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156 | private object m_removeClientLock = new object(); |
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157 | |||
158 | /// <summary> |
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159 | /// Statistical information for this scene. |
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160 | /// </summary> |
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161 | public SimStatsReporter StatsReporter { get; private set; } |
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162 | |||
163 | public List<Border> NorthBorders = new List<Border>(); |
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164 | public List<Border> EastBorders = new List<Border>(); |
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165 | public List<Border> SouthBorders = new List<Border>(); |
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166 | public List<Border> WestBorders = new List<Border>(); |
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167 | |||
168 | /// <summary> |
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169 | /// Controls whether physics can be applied to prims. Even if false, prims still have entries in a |
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170 | /// PhysicsScene in order to perform collision detection |
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171 | /// </summary> |
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172 | public bool PhysicalPrims { get; private set; } |
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173 | |||
174 | /// <summary> |
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175 | /// Controls whether prims can be collided with. |
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176 | /// </summary> |
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177 | /// <remarks> |
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178 | /// If this is set to false then prims cannot be subject to physics either. |
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179 | /// </summary> |
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180 | public bool CollidablePrims { get; private set; } |
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181 | |||
182 | /// <summary> |
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183 | /// Minimum value of the size of a non-physical prim in each axis |
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184 | /// </summary> |
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185 | public float m_minNonphys = 0.001f; |
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186 | |||
187 | /// <summary> |
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188 | /// Maximum value of the size of a non-physical prim in each axis |
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189 | /// </summary> |
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190 | public float m_maxNonphys = 256; |
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191 | |||
192 | /// <summary> |
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193 | /// Minimum value of the size of a physical prim in each axis |
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194 | /// </summary> |
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195 | public float m_minPhys = 0.01f; |
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196 | |||
197 | /// <summary> |
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198 | /// Maximum value of the size of a physical prim in each axis |
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199 | /// </summary> |
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200 | public float m_maxPhys = 10; |
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201 | |||
202 | /// <summary> |
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203 | /// Max prims an object will hold |
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204 | /// </summary> |
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205 | public int m_linksetCapacity = 0; |
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206 | |||
207 | public bool m_clampPrimSize; |
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208 | public bool m_trustBinaries; |
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209 | public bool m_allowScriptCrossings; |
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210 | public bool m_useFlySlow; |
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211 | public bool m_useTrashOnDelete = true; |
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212 | |||
213 | /// <summary> |
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214 | /// Temporarily setting to trigger appearance resends at 60 second intervals. |
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215 | /// </summary> |
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216 | public bool SendPeriodicAppearanceUpdates { get; set; } |
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217 | |||
218 | protected float m_defaultDrawDistance = 255.0f; |
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219 | public float DefaultDrawDistance |
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220 | { |
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221 | get { return m_defaultDrawDistance; } |
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222 | } |
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223 | |||
224 | private List<string> m_AllowedViewers = new List<string>(); |
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225 | private List<string> m_BannedViewers = new List<string>(); |
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226 | |||
227 | // TODO: need to figure out how allow client agents but deny |
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228 | // root agents when ACL denies access to root agent |
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229 | public bool m_strictAccessControl = true; |
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230 | |||
231 | public int MaxUndoCount { get; set; } |
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232 | |||
233 | public bool SeeIntoRegion { get; set; } |
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234 | |||
235 | // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; |
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236 | public bool LoginLock = false; |
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237 | |||
238 | public bool StartDisabled = false; |
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239 | public bool LoadingPrims; |
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240 | public IXfer XferManager; |
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241 | |||
242 | // the minimum time that must elapse before a changed object will be considered for persisted |
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243 | public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L; |
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244 | // the maximum time that must elapse before a changed object will be considered for persisted |
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245 | public long m_persistAfter = DEFAULT_MAX_TIME_FOR_PERSISTENCE * 10000000L; |
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246 | |||
247 | protected int m_splitRegionID; |
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248 | protected Timer m_restartWaitTimer = new Timer(); |
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249 | protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); |
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250 | protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); |
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251 | protected string m_simulatorVersion = "OpenSimulator Server"; |
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252 | protected AgentCircuitManager m_authenticateHandler; |
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253 | protected SceneCommunicationService m_sceneGridService; |
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254 | |||
255 | protected ISimulationDataService m_SimulationDataService; |
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256 | protected IEstateDataService m_EstateDataService; |
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257 | protected IAssetService m_AssetService; |
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258 | protected IAuthorizationService m_AuthorizationService; |
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259 | protected IInventoryService m_InventoryService; |
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260 | protected IGridService m_GridService; |
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261 | protected ILibraryService m_LibraryService; |
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262 | protected ISimulationService m_simulationService; |
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263 | protected IAuthenticationService m_AuthenticationService; |
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264 | protected IPresenceService m_PresenceService; |
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265 | protected IUserAccountService m_UserAccountService; |
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266 | protected IAvatarService m_AvatarService; |
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267 | protected IGridUserService m_GridUserService; |
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268 | |||
269 | protected IXMLRPC m_xmlrpcModule; |
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270 | protected IWorldComm m_worldCommModule; |
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271 | protected IAvatarFactoryModule m_AvatarFactory; |
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272 | protected IConfigSource m_config; |
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273 | protected IRegionSerialiserModule m_serialiser; |
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274 | protected IDialogModule m_dialogModule; |
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275 | protected ICapabilitiesModule m_capsModule; |
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276 | protected IGroupsModule m_groupsModule; |
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277 | |||
278 | private Dictionary<string, string> m_extraSettings; |
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279 | |||
280 | /// <summary> |
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281 | /// Current scene frame number |
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282 | /// </summary> |
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283 | public uint Frame |
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284 | { |
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285 | get; |
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286 | protected set; |
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287 | } |
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288 | |||
289 | /// <summary> |
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290 | /// Current maintenance run number |
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291 | /// </summary> |
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292 | public uint MaintenanceRun { get; private set; } |
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293 | |||
294 | /// <summary> |
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295 | /// 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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296 | /// will sleep for the remaining period. |
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297 | /// </summary> |
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298 | /// <remarks> |
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299 | /// One can tweak this number to experiment. One current effect of reducing it is to make avatar animations |
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300 | /// occur too quickly (viewer 1) or with even more slide (viewer 2). |
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301 | /// </remarks> |
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302 | public float MinFrameTime { get; private set; } |
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303 | |||
304 | /// <summary> |
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305 | /// The minimum length of time in seconds that will be taken for a maintenance run. |
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306 | /// </summary> |
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307 | public float MinMaintenanceTime { get; private set; } |
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308 | |||
309 | private int m_update_physics = 1; |
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310 | private int m_update_entitymovement = 1; |
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311 | private int m_update_objects = 1; |
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312 | private int m_update_temp_cleaning = 1000; |
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313 | private int m_update_presences = 1; // Update scene presence movements |
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314 | private int m_update_events = 1; |
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315 | private int m_update_backup = 200; |
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316 | private int m_update_terrain = 50; |
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317 | // private int m_update_land = 1; |
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318 | private int m_update_coarse_locations = 50; |
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319 | |||
320 | private int agentMS; |
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321 | private int frameMS; |
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322 | private int physicsMS2; |
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323 | private int physicsMS; |
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324 | private int otherMS; |
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325 | private int tempOnRezMS; |
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326 | private int eventMS; |
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327 | private int backupMS; |
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328 | private int terrainMS; |
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329 | private int landMS; |
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330 | private int spareMS; |
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331 | |||
332 | /// <summary> |
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333 | /// Tick at which the last frame was processed. |
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334 | /// </summary> |
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335 | private int m_lastFrameTick; |
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336 | |||
337 | /// <summary> |
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338 | /// Tick at which the last maintenance run occurred. |
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339 | /// </summary> |
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340 | private int m_lastMaintenanceTick; |
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341 | |||
342 | /// <summary> |
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343 | /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched |
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344 | /// asynchronously from the update loop. |
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345 | /// </summary> |
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346 | private bool m_cleaningTemps = false; |
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347 | |||
348 | // private Object m_heartbeatLock = new Object(); |
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349 | |||
350 | // TODO: Possibly stop other classes being able to manipulate this directly. |
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351 | private SceneGraph m_sceneGraph; |
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352 | private volatile int m_bordersLocked; |
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353 | private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing |
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354 | private volatile bool m_backingup; |
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355 | private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); |
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356 | private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>(); |
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357 | |||
358 | private string m_defaultScriptEngine; |
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359 | |||
360 | /// <summary> |
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361 | /// Tick at which the last login occurred. |
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362 | /// </summary> |
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363 | private int m_LastLogin; |
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364 | |||
365 | /// <summary> |
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366 | /// Thread that runs the scene loop. |
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367 | /// </summary> |
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368 | private Thread m_heartbeatThread; |
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369 | |||
370 | /// <summary> |
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371 | /// True if these scene is in the process of shutting down or is shutdown. |
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372 | /// </summary> |
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373 | public bool ShuttingDown |
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374 | { |
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375 | get { return m_shuttingDown; } |
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376 | } |
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377 | private volatile bool m_shuttingDown; |
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378 | |||
379 | /// <summary> |
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380 | /// Is the scene active? |
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381 | /// </summary> |
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382 | /// <remarks> |
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383 | /// If false, maintenance and update loops are not being run. Updates can still be triggered manually if |
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384 | /// the scene is not active. |
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385 | /// </remarks> |
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386 | public bool Active |
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387 | { |
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388 | get { return m_active; } |
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389 | set |
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390 | { |
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391 | if (value) |
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392 | { |
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393 | if (!m_active) |
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394 | Start(false); |
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395 | } |
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396 | else |
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397 | { |
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398 | // This appears assymetric with Start() above but is not - setting m_active = false stops the loops |
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399 | // XXX: Possibly this should be in an explicit Stop() method for symmetry. |
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400 | m_active = false; |
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401 | } |
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402 | } |
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403 | } |
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404 | private volatile bool m_active; |
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405 | |||
406 | // private int m_lastUpdate; |
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407 | // private bool m_firstHeartbeat = true; |
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408 | |||
409 | private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; |
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410 | private bool m_reprioritizationEnabled = true; |
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411 | private double m_reprioritizationInterval = 5000.0; |
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412 | private double m_rootReprioritizationDistance = 10.0; |
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413 | private double m_childReprioritizationDistance = 20.0; |
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414 | |||
415 | private Timer m_mapGenerationTimer = new Timer(); |
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416 | private bool m_generateMaptiles; |
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417 | |||
418 | #endregion Fields |
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419 | |||
420 | #region Properties |
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421 | |||
422 | /* Used by the loadbalancer plugin on GForge */ |
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423 | public int SplitRegionID |
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424 | { |
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425 | get { return m_splitRegionID; } |
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426 | set { m_splitRegionID = value; } |
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427 | } |
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428 | |||
429 | public bool BordersLocked |
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430 | { |
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431 | get { return m_bordersLocked == 1; } |
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432 | set |
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433 | { |
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434 | if (value == true) |
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435 | m_bordersLocked = 1; |
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436 | else |
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437 | m_bordersLocked = 0; |
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438 | } |
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439 | } |
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440 | |||
441 | public new float TimeDilation |
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442 | { |
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443 | get { return m_sceneGraph.PhysicsScene.TimeDilation; } |
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444 | } |
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445 | |||
446 | public SceneCommunicationService SceneGridService |
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447 | { |
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448 | get { return m_sceneGridService; } |
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449 | } |
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450 | |||
451 | public ISimulationDataService SimulationDataService |
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452 | { |
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453 | get |
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454 | { |
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455 | if (m_SimulationDataService == null) |
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456 | { |
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457 | m_SimulationDataService = RequestModuleInterface<ISimulationDataService>(); |
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458 | |||
459 | if (m_SimulationDataService == null) |
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460 | { |
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461 | throw new Exception("No ISimulationDataService available."); |
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462 | } |
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463 | } |
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464 | |||
465 | return m_SimulationDataService; |
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466 | } |
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467 | } |
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468 | |||
469 | public IEstateDataService EstateDataService |
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470 | { |
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471 | get |
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472 | { |
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473 | if (m_EstateDataService == null) |
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474 | { |
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475 | m_EstateDataService = RequestModuleInterface<IEstateDataService>(); |
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476 | |||
477 | if (m_EstateDataService == null) |
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478 | { |
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479 | throw new Exception("No IEstateDataService available."); |
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480 | } |
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481 | } |
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482 | |||
483 | return m_EstateDataService; |
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484 | } |
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485 | } |
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486 | |||
487 | public IAssetService AssetService |
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488 | { |
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489 | get |
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490 | { |
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491 | if (m_AssetService == null) |
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492 | { |
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493 | m_AssetService = RequestModuleInterface<IAssetService>(); |
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494 | |||
495 | if (m_AssetService == null) |
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496 | { |
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497 | throw new Exception("No IAssetService available."); |
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498 | } |
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499 | } |
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500 | |||
501 | return m_AssetService; |
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502 | } |
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503 | } |
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504 | |||
505 | public IAuthorizationService AuthorizationService |
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506 | { |
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507 | get |
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508 | { |
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509 | if (m_AuthorizationService == null) |
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510 | { |
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511 | m_AuthorizationService = RequestModuleInterface<IAuthorizationService>(); |
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512 | |||
513 | //if (m_AuthorizationService == null) |
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514 | //{ |
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515 | // // don't throw an exception if no authorization service is set for the time being |
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516 | // m_log.InfoFormat("[SCENE]: No Authorization service is configured"); |
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517 | //} |
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518 | } |
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519 | |||
520 | return m_AuthorizationService; |
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521 | } |
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522 | } |
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523 | |||
524 | public IInventoryService InventoryService |
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525 | { |
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526 | get |
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527 | { |
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528 | if (m_InventoryService == null) |
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529 | { |
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530 | m_InventoryService = RequestModuleInterface<IInventoryService>(); |
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531 | |||
532 | if (m_InventoryService == null) |
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533 | { |
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534 | 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."); |
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535 | } |
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536 | } |
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537 | |||
538 | return m_InventoryService; |
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539 | } |
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540 | } |
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541 | |||
542 | public IGridService GridService |
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543 | { |
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544 | get |
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545 | { |
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546 | if (m_GridService == null) |
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547 | { |
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548 | m_GridService = RequestModuleInterface<IGridService>(); |
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549 | |||
550 | if (m_GridService == null) |
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551 | { |
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552 | 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."); |
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553 | } |
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554 | } |
||
555 | |||
556 | return m_GridService; |
||
557 | } |
||
558 | } |
||
559 | |||
560 | public ILibraryService LibraryService |
||
561 | { |
||
562 | get |
||
563 | { |
||
564 | if (m_LibraryService == null) |
||
565 | m_LibraryService = RequestModuleInterface<ILibraryService>(); |
||
566 | |||
567 | return m_LibraryService; |
||
568 | } |
||
569 | } |
||
570 | |||
571 | public ISimulationService SimulationService |
||
572 | { |
||
573 | get |
||
574 | { |
||
575 | if (m_simulationService == null) |
||
576 | m_simulationService = RequestModuleInterface<ISimulationService>(); |
||
577 | |||
578 | return m_simulationService; |
||
579 | } |
||
580 | } |
||
581 | |||
582 | public IAuthenticationService AuthenticationService |
||
583 | { |
||
584 | get |
||
585 | { |
||
586 | if (m_AuthenticationService == null) |
||
587 | m_AuthenticationService = RequestModuleInterface<IAuthenticationService>(); |
||
588 | return m_AuthenticationService; |
||
589 | } |
||
590 | } |
||
591 | |||
592 | public IPresenceService PresenceService |
||
593 | { |
||
594 | get |
||
595 | { |
||
596 | if (m_PresenceService == null) |
||
597 | m_PresenceService = RequestModuleInterface<IPresenceService>(); |
||
598 | return m_PresenceService; |
||
599 | } |
||
600 | } |
||
601 | |||
602 | public IUserAccountService UserAccountService |
||
603 | { |
||
604 | get |
||
605 | { |
||
606 | if (m_UserAccountService == null) |
||
607 | m_UserAccountService = RequestModuleInterface<IUserAccountService>(); |
||
608 | return m_UserAccountService; |
||
609 | } |
||
610 | } |
||
611 | |||
612 | public IAvatarService AvatarService |
||
613 | { |
||
614 | get |
||
615 | { |
||
616 | if (m_AvatarService == null) |
||
617 | m_AvatarService = RequestModuleInterface<IAvatarService>(); |
||
618 | return m_AvatarService; |
||
619 | } |
||
620 | } |
||
621 | |||
622 | public IGridUserService GridUserService |
||
623 | { |
||
624 | get |
||
625 | { |
||
626 | if (m_GridUserService == null) |
||
627 | m_GridUserService = RequestModuleInterface<IGridUserService>(); |
||
628 | return m_GridUserService; |
||
629 | } |
||
630 | } |
||
631 | |||
632 | public IAttachmentsModule AttachmentsModule { get; set; } |
||
633 | public IEntityTransferModule EntityTransferModule { get; private set; } |
||
634 | public IAgentAssetTransactions AgentTransactionsModule { get; private set; } |
||
635 | public IUserManagement UserManagementModule { get; private set; } |
||
636 | |||
637 | public IAvatarFactoryModule AvatarFactory |
||
638 | { |
||
639 | get { return m_AvatarFactory; } |
||
640 | } |
||
641 | |||
642 | public ICapabilitiesModule CapsModule |
||
643 | { |
||
644 | get { return m_capsModule; } |
||
645 | } |
||
646 | |||
647 | public int MonitorFrameTime { get { return frameMS; } } |
||
648 | public int MonitorPhysicsUpdateTime { get { return physicsMS; } } |
||
649 | public int MonitorPhysicsSyncTime { get { return physicsMS2; } } |
||
650 | public int MonitorOtherTime { get { return otherMS; } } |
||
651 | public int MonitorTempOnRezTime { get { return tempOnRezMS; } } |
||
652 | public int MonitorEventTime { get { return eventMS; } } // This may need to be divided into each event? |
||
653 | public int MonitorBackupTime { get { return backupMS; } } |
||
654 | public int MonitorTerrainTime { get { return terrainMS; } } |
||
655 | public int MonitorLandTime { get { return landMS; } } |
||
656 | public int MonitorLastFrameTick { get { return m_lastFrameTick; } } |
||
657 | |||
658 | public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get { return m_priorityScheme; } } |
||
659 | public bool IsReprioritizationEnabled { get { return m_reprioritizationEnabled; } } |
||
660 | public double ReprioritizationInterval { get { return m_reprioritizationInterval; } } |
||
661 | public double RootReprioritizationDistance { get { return m_rootReprioritizationDistance; } } |
||
662 | public double ChildReprioritizationDistance { get { return m_childReprioritizationDistance; } } |
||
663 | |||
664 | public AgentCircuitManager AuthenticateHandler |
||
665 | { |
||
666 | get { return m_authenticateHandler; } |
||
667 | } |
||
668 | |||
669 | // an instance to the physics plugin's Scene object. |
||
670 | public PhysicsScene PhysicsScene |
||
671 | { |
||
672 | get { return m_sceneGraph.PhysicsScene; } |
||
673 | set |
||
674 | { |
||
675 | // If we're not doing the initial set |
||
676 | // Then we've got to remove the previous |
||
677 | // event handler |
||
678 | if (PhysicsScene != null && PhysicsScene.SupportsNINJAJoints) |
||
679 | { |
||
680 | PhysicsScene.OnJointMoved -= jointMoved; |
||
681 | PhysicsScene.OnJointDeactivated -= jointDeactivated; |
||
682 | PhysicsScene.OnJointErrorMessage -= jointErrorMessage; |
||
683 | } |
||
684 | |||
685 | m_sceneGraph.PhysicsScene = value; |
||
686 | |||
687 | if (PhysicsScene != null && m_sceneGraph.PhysicsScene.SupportsNINJAJoints) |
||
688 | { |
||
689 | // register event handlers to respond to joint movement/deactivation |
||
690 | PhysicsScene.OnJointMoved += jointMoved; |
||
691 | PhysicsScene.OnJointDeactivated += jointDeactivated; |
||
692 | PhysicsScene.OnJointErrorMessage += jointErrorMessage; |
||
693 | } |
||
694 | } |
||
695 | } |
||
696 | |||
697 | public string DefaultScriptEngine |
||
698 | { |
||
699 | get { return m_defaultScriptEngine; } |
||
700 | } |
||
701 | |||
702 | public EntityManager Entities |
||
703 | { |
||
704 | get { return m_sceneGraph.Entities; } |
||
705 | } |
||
706 | |||
707 | |||
708 | // used in sequence see: SpawnPoint() |
||
709 | private int m_SpawnPoint; |
||
710 | // can be closest/random/sequence |
||
711 | public string SpawnPointRouting |
||
712 | { |
||
713 | get; private set; |
||
714 | } |
||
715 | // allow landmarks to pass |
||
716 | public bool TelehubAllowLandmarks |
||
717 | { |
||
718 | get; private set; |
||
719 | } |
||
720 | |||
721 | #endregion Properties |
||
722 | |||
723 | #region Constructors |
||
724 | |||
725 | public Scene(RegionInfo regInfo, AgentCircuitManager authen, |
||
726 | SceneCommunicationService sceneGridService, |
||
727 | ISimulationDataService simDataService, IEstateDataService estateDataService, |
||
728 | IConfigSource config, string simulatorVersion) |
||
729 | : this(regInfo) |
||
730 | { |
||
731 | m_config = config; |
||
732 | MinFrameTime = 0.089f; |
||
733 | MinMaintenanceTime = 1; |
||
734 | SeeIntoRegion = true; |
||
735 | |||
736 | Random random = new Random(); |
||
737 | |||
738 | m_lastAllocatedLocalId = (uint)(random.NextDouble() * (double)(uint.MaxValue / 2)) + (uint)(uint.MaxValue / 4); |
||
739 | m_authenticateHandler = authen; |
||
740 | m_sceneGridService = sceneGridService; |
||
741 | m_SimulationDataService = simDataService; |
||
742 | m_EstateDataService = estateDataService; |
||
743 | m_regionHandle = RegionInfo.RegionHandle; |
||
744 | |||
745 | m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); |
||
746 | m_asyncSceneObjectDeleter.Enabled = true; |
||
747 | |||
748 | m_asyncInventorySender = new AsyncInventorySender(this); |
||
749 | |||
750 | #region Region Settings |
||
751 | |||
752 | // Load region settings |
||
753 | // LoadRegionSettings creates new region settings in persistence if they don't already exist for this region. |
||
754 | // However, in this case, the default textures are not set in memory properly, so we need to do it here and |
||
755 | // resave. |
||
756 | // FIXME: It shouldn't be up to the database plugins to create this data - we should do it when a new |
||
757 | // region is set up and avoid these gyrations. |
||
758 | RegionSettings rs = simDataService.LoadRegionSettings(RegionInfo.RegionID); |
||
759 | m_extraSettings = simDataService.GetExtra(RegionInfo.RegionID); |
||
760 | |||
761 | bool updatedTerrainTextures = false; |
||
762 | if (rs.TerrainTexture1 == UUID.Zero) |
||
763 | { |
||
764 | rs.TerrainTexture1 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_1; |
||
765 | updatedTerrainTextures = true; |
||
766 | } |
||
767 | |||
768 | if (rs.TerrainTexture2 == UUID.Zero) |
||
769 | { |
||
770 | rs.TerrainTexture2 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_2; |
||
771 | updatedTerrainTextures = true; |
||
772 | } |
||
773 | |||
774 | if (rs.TerrainTexture3 == UUID.Zero) |
||
775 | { |
||
776 | rs.TerrainTexture3 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_3; |
||
777 | updatedTerrainTextures = true; |
||
778 | } |
||
779 | |||
780 | if (rs.TerrainTexture4 == UUID.Zero) |
||
781 | { |
||
782 | rs.TerrainTexture4 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_4; |
||
783 | updatedTerrainTextures = true; |
||
784 | } |
||
785 | |||
786 | if (updatedTerrainTextures) |
||
787 | rs.Save(); |
||
788 | |||
789 | RegionInfo.RegionSettings = rs; |
||
790 | |||
791 | if (estateDataService != null) |
||
792 | RegionInfo.EstateSettings = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false); |
||
793 | |||
794 | #endregion Region Settings |
||
795 | |||
796 | //Bind Storage Manager functions to some land manager functions for this scene |
||
797 | EventManager.OnLandObjectAdded += |
||
798 | new EventManager.LandObjectAdded(simDataService.StoreLandObject); |
||
799 | EventManager.OnLandObjectRemoved += |
||
800 | new EventManager.LandObjectRemoved(simDataService.RemoveLandObject); |
||
801 | |||
802 | m_sceneGraph = new SceneGraph(this); |
||
803 | |||
804 | // If the scene graph has an Unrecoverable error, restart this sim. |
||
805 | // Currently the only thing that causes it to happen is two kinds of specific |
||
806 | // Physics based crashes. |
||
807 | // |
||
808 | // Out of memory |
||
809 | // Operating system has killed the plugin |
||
810 | m_sceneGraph.UnRecoverableError |
||
811 | += () => |
||
812 | { |
||
813 | m_log.ErrorFormat("[SCENE]: Restarting region {0} due to unrecoverable physics crash", Name); |
||
814 | RestartNow(); |
||
815 | }; |
||
816 | |||
817 | RegisterDefaultSceneEvents(); |
||
818 | |||
819 | // XXX: Don't set the public property since we don't want to activate here. This needs to be handled |
||
820 | // better in the future. |
||
821 | m_scripts_enabled = !RegionInfo.RegionSettings.DisableScripts; |
||
822 | |||
823 | PhysicsEnabled = !RegionInfo.RegionSettings.DisablePhysics; |
||
824 | |||
825 | m_simulatorVersion = simulatorVersion + " (" + Util.GetRuntimeInformation() + ")"; |
||
826 | |||
827 | #region Region Config |
||
828 | |||
829 | // Region config overrides global config |
||
830 | // |
||
831 | if (m_config.Configs["Startup"] != null) |
||
832 | { |
||
833 | IConfig startupConfig = m_config.Configs["Startup"]; |
||
834 | |||
835 | StartDisabled = startupConfig.GetBoolean("StartDisabled", false); |
||
836 | |||
837 | m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance); |
||
838 | UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup); |
||
839 | if (!UseBackup) |
||
840 | m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName); |
||
841 | |||
842 | //Animation states |
||
843 | m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); |
||
844 | |||
845 | SeeIntoRegion = startupConfig.GetBoolean("see_into_region", SeeIntoRegion); |
||
846 | |||
847 | MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20); |
||
848 | |||
849 | PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims); |
||
850 | CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims); |
||
851 | |||
852 | m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys); |
||
853 | if (RegionInfo.NonphysPrimMin > 0) |
||
854 | { |
||
855 | m_minNonphys = RegionInfo.NonphysPrimMin; |
||
856 | } |
||
857 | |||
858 | m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); |
||
859 | if (RegionInfo.NonphysPrimMax > 0) |
||
860 | { |
||
861 | m_maxNonphys = RegionInfo.NonphysPrimMax; |
||
862 | } |
||
863 | |||
864 | m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys); |
||
865 | if (RegionInfo.PhysPrimMin > 0) |
||
866 | { |
||
867 | m_minPhys = RegionInfo.PhysPrimMin; |
||
868 | } |
||
869 | |||
870 | m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); |
||
871 | if (RegionInfo.PhysPrimMax > 0) |
||
872 | { |
||
873 | m_maxPhys = RegionInfo.PhysPrimMax; |
||
874 | } |
||
875 | |||
876 | // Here, if clamping is requested in either global or |
||
877 | // local config, it will be used |
||
878 | // |
||
879 | m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize); |
||
880 | if (RegionInfo.ClampPrimSize) |
||
881 | { |
||
882 | m_clampPrimSize = true; |
||
883 | } |
||
884 | |||
885 | m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity); |
||
886 | if (RegionInfo.LinksetCapacity > 0) |
||
887 | { |
||
888 | m_linksetCapacity = RegionInfo.LinksetCapacity; |
||
889 | } |
||
890 | |||
891 | m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete); |
||
892 | m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); |
||
893 | m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); |
||
894 | m_dontPersistBefore = |
||
895 | startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE); |
||
896 | m_dontPersistBefore *= 10000000; |
||
897 | m_persistAfter = |
||
898 | startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE); |
||
899 | m_persistAfter *= 10000000; |
||
900 | |||
901 | m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); |
||
902 | |||
903 | SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest"); |
||
904 | TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false); |
||
905 | |||
906 | m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); |
||
907 | |||
908 | string[] possibleMapConfigSections = new string[] { "Map", "Startup" }; |
||
909 | |||
910 | m_generateMaptiles |
||
911 | = Util.GetConfigVarFromSections<bool>(config, "GenerateMaptiles", possibleMapConfigSections, true); |
||
912 | |||
913 | if (m_generateMaptiles) |
||
914 | { |
||
915 | int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0); |
||
916 | if (maptileRefresh != 0) |
||
917 | { |
||
918 | m_mapGenerationTimer.Interval = maptileRefresh * 1000; |
||
919 | m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister; |
||
920 | m_mapGenerationTimer.AutoReset = true; |
||
921 | m_mapGenerationTimer.Start(); |
||
922 | } |
||
923 | } |
||
924 | else |
||
925 | { |
||
926 | string tile |
||
927 | = Util.GetConfigVarFromSections<string>( |
||
928 | config, "MaptileStaticUUID", possibleMapConfigSections, UUID.Zero.ToString()); |
||
929 | |||
930 | UUID tileID; |
||
931 | |||
932 | if (tile != UUID.Zero.ToString() && UUID.TryParse(tile, out tileID)) |
||
933 | { |
||
934 | RegionInfo.RegionSettings.TerrainImageID = tileID; |
||
935 | } |
||
936 | else |
||
937 | { |
||
938 | RegionInfo.RegionSettings.TerrainImageID = RegionInfo.MaptileStaticUUID; |
||
939 | m_log.InfoFormat("[SCENE]: Region {0}, maptile set to {1}", RegionInfo.RegionName, RegionInfo.MaptileStaticUUID.ToString()); |
||
940 | } |
||
941 | } |
||
942 | |||
943 | string[] possibleAccessControlConfigSections = new string[] { "AccessControl", "Startup" }; |
||
944 | |||
945 | string grant |
||
946 | = Util.GetConfigVarFromSections<string>( |
||
947 | config, "AllowedClients", possibleAccessControlConfigSections, ""); |
||
948 | |||
949 | if (grant.Length > 0) |
||
950 | { |
||
951 | foreach (string viewer in grant.Split('|')) |
||
952 | { |
||
953 | m_AllowedViewers.Add(viewer.Trim().ToLower()); |
||
954 | } |
||
955 | } |
||
956 | |||
957 | grant |
||
958 | = Util.GetConfigVarFromSections<string>( |
||
959 | config, "BannedClients", possibleAccessControlConfigSections, ""); |
||
960 | |||
961 | if (grant.Length > 0) |
||
962 | { |
||
963 | foreach (string viewer in grant.Split('|')) |
||
964 | { |
||
965 | m_BannedViewers.Add(viewer.Trim().ToLower()); |
||
966 | } |
||
967 | } |
||
968 | |||
969 | MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime); |
||
970 | m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup); |
||
971 | m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); |
||
972 | m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement); |
||
973 | m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events); |
||
974 | m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects); |
||
975 | m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics); |
||
976 | m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences); |
||
977 | m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain); |
||
978 | m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning); |
||
979 | } |
||
980 | |||
981 | // FIXME: Ultimately this should be in a module. |
||
982 | SendPeriodicAppearanceUpdates = true; |
||
983 | |||
984 | IConfig appearanceConfig = m_config.Configs["Appearance"]; |
||
985 | if (appearanceConfig != null) |
||
986 | { |
||
987 | SendPeriodicAppearanceUpdates |
||
988 | = appearanceConfig.GetBoolean("ResendAppearanceUpdates", SendPeriodicAppearanceUpdates); |
||
989 | } |
||
990 | |||
991 | #endregion Region Config |
||
992 | |||
993 | #region Interest Management |
||
994 | |||
995 | IConfig interestConfig = m_config.Configs["InterestManagement"]; |
||
996 | if (interestConfig != null) |
||
997 | { |
||
998 | string update_prioritization_scheme = interestConfig.GetString("UpdatePrioritizationScheme", "Time").Trim().ToLower(); |
||
999 | |||
1000 | try |
||
1001 | { |
||
1002 | m_priorityScheme = (UpdatePrioritizationSchemes)Enum.Parse(typeof(UpdatePrioritizationSchemes), update_prioritization_scheme, true); |
||
1003 | } |
||
1004 | catch (Exception) |
||
1005 | { |
||
1006 | m_log.Warn("[PRIORITIZER]: UpdatePrioritizationScheme was not recognized, setting to default prioritizer Time"); |
||
1007 | m_priorityScheme = UpdatePrioritizationSchemes.Time; |
||
1008 | } |
||
1009 | |||
1010 | m_reprioritizationEnabled = interestConfig.GetBoolean("ReprioritizationEnabled", true); |
||
1011 | m_reprioritizationInterval = interestConfig.GetDouble("ReprioritizationInterval", 5000.0); |
||
1012 | m_rootReprioritizationDistance = interestConfig.GetDouble("RootReprioritizationDistance", 10.0); |
||
1013 | m_childReprioritizationDistance = interestConfig.GetDouble("ChildReprioritizationDistance", 20.0); |
||
1014 | } |
||
1015 | |||
1016 | m_log.DebugFormat("[SCENE]: Using the {0} prioritization scheme", m_priorityScheme); |
||
1017 | |||
1018 | #endregion Interest Management |
||
1019 | |||
1020 | StatsReporter = new SimStatsReporter(this); |
||
1021 | StatsReporter.OnSendStatsResult += SendSimStatsPackets; |
||
1022 | StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; |
||
1023 | } |
||
1024 | |||
1025 | public Scene(RegionInfo regInfo) : base(regInfo) |
||
1026 | { |
||
1027 | PhysicalPrims = true; |
||
1028 | CollidablePrims = true; |
||
1029 | PhysicsEnabled = true; |
||
1030 | |||
1031 | PeriodicBackup = true; |
||
1032 | UseBackup = true; |
||
1033 | |||
1034 | BordersLocked = true; |
||
1035 | Border northBorder = new Border(); |
||
1036 | northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (float)RegionInfo.RegionSizeY); //<--- |
||
1037 | northBorder.CrossDirection = Cardinals.N; |
||
1038 | NorthBorders.Add(northBorder); |
||
1039 | |||
1040 | Border southBorder = new Border(); |
||
1041 | southBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue,0); //---> |
||
1042 | southBorder.CrossDirection = Cardinals.S; |
||
1043 | SouthBorders.Add(southBorder); |
||
1044 | |||
1045 | Border eastBorder = new Border(); |
||
1046 | eastBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (float)RegionInfo.RegionSizeY); //<--- |
||
1047 | eastBorder.CrossDirection = Cardinals.E; |
||
1048 | EastBorders.Add(eastBorder); |
||
1049 | |||
1050 | Border westBorder = new Border(); |
||
1051 | westBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue,0); //---> |
||
1052 | westBorder.CrossDirection = Cardinals.W; |
||
1053 | WestBorders.Add(westBorder); |
||
1054 | BordersLocked = false; |
||
1055 | |||
1056 | m_eventManager = new EventManager(); |
||
1057 | |||
1058 | m_permissions = new ScenePermissions(this); |
||
1059 | } |
||
1060 | |||
1061 | #endregion |
||
1062 | |||
1063 | #region Startup / Close Methods |
||
1064 | |||
1065 | /// <value> |
||
1066 | /// The scene graph for this scene |
||
1067 | /// </value> |
||
1068 | /// TODO: Possibly stop other classes being able to manipulate this directly. |
||
1069 | public SceneGraph SceneGraph |
||
1070 | { |
||
1071 | get { return m_sceneGraph; } |
||
1072 | } |
||
1073 | |||
1074 | protected virtual void RegisterDefaultSceneEvents() |
||
1075 | { |
||
1076 | IDialogModule dm = RequestModuleInterface<IDialogModule>(); |
||
1077 | |||
1078 | if (dm != null) |
||
1079 | m_eventManager.OnPermissionError += dm.SendAlertToUser; |
||
1080 | |||
1081 | m_eventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement; |
||
1082 | } |
||
1083 | |||
1084 | public override string GetSimulatorVersion() |
||
1085 | { |
||
1086 | return m_simulatorVersion; |
||
1087 | } |
||
1088 | |||
1089 | /// <summary> |
||
1090 | /// Process the fact that a neighbouring region has come up. |
||
1091 | /// </summary> |
||
1092 | /// <remarks> |
||
1093 | /// We only add it to the neighbor list if it's within 1 region from here. |
||
1094 | /// Agents may have draw distance values that cross two regions though, so |
||
1095 | /// we add it to the notify list regardless of distance. We'll check |
||
1096 | /// the agent's draw distance before notifying them though. |
||
1097 | /// </remarks> |
||
1098 | /// <param name="otherRegion">RegionInfo handle for the new region.</param> |
||
1099 | /// <returns>True after all operations complete, throws exceptions otherwise.</returns> |
||
1100 | public override void OtherRegionUp(GridRegion otherRegion) |
||
1101 | { |
||
1102 | uint xcell = Util.WorldToRegionLoc((uint)otherRegion.RegionLocX); |
||
1103 | uint ycell = Util.WorldToRegionLoc((uint)otherRegion.RegionLocY); |
||
1104 | |||
1105 | //m_log.InfoFormat("[SCENE]: (on region {0}): Region {1} up in coords {2}-{3}", |
||
1106 | // RegionInfo.RegionName, otherRegion.RegionName, xcell, ycell); |
||
1107 | |||
1108 | if (RegionInfo.RegionHandle != otherRegion.RegionHandle) |
||
1109 | { |
||
1110 | // If these are cast to INT because long + negative values + abs returns invalid data |
||
1111 | int resultX = Math.Abs((int)xcell - (int)RegionInfo.RegionLocX); |
||
1112 | int resultY = Math.Abs((int)ycell - (int)RegionInfo.RegionLocY); |
||
1113 | if (resultX <= 1 && resultY <= 1) |
||
1114 | { |
||
1115 | // Let the grid service module know, so this can be cached |
||
1116 | m_eventManager.TriggerOnRegionUp(otherRegion); |
||
1117 | |||
1118 | try |
||
1119 | { |
||
1120 | ForEachRootScenePresence(delegate(ScenePresence agent) |
||
1121 | { |
||
1122 | //agent.ControllingClient.new |
||
1123 | //this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo()); |
||
1124 | |||
1125 | List<ulong> old = new List<ulong>(); |
||
1126 | old.Add(otherRegion.RegionHandle); |
||
1127 | agent.DropOldNeighbours(old); |
||
1128 | if (EntityTransferModule != null && agent.PresenceType != PresenceType.Npc) |
||
1129 | EntityTransferModule.EnableChildAgent(agent, otherRegion); |
||
1130 | }); |
||
1131 | } |
||
1132 | catch (NullReferenceException) |
||
1133 | { |
||
1134 | // This means that we're not booted up completely yet. |
||
1135 | // This shouldn't happen too often anymore. |
||
1136 | m_log.Error("[SCENE]: Couldn't inform client of regionup because we got a null reference exception"); |
||
1137 | } |
||
1138 | } |
||
1139 | else |
||
1140 | { |
||
1141 | m_log.InfoFormat( |
||
1142 | "[SCENE]: Got notice about far away Region: {0} at ({1}, {2})", |
||
1143 | otherRegion.RegionName, otherRegion.RegionLocX, otherRegion.RegionLocY); |
||
1144 | } |
||
1145 | } |
||
1146 | } |
||
1147 | |||
1148 | public void AddNeighborRegion(RegionInfo region) |
||
1149 | { |
||
1150 | lock (m_neighbours) |
||
1151 | { |
||
1152 | if (!CheckNeighborRegion(region)) |
||
1153 | { |
||
1154 | m_neighbours.Add(region); |
||
1155 | } |
||
1156 | } |
||
1157 | } |
||
1158 | |||
1159 | public bool CheckNeighborRegion(RegionInfo region) |
||
1160 | { |
||
1161 | bool found = false; |
||
1162 | lock (m_neighbours) |
||
1163 | { |
||
1164 | foreach (RegionInfo reg in m_neighbours) |
||
1165 | { |
||
1166 | if (reg.RegionHandle == region.RegionHandle) |
||
1167 | { |
||
1168 | found = true; |
||
1169 | break; |
||
1170 | } |
||
1171 | } |
||
1172 | } |
||
1173 | return found; |
||
1174 | } |
||
1175 | |||
1176 | // Alias IncomingHelloNeighbour OtherRegionUp, for now |
||
1177 | public GridRegion IncomingHelloNeighbour(RegionInfo neighbour) |
||
1178 | { |
||
1179 | OtherRegionUp(new GridRegion(neighbour)); |
||
1180 | return new GridRegion(RegionInfo); |
||
1181 | } |
||
1182 | |||
1183 | // This causes the region to restart immediatley. |
||
1184 | public void RestartNow() |
||
1185 | { |
||
1186 | IConfig startupConfig = m_config.Configs["Startup"]; |
||
1187 | if (startupConfig != null) |
||
1188 | { |
||
1189 | if (startupConfig.GetBoolean("InworldRestartShutsDown", false)) |
||
1190 | { |
||
1191 | MainConsole.Instance.RunCommand("shutdown"); |
||
1192 | return; |
||
1193 | } |
||
1194 | } |
||
1195 | |||
1196 | m_log.InfoFormat("[REGION]: Restarting region {0}", Name); |
||
1197 | |||
1198 | Close(); |
||
1199 | |||
1200 | base.Restart(); |
||
1201 | } |
||
1202 | |||
1203 | // This is a helper function that notifies root agents in this region that a new sim near them has come up |
||
1204 | // This is in the form of a timer because when an instance of OpenSim.exe is started, |
||
1205 | // Even though the sims initialize, they don't listen until 'all of the sims are initialized' |
||
1206 | // If we tell an agent about a sim that's not listening yet, the agent will not be able to connect to it. |
||
1207 | // subsequently the agent will never see the region come back online. |
||
1208 | public void RestartNotifyWaitElapsed(object sender, ElapsedEventArgs e) |
||
1209 | { |
||
1210 | m_restartWaitTimer.Stop(); |
||
1211 | lock (m_regionRestartNotifyList) |
||
1212 | { |
||
1213 | foreach (RegionInfo region in m_regionRestartNotifyList) |
||
1214 | { |
||
1215 | GridRegion r = new GridRegion(region); |
||
1216 | try |
||
1217 | { |
||
1218 | ForEachRootScenePresence(delegate(ScenePresence agent) |
||
1219 | { |
||
1220 | if (EntityTransferModule != null && agent.PresenceType != PresenceType.Npc) |
||
1221 | EntityTransferModule.EnableChildAgent(agent, r); |
||
1222 | }); |
||
1223 | } |
||
1224 | catch (NullReferenceException) |
||
1225 | { |
||
1226 | // This means that we're not booted up completely yet. |
||
1227 | // This shouldn't happen too often anymore. |
||
1228 | } |
||
1229 | } |
||
1230 | |||
1231 | // Reset list to nothing. |
||
1232 | m_regionRestartNotifyList.Clear(); |
||
1233 | } |
||
1234 | } |
||
1235 | |||
1236 | public int GetInaccurateNeighborCount() |
||
1237 | { |
||
1238 | return m_neighbours.Count; |
||
1239 | } |
||
1240 | |||
1241 | // This is the method that shuts down the scene. |
||
1242 | public override void Close() |
||
1243 | { |
||
1244 | if (m_shuttingDown) |
||
1245 | { |
||
1246 | m_log.WarnFormat("[SCENE]: Ignoring close request because already closing {0}", Name); |
||
1247 | return; |
||
1248 | } |
||
1249 | |||
1250 | m_log.InfoFormat("[SCENE]: Closing down the single simulator: {0}", RegionInfo.RegionName); |
||
1251 | |||
1252 | StatsReporter.Close(); |
||
1253 | |||
1254 | m_restartTimer.Stop(); |
||
1255 | m_restartTimer.Close(); |
||
1256 | |||
1257 | // Kick all ROOT agents with the message, 'The simulator is going down' |
||
1258 | ForEachScenePresence(delegate(ScenePresence avatar) |
||
1259 | { |
||
1260 | avatar.RemoveNeighbourRegion(RegionInfo.RegionHandle); |
||
1261 | |||
1262 | if (!avatar.IsChildAgent) |
||
1263 | avatar.ControllingClient.Kick("The simulator is going down."); |
||
1264 | |||
1265 | avatar.ControllingClient.SendShutdownConnectionNotice(); |
||
1266 | }); |
||
1267 | |||
1268 | // Stop updating the scene objects and agents. |
||
1269 | m_shuttingDown = true; |
||
1270 | |||
1271 | // Wait here, or the kick messages won't actually get to the agents before the scene terminates. |
||
1272 | // We also need to wait to avoid a race condition with the scene update loop which might not yet |
||
1273 | // have checked ShuttingDown. |
||
1274 | Thread.Sleep(500); |
||
1275 | |||
1276 | // Stop all client threads. |
||
1277 | ForEachScenePresence(delegate(ScenePresence avatar) { CloseAgent(avatar.UUID, false); }); |
||
1278 | |||
1279 | m_log.Debug("[SCENE]: Persisting changed objects"); |
||
1280 | EventManager.TriggerSceneShuttingDown(this); |
||
1281 | Backup(false); |
||
1282 | m_sceneGraph.Close(); |
||
1283 | |||
1284 | if (!GridService.DeregisterRegion(RegionInfo.RegionID)) |
||
1285 | m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", Name); |
||
1286 | |||
1287 | base.Close(); |
||
1288 | |||
1289 | // XEngine currently listens to the EventManager.OnShutdown event to trigger script stop and persistence. |
||
1290 | // Therefore. we must dispose of the PhysicsScene after this to prevent a window where script code can |
||
1291 | // attempt to reference a null or disposed physics scene. |
||
1292 | if (PhysicsScene != null) |
||
1293 | { |
||
1294 | PhysicsScene phys = PhysicsScene; |
||
1295 | // remove the physics engine from both Scene and SceneGraph |
||
1296 | PhysicsScene = null; |
||
1297 | phys.Dispose(); |
||
1298 | phys = null; |
||
1299 | } |
||
1300 | } |
||
1301 | |||
1302 | public override void Start() |
||
1303 | { |
||
1304 | Start(true); |
||
1305 | } |
||
1306 | |||
1307 | /// <summary> |
||
1308 | /// Start the scene |
||
1309 | /// </summary> |
||
1310 | /// <param name='startScripts'> |
||
1311 | /// Start the scripts within the scene. |
||
1312 | /// </param> |
||
1313 | public void Start(bool startScripts) |
||
1314 | { |
||
1315 | m_active = true; |
||
1316 | |||
1317 | // m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName); |
||
1318 | |||
1319 | //m_heartbeatTimer.Enabled = true; |
||
1320 | //m_heartbeatTimer.Interval = (int)(m_timespan * 1000); |
||
1321 | //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); |
||
1322 | if (m_heartbeatThread != null) |
||
1323 | { |
||
1324 | m_heartbeatThread.Abort(); |
||
1325 | m_heartbeatThread = null; |
||
1326 | } |
||
1327 | // m_lastUpdate = Util.EnvironmentTickCount(); |
||
1328 | |||
1329 | m_heartbeatThread |
||
1330 | = Watchdog.StartThread( |
||
1331 | Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false); |
||
1332 | |||
1333 | StartScripts(); |
||
1334 | } |
||
1335 | |||
1336 | /// <summary> |
||
1337 | /// Sets up references to modules required by the scene |
||
1338 | /// </summary> |
||
1339 | public void SetModuleInterfaces() |
||
1340 | { |
||
1341 | m_xmlrpcModule = RequestModuleInterface<IXMLRPC>(); |
||
1342 | m_worldCommModule = RequestModuleInterface<IWorldComm>(); |
||
1343 | XferManager = RequestModuleInterface<IXfer>(); |
||
1344 | m_AvatarFactory = RequestModuleInterface<IAvatarFactoryModule>(); |
||
1345 | AttachmentsModule = RequestModuleInterface<IAttachmentsModule>(); |
||
1346 | m_serialiser = RequestModuleInterface<IRegionSerialiserModule>(); |
||
1347 | m_dialogModule = RequestModuleInterface<IDialogModule>(); |
||
1348 | m_capsModule = RequestModuleInterface<ICapabilitiesModule>(); |
||
1349 | EntityTransferModule = RequestModuleInterface<IEntityTransferModule>(); |
||
1350 | m_groupsModule = RequestModuleInterface<IGroupsModule>(); |
||
1351 | AgentTransactionsModule = RequestModuleInterface<IAgentAssetTransactions>(); |
||
1352 | UserManagementModule = RequestModuleInterface<IUserManagement>(); |
||
1353 | } |
||
1354 | |||
1355 | #endregion |
||
1356 | |||
1357 | #region Update Methods |
||
1358 | |||
1359 | /// <summary> |
||
1360 | /// Activate the various loops necessary to continually update the scene. |
||
1361 | /// </summary> |
||
1362 | private void Heartbeat() |
||
1363 | { |
||
1364 | // if (!Monitor.TryEnter(m_heartbeatLock)) |
||
1365 | // { |
||
1366 | // Watchdog.RemoveThread(); |
||
1367 | // return; |
||
1368 | // } |
||
1369 | |||
1370 | // try |
||
1371 | // { |
||
1372 | |||
1373 | m_eventManager.TriggerOnRegionStarted(this); |
||
1374 | |||
1375 | // The first frame can take a very long time due to physics actors being added on startup. Therefore, |
||
1376 | // don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false |
||
1377 | // alarms for scenes with many objects. |
||
1378 | Update(1); |
||
1379 | |||
1380 | Watchdog.StartThread( |
||
1381 | Maintenance, string.Format("Maintenance ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, true); |
||
1382 | |||
1383 | Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true; |
||
1384 | Update(-1); |
||
1385 | |||
1386 | // m_lastUpdate = Util.EnvironmentTickCount(); |
||
1387 | // m_firstHeartbeat = false; |
||
1388 | // } |
||
1389 | // finally |
||
1390 | // { |
||
1391 | // Monitor.Pulse(m_heartbeatLock); |
||
1392 | // Monitor.Exit(m_heartbeatLock); |
||
1393 | // } |
||
1394 | |||
1395 | Watchdog.RemoveThread(); |
||
1396 | } |
||
1397 | |||
1398 | private void Maintenance() |
||
1399 | { |
||
1400 | DoMaintenance(-1); |
||
1401 | |||
1402 | Watchdog.RemoveThread(); |
||
1403 | } |
||
1404 | |||
1405 | public void DoMaintenance(int runs) |
||
1406 | { |
||
1407 | long? endRun = null; |
||
1408 | int runtc; |
||
1409 | int previousMaintenanceTick; |
||
1410 | |||
1411 | if (runs >= 0) |
||
1412 | endRun = MaintenanceRun + runs; |
||
1413 | |||
1414 | List<Vector3> coarseLocations; |
||
1415 | List<UUID> avatarUUIDs; |
||
1416 | |||
1417 | while (!m_shuttingDown && ((endRun == null && Active) || MaintenanceRun < endRun)) |
||
1418 | { |
||
1419 | runtc = Util.EnvironmentTickCount(); |
||
1420 | ++MaintenanceRun; |
||
1421 | |||
1422 | // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client) |
||
1423 | if (MaintenanceRun % (m_update_coarse_locations / 10) == 0) |
||
1424 | { |
||
1425 | SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60); |
||
1426 | // Send coarse locations to clients |
||
1427 | ForEachScenePresence(delegate(ScenePresence presence) |
||
1428 | { |
||
1429 | presence.SendCoarseLocations(coarseLocations, avatarUUIDs); |
||
1430 | }); |
||
1431 | } |
||
1432 | |||
1433 | if (SendPeriodicAppearanceUpdates && MaintenanceRun % 60 == 0) |
||
1434 | { |
||
1435 | // m_log.DebugFormat("[SCENE]: Sending periodic appearance updates"); |
||
1436 | |||
1437 | if (AvatarFactory != null) |
||
1438 | { |
||
1439 | ForEachRootScenePresence(sp => AvatarFactory.SendAppearance(sp.UUID)); |
||
1440 | } |
||
1441 | } |
||
1442 | |||
1443 | Watchdog.UpdateThread(); |
||
1444 | |||
1445 | previousMaintenanceTick = m_lastMaintenanceTick; |
||
1446 | m_lastMaintenanceTick = Util.EnvironmentTickCount(); |
||
1447 | runtc = Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, runtc); |
||
1448 | runtc = (int)(MinMaintenanceTime * 1000) - runtc; |
||
1449 | |||
1450 | if (runtc > 0) |
||
1451 | Thread.Sleep(runtc); |
||
1452 | |||
1453 | // Optionally warn if a frame takes double the amount of time that it should. |
||
1454 | if (DebugUpdates |
||
1455 | && Util.EnvironmentTickCountSubtract( |
||
1456 | m_lastMaintenanceTick, previousMaintenanceTick) > (int)(MinMaintenanceTime * 1000 * 2)) |
||
1457 | m_log.WarnFormat( |
||
1458 | "[SCENE]: Maintenance took {0} ms (desired max {1} ms) in {2}", |
||
1459 | Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, previousMaintenanceTick), |
||
1460 | MinMaintenanceTime * 1000, |
||
1461 | RegionInfo.RegionName); |
||
1462 | } |
||
1463 | } |
||
1464 | |||
1465 | public override void Update(int frames) |
||
1466 | { |
||
1467 | long? endFrame = null; |
||
1468 | |||
1469 | if (frames >= 0) |
||
1470 | endFrame = Frame + frames; |
||
1471 | |||
1472 | float physicsFPS = 0f; |
||
1473 | int previousFrameTick, tmpMS; |
||
1474 | int maintc = Util.EnvironmentTickCount(); |
||
1475 | |||
1476 | while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) |
||
1477 | { |
||
1478 | ++Frame; |
||
1479 | |||
1480 | // m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); |
||
1481 | |||
1482 | agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0; |
||
1483 | |||
1484 | try |
||
1485 | { |
||
1486 | EventManager.TriggerRegionHeartbeatStart(this); |
||
1487 | |||
1488 | // Apply taints in terrain module to terrain in physics scene |
||
1489 | if (Frame % m_update_terrain == 0) |
||
1490 | { |
||
1491 | tmpMS = Util.EnvironmentTickCount(); |
||
1492 | UpdateTerrain(); |
||
1493 | terrainMS = Util.EnvironmentTickCountSubtract(tmpMS); |
||
1494 | } |
||
1495 | |||
1496 | tmpMS = Util.EnvironmentTickCount(); |
||
1497 | if (PhysicsEnabled && Frame % m_update_physics == 0) |
||
1498 | m_sceneGraph.UpdatePreparePhysics(); |
||
1499 | physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS); |
||
1500 | |||
1501 | // Apply any pending avatar force input to the avatar's velocity |
||
1502 | tmpMS = Util.EnvironmentTickCount(); |
||
1503 | if (Frame % m_update_entitymovement == 0) |
||
1504 | m_sceneGraph.UpdateScenePresenceMovement(); |
||
1505 | agentMS = Util.EnvironmentTickCountSubtract(tmpMS); |
||
1506 | |||
1507 | // Perform the main physics update. This will do the actual work of moving objects and avatars according to their |
||
1508 | // velocity |
||
1509 | tmpMS = Util.EnvironmentTickCount(); |
||
1510 | if (Frame % m_update_physics == 0) |
||
1511 | { |
||
1512 | if (PhysicsEnabled) |
||
1513 | physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime); |
||
1514 | |||
1515 | if (SynchronizeScene != null) |
||
1516 | SynchronizeScene(this); |
||
1517 | } |
||
1518 | physicsMS = Util.EnvironmentTickCountSubtract(tmpMS); |
||
1519 | |||
1520 | tmpMS = Util.EnvironmentTickCount(); |
||
1521 | |||
1522 | // Check if any objects have reached their targets |
||
1523 | CheckAtTargets(); |
||
1524 | |||
1525 | // Update SceneObjectGroups that have scheduled themselves for updates |
||
1526 | // Objects queue their updates onto all scene presences |
||
1527 | if (Frame % m_update_objects == 0) |
||
1528 | m_sceneGraph.UpdateObjectGroups(); |
||
1529 | |||
1530 | // Run through all ScenePresences looking for updates |
||
1531 | // Presence updates and queued object updates for each presence are sent to clients |
||
1532 | if (Frame % m_update_presences == 0) |
||
1533 | m_sceneGraph.UpdatePresences(); |
||
1534 | |||
1535 | agentMS += Util.EnvironmentTickCountSubtract(tmpMS); |
||
1536 | |||
1537 | // Delete temp-on-rez stuff |
||
1538 | if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) |
||
1539 | { |
||
1540 | tmpMS = Util.EnvironmentTickCount(); |
||
1541 | m_cleaningTemps = true; |
||
1542 | Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; }); |
||
1543 | tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpMS); |
||
1544 | } |
||
1545 | |||
1546 | if (Frame % m_update_events == 0) |
||
1547 | { |
||
1548 | tmpMS = Util.EnvironmentTickCount(); |
||
1549 | UpdateEvents(); |
||
1550 | eventMS = Util.EnvironmentTickCountSubtract(tmpMS); |
||
1551 | } |
||
1552 | |||
1553 | if (PeriodicBackup && Frame % m_update_backup == 0) |
||
1554 | { |
||
1555 | tmpMS = Util.EnvironmentTickCount(); |
||
1556 | UpdateStorageBackup(); |
||
1557 | backupMS = Util.EnvironmentTickCountSubtract(tmpMS); |
||
1558 | } |
||
1559 | |||
1560 | //if (Frame % m_update_land == 0) |
||
1561 | //{ |
||
1562 | // int ldMS = Util.EnvironmentTickCount(); |
||
1563 | // UpdateLand(); |
||
1564 | // landMS = Util.EnvironmentTickCountSubtract(ldMS); |
||
1565 | //} |
||
1566 | |||
1567 | if (!LoginsEnabled && Frame == 20) |
||
1568 | { |
||
1569 | // m_log.DebugFormat("{0} {1} {2}", LoginsDisabled, m_sceneGraph.GetActiveScriptsCount(), LoginLock); |
||
1570 | |||
1571 | // In 99.9% of cases it is a bad idea to manually force garbage collection. However, |
||
1572 | // this is a rare case where we know we have just went through a long cycle of heap |
||
1573 | // allocations, and there is no more work to be done until someone logs in |
||
1574 | GC.Collect(); |
||
1575 | |||
1576 | if (!LoginLock) |
||
1577 | { |
||
1578 | if (!StartDisabled) |
||
1579 | { |
||
1580 | m_log.InfoFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName); |
||
1581 | LoginsEnabled = true; |
||
1582 | } |
||
1583 | |||
1584 | m_sceneGridService.InformNeighborsThatRegionisUp( |
||
1585 | RequestModuleInterface<INeighbourService>(), RegionInfo); |
||
1586 | |||
1587 | // Region ready should always be set |
||
1588 | Ready = true; |
||
1589 | } |
||
1590 | else |
||
1591 | { |
||
1592 | // This handles a case of a region having no scripts for the RegionReady module |
||
1593 | if (m_sceneGraph.GetActiveScriptsCount() == 0) |
||
1594 | { |
||
1595 | // In this case, we leave it to the IRegionReadyModule to enable logins |
||
1596 | |||
1597 | // LoginLock can currently only be set by a region module implementation. |
||
1598 | // If somehow this hasn't been done then the quickest way to bugfix is to see the |
||
1599 | // NullReferenceException |
||
1600 | IRegionReadyModule rrm = RequestModuleInterface<IRegionReadyModule>(); |
||
1601 | rrm.TriggerRegionReady(this); |
||
1602 | } |
||
1603 | } |
||
1604 | } |
||
1605 | } |
||
1606 | catch (Exception e) |
||
1607 | { |
||
1608 | m_log.ErrorFormat( |
||
1609 | "[SCENE]: Failed on region {0} with exception {1}{2}", |
||
1610 | RegionInfo.RegionName, e.Message, e.StackTrace); |
||
1611 | } |
||
1612 | |||
1613 | EventManager.TriggerRegionHeartbeatEnd(this); |
||
1614 | |||
1615 | Watchdog.UpdateThread(); |
||
1616 | |||
1617 | previousFrameTick = m_lastFrameTick; |
||
1618 | m_lastFrameTick = Util.EnvironmentTickCount(); |
||
1619 | tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); |
||
1620 | tmpMS = (int)(MinFrameTime * 1000) - tmpMS; |
||
1621 | |||
1622 | if (tmpMS > 0) |
||
1623 | { |
||
1624 | Thread.Sleep(tmpMS); |
||
1625 | spareMS += tmpMS; |
||
1626 | } |
||
1627 | |||
1628 | frameMS = Util.EnvironmentTickCountSubtract(maintc); |
||
1629 | maintc = Util.EnvironmentTickCount(); |
||
1630 | |||
1631 | otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; |
||
1632 | |||
1633 | // if (Frame%m_update_avatars == 0) |
||
1634 | // UpdateInWorldTime(); |
||
1635 | StatsReporter.AddPhysicsFPS(physicsFPS); |
||
1636 | StatsReporter.AddTimeDilation(TimeDilation); |
||
1637 | StatsReporter.AddFPS(1); |
||
1638 | |||
1639 | StatsReporter.addFrameMS(frameMS); |
||
1640 | StatsReporter.addAgentMS(agentMS); |
||
1641 | StatsReporter.addPhysicsMS(physicsMS + physicsMS2); |
||
1642 | StatsReporter.addOtherMS(otherMS); |
||
1643 | StatsReporter.AddSpareMS(spareMS); |
||
1644 | StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS()); |
||
1645 | |||
1646 | // Optionally warn if a frame takes double the amount of time that it should. |
||
1647 | if (DebugUpdates |
||
1648 | && Util.EnvironmentTickCountSubtract( |
||
1649 | m_lastFrameTick, previousFrameTick) > (int)(MinFrameTime * 1000 * 2)) |
||
1650 | m_log.WarnFormat( |
||
1651 | "[SCENE]: Frame took {0} ms (desired max {1} ms) in {2}", |
||
1652 | Util.EnvironmentTickCountSubtract(m_lastFrameTick, previousFrameTick), |
||
1653 | MinFrameTime * 1000, |
||
1654 | RegionInfo.RegionName); |
||
1655 | } |
||
1656 | } |
||
1657 | |||
1658 | public void AddGroupTarget(SceneObjectGroup grp) |
||
1659 | { |
||
1660 | lock (m_groupsWithTargets) |
||
1661 | m_groupsWithTargets[grp.UUID] = grp; |
||
1662 | } |
||
1663 | |||
1664 | public void RemoveGroupTarget(SceneObjectGroup grp) |
||
1665 | { |
||
1666 | lock (m_groupsWithTargets) |
||
1667 | m_groupsWithTargets.Remove(grp.UUID); |
||
1668 | } |
||
1669 | |||
1670 | private void CheckAtTargets() |
||
1671 | { |
||
1672 | List<SceneObjectGroup> objs = null; |
||
1673 | |||
1674 | lock (m_groupsWithTargets) |
||
1675 | { |
||
1676 | if (m_groupsWithTargets.Count != 0) |
||
1677 | objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values); |
||
1678 | } |
||
1679 | |||
1680 | if (objs != null) |
||
1681 | { |
||
1682 | foreach (SceneObjectGroup entry in objs) |
||
1683 | entry.checkAtTargets(); |
||
1684 | } |
||
1685 | } |
||
1686 | |||
1687 | /// <summary> |
||
1688 | /// Send out simstats data to all clients |
||
1689 | /// </summary> |
||
1690 | /// <param name="stats">Stats on the Simulator's performance</param> |
||
1691 | private void SendSimStatsPackets(SimStats stats) |
||
1692 | { |
||
1693 | ForEachRootClient(delegate(IClientAPI client) |
||
1694 | { |
||
1695 | client.SendSimStats(stats); |
||
1696 | }); |
||
1697 | } |
||
1698 | |||
1699 | /// <summary> |
||
1700 | /// Update the terrain if it needs to be updated. |
||
1701 | /// </summary> |
||
1702 | private void UpdateTerrain() |
||
1703 | { |
||
1704 | EventManager.TriggerTerrainTick(); |
||
1705 | } |
||
1706 | |||
1707 | /// <summary> |
||
1708 | /// Back up queued up changes |
||
1709 | /// </summary> |
||
1710 | private void UpdateStorageBackup() |
||
1711 | { |
||
1712 | if (!m_backingup) |
||
1713 | { |
||
1714 | m_backingup = true; |
||
1715 | Util.FireAndForget(BackupWaitCallback); |
||
1716 | } |
||
1717 | } |
||
1718 | |||
1719 | /// <summary> |
||
1720 | /// Sends out the OnFrame event to the modules |
||
1721 | /// </summary> |
||
1722 | private void UpdateEvents() |
||
1723 | { |
||
1724 | m_eventManager.TriggerOnFrame(); |
||
1725 | } |
||
1726 | |||
1727 | /// <summary> |
||
1728 | /// Wrapper for Backup() that can be called with Util.FireAndForget() |
||
1729 | /// </summary> |
||
1730 | private void BackupWaitCallback(object o) |
||
1731 | { |
||
1732 | Backup(false); |
||
1733 | } |
||
1734 | |||
1735 | /// <summary> |
||
1736 | /// Backup the scene. This acts as the main method of the backup thread. |
||
1737 | /// </summary> |
||
1738 | /// <param name="forced"> |
||
1739 | /// If true, then any changes that have not yet been persisted are persisted. If false, |
||
1740 | /// then the persistence decision is left to the backup code (in some situations, such as object persistence, |
||
1741 | /// it's much more efficient to backup multiple changes at once rather than every single one). |
||
1742 | /// <returns></returns> |
||
1743 | public void Backup(bool forced) |
||
1744 | { |
||
1745 | lock (m_returns) |
||
1746 | { |
||
1747 | EventManager.TriggerOnBackup(SimulationDataService, forced); |
||
1748 | m_backingup = false; |
||
1749 | |||
1750 | foreach (KeyValuePair<UUID, ReturnInfo> ret in m_returns) |
||
1751 | { |
||
1752 | UUID transaction = UUID.Random(); |
||
1753 | |||
1754 | GridInstantMessage msg = new GridInstantMessage(); |
||
1755 | msg.fromAgentID = new Guid(UUID.Zero.ToString()); // From server |
||
1756 | msg.toAgentID = new Guid(ret.Key.ToString()); |
||
1757 | msg.imSessionID = new Guid(transaction.ToString()); |
||
1758 | msg.timestamp = (uint)Util.UnixTimeSinceEpoch(); |
||
1759 | msg.fromAgentName = "Server"; |
||
1760 | msg.dialog = (byte)19; // Object msg |
||
1761 | msg.fromGroup = false; |
||
1762 | msg.offline = (byte)0; |
||
1763 | msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; |
||
1764 | msg.Position = Vector3.Zero; |
||
1765 | msg.RegionID = RegionInfo.RegionID.Guid; |
||
1766 | |||
1767 | // We must fill in a null-terminated 'empty' string here since bytes[0] will crash viewer 3. |
||
1768 | msg.binaryBucket = Util.StringToBytes256("\0"); |
||
1769 | if (ret.Value.count > 1) |
||
1770 | 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); |
||
1771 | else |
||
1772 | 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); |
||
1773 | |||
1774 | IMessageTransferModule tr = RequestModuleInterface<IMessageTransferModule>(); |
||
1775 | if (tr != null) |
||
1776 | tr.SendInstantMessage(msg, delegate(bool success) {}); |
||
1777 | } |
||
1778 | m_returns.Clear(); |
||
1779 | } |
||
1780 | } |
||
1781 | |||
1782 | /// <summary> |
||
1783 | /// Synchronous force backup. For deletes and links/unlinks |
||
1784 | /// </summary> |
||
1785 | /// <param name="group">Object to be backed up</param> |
||
1786 | public void ForceSceneObjectBackup(SceneObjectGroup group) |
||
1787 | { |
||
1788 | if (group != null) |
||
1789 | { |
||
1790 | group.ProcessBackup(SimulationDataService, true); |
||
1791 | } |
||
1792 | } |
||
1793 | |||
1794 | /// <summary> |
||
1795 | /// Tell an agent that their object has been returned. |
||
1796 | /// </summary> |
||
1797 | /// <remarks> |
||
1798 | /// The actual return is handled by the caller. |
||
1799 | /// </remarks> |
||
1800 | /// <param name="agentID">Avatar Unique Id</param> |
||
1801 | /// <param name="objectName">Name of object returned</param> |
||
1802 | /// <param name="location">Location of object returned</param> |
||
1803 | /// <param name="reason">Reasion for object return</param> |
||
1804 | public void AddReturn(UUID agentID, string objectName, Vector3 location, string reason) |
||
1805 | { |
||
1806 | lock (m_returns) |
||
1807 | { |
||
1808 | if (m_returns.ContainsKey(agentID)) |
||
1809 | { |
||
1810 | ReturnInfo info = m_returns[agentID]; |
||
1811 | info.count++; |
||
1812 | m_returns[agentID] = info; |
||
1813 | } |
||
1814 | else |
||
1815 | { |
||
1816 | ReturnInfo info = new ReturnInfo(); |
||
1817 | info.count = 1; |
||
1818 | info.objectName = objectName; |
||
1819 | info.location = location; |
||
1820 | info.reason = reason; |
||
1821 | m_returns[agentID] = info; |
||
1822 | } |
||
1823 | } |
||
1824 | } |
||
1825 | |||
1826 | #endregion |
||
1827 | |||
1828 | #region Load Terrain |
||
1829 | |||
1830 | /// <summary> |
||
1831 | /// Store the terrain in the persistant data store |
||
1832 | /// </summary> |
||
1833 | public void SaveTerrain() |
||
1834 | { |
||
1835 | SimulationDataService.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID); |
||
1836 | } |
||
1837 | |||
1838 | public void StoreWindlightProfile(RegionLightShareData wl) |
||
1839 | { |
||
1840 | RegionInfo.WindlightSettings = wl; |
||
1841 | SimulationDataService.StoreRegionWindlightSettings(wl); |
||
1842 | m_eventManager.TriggerOnSaveNewWindlightProfile(); |
||
1843 | } |
||
1844 | |||
1845 | public void LoadWindlightProfile() |
||
1846 | { |
||
1847 | RegionInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(RegionInfo.RegionID); |
||
1848 | m_eventManager.TriggerOnSaveNewWindlightProfile(); |
||
1849 | } |
||
1850 | |||
1851 | /// <summary> |
||
1852 | /// Loads the World heightmap |
||
1853 | /// </summary> |
||
1854 | public override void LoadWorldMap() |
||
1855 | { |
||
1856 | try |
||
1857 | { |
||
1858 | TerrainData map = SimulationDataService.LoadTerrain(RegionInfo.RegionID, (int)RegionInfo.RegionSizeX, (int)RegionInfo.RegionSizeY, (int)RegionInfo.RegionSizeZ); |
||
1859 | if (map == null) |
||
1860 | { |
||
1861 | // This should be in the Terrain module, but it isn't because |
||
1862 | // the heightmap is needed _way_ before the modules are initialized... |
||
1863 | IConfig terrainConfig = m_config.Configs["Terrain"]; |
||
1864 | String m_InitialTerrain = "pinhead-island"; |
||
1865 | if (terrainConfig != null) |
||
1866 | m_InitialTerrain = terrainConfig.GetString("InitialTerrain", m_InitialTerrain); |
||
1867 | |||
1868 | m_log.InfoFormat("[TERRAIN]: No default terrain. Generating a new terrain {0}.", m_InitialTerrain); |
||
1869 | Heightmap = new TerrainChannel(m_InitialTerrain, (int)RegionInfo.RegionSizeX, (int)RegionInfo.RegionSizeY, (int)RegionInfo.RegionSizeZ); |
||
1870 | |||
1871 | SimulationDataService.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID); |
||
1872 | } |
||
1873 | else |
||
1874 | { |
||
1875 | Heightmap = new TerrainChannel(map); |
||
1876 | } |
||
1877 | } |
||
1878 | catch (IOException e) |
||
1879 | { |
||
1880 | m_log.WarnFormat( |
||
1881 | "[TERRAIN]: Scene.cs: LoadWorldMap() - Regenerating as failed with exception {0}{1}", |
||
1882 | e.Message, e.StackTrace); |
||
1883 | |||
1884 | // Non standard region size. If there's an old terrain in the database, it might read past the buffer |
||
1885 | #pragma warning disable 0162 |
||
1886 | if ((int)Constants.RegionSize != 256) |
||
1887 | { |
||
1888 | Heightmap = new TerrainChannel(); |
||
1889 | |||
1890 | SimulationDataService.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID); |
||
1891 | } |
||
1892 | } |
||
1893 | catch (Exception e) |
||
1894 | { |
||
1895 | m_log.WarnFormat( |
||
1896 | "[TERRAIN]: Scene.cs: LoadWorldMap() - Failed with exception {0}{1}", e.Message, e.StackTrace); |
||
1897 | } |
||
1898 | } |
||
1899 | |||
1900 | /// <summary> |
||
1901 | /// Register this region with a grid service |
||
1902 | /// </summary> |
||
1903 | /// <exception cref="System.Exception">Thrown if registration of the region itself fails.</exception> |
||
1904 | public void RegisterRegionWithGrid() |
||
1905 | { |
||
1906 | m_sceneGridService.SetScene(this); |
||
1907 | |||
1908 | //// Unfortunately this needs to be here and it can't be async. |
||
1909 | //// The map tile image is stored in RegionSettings, but it also needs to be |
||
1910 | //// stored in the GridService, because that's what the world map module uses |
||
1911 | //// to send the map image UUIDs (of other regions) to the viewer... |
||
1912 | if (m_generateMaptiles) |
||
1913 | RegenerateMaptile(); |
||
1914 | |||
1915 | GridRegion region = new GridRegion(RegionInfo); |
||
1916 | string error = GridService.RegisterRegion(RegionInfo.ScopeID, region); |
||
1917 | m_log.DebugFormat("{0} RegisterRegionWithGrid. name={1},id={2},loc=<{3},{4}>,size=<{5},{6}>", |
||
1918 | LogHeader, m_regionName, |
||
1919 | RegionInfo.RegionID, |
||
1920 | RegionInfo.RegionLocX, RegionInfo.RegionLocY, |
||
1921 | RegionInfo.RegionSizeX, RegionInfo.RegionSizeY); |
||
1922 | if (error != String.Empty) |
||
1923 | throw new Exception(error); |
||
1924 | } |
||
1925 | |||
1926 | #endregion |
||
1927 | |||
1928 | #region Load Land |
||
1929 | |||
1930 | /// <summary> |
||
1931 | /// Loads all Parcel data from the datastore for region identified by regionID |
||
1932 | /// </summary> |
||
1933 | /// <param name="regionID">Unique Identifier of the Region to load parcel data for</param> |
||
1934 | public void loadAllLandObjectsFromStorage(UUID regionID) |
||
1935 | { |
||
1936 | m_log.Info("[SCENE]: Loading land objects from storage"); |
||
1937 | List<LandData> landData = SimulationDataService.LoadLandObjects(regionID); |
||
1938 | |||
1939 | if (LandChannel != null) |
||
1940 | { |
||
1941 | if (landData.Count == 0) |
||
1942 | { |
||
1943 | EventManager.TriggerNoticeNoLandDataFromStorage(); |
||
1944 | } |
||
1945 | else |
||
1946 | { |
||
1947 | EventManager.TriggerIncomingLandDataFromStorage(landData); |
||
1948 | } |
||
1949 | } |
||
1950 | else |
||
1951 | { |
||
1952 | m_log.Error("[SCENE]: Land Channel is not defined. Cannot load from storage!"); |
||
1953 | } |
||
1954 | } |
||
1955 | |||
1956 | #endregion |
||
1957 | |||
1958 | #region Primitives Methods |
||
1959 | |||
1960 | /// <summary> |
||
1961 | /// Loads the World's objects |
||
1962 | /// </summary> |
||
1963 | /// <param name="regionID"></param> |
||
1964 | public virtual void LoadPrimsFromStorage(UUID regionID) |
||
1965 | { |
||
1966 | LoadingPrims = true; |
||
1967 | m_log.Info("[SCENE]: Loading objects from datastore"); |
||
1968 | |||
1969 | List<SceneObjectGroup> PrimsFromDB = SimulationDataService.LoadObjects(regionID); |
||
1970 | |||
1971 | m_log.InfoFormat("[SCENE]: Loaded {0} objects from the datastore", PrimsFromDB.Count); |
||
1972 | |||
1973 | foreach (SceneObjectGroup group in PrimsFromDB) |
||
1974 | { |
||
1975 | AddRestoredSceneObject(group, true, true); |
||
1976 | EventManager.TriggerOnSceneObjectLoaded(group); |
||
1977 | SceneObjectPart rootPart = group.GetPart(group.UUID); |
||
1978 | rootPart.Flags &= ~PrimFlags.Scripted; |
||
1979 | rootPart.TrimPermissions(); |
||
1980 | |||
1981 | // Don't do this here - it will get done later on when sculpt data is loaded. |
||
1982 | // group.CheckSculptAndLoad(); |
||
1983 | } |
||
1984 | |||
1985 | LoadingPrims = false; |
||
1986 | EventManager.TriggerPrimsLoaded(this); |
||
1987 | } |
||
1988 | |||
1989 | public bool SupportsRayCastFiltered() |
||
1990 | { |
||
1991 | if (PhysicsScene == null) |
||
1992 | return false; |
||
1993 | return PhysicsScene.SupportsRaycastWorldFiltered(); |
||
1994 | } |
||
1995 | |||
1996 | public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter) |
||
1997 | { |
||
1998 | if (PhysicsScene == null) |
||
1999 | return null; |
||
2000 | return PhysicsScene.RaycastWorld(position, direction, length, Count,filter); |
||
2001 | } |
||
2002 | |||
2003 | /// <summary> |
||
2004 | /// Gets a new rez location based on the raycast and the size of the object that is being rezzed. |
||
2005 | /// </summary> |
||
2006 | /// <param name="RayStart"></param> |
||
2007 | /// <param name="RayEnd"></param> |
||
2008 | /// <param name="RayTargetID"></param> |
||
2009 | /// <param name="rot"></param> |
||
2010 | /// <param name="bypassRayCast"></param> |
||
2011 | /// <param name="RayEndIsIntersection"></param> |
||
2012 | /// <param name="frontFacesOnly"></param> |
||
2013 | /// <param name="scale"></param> |
||
2014 | /// <param name="FaceCenter"></param> |
||
2015 | /// <returns></returns> |
||
2016 | public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) |
||
2017 | { |
||
2018 | Vector3 pos = Vector3.Zero; |
||
2019 | if (RayEndIsIntersection == (byte)1) |
||
2020 | { |
||
2021 | pos = RayEnd; |
||
2022 | return pos; |
||
2023 | } |
||
2024 | |||
2025 | if (RayTargetID != UUID.Zero) |
||
2026 | { |
||
2027 | SceneObjectPart target = GetSceneObjectPart(RayTargetID); |
||
2028 | |||
2029 | Vector3 direction = Vector3.Normalize(RayEnd - RayStart); |
||
2030 | Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z); |
||
2031 | Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z); |
||
2032 | |||
2033 | if (target != null) |
||
2034 | { |
||
2035 | pos = target.AbsolutePosition; |
||
2036 | //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()); |
||
2037 | |||
2038 | // TODO: Raytrace better here |
||
2039 | |||
2040 | //EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection)); |
||
2041 | Ray NewRay = new Ray(AXOrigin, AXdirection); |
||
2042 | |||
2043 | // Ray Trace against target here |
||
2044 | EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); |
||
2045 | |||
2046 | // Un-comment out the following line to Get Raytrace results printed to the console. |
||
2047 | // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); |
||
2048 | float ScaleOffset = 0.5f; |
||
2049 | |||
2050 | // If we hit something |
||
2051 | if (ei.HitTF) |
||
2052 | { |
||
2053 | Vector3 scaleComponent = new Vector3(ei.AAfaceNormal.X, ei.AAfaceNormal.Y, ei.AAfaceNormal.Z); |
||
2054 | if (scaleComponent.X != 0) ScaleOffset = scale.X; |
||
2055 | if (scaleComponent.Y != 0) ScaleOffset = scale.Y; |
||
2056 | if (scaleComponent.Z != 0) ScaleOffset = scale.Z; |
||
2057 | ScaleOffset = Math.Abs(ScaleOffset); |
||
2058 | Vector3 intersectionpoint = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); |
||
2059 | Vector3 normal = new Vector3(ei.normal.X, ei.normal.Y, ei.normal.Z); |
||
2060 | // Set the position to the intersection point |
||
2061 | Vector3 offset = (normal * (ScaleOffset / 2f)); |
||
2062 | pos = (intersectionpoint + offset); |
||
2063 | |||
2064 | //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 |
||
2065 | //And in cases when we weren't rezzing from inventory we were re-adding the 0.25 straight after calling this method |
||
2066 | // Un-offset the prim (it gets offset later by the consumer method) |
||
2067 | //pos.Z -= 0.25F; |
||
2068 | |||
2069 | } |
||
2070 | |||
2071 | return pos; |
||
2072 | } |
||
2073 | else |
||
2074 | { |
||
2075 | // We don't have a target here, so we're going to raytrace all the objects in the scene. |
||
2076 | |||
2077 | EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); |
||
2078 | |||
2079 | // Un-comment the following line to print the raytrace results to the console. |
||
2080 | //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); |
||
2081 | |||
2082 | if (ei.HitTF) |
||
2083 | { |
||
2084 | pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); |
||
2085 | } else |
||
2086 | { |
||
2087 | // fall back to our stupid functionality |
||
2088 | pos = RayEnd; |
||
2089 | } |
||
2090 | |||
2091 | return pos; |
||
2092 | } |
||
2093 | } |
||
2094 | else |
||
2095 | { |
||
2096 | // fall back to our stupid functionality |
||
2097 | pos = RayEnd; |
||
2098 | |||
2099 | //increase height so its above the ground. |
||
2100 | //should be getting the normal of the ground at the rez point and using that? |
||
2101 | pos.Z += scale.Z / 2f; |
||
2102 | return pos; |
||
2103 | } |
||
2104 | } |
||
2105 | |||
2106 | |||
2107 | /// <summary> |
||
2108 | /// Create a New SceneObjectGroup/Part by raycasting |
||
2109 | /// </summary> |
||
2110 | /// <param name="ownerID"></param> |
||
2111 | /// <param name="groupID"></param> |
||
2112 | /// <param name="RayEnd"></param> |
||
2113 | /// <param name="rot"></param> |
||
2114 | /// <param name="shape"></param> |
||
2115 | /// <param name="bypassRaycast"></param> |
||
2116 | /// <param name="RayStart"></param> |
||
2117 | /// <param name="RayTargetID"></param> |
||
2118 | /// <param name="RayEndIsIntersection"></param> |
||
2119 | public virtual void AddNewPrim(UUID ownerID, UUID groupID, Vector3 RayEnd, Quaternion rot, PrimitiveBaseShape shape, |
||
2120 | byte bypassRaycast, Vector3 RayStart, UUID RayTargetID, |
||
2121 | byte RayEndIsIntersection) |
||
2122 | { |
||
2123 | Vector3 pos = GetNewRezLocation(RayStart, RayEnd, RayTargetID, rot, bypassRaycast, RayEndIsIntersection, true, new Vector3(0.5f, 0.5f, 0.5f), false); |
||
2124 | |||
2125 | if (Permissions.CanRezObject(1, ownerID, pos)) |
||
2126 | { |
||
2127 | // rez ON the ground, not IN the ground |
||
2128 | // pos.Z += 0.25F; The rez point should now be correct so that its not in the ground |
||
2129 | |||
2130 | AddNewPrim(ownerID, groupID, pos, rot, shape); |
||
2131 | } |
||
2132 | else |
||
2133 | { |
||
2134 | IClientAPI client = null; |
||
2135 | if (TryGetClient(ownerID, out client)) |
||
2136 | client.SendAlertMessage("You cannot create objects here."); |
||
2137 | } |
||
2138 | } |
||
2139 | |||
2140 | public virtual SceneObjectGroup AddNewPrim( |
||
2141 | UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) |
||
2142 | { |
||
2143 | //m_log.DebugFormat( |
||
2144 | // "[SCENE]: Scene.AddNewPrim() pcode {0} called for {1} in {2}", shape.PCode, ownerID, RegionInfo.RegionName); |
||
2145 | |||
2146 | SceneObjectGroup sceneObject = null; |
||
2147 | |||
2148 | // If an entity creator has been registered for this prim type then use that |
||
2149 | if (m_entityCreators.ContainsKey((PCode)shape.PCode)) |
||
2150 | { |
||
2151 | sceneObject = m_entityCreators[(PCode)shape.PCode].CreateEntity(ownerID, groupID, pos, rot, shape); |
||
2152 | } |
||
2153 | else |
||
2154 | { |
||
2155 | // Otherwise, use this default creation code; |
||
2156 | sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape); |
||
2157 | AddNewSceneObject(sceneObject, true); |
||
2158 | sceneObject.SetGroup(groupID, null); |
||
2159 | } |
||
2160 | |||
2161 | if (UserManagementModule != null) |
||
2162 | sceneObject.RootPart.CreatorIdentification = UserManagementModule.GetUserUUI(ownerID); |
||
2163 | |||
2164 | sceneObject.ScheduleGroupForFullUpdate(); |
||
2165 | |||
2166 | return sceneObject; |
||
2167 | } |
||
2168 | |||
2169 | /// <summary> |
||
2170 | /// Add an object into the scene that has come from storage |
||
2171 | /// </summary> |
||
2172 | /// |
||
2173 | /// <param name="sceneObject"></param> |
||
2174 | /// <param name="attachToBackup"> |
||
2175 | /// If true, changes to the object will be reflected in its persisted data |
||
2176 | /// If false, the persisted data will not be changed even if the object in the scene is changed |
||
2177 | /// </param> |
||
2178 | /// <param name="alreadyPersisted"> |
||
2179 | /// If true, we won't persist this object until it changes |
||
2180 | /// If false, we'll persist this object immediately |
||
2181 | /// </param> |
||
2182 | /// <param name="sendClientUpdates"> |
||
2183 | /// If true, we send updates to the client to tell it about this object |
||
2184 | /// If false, we leave it up to the caller to do this |
||
2185 | /// </param> |
||
2186 | /// <returns> |
||
2187 | /// true if the object was added, false if an object with the same uuid was already in the scene |
||
2188 | /// </returns> |
||
2189 | public bool AddRestoredSceneObject( |
||
2190 | SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) |
||
2191 | { |
||
2192 | if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates)) |
||
2193 | { |
||
2194 | EventManager.TriggerObjectAddedToScene(sceneObject); |
||
2195 | return true; |
||
2196 | } |
||
2197 | |||
2198 | return false; |
||
2199 | |||
2200 | } |
||
2201 | |||
2202 | /// <summary> |
||
2203 | /// Add an object into the scene that has come from storage |
||
2204 | /// </summary> |
||
2205 | /// |
||
2206 | /// <param name="sceneObject"></param> |
||
2207 | /// <param name="attachToBackup"> |
||
2208 | /// If true, changes to the object will be reflected in its persisted data |
||
2209 | /// If false, the persisted data will not be changed even if the object in the scene is changed |
||
2210 | /// </param> |
||
2211 | /// <param name="alreadyPersisted"> |
||
2212 | /// If true, we won't persist this object until it changes |
||
2213 | /// If false, we'll persist this object immediately |
||
2214 | /// </param> |
||
2215 | /// <returns> |
||
2216 | /// true if the object was added, false if an object with the same uuid was already in the scene |
||
2217 | /// </returns> |
||
2218 | public bool AddRestoredSceneObject( |
||
2219 | SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted) |
||
2220 | { |
||
2221 | return AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, true); |
||
2222 | } |
||
2223 | |||
2224 | /// <summary> |
||
2225 | /// Add a newly created object to the scene. Updates are also sent to viewers. |
||
2226 | /// </summary> |
||
2227 | /// <param name="sceneObject"></param> |
||
2228 | /// <param name="attachToBackup"> |
||
2229 | /// If true, the object is made persistent into the scene. |
||
2230 | /// If false, the object will not persist over server restarts |
||
2231 | /// </param> |
||
2232 | /// <returns>true if the object was added. false if not</returns> |
||
2233 | public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup) |
||
2234 | { |
||
2235 | return AddNewSceneObject(sceneObject, attachToBackup, true); |
||
2236 | } |
||
2237 | |||
2238 | /// <summary> |
||
2239 | /// Add a newly created object to the scene |
||
2240 | /// </summary> |
||
2241 | /// <param name="sceneObject"></param> |
||
2242 | /// <param name="attachToBackup"> |
||
2243 | /// If true, the object is made persistent into the scene. |
||
2244 | /// If false, the object will not persist over server restarts |
||
2245 | /// </param> |
||
2246 | /// <param name="sendClientUpdates"> |
||
2247 | /// If true, updates for the new scene object are sent to all viewers in range. |
||
2248 | /// If false, it is left to the caller to schedule the update |
||
2249 | /// </param> |
||
2250 | /// <returns>true if the object was added. false if not</returns> |
||
2251 | public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) |
||
2252 | { |
||
2253 | if (m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates)) |
||
2254 | { |
||
2255 | EventManager.TriggerObjectAddedToScene(sceneObject); |
||
2256 | return true; |
||
2257 | } |
||
2258 | |||
2259 | return false; |
||
2260 | } |
||
2261 | |||
2262 | /// <summary> |
||
2263 | /// Add a newly created object to the scene. |
||
2264 | /// </summary> |
||
2265 | /// <remarks> |
||
2266 | /// This method does not send updates to the client - callers need to handle this themselves. |
||
2267 | /// </remarks> |
||
2268 | /// <param name="sceneObject"></param> |
||
2269 | /// <param name="attachToBackup"></param> |
||
2270 | /// <param name="pos">Position of the object. If null then the position stored in the object is used.</param> |
||
2271 | /// <param name="rot">Rotation of the object. If null then the rotation stored in the object is used.</param> |
||
2272 | /// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param> |
||
2273 | /// <returns></returns> |
||
2274 | public bool AddNewSceneObject( |
||
2275 | SceneObjectGroup sceneObject, bool attachToBackup, Vector3? pos, Quaternion? rot, Vector3 vel) |
||
2276 | { |
||
2277 | if (m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, pos, rot, vel)) |
||
2278 | { |
||
2279 | EventManager.TriggerObjectAddedToScene(sceneObject); |
||
2280 | return true; |
||
2281 | } |
||
2282 | |||
2283 | return false; |
||
2284 | } |
||
2285 | |||
2286 | /// <summary> |
||
2287 | /// Delete every object from the scene. This does not include attachments worn by avatars. |
||
2288 | /// </summary> |
||
2289 | public void DeleteAllSceneObjects() |
||
2290 | { |
||
2291 | lock (Entities) |
||
2292 | { |
||
2293 | EntityBase[] entities = Entities.GetEntities(); |
||
2294 | foreach (EntityBase e in entities) |
||
2295 | { |
||
2296 | if (e is SceneObjectGroup) |
||
2297 | { |
||
2298 | SceneObjectGroup sog = (SceneObjectGroup)e; |
||
2299 | if (!sog.IsAttachment) |
||
2300 | DeleteSceneObject((SceneObjectGroup)e, false); |
||
2301 | } |
||
2302 | } |
||
2303 | } |
||
2304 | } |
||
2305 | |||
2306 | /// <summary> |
||
2307 | /// Synchronously delete the given object from the scene. |
||
2308 | /// </summary> |
||
2309 | /// <remarks> |
||
2310 | /// Scripts are also removed. |
||
2311 | /// </remarks> |
||
2312 | /// <param name="group">Object Id</param> |
||
2313 | /// <param name="silent">Suppress broadcasting changes to other clients.</param> |
||
2314 | public void DeleteSceneObject(SceneObjectGroup group, bool silent) |
||
2315 | { |
||
2316 | DeleteSceneObject(group, silent, true); |
||
2317 | } |
||
2318 | |||
2319 | /// <summary> |
||
2320 | /// Synchronously delete the given object from the scene. |
||
2321 | /// </summary> |
||
2322 | /// <param name="group">Object Id</param> |
||
2323 | /// <param name="silent">Suppress broadcasting changes to other clients.</param> |
||
2324 | /// <param name="removeScripts">If true, then scripts are removed. If false, then they are only stopped.</para> |
||
2325 | public void DeleteSceneObject(SceneObjectGroup group, bool silent, bool removeScripts) |
||
2326 | { |
||
2327 | // m_log.DebugFormat("[SCENE]: Deleting scene object {0} {1}", group.Name, group.UUID); |
||
2328 | |||
2329 | if (removeScripts) |
||
2330 | group.RemoveScriptInstances(true); |
||
2331 | else |
||
2332 | group.StopScriptInstances(); |
||
2333 | |||
2334 | SceneObjectPart[] partList = group.Parts; |
||
2335 | |||
2336 | foreach (SceneObjectPart part in partList) |
||
2337 | { |
||
2338 | if (part.KeyframeMotion != null) |
||
2339 | { |
||
2340 | part.KeyframeMotion.Delete(); |
||
2341 | part.KeyframeMotion = null; |
||
2342 | } |
||
2343 | |||
2344 | if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0)) |
||
2345 | { |
||
2346 | PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed? |
||
2347 | } |
||
2348 | else if (part.PhysActor != null) |
||
2349 | { |
||
2350 | part.RemoveFromPhysics(); |
||
2351 | } |
||
2352 | } |
||
2353 | |||
2354 | if (UnlinkSceneObject(group, false)) |
||
2355 | { |
||
2356 | EventManager.TriggerObjectBeingRemovedFromScene(group); |
||
2357 | EventManager.TriggerParcelPrimCountTainted(); |
||
2358 | } |
||
2359 | |||
2360 | group.DeleteGroupFromScene(silent); |
||
2361 | |||
2362 | // m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); |
||
2363 | } |
||
2364 | |||
2365 | /// <summary> |
||
2366 | /// Unlink the given object from the scene. Unlike delete, this just removes the record of the object - the |
||
2367 | /// object itself is not destroyed. |
||
2368 | /// </summary> |
||
2369 | /// <param name="so">The scene object.</param> |
||
2370 | /// <param name="softDelete">If true, only deletes from scene, but keeps the object in the database.</param> |
||
2371 | /// <returns>true if the object was in the scene, false if it was not</returns> |
||
2372 | public bool UnlinkSceneObject(SceneObjectGroup so, bool softDelete) |
||
2373 | { |
||
2374 | if (m_sceneGraph.DeleteSceneObject(so.UUID, softDelete)) |
||
2375 | { |
||
2376 | if (!softDelete) |
||
2377 | { |
||
2378 | // Force a database update so that the scene object group ID is accurate. It's possible that the |
||
2379 | // group has recently been delinked from another group but that this change has not been persisted |
||
2380 | // to the DB. |
||
2381 | // This is an expensive thing to do so only do it if absolutely necessary. |
||
2382 | if (so.HasGroupChangedDueToDelink) |
||
2383 | ForceSceneObjectBackup(so); |
||
2384 | |||
2385 | so.DetachFromBackup(); |
||
2386 | SimulationDataService.RemoveObject(so.UUID, RegionInfo.RegionID); |
||
2387 | } |
||
2388 | |||
2389 | // We need to keep track of this state in case this group is still queued for further backup. |
||
2390 | so.IsDeleted = true; |
||
2391 | |||
2392 | return true; |
||
2393 | } |
||
2394 | |||
2395 | return false; |
||
2396 | } |
||
2397 | |||
2398 | /// <summary> |
||
2399 | /// Move the given scene object into a new region depending on which region its absolute position has moved |
||
2400 | /// into. |
||
2401 | /// |
||
2402 | /// </summary> |
||
2403 | /// <param name="attemptedPosition">the attempted out of region position of the scene object</param> |
||
2404 | /// <param name="grp">the scene object that we're crossing</param> |
||
2405 | public void CrossPrimGroupIntoNewRegion(Vector3 attemptedPosition, SceneObjectGroup grp, bool silent) |
||
2406 | { |
||
2407 | if (grp == null) |
||
2408 | return; |
||
2409 | if (grp.IsDeleted) |
||
2410 | return; |
||
2411 | |||
2412 | if (grp.RootPart.DIE_AT_EDGE) |
||
2413 | { |
||
2414 | // We remove the object here |
||
2415 | try |
||
2416 | { |
||
2417 | DeleteSceneObject(grp, false); |
||
2418 | } |
||
2419 | catch (Exception) |
||
2420 | { |
||
2421 | m_log.Warn("[SCENE]: exception when trying to remove the prim that crossed the border."); |
||
2422 | } |
||
2423 | return; |
||
2424 | } |
||
2425 | |||
2426 | if (grp.RootPart.RETURN_AT_EDGE) |
||
2427 | { |
||
2428 | // We remove the object here |
||
2429 | try |
||
2430 | { |
||
2431 | List<SceneObjectGroup> objects = new List<SceneObjectGroup>(); |
||
2432 | objects.Add(grp); |
||
2433 | SceneObjectGroup[] objectsArray = objects.ToArray(); |
||
2434 | returnObjects(objectsArray, UUID.Zero); |
||
2435 | } |
||
2436 | catch (Exception) |
||
2437 | { |
||
2438 | m_log.Warn("[SCENE]: exception when trying to return the prim that crossed the border."); |
||
2439 | } |
||
2440 | return; |
||
2441 | } |
||
2442 | |||
2443 | if (EntityTransferModule != null) |
||
2444 | EntityTransferModule.Cross(grp, attemptedPosition, silent); |
||
2445 | } |
||
2446 | |||
2447 | // Simple test to see if a position is in the current region. |
||
2448 | // Resuming the position is relative to the region so anything outside its bounds. |
||
2449 | // Return 'true' if position inside region. |
||
2450 | public bool PositionIsInCurrentRegion(Vector3 pos) |
||
2451 | { |
||
2452 | bool ret = true; |
||
2453 | int xx = (int)Math.Floor(pos.X); |
||
2454 | int yy = (int)Math.Floor(pos.Y); |
||
2455 | if (xx < 0 |
||
2456 | || xx >= RegionInfo.RegionSizeX |
||
2457 | || yy < 0 |
||
2458 | || yy >= RegionInfo.RegionSizeY) |
||
2459 | ret = false; |
||
2460 | return ret; |
||
2461 | |||
2462 | } |
||
2463 | |||
2464 | public Border GetCrossedBorder(Vector3 position, Cardinals gridline) |
||
2465 | { |
||
2466 | if (BordersLocked) |
||
2467 | { |
||
2468 | switch (gridline) |
||
2469 | { |
||
2470 | case Cardinals.N: |
||
2471 | lock (NorthBorders) |
||
2472 | { |
||
2473 | foreach (Border b in NorthBorders) |
||
2474 | { |
||
2475 | if (b.TestCross(position)) |
||
2476 | return b; |
||
2477 | } |
||
2478 | } |
||
2479 | break; |
||
2480 | case Cardinals.S: |
||
2481 | lock (SouthBorders) |
||
2482 | { |
||
2483 | foreach (Border b in SouthBorders) |
||
2484 | { |
||
2485 | if (b.TestCross(position)) |
||
2486 | return b; |
||
2487 | } |
||
2488 | } |
||
2489 | |||
2490 | break; |
||
2491 | case Cardinals.E: |
||
2492 | lock (EastBorders) |
||
2493 | { |
||
2494 | foreach (Border b in EastBorders) |
||
2495 | { |
||
2496 | if (b.TestCross(position)) |
||
2497 | return b; |
||
2498 | } |
||
2499 | } |
||
2500 | |||
2501 | break; |
||
2502 | case Cardinals.W: |
||
2503 | |||
2504 | lock (WestBorders) |
||
2505 | { |
||
2506 | foreach (Border b in WestBorders) |
||
2507 | { |
||
2508 | if (b.TestCross(position)) |
||
2509 | return b; |
||
2510 | } |
||
2511 | } |
||
2512 | break; |
||
2513 | |||
2514 | } |
||
2515 | } |
||
2516 | else |
||
2517 | { |
||
2518 | switch (gridline) |
||
2519 | { |
||
2520 | case Cardinals.N: |
||
2521 | foreach (Border b in NorthBorders) |
||
2522 | { |
||
2523 | if (b.TestCross(position)) |
||
2524 | return b; |
||
2525 | } |
||
2526 | |||
2527 | break; |
||
2528 | case Cardinals.S: |
||
2529 | foreach (Border b in SouthBorders) |
||
2530 | { |
||
2531 | if (b.TestCross(position)) |
||
2532 | return b; |
||
2533 | } |
||
2534 | break; |
||
2535 | case Cardinals.E: |
||
2536 | foreach (Border b in EastBorders) |
||
2537 | { |
||
2538 | if (b.TestCross(position)) |
||
2539 | return b; |
||
2540 | } |
||
2541 | |||
2542 | break; |
||
2543 | case Cardinals.W: |
||
2544 | foreach (Border b in WestBorders) |
||
2545 | { |
||
2546 | if (b.TestCross(position)) |
||
2547 | return b; |
||
2548 | } |
||
2549 | break; |
||
2550 | |||
2551 | } |
||
2552 | } |
||
2553 | |||
2554 | return null; |
||
2555 | } |
||
2556 | |||
2557 | public bool TestBorderCross(Vector3 position, Cardinals border) |
||
2558 | { |
||
2559 | if (BordersLocked) |
||
2560 | { |
||
2561 | switch (border) |
||
2562 | { |
||
2563 | case Cardinals.N: |
||
2564 | lock (NorthBorders) |
||
2565 | { |
||
2566 | foreach (Border b in NorthBorders) |
||
2567 | { |
||
2568 | if (b.TestCross(position)) |
||
2569 | return true; |
||
2570 | } |
||
2571 | } |
||
2572 | break; |
||
2573 | case Cardinals.E: |
||
2574 | lock (EastBorders) |
||
2575 | { |
||
2576 | foreach (Border b in EastBorders) |
||
2577 | { |
||
2578 | if (b.TestCross(position)) |
||
2579 | return true; |
||
2580 | } |
||
2581 | } |
||
2582 | break; |
||
2583 | case Cardinals.S: |
||
2584 | lock (SouthBorders) |
||
2585 | { |
||
2586 | foreach (Border b in SouthBorders) |
||
2587 | { |
||
2588 | if (b.TestCross(position)) |
||
2589 | return true; |
||
2590 | } |
||
2591 | } |
||
2592 | break; |
||
2593 | case Cardinals.W: |
||
2594 | lock (WestBorders) |
||
2595 | { |
||
2596 | foreach (Border b in WestBorders) |
||
2597 | { |
||
2598 | if (b.TestCross(position)) |
||
2599 | return true; |
||
2600 | } |
||
2601 | } |
||
2602 | break; |
||
2603 | } |
||
2604 | } |
||
2605 | else |
||
2606 | { |
||
2607 | switch (border) |
||
2608 | { |
||
2609 | case Cardinals.N: |
||
2610 | foreach (Border b in NorthBorders) |
||
2611 | { |
||
2612 | if (b.TestCross(position)) |
||
2613 | return true; |
||
2614 | } |
||
2615 | break; |
||
2616 | case Cardinals.E: |
||
2617 | foreach (Border b in EastBorders) |
||
2618 | { |
||
2619 | if (b.TestCross(position)) |
||
2620 | return true; |
||
2621 | } |
||
2622 | break; |
||
2623 | case Cardinals.S: |
||
2624 | foreach (Border b in SouthBorders) |
||
2625 | { |
||
2626 | if (b.TestCross(position)) |
||
2627 | return true; |
||
2628 | } |
||
2629 | break; |
||
2630 | case Cardinals.W: |
||
2631 | foreach (Border b in WestBorders) |
||
2632 | { |
||
2633 | if (b.TestCross(position)) |
||
2634 | return true; |
||
2635 | } |
||
2636 | break; |
||
2637 | } |
||
2638 | } |
||
2639 | return false; |
||
2640 | } |
||
2641 | |||
2642 | |||
2643 | /// <summary> |
||
2644 | /// Called when objects or attachments cross the border, or teleport, between regions. |
||
2645 | /// </summary> |
||
2646 | /// <param name="sog"></param> |
||
2647 | /// <returns></returns> |
||
2648 | public bool IncomingCreateObject(Vector3 newPosition, ISceneObject sog) |
||
2649 | { |
||
2650 | //m_log.DebugFormat(" >>> IncomingCreateObject(sog) <<< {0} deleted? {1} isAttach? {2}", ((SceneObjectGroup)sog).AbsolutePosition, |
||
2651 | // ((SceneObjectGroup)sog).IsDeleted, ((SceneObjectGroup)sog).RootPart.IsAttachment); |
||
2652 | |||
2653 | SceneObjectGroup newObject; |
||
2654 | try |
||
2655 | { |
||
2656 | newObject = (SceneObjectGroup)sog; |
||
2657 | } |
||
2658 | catch (Exception e) |
||
2659 | { |
||
2660 | m_log.WarnFormat("[INTERREGION]: Problem casting object, exception {0}{1}", e.Message, e.StackTrace); |
||
2661 | return false; |
||
2662 | } |
||
2663 | |||
2664 | // If the user is banned, we won't let any of their objects |
||
2665 | // enter. Period. |
||
2666 | // |
||
2667 | if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID)) |
||
2668 | { |
||
2669 | m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID); |
||
2670 | return false; |
||
2671 | } |
||
2672 | |||
2673 | if (newPosition != Vector3.Zero) |
||
2674 | newObject.RootPart.GroupPosition = newPosition; |
||
2675 | |||
2676 | if (!AddSceneObject(newObject)) |
||
2677 | { |
||
2678 | m_log.DebugFormat( |
||
2679 | "[INTERREGION]: Problem adding scene object {0} in {1} ", newObject.UUID, RegionInfo.RegionName); |
||
2680 | return false; |
||
2681 | } |
||
2682 | |||
2683 | if (!newObject.IsAttachment) |
||
2684 | { |
||
2685 | // FIXME: It would be better to never add the scene object at all rather than add it and then delete |
||
2686 | // it |
||
2687 | if (!Permissions.CanObjectEntry(newObject.UUID, true, newObject.AbsolutePosition)) |
||
2688 | { |
||
2689 | // Deny non attachments based on parcel settings |
||
2690 | // |
||
2691 | m_log.Info("[INTERREGION]: Denied prim crossing because of parcel settings"); |
||
2692 | |||
2693 | DeleteSceneObject(newObject, false); |
||
2694 | |||
2695 | return false; |
||
2696 | } |
||
2697 | |||
2698 | // For attachments, we need to wait until the agent is root |
||
2699 | // before we restart the scripts, or else some functions won't work. |
||
2700 | newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject)); |
||
2701 | newObject.ResumeScripts(); |
||
2702 | |||
2703 | if (newObject.RootPart.KeyframeMotion != null) |
||
2704 | newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject); |
||
2705 | } |
||
2706 | |||
2707 | // Do this as late as possible so that listeners have full access to the incoming object |
||
2708 | EventManager.TriggerOnIncomingSceneObject(newObject); |
||
2709 | |||
2710 | return true; |
||
2711 | } |
||
2712 | |||
2713 | /// <summary> |
||
2714 | /// Adds a Scene Object group to the Scene. |
||
2715 | /// Verifies that the creator of the object is not banned from the simulator. |
||
2716 | /// Checks if the item is an Attachment |
||
2717 | /// </summary> |
||
2718 | /// <param name="sceneObject"></param> |
||
2719 | /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> |
||
2720 | public bool AddSceneObject(SceneObjectGroup sceneObject) |
||
2721 | { |
||
2722 | // Force allocation of new LocalId |
||
2723 | // |
||
2724 | SceneObjectPart[] parts = sceneObject.Parts; |
||
2725 | for (int i = 0; i < parts.Length; i++) |
||
2726 | parts[i].LocalId = 0; |
||
2727 | |||
2728 | if (sceneObject.IsAttachmentCheckFull()) // Attachment |
||
2729 | { |
||
2730 | sceneObject.RootPart.AddFlag(PrimFlags.TemporaryOnRez); |
||
2731 | sceneObject.RootPart.AddFlag(PrimFlags.Phantom); |
||
2732 | |||
2733 | // Don't sent a full update here because this will cause full updates to be sent twice for |
||
2734 | // attachments on region crossings, resulting in viewer glitches. |
||
2735 | AddRestoredSceneObject(sceneObject, false, false, false); |
||
2736 | |||
2737 | // Handle attachment special case |
||
2738 | SceneObjectPart RootPrim = sceneObject.RootPart; |
||
2739 | |||
2740 | // Fix up attachment Parent Local ID |
||
2741 | ScenePresence sp = GetScenePresence(sceneObject.OwnerID); |
||
2742 | |||
2743 | if (sp != null) |
||
2744 | { |
||
2745 | SceneObjectGroup grp = sceneObject; |
||
2746 | |||
2747 | // m_log.DebugFormat( |
||
2748 | // "[ATTACHMENT]: Received attachment {0}, inworld asset id {1}", grp.FromItemID, grp.UUID); |
||
2749 | // m_log.DebugFormat( |
||
2750 | // "[ATTACHMENT]: Attach to avatar {0} at position {1}", sp.UUID, grp.AbsolutePosition); |
||
2751 | |||
2752 | RootPrim.RemFlag(PrimFlags.TemporaryOnRez); |
||
2753 | |||
2754 | // We must currently not resume scripts at this stage since AttachmentsModule does not have the |
||
2755 | // information that this is due to a teleport/border cross rather than an ordinary attachment. |
||
2756 | // We currently do this in Scene.MakeRootAgent() instead. |
||
2757 | if (AttachmentsModule != null) |
||
2758 | AttachmentsModule.AttachObject(sp, grp, 0, false, false, true); |
||
2759 | } |
||
2760 | else |
||
2761 | { |
||
2762 | RootPrim.RemFlag(PrimFlags.TemporaryOnRez); |
||
2763 | RootPrim.AddFlag(PrimFlags.TemporaryOnRez); |
||
2764 | } |
||
2765 | } |
||
2766 | else |
||
2767 | { |
||
2768 | AddRestoredSceneObject(sceneObject, true, false); |
||
2769 | } |
||
2770 | |||
2771 | return true; |
||
2772 | } |
||
2773 | |||
2774 | private int GetStateSource(SceneObjectGroup sog) |
||
2775 | { |
||
2776 | ScenePresence sp = GetScenePresence(sog.OwnerID); |
||
2777 | |||
2778 | if (sp != null) |
||
2779 | return sp.GetStateSource(); |
||
2780 | |||
2781 | return 2; // StateSource.PrimCrossing |
||
2782 | } |
||
2783 | |||
2784 | #endregion |
||
2785 | |||
2786 | #region Add/Remove Avatar Methods |
||
2787 | |||
2788 | public override ISceneAgent AddNewAgent(IClientAPI client, PresenceType type) |
||
2789 | { |
||
2790 | ScenePresence sp; |
||
2791 | bool vialogin; |
||
2792 | bool reallyNew = true; |
||
2793 | |||
2794 | // Validation occurs in LLUDPServer |
||
2795 | // |
||
2796 | // XXX: A race condition exists here where two simultaneous calls to AddNewAgent can interfere with |
||
2797 | // each other. In practice, this does not currently occur in the code. |
||
2798 | AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode); |
||
2799 | |||
2800 | // We lock here on AgentCircuitData to prevent a race condition between the thread adding a new connection |
||
2801 | // and a simultaneous one that removes it (as can happen if the client is closed at a particular point |
||
2802 | // whilst connecting). |
||
2803 | // |
||
2804 | // It would be easier to lock across all NewUserConnection(), AddNewAgent() and |
||
2805 | // RemoveClient() calls for all agents, but this would allow a slow call (e.g. because of slow service |
||
2806 | // response in some module listening to AddNewAgent()) from holding up unrelated agent calls. |
||
2807 | // |
||
2808 | // In practice, the lock (this) in LLUDPServer.AddNewClient() currently lock across all |
||
2809 | // AddNewClient() operations (though not other ops). |
||
2810 | // In the future this can be relieved once locking per agent (not necessarily on AgentCircuitData) is improved. |
||
2811 | lock (aCircuit) |
||
2812 | { |
||
2813 | vialogin |
||
2814 | = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 |
||
2815 | || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; |
||
2816 | |||
2817 | // CheckHeartbeat(); |
||
2818 | |||
2819 | sp = GetScenePresence(client.AgentId); |
||
2820 | |||
2821 | // XXX: Not sure how good it is to add a new client if a scene presence already exists. Possibly this |
||
2822 | // could occur if a viewer crashes and relogs before the old client is kicked out. But this could cause |
||
2823 | // other problems, and possibly the code calling AddNewAgent() should ensure that no client is already |
||
2824 | // connected. |
||
2825 | if (sp == null) |
||
2826 | { |
||
2827 | m_log.DebugFormat( |
||
2828 | "[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}", |
||
2829 | client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos); |
||
2830 | |||
2831 | m_clientManager.Add(client); |
||
2832 | SubscribeToClientEvents(client); |
||
2833 | |||
2834 | sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type); |
||
2835 | m_eventManager.TriggerOnNewPresence(sp); |
||
2836 | |||
2837 | sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags; |
||
2838 | } |
||
2839 | else |
||
2840 | { |
||
2841 | m_log.WarnFormat( |
||
2842 | "[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence", |
||
2843 | sp.IsChildAgent ? "child" : "root", sp.Name, RegionInfo.RegionName); |
||
2844 | reallyNew = false; |
||
2845 | } |
||
2846 | |||
2847 | // We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the |
||
2848 | // client is for a root or child agent. |
||
2849 | // XXX: This may be better set for a new client before that client is added to the client manager. |
||
2850 | // But need to know what happens in the case where a ScenePresence is already present (and if this |
||
2851 | // actually occurs). |
||
2852 | client.SceneAgent = sp; |
||
2853 | |||
2854 | // This is currently also being done earlier in NewUserConnection for real users to see if this |
||
2855 | // resolves problems where HG agents are occasionally seen by others as "Unknown user" in chat and other |
||
2856 | // places. However, we still need to do it here for NPCs. |
||
2857 | CacheUserName(sp, aCircuit); |
||
2858 | |||
2859 | if (reallyNew) |
||
2860 | EventManager.TriggerOnNewClient(client); |
||
2861 | |||
2862 | if (vialogin) |
||
2863 | EventManager.TriggerOnClientLogin(client); |
||
2864 | } |
||
2865 | |||
2866 | m_LastLogin = Util.EnvironmentTickCount(); |
||
2867 | |||
2868 | return sp; |
||
2869 | } |
||
2870 | |||
2871 | /// <summary> |
||
2872 | /// Cache the user name for later use. |
||
2873 | /// </summary> |
||
2874 | /// <param name="sp"></param> |
||
2875 | /// <param name="aCircuit"></param> |
||
2876 | private void CacheUserName(ScenePresence sp, AgentCircuitData aCircuit) |
||
2877 | { |
||
2878 | if (UserManagementModule != null) |
||
2879 | { |
||
2880 | string first = aCircuit.firstname, last = aCircuit.lastname; |
||
2881 | |||
2882 | if (sp != null && sp.PresenceType == PresenceType.Npc) |
||
2883 | { |
||
2884 | UserManagementModule.AddUser(aCircuit.AgentID, first, last); |
||
2885 | } |
||
2886 | else |
||
2887 | { |
||
2888 | string homeURL = string.Empty; |
||
2889 | |||
2890 | if (aCircuit.ServiceURLs.ContainsKey("HomeURI")) |
||
2891 | homeURL = aCircuit.ServiceURLs["HomeURI"].ToString(); |
||
2892 | |||
2893 | if (aCircuit.lastname.StartsWith("@")) |
||
2894 | { |
||
2895 | string[] parts = aCircuit.firstname.Split('.'); |
||
2896 | if (parts.Length >= 2) |
||
2897 | { |
||
2898 | first = parts[0]; |
||
2899 | last = parts[1]; |
||
2900 | } |
||
2901 | } |
||
2902 | |||
2903 | UserManagementModule.AddUser(aCircuit.AgentID, first, last, homeURL); |
||
2904 | } |
||
2905 | } |
||
2906 | } |
||
2907 | |||
2908 | private bool VerifyClient(AgentCircuitData aCircuit, System.Net.IPEndPoint ep, out bool vialogin) |
||
2909 | { |
||
2910 | vialogin = false; |
||
2911 | |||
2912 | // Do the verification here |
||
2913 | if ((aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0) |
||
2914 | { |
||
2915 | m_log.DebugFormat("[SCENE]: Incoming client {0} {1} in region {2} via HG login", aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName); |
||
2916 | vialogin = true; |
||
2917 | IUserAgentVerificationModule userVerification = RequestModuleInterface<IUserAgentVerificationModule>(); |
||
2918 | if (userVerification != null && ep != null) |
||
2919 | { |
||
2920 | if (!userVerification.VerifyClient(aCircuit, ep.Address.ToString())) |
||
2921 | { |
||
2922 | // uh-oh, this is fishy |
||
2923 | m_log.DebugFormat("[SCENE]: User Client Verification for {0} {1} in {2} returned false", aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName); |
||
2924 | return false; |
||
2925 | } |
||
2926 | else |
||
2927 | m_log.DebugFormat("[SCENE]: User Client Verification for {0} {1} in {2} returned true", aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName); |
||
2928 | |||
2929 | } |
||
2930 | } |
||
2931 | |||
2932 | else if ((aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0) |
||
2933 | { |
||
2934 | m_log.DebugFormat("[SCENE]: Incoming client {0} {1} in region {2} via regular login. Client IP verification not performed.", |
||
2935 | aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName); |
||
2936 | vialogin = true; |
||
2937 | } |
||
2938 | |||
2939 | return true; |
||
2940 | } |
||
2941 | |||
2942 | // Called by Caps, on the first HTTP contact from the client |
||
2943 | public override bool CheckClient(UUID agentID, System.Net.IPEndPoint ep) |
||
2944 | { |
||
2945 | AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(agentID); |
||
2946 | if (aCircuit != null) |
||
2947 | { |
||
2948 | bool vialogin = false; |
||
2949 | if (!VerifyClient(aCircuit, ep, out vialogin)) |
||
2950 | { |
||
2951 | // if it doesn't pass, we remove the agentcircuitdata altogether |
||
2952 | // and the scene presence and the client, if they exist |
||
2953 | try |
||
2954 | { |
||
2955 | // We need to wait for the client to make UDP contact first. |
||
2956 | // It's the UDP contact that creates the scene presence |
||
2957 | ScenePresence sp = WaitGetScenePresence(agentID); |
||
2958 | if (sp != null) |
||
2959 | { |
||
2960 | PresenceService.LogoutAgent(sp.ControllingClient.SessionId); |
||
2961 | |||
2962 | CloseAgent(sp.UUID, false); |
||
2963 | } |
||
2964 | else |
||
2965 | { |
||
2966 | m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID); |
||
2967 | } |
||
2968 | // BANG! SLASH! |
||
2969 | m_authenticateHandler.RemoveCircuit(agentID); |
||
2970 | |||
2971 | return false; |
||
2972 | } |
||
2973 | catch (Exception e) |
||
2974 | { |
||
2975 | m_log.DebugFormat("[SCENE]: Exception while closing aborted client: {0}", e.StackTrace); |
||
2976 | } |
||
2977 | } |
||
2978 | else |
||
2979 | return true; |
||
2980 | } |
||
2981 | |||
2982 | return false; |
||
2983 | } |
||
2984 | |||
2985 | /// <summary> |
||
2986 | /// Register for events from the client |
||
2987 | /// </summary> |
||
2988 | /// <param name="client">The IClientAPI of the connected client</param> |
||
2989 | public virtual void SubscribeToClientEvents(IClientAPI client) |
||
2990 | { |
||
2991 | SubscribeToClientTerrainEvents(client); |
||
2992 | SubscribeToClientPrimEvents(client); |
||
2993 | SubscribeToClientPrimRezEvents(client); |
||
2994 | SubscribeToClientInventoryEvents(client); |
||
2995 | SubscribeToClientTeleportEvents(client); |
||
2996 | SubscribeToClientScriptEvents(client); |
||
2997 | SubscribeToClientParcelEvents(client); |
||
2998 | SubscribeToClientGridEvents(client); |
||
2999 | SubscribeToClientNetworkEvents(client); |
||
3000 | } |
||
3001 | |||
3002 | public virtual void SubscribeToClientTerrainEvents(IClientAPI client) |
||
3003 | { |
||
3004 | client.OnRegionHandShakeReply += SendLayerData; |
||
3005 | } |
||
3006 | |||
3007 | public virtual void SubscribeToClientPrimEvents(IClientAPI client) |
||
3008 | { |
||
3009 | client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; |
||
3010 | client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; |
||
3011 | |||
3012 | client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; |
||
3013 | client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; |
||
3014 | client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; |
||
3015 | client.OnUpdatePrimSingleRotationPosition += m_sceneGraph.UpdatePrimSingleRotationPosition; |
||
3016 | |||
3017 | client.OnUpdatePrimScale += m_sceneGraph.UpdatePrimScale; |
||
3018 | client.OnUpdatePrimGroupScale += m_sceneGraph.UpdatePrimGroupScale; |
||
3019 | client.OnUpdateExtraParams += m_sceneGraph.UpdateExtraParam; |
||
3020 | client.OnUpdatePrimShape += m_sceneGraph.UpdatePrimShape; |
||
3021 | client.OnUpdatePrimTexture += m_sceneGraph.UpdatePrimTexture; |
||
3022 | client.OnObjectRequest += RequestPrim; |
||
3023 | client.OnObjectSelect += SelectPrim; |
||
3024 | client.OnObjectDeselect += DeselectPrim; |
||
3025 | client.OnGrabUpdate += m_sceneGraph.MoveObject; |
||
3026 | client.OnSpinStart += m_sceneGraph.SpinStart; |
||
3027 | client.OnSpinUpdate += m_sceneGraph.SpinObject; |
||
3028 | client.OnDeRezObject += DeRezObjects; |
||
3029 | |||
3030 | client.OnObjectName += m_sceneGraph.PrimName; |
||
3031 | client.OnObjectClickAction += m_sceneGraph.PrimClickAction; |
||
3032 | client.OnObjectMaterial += m_sceneGraph.PrimMaterial; |
||
3033 | client.OnLinkObjects += LinkObjects; |
||
3034 | client.OnDelinkObjects += DelinkObjects; |
||
3035 | client.OnObjectDuplicate += DuplicateObject; |
||
3036 | client.OnObjectDuplicateOnRay += doObjectDuplicateOnRay; |
||
3037 | client.OnUpdatePrimFlags += m_sceneGraph.UpdatePrimFlags; |
||
3038 | client.OnRequestObjectPropertiesFamily += m_sceneGraph.RequestObjectPropertiesFamily; |
||
3039 | client.OnObjectPermissions += HandleObjectPermissionsUpdate; |
||
3040 | client.OnGrabObject += ProcessObjectGrab; |
||
3041 | client.OnGrabUpdate += ProcessObjectGrabUpdate; |
||
3042 | client.OnDeGrabObject += ProcessObjectDeGrab; |
||
3043 | client.OnUndo += m_sceneGraph.HandleUndo; |
||
3044 | client.OnRedo += m_sceneGraph.HandleRedo; |
||
3045 | client.OnObjectDescription += m_sceneGraph.PrimDescription; |
||
3046 | client.OnObjectIncludeInSearch += m_sceneGraph.MakeObjectSearchable; |
||
3047 | client.OnObjectOwner += ObjectOwner; |
||
3048 | client.OnObjectGroupRequest += HandleObjectGroupUpdate; |
||
3049 | } |
||
3050 | |||
3051 | public virtual void SubscribeToClientPrimRezEvents(IClientAPI client) |
||
3052 | { |
||
3053 | client.OnAddPrim += AddNewPrim; |
||
3054 | client.OnRezObject += RezObject; |
||
3055 | } |
||
3056 | |||
3057 | public virtual void SubscribeToClientInventoryEvents(IClientAPI client) |
||
3058 | { |
||
3059 | client.OnLinkInventoryItem += HandleLinkInventoryItem; |
||
3060 | client.OnCreateNewInventoryFolder += HandleCreateInventoryFolder; |
||
3061 | client.OnUpdateInventoryFolder += HandleUpdateInventoryFolder; |
||
3062 | client.OnMoveInventoryFolder += HandleMoveInventoryFolder; // 2; //!! |
||
3063 | client.OnFetchInventoryDescendents += HandleFetchInventoryDescendents; |
||
3064 | client.OnPurgeInventoryDescendents += HandlePurgeInventoryDescendents; // 2; //!! |
||
3065 | client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; |
||
3066 | client.OnUpdateInventoryItem += UpdateInventoryItemAsset; |
||
3067 | client.OnCopyInventoryItem += CopyInventoryItem; |
||
3068 | client.OnMoveInventoryItem += MoveInventoryItem; |
||
3069 | client.OnRemoveInventoryItem += RemoveInventoryItem; |
||
3070 | client.OnRemoveInventoryFolder += RemoveInventoryFolder; |
||
3071 | client.OnRezScript += RezScript; |
||
3072 | client.OnRequestTaskInventory += RequestTaskInventory; |
||
3073 | client.OnRemoveTaskItem += RemoveTaskInventory; |
||
3074 | client.OnUpdateTaskInventory += UpdateTaskInventory; |
||
3075 | client.OnMoveTaskItem += ClientMoveTaskInventoryItem; |
||
3076 | } |
||
3077 | |||
3078 | public virtual void SubscribeToClientTeleportEvents(IClientAPI client) |
||
3079 | { |
||
3080 | client.OnTeleportLocationRequest += RequestTeleportLocation; |
||
3081 | } |
||
3082 | |||
3083 | public virtual void SubscribeToClientScriptEvents(IClientAPI client) |
||
3084 | { |
||
3085 | client.OnScriptReset += ProcessScriptReset; |
||
3086 | client.OnGetScriptRunning += GetScriptRunning; |
||
3087 | client.OnSetScriptRunning += SetScriptRunning; |
||
3088 | } |
||
3089 | |||
3090 | public virtual void SubscribeToClientParcelEvents(IClientAPI client) |
||
3091 | { |
||
3092 | client.OnParcelReturnObjectsRequest += LandChannel.ReturnObjectsInParcel; |
||
3093 | client.OnParcelSetOtherCleanTime += LandChannel.SetParcelOtherCleanTime; |
||
3094 | client.OnParcelBuy += ProcessParcelBuy; |
||
3095 | } |
||
3096 | |||
3097 | public virtual void SubscribeToClientGridEvents(IClientAPI client) |
||
3098 | { |
||
3099 | //client.OnNameFromUUIDRequest += HandleUUIDNameRequest; |
||
3100 | client.OnMoneyTransferRequest += ProcessMoneyTransferRequest; |
||
3101 | } |
||
3102 | |||
3103 | public virtual void SubscribeToClientNetworkEvents(IClientAPI client) |
||
3104 | { |
||
3105 | client.OnNetworkStatsUpdate += StatsReporter.AddPacketsStats; |
||
3106 | client.OnViewerEffect += ProcessViewerEffect; |
||
3107 | } |
||
3108 | |||
3109 | /// <summary> |
||
3110 | /// Unsubscribe the client from events. |
||
3111 | /// </summary> |
||
3112 | /// FIXME: Not called anywhere! |
||
3113 | /// <param name="client">The IClientAPI of the client</param> |
||
3114 | public virtual void UnSubscribeToClientEvents(IClientAPI client) |
||
3115 | { |
||
3116 | UnSubscribeToClientTerrainEvents(client); |
||
3117 | UnSubscribeToClientPrimEvents(client); |
||
3118 | UnSubscribeToClientPrimRezEvents(client); |
||
3119 | UnSubscribeToClientInventoryEvents(client); |
||
3120 | UnSubscribeToClientTeleportEvents(client); |
||
3121 | UnSubscribeToClientScriptEvents(client); |
||
3122 | UnSubscribeToClientParcelEvents(client); |
||
3123 | UnSubscribeToClientGridEvents(client); |
||
3124 | UnSubscribeToClientNetworkEvents(client); |
||
3125 | } |
||
3126 | |||
3127 | public virtual void UnSubscribeToClientTerrainEvents(IClientAPI client) |
||
3128 | { |
||
3129 | client.OnRegionHandShakeReply -= SendLayerData; |
||
3130 | } |
||
3131 | |||
3132 | public virtual void UnSubscribeToClientPrimEvents(IClientAPI client) |
||
3133 | { |
||
3134 | client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; |
||
3135 | client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; |
||
3136 | |||
3137 | client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; |
||
3138 | client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; |
||
3139 | client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; |
||
3140 | client.OnUpdatePrimSingleRotationPosition -= m_sceneGraph.UpdatePrimSingleRotationPosition; |
||
3141 | |||
3142 | client.OnUpdatePrimScale -= m_sceneGraph.UpdatePrimScale; |
||
3143 | client.OnUpdatePrimGroupScale -= m_sceneGraph.UpdatePrimGroupScale; |
||
3144 | client.OnUpdateExtraParams -= m_sceneGraph.UpdateExtraParam; |
||
3145 | client.OnUpdatePrimShape -= m_sceneGraph.UpdatePrimShape; |
||
3146 | client.OnUpdatePrimTexture -= m_sceneGraph.UpdatePrimTexture; |
||
3147 | client.OnObjectRequest -= RequestPrim; |
||
3148 | client.OnObjectSelect -= SelectPrim; |
||
3149 | client.OnObjectDeselect -= DeselectPrim; |
||
3150 | client.OnGrabUpdate -= m_sceneGraph.MoveObject; |
||
3151 | client.OnSpinStart -= m_sceneGraph.SpinStart; |
||
3152 | client.OnSpinUpdate -= m_sceneGraph.SpinObject; |
||
3153 | client.OnDeRezObject -= DeRezObjects; |
||
3154 | client.OnObjectName -= m_sceneGraph.PrimName; |
||
3155 | client.OnObjectClickAction -= m_sceneGraph.PrimClickAction; |
||
3156 | client.OnObjectMaterial -= m_sceneGraph.PrimMaterial; |
||
3157 | client.OnLinkObjects -= LinkObjects; |
||
3158 | client.OnDelinkObjects -= DelinkObjects; |
||
3159 | client.OnObjectDuplicate -= DuplicateObject; |
||
3160 | client.OnObjectDuplicateOnRay -= doObjectDuplicateOnRay; |
||
3161 | client.OnUpdatePrimFlags -= m_sceneGraph.UpdatePrimFlags; |
||
3162 | client.OnRequestObjectPropertiesFamily -= m_sceneGraph.RequestObjectPropertiesFamily; |
||
3163 | client.OnObjectPermissions -= HandleObjectPermissionsUpdate; |
||
3164 | client.OnGrabObject -= ProcessObjectGrab; |
||
3165 | client.OnDeGrabObject -= ProcessObjectDeGrab; |
||
3166 | client.OnUndo -= m_sceneGraph.HandleUndo; |
||
3167 | client.OnRedo -= m_sceneGraph.HandleRedo; |
||
3168 | client.OnObjectDescription -= m_sceneGraph.PrimDescription; |
||
3169 | client.OnObjectIncludeInSearch -= m_sceneGraph.MakeObjectSearchable; |
||
3170 | client.OnObjectOwner -= ObjectOwner; |
||
3171 | } |
||
3172 | |||
3173 | public virtual void UnSubscribeToClientPrimRezEvents(IClientAPI client) |
||
3174 | { |
||
3175 | client.OnAddPrim -= AddNewPrim; |
||
3176 | client.OnRezObject -= RezObject; |
||
3177 | } |
||
3178 | |||
3179 | public virtual void UnSubscribeToClientInventoryEvents(IClientAPI client) |
||
3180 | { |
||
3181 | client.OnCreateNewInventoryFolder -= HandleCreateInventoryFolder; |
||
3182 | client.OnUpdateInventoryFolder -= HandleUpdateInventoryFolder; |
||
3183 | client.OnMoveInventoryFolder -= HandleMoveInventoryFolder; // 2; //!! |
||
3184 | client.OnFetchInventoryDescendents -= HandleFetchInventoryDescendents; |
||
3185 | client.OnPurgeInventoryDescendents -= HandlePurgeInventoryDescendents; // 2; //!! |
||
3186 | client.OnFetchInventory -= m_asyncInventorySender.HandleFetchInventory; |
||
3187 | client.OnUpdateInventoryItem -= UpdateInventoryItemAsset; |
||
3188 | client.OnCopyInventoryItem -= CopyInventoryItem; |
||
3189 | client.OnMoveInventoryItem -= MoveInventoryItem; |
||
3190 | client.OnRemoveInventoryItem -= RemoveInventoryItem; |
||
3191 | client.OnRemoveInventoryFolder -= RemoveInventoryFolder; |
||
3192 | client.OnRezScript -= RezScript; |
||
3193 | client.OnRequestTaskInventory -= RequestTaskInventory; |
||
3194 | client.OnRemoveTaskItem -= RemoveTaskInventory; |
||
3195 | client.OnUpdateTaskInventory -= UpdateTaskInventory; |
||
3196 | client.OnMoveTaskItem -= ClientMoveTaskInventoryItem; |
||
3197 | } |
||
3198 | |||
3199 | public virtual void UnSubscribeToClientTeleportEvents(IClientAPI client) |
||
3200 | { |
||
3201 | client.OnTeleportLocationRequest -= RequestTeleportLocation; |
||
3202 | //client.OnTeleportLandmarkRequest -= RequestTeleportLandmark; |
||
3203 | //client.OnTeleportHomeRequest -= TeleportClientHome; |
||
3204 | } |
||
3205 | |||
3206 | public virtual void UnSubscribeToClientScriptEvents(IClientAPI client) |
||
3207 | { |
||
3208 | client.OnScriptReset -= ProcessScriptReset; |
||
3209 | client.OnGetScriptRunning -= GetScriptRunning; |
||
3210 | client.OnSetScriptRunning -= SetScriptRunning; |
||
3211 | } |
||
3212 | |||
3213 | public virtual void UnSubscribeToClientParcelEvents(IClientAPI client) |
||
3214 | { |
||
3215 | client.OnParcelReturnObjectsRequest -= LandChannel.ReturnObjectsInParcel; |
||
3216 | client.OnParcelSetOtherCleanTime -= LandChannel.SetParcelOtherCleanTime; |
||
3217 | client.OnParcelBuy -= ProcessParcelBuy; |
||
3218 | } |
||
3219 | |||
3220 | public virtual void UnSubscribeToClientGridEvents(IClientAPI client) |
||
3221 | { |
||
3222 | //client.OnNameFromUUIDRequest -= HandleUUIDNameRequest; |
||
3223 | client.OnMoneyTransferRequest -= ProcessMoneyTransferRequest; |
||
3224 | } |
||
3225 | |||
3226 | public virtual void UnSubscribeToClientNetworkEvents(IClientAPI client) |
||
3227 | { |
||
3228 | client.OnNetworkStatsUpdate -= StatsReporter.AddPacketsStats; |
||
3229 | client.OnViewerEffect -= ProcessViewerEffect; |
||
3230 | } |
||
3231 | |||
3232 | /// <summary> |
||
3233 | /// Teleport an avatar to their home region |
||
3234 | /// </summary> |
||
3235 | /// <param name="agentId">The avatar's Unique ID</param> |
||
3236 | /// <param name="client">The IClientAPI for the client</param> |
||
3237 | public virtual bool TeleportClientHome(UUID agentId, IClientAPI client) |
||
3238 | { |
||
3239 | if (EntityTransferModule != null) |
||
3240 | { |
||
3241 | return EntityTransferModule.TeleportHome(agentId, client); |
||
3242 | } |
||
3243 | else |
||
3244 | { |
||
3245 | m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); |
||
3246 | client.SendTeleportFailed("Unable to perform teleports on this simulator."); |
||
3247 | } |
||
3248 | return false; |
||
3249 | } |
||
3250 | |||
3251 | /// <summary> |
||
3252 | /// Duplicates object specified by localID. This is the event handler for IClientAPI. |
||
3253 | /// </summary> |
||
3254 | /// <param name="originalPrim">ID of object to duplicate</param> |
||
3255 | /// <param name="offset"></param> |
||
3256 | /// <param name="flags"></param> |
||
3257 | /// <param name="AgentID">Agent doing the duplication</param> |
||
3258 | /// <param name="GroupID">Group of new object</param> |
||
3259 | public void DuplicateObject(uint originalPrim, Vector3 offset, uint flags, UUID AgentID, UUID GroupID) |
||
3260 | { |
||
3261 | SceneObjectGroup copy = SceneGraph.DuplicateObject(originalPrim, offset, flags, AgentID, GroupID, Quaternion.Identity); |
||
3262 | if (copy != null) |
||
3263 | EventManager.TriggerObjectAddedToScene(copy); |
||
3264 | } |
||
3265 | |||
3266 | /// <summary> |
||
3267 | /// Duplicates object specified by localID at position raycasted against RayTargetObject using |
||
3268 | /// RayEnd and RayStart to determine what the angle of the ray is |
||
3269 | /// </summary> |
||
3270 | /// <param name="localID">ID of object to duplicate</param> |
||
3271 | /// <param name="dupeFlags"></param> |
||
3272 | /// <param name="AgentID">Agent doing the duplication</param> |
||
3273 | /// <param name="GroupID">Group of new object</param> |
||
3274 | /// <param name="RayTargetObj">The target of the Ray</param> |
||
3275 | /// <param name="RayEnd">The ending of the ray (farthest away point)</param> |
||
3276 | /// <param name="RayStart">The Beginning of the ray (closest point)</param> |
||
3277 | /// <param name="BypassRaycast">Bool to bypass raycasting</param> |
||
3278 | /// <param name="RayEndIsIntersection">The End specified is the place to add the object</param> |
||
3279 | /// <param name="CopyCenters">Position the object at the center of the face that it's colliding with</param> |
||
3280 | /// <param name="CopyRotates">Rotate the object the same as the localID object</param> |
||
3281 | public void doObjectDuplicateOnRay(uint localID, uint dupeFlags, UUID AgentID, UUID GroupID, |
||
3282 | UUID RayTargetObj, Vector3 RayEnd, Vector3 RayStart, |
||
3283 | bool BypassRaycast, bool RayEndIsIntersection, bool CopyCenters, bool CopyRotates) |
||
3284 | { |
||
3285 | Vector3 pos; |
||
3286 | const bool frontFacesOnly = true; |
||
3287 | //m_log.Info("HITTARGET: " + RayTargetObj.ToString() + ", COPYTARGET: " + localID.ToString()); |
||
3288 | SceneObjectPart target = GetSceneObjectPart(localID); |
||
3289 | SceneObjectPart target2 = GetSceneObjectPart(RayTargetObj); |
||
3290 | |||
3291 | if (target != null && target2 != null) |
||
3292 | { |
||
3293 | Vector3 direction = Vector3.Normalize(RayEnd - RayStart); |
||
3294 | Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z); |
||
3295 | Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z); |
||
3296 | |||
3297 | pos = target2.AbsolutePosition; |
||
3298 | //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()); |
||
3299 | |||
3300 | // TODO: Raytrace better here |
||
3301 | |||
3302 | //EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection)); |
||
3303 | Ray NewRay = new Ray(AXOrigin, AXdirection); |
||
3304 | |||
3305 | // Ray Trace against target here |
||
3306 | EntityIntersection ei = target2.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, CopyCenters); |
||
3307 | |||
3308 | // Un-comment out the following line to Get Raytrace results printed to the console. |
||
3309 | //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); |
||
3310 | float ScaleOffset = 0.5f; |
||
3311 | |||
3312 | // If we hit something |
||
3313 | if (ei.HitTF) |
||
3314 | { |
||
3315 | Vector3 scale = target.Scale; |
||
3316 | Vector3 scaleComponent = new Vector3(ei.AAfaceNormal.X, ei.AAfaceNormal.Y, ei.AAfaceNormal.Z); |
||
3317 | if (scaleComponent.X != 0) ScaleOffset = scale.X; |
||
3318 | if (scaleComponent.Y != 0) ScaleOffset = scale.Y; |
||
3319 | if (scaleComponent.Z != 0) ScaleOffset = scale.Z; |
||
3320 | ScaleOffset = Math.Abs(ScaleOffset); |
||
3321 | Vector3 intersectionpoint = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); |
||
3322 | Vector3 normal = new Vector3(ei.normal.X, ei.normal.Y, ei.normal.Z); |
||
3323 | Vector3 offset = normal * (ScaleOffset / 2f); |
||
3324 | pos = intersectionpoint + offset; |
||
3325 | |||
3326 | // stick in offset format from the original prim |
||
3327 | pos = pos - target.ParentGroup.AbsolutePosition; |
||
3328 | SceneObjectGroup copy; |
||
3329 | if (CopyRotates) |
||
3330 | { |
||
3331 | Quaternion worldRot = target2.GetWorldRotation(); |
||
3332 | |||
3333 | // SceneObjectGroup obj = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot); |
||
3334 | copy = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot); |
||
3335 | //obj.Rotation = worldRot; |
||
3336 | //obj.UpdateGroupRotationR(worldRot); |
||
3337 | } |
||
3338 | else |
||
3339 | { |
||
3340 | copy = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, Quaternion.Identity); |
||
3341 | } |
||
3342 | if (copy != null) |
||
3343 | EventManager.TriggerObjectAddedToScene(copy); |
||
3344 | } |
||
3345 | } |
||
3346 | } |
||
3347 | |||
3348 | /// <summary> |
||
3349 | /// Get the avatar apperance for the given client. |
||
3350 | /// </summary> |
||
3351 | /// <param name="client"></param> |
||
3352 | /// <param name="appearance"></param> |
||
3353 | public void GetAvatarAppearance(IClientAPI client, out AvatarAppearance appearance) |
||
3354 | { |
||
3355 | AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode); |
||
3356 | |||
3357 | if (aCircuit == null) |
||
3358 | { |
||
3359 | m_log.DebugFormat("[APPEARANCE] Client did not supply a circuit. Non-Linden? Creating default appearance."); |
||
3360 | appearance = new AvatarAppearance(); |
||
3361 | return; |
||
3362 | } |
||
3363 | |||
3364 | appearance = aCircuit.Appearance; |
||
3365 | if (appearance == null) |
||
3366 | { |
||
3367 | m_log.DebugFormat("[APPEARANCE]: Appearance not found in {0}, returning default", RegionInfo.RegionName); |
||
3368 | appearance = new AvatarAppearance(); |
||
3369 | } |
||
3370 | } |
||
3371 | |||
3372 | /// <summary> |
||
3373 | /// Remove the given client from the scene. |
||
3374 | /// </summary> |
||
3375 | /// <remarks> |
||
3376 | /// Only clientstack code should call this directly. All other code should call IncomingCloseAgent() instead |
||
3377 | /// to properly operate the state machine and avoid race conditions with other close requests (such as directly |
||
3378 | /// from viewers). |
||
3379 | /// </remarks> |
||
3380 | /// <param name='agentID'>ID of agent to close</param> |
||
3381 | /// <param name='closeChildAgents'> |
||
3382 | /// Close the neighbour child agents associated with this client. |
||
3383 | /// </param> |
||
3384 | public void RemoveClient(UUID agentID, bool closeChildAgents) |
||
3385 | { |
||
3386 | AgentCircuitData acd = m_authenticateHandler.GetAgentCircuitData(agentID); |
||
3387 | |||
3388 | // Shouldn't be necessary since RemoveClient() is currently only called by IClientAPI.Close() which |
||
3389 | // in turn is only called by Scene.IncomingCloseAgent() which checks whether the presence exists or not |
||
3390 | // However, will keep for now just in case. |
||
3391 | if (acd == null) |
||
3392 | { |
||
3393 | m_log.ErrorFormat( |
||
3394 | "[SCENE]: No agent circuit found for {0} in {1}, aborting Scene.RemoveClient", agentID, Name); |
||
3395 | |||
3396 | return; |
||
3397 | } |
||
3398 | else |
||
3399 | { |
||
3400 | m_authenticateHandler.RemoveCircuit(agentID); |
||
3401 | } |
||
3402 | |||
3403 | // TODO: Can we now remove this lock? |
||
3404 | lock (acd) |
||
3405 | { |
||
3406 | bool isChildAgent = false; |
||
3407 | |||
3408 | ScenePresence avatar = GetScenePresence(agentID); |
||
3409 | |||
3410 | // Shouldn't be necessary since RemoveClient() is currently only called by IClientAPI.Close() which |
||
3411 | // in turn is only called by Scene.IncomingCloseAgent() which checks whether the presence exists or not |
||
3412 | // However, will keep for now just in case. |
||
3413 | if (avatar == null) |
||
3414 | { |
||
3415 | m_log.ErrorFormat( |
||
3416 | "[SCENE]: Called RemoveClient() with agent ID {0} but no such presence is in the scene.", agentID); |
||
3417 | |||
3418 | return; |
||
3419 | } |
||
3420 | |||
3421 | try |
||
3422 | { |
||
3423 | isChildAgent = avatar.IsChildAgent; |
||
3424 | |||
3425 | m_log.DebugFormat( |
||
3426 | "[SCENE]: Removing {0} agent {1} {2} from {3}", |
||
3427 | isChildAgent ? "child" : "root", avatar.Name, agentID, Name); |
||
3428 | |||
3429 | // Don't do this to root agents, it's not nice for the viewer |
||
3430 | if (closeChildAgents && isChildAgent) |
||
3431 | { |
||
3432 | // Tell a single agent to disconnect from the region. |
||
3433 | // Let's do this via UDP |
||
3434 | avatar.ControllingClient.SendShutdownConnectionNotice(); |
||
3435 | } |
||
3436 | |||
3437 | // Only applies to root agents. |
||
3438 | if (avatar.ParentID != 0) |
||
3439 | { |
||
3440 | avatar.StandUp(); |
||
3441 | } |
||
3442 | |||
3443 | m_sceneGraph.removeUserCount(!isChildAgent); |
||
3444 | |||
3445 | // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop |
||
3446 | // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI |
||
3447 | if (closeChildAgents && CapsModule != null) |
||
3448 | CapsModule.RemoveCaps(agentID); |
||
3449 | |||
3450 | if (closeChildAgents && !isChildAgent) |
||
3451 | { |
||
3452 | List<ulong> regions = avatar.KnownRegionHandles; |
||
3453 | regions.Remove(RegionInfo.RegionHandle); |
||
3454 | |||
3455 | // This ends up being done asynchronously so that a logout isn't held up where there are many present but unresponsive neighbours. |
||
3456 | m_sceneGridService.SendCloseChildAgentConnections(agentID, acd.SessionID.ToString(), regions); |
||
3457 | } |
||
3458 | |||
3459 | m_eventManager.TriggerClientClosed(agentID, this); |
||
3460 | m_eventManager.TriggerOnRemovePresence(agentID); |
||
3461 | |||
3462 | if (!isChildAgent) |
||
3463 | { |
||
3464 | if (AttachmentsModule != null) |
||
3465 | { |
||
3466 | AttachmentsModule.DeRezAttachments(avatar); |
||
3467 | } |
||
3468 | |||
3469 | ForEachClient( |
||
3470 | delegate(IClientAPI client) |
||
3471 | { |
||
3472 | //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway |
||
3473 | try { client.SendKillObject(new List<uint> { avatar.LocalId }); } |
||
3474 | catch (NullReferenceException) { } |
||
3475 | }); |
||
3476 | } |
||
3477 | |||
3478 | // It's possible for child agents to have transactions if changes are being made cross-border. |
||
3479 | if (AgentTransactionsModule != null) |
||
3480 | AgentTransactionsModule.RemoveAgentAssetTransactions(agentID); |
||
3481 | } |
||
3482 | catch (Exception e) |
||
3483 | { |
||
3484 | m_log.Error( |
||
3485 | string.Format("[SCENE]: Exception removing {0} from {1}. Cleaning up. Exception ", avatar.Name, Name), e); |
||
3486 | } |
||
3487 | finally |
||
3488 | { |
||
3489 | try |
||
3490 | { |
||
3491 | // Always clean these structures up so that any failure above doesn't cause them to remain in the |
||
3492 | // scene with possibly bad effects (e.g. continually timing out on unacked packets and triggering |
||
3493 | // the same cleanup exception continually. |
||
3494 | m_sceneGraph.RemoveScenePresence(agentID); |
||
3495 | m_clientManager.Remove(agentID); |
||
3496 | |||
3497 | avatar.Close(); |
||
3498 | } |
||
3499 | catch (Exception e) |
||
3500 | { |
||
3501 | m_log.Error( |
||
3502 | string.Format("[SCENE]: Exception in final clean up of {0} in {1}. Exception ", avatar.Name, Name), e); |
||
3503 | } |
||
3504 | } |
||
3505 | } |
||
3506 | |||
3507 | //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); |
||
3508 | //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); |
||
3509 | } |
||
3510 | |||
3511 | /// <summary> |
||
3512 | /// 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. |
||
3513 | /// |
||
3514 | /// </summary> |
||
3515 | /// <param name="avatarID"></param> |
||
3516 | /// <param name="regionslst"></param> |
||
3517 | public void HandleRemoveKnownRegionsFromAvatar(UUID avatarID, List<ulong> regionslst) |
||
3518 | { |
||
3519 | ScenePresence av = GetScenePresence(avatarID); |
||
3520 | if (av != null) |
||
3521 | { |
||
3522 | lock (av) |
||
3523 | { |
||
3524 | for (int i = 0; i < regionslst.Count; i++) |
||
3525 | { |
||
3526 | av.RemoveNeighbourRegion(regionslst[i]); |
||
3527 | } |
||
3528 | } |
||
3529 | } |
||
3530 | } |
||
3531 | |||
3532 | #endregion |
||
3533 | |||
3534 | #region Entities |
||
3535 | |||
3536 | public void SendKillObject(List<uint> localIDs) |
||
3537 | { |
||
3538 | List<uint> deleteIDs = new List<uint>(); |
||
3539 | |||
3540 | foreach (uint localID in localIDs) |
||
3541 | { |
||
3542 | SceneObjectPart part = GetSceneObjectPart(localID); |
||
3543 | if (part != null) // It is a prim |
||
3544 | { |
||
3545 | if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid |
||
3546 | { |
||
3547 | if (part.ParentGroup.RootPart != part) // Child part |
||
3548 | continue; |
||
3549 | } |
||
3550 | } |
||
3551 | deleteIDs.Add(localID); |
||
3552 | } |
||
3553 | |||
3554 | ForEachClient(c => c.SendKillObject(deleteIDs)); |
||
3555 | } |
||
3556 | |||
3557 | #endregion |
||
3558 | |||
3559 | #region RegionComms |
||
3560 | |||
3561 | /// <summary> |
||
3562 | /// Do the work necessary to initiate a new user connection for a particular scene. |
||
3563 | /// </summary> |
||
3564 | /// <param name="agent">CircuitData of the agent who is connecting</param> |
||
3565 | /// <param name="teleportFlags"></param> |
||
3566 | /// <param name="reason">Outputs the reason for the false response on this string</param> |
||
3567 | /// <returns>True if the region accepts this agent. False if it does not. False will |
||
3568 | /// also return a reason.</returns> |
||
3569 | public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, out string reason) |
||
3570 | { |
||
3571 | return NewUserConnection(agent, teleportFlags, out reason, true); |
||
3572 | } |
||
3573 | |||
3574 | /// <summary> |
||
3575 | /// Do the work necessary to initiate a new user connection for a particular scene. |
||
3576 | /// </summary> |
||
3577 | /// <remarks> |
||
3578 | /// The return bool should allow for connections to be refused, but as not all calling paths |
||
3579 | /// take proper notice of it yet, we still allowed banned users in. |
||
3580 | /// |
||
3581 | /// At the moment this method consists of setting up the caps infrastructure |
||
3582 | /// The return bool should allow for connections to be refused, but as not all calling paths |
||
3583 | /// take proper notice of it let, we allowed banned users in still. |
||
3584 | /// |
||
3585 | /// This method is called by the login service (in the case of login) or another simulator (in the case of region |
||
3586 | /// cross or teleport) to initiate the connection. It is not triggered by the viewer itself - the connection |
||
3587 | /// is activated later when the viewer sends the initial UseCircuitCodePacket UDP packet (in the case of |
||
3588 | /// the LLUDP stack). |
||
3589 | /// </remarks> |
||
3590 | /// <param name="acd">CircuitData of the agent who is connecting</param> |
||
3591 | /// <param name="reason">Outputs the reason for the false response on this string</param> |
||
3592 | /// <param name="requirePresenceLookup">True for normal presence. False for NPC |
||
3593 | /// or other applications where a full grid/Hypergrid presence may not be required.</param> |
||
3594 | /// <returns>True if the region accepts this agent. False if it does not. False will |
||
3595 | /// also return a reason.</returns> |
||
3596 | public bool NewUserConnection(AgentCircuitData acd, uint teleportFlags, out string reason, bool requirePresenceLookup) |
||
3597 | { |
||
3598 | bool vialogin = ((teleportFlags & (uint)TPFlags.ViaLogin) != 0 || |
||
3599 | (teleportFlags & (uint)TPFlags.ViaHGLogin) != 0); |
||
3600 | bool viahome = ((teleportFlags & (uint)TPFlags.ViaHome) != 0); |
||
3601 | bool godlike = ((teleportFlags & (uint)TPFlags.Godlike) != 0); |
||
3602 | |||
3603 | reason = String.Empty; |
||
3604 | |||
3605 | //Teleport flags: |
||
3606 | // |
||
3607 | // TeleportFlags.ViaGodlikeLure - Border Crossing |
||
3608 | // TeleportFlags.ViaLogin - Login |
||
3609 | // TeleportFlags.TeleportFlags.ViaLure - Teleport request sent by another user |
||
3610 | // TeleportFlags.ViaLandmark | TeleportFlags.ViaLocation | TeleportFlags.ViaLandmark | TeleportFlags.Default - Regular Teleport |
||
3611 | |||
3612 | // Don't disable this log message - it's too helpful |
||
3613 | m_log.DebugFormat( |
||
3614 | "[SCENE]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, IP {6}, viewer {7}, teleportflags ({8}), position {9})", |
||
3615 | RegionInfo.RegionName, |
||
3616 | (acd.child ? "child" : "root"), |
||
3617 | acd.firstname, |
||
3618 | acd.lastname, |
||
3619 | acd.AgentID, |
||
3620 | acd.circuitcode, |
||
3621 | acd.IPAddress, |
||
3622 | acd.Viewer, |
||
3623 | ((TPFlags)teleportFlags).ToString(), |
||
3624 | acd.startpos |
||
3625 | ); |
||
3626 | |||
3627 | if (!LoginsEnabled) |
||
3628 | { |
||
3629 | reason = "Logins Disabled"; |
||
3630 | return false; |
||
3631 | } |
||
3632 | |||
3633 | //Check if the viewer is banned or in the viewer access list |
||
3634 | //We check if the substring is listed for higher flexebility |
||
3635 | bool ViewerDenied = true; |
||
3636 | |||
3637 | //Check if the specific viewer is listed in the allowed viewer list |
||
3638 | if (m_AllowedViewers.Count > 0) |
||
3639 | { |
||
3640 | foreach (string viewer in m_AllowedViewers) |
||
3641 | { |
||
3642 | if (viewer == acd.Viewer.Substring(0, viewer.Length).Trim().ToLower()) |
||
3643 | { |
||
3644 | ViewerDenied = false; |
||
3645 | break; |
||
3646 | } |
||
3647 | } |
||
3648 | } |
||
3649 | else |
||
3650 | { |
||
3651 | ViewerDenied = false; |
||
3652 | } |
||
3653 | |||
3654 | //Check if the viewer is in the banned list |
||
3655 | if (m_BannedViewers.Count > 0) |
||
3656 | { |
||
3657 | foreach (string viewer in m_BannedViewers) |
||
3658 | { |
||
3659 | if (viewer == acd.Viewer.Substring(0, viewer.Length).Trim().ToLower()) |
||
3660 | { |
||
3661 | ViewerDenied = true; |
||
3662 | break; |
||
3663 | } |
||
3664 | } |
||
3665 | } |
||
3666 | |||
3667 | if (ViewerDenied) |
||
3668 | { |
||
3669 | m_log.DebugFormat( |
||
3670 | "[SCENE]: Access denied for {0} {1} using {2}", |
||
3671 | acd.firstname, acd.lastname, acd.Viewer); |
||
3672 | reason = "Access denied, your viewer is banned by the region owner"; |
||
3673 | return false; |
||
3674 | } |
||
3675 | |||
3676 | ILandObject land; |
||
3677 | ScenePresence sp; |
||
3678 | |||
3679 | lock (m_removeClientLock) |
||
3680 | { |
||
3681 | sp = GetScenePresence(acd.AgentID); |
||
3682 | |||
3683 | // We need to ensure that we are not already removing the scene presence before we ask it not to be |
||
3684 | // closed. |
||
3685 | if (sp != null && sp.IsChildAgent |
||
3686 | && (sp.LifecycleState == ScenePresenceState.Running |
||
3687 | || sp.LifecycleState == ScenePresenceState.PreRemove)) |
||
3688 | { |
||
3689 | m_log.DebugFormat( |
||
3690 | "[SCENE]: Reusing existing child scene presence for {0}, state {1} in {2}", |
||
3691 | sp.Name, sp.LifecycleState, Name); |
||
3692 | |||
3693 | // In the case where, for example, an A B C D region layout, an avatar may |
||
3694 | // teleport from A -> D, but then -> C before A has asked B to close its old child agent. When C |
||
3695 | // renews the lease on the child agent at B, we must make sure that the close from A does not succeed. |
||
3696 | // |
||
3697 | // XXX: In the end, this should not be necessary if child agents are closed without delay on |
||
3698 | // teleport, since realistically, the close request should always be processed before any other |
||
3699 | // region tried to re-establish a child agent. This is much simpler since the logic below is |
||
3700 | // vulnerable to an issue when a viewer quits a region without sending a proper logout but then |
||
3701 | // re-establishes the connection on a relogin. This could wrongly set the DoNotCloseAfterTeleport |
||
3702 | // flag when no teleport had taken place (and hence no close was going to come). |
||
3703 | // if (!acd.ChildrenCapSeeds.ContainsKey(RegionInfo.RegionHandle)) |
||
3704 | // { |
||
3705 | // m_log.DebugFormat( |
||
3706 | // "[SCENE]: Setting DoNotCloseAfterTeleport for child scene presence {0} in {1} because source will attempt close.", |
||
3707 | // sp.Name, Name); |
||
3708 | // |
||
3709 | // sp.DoNotCloseAfterTeleport = true; |
||
3710 | // } |
||
3711 | // else if (EntityTransferModule.IsInTransit(sp.UUID)) |
||
3712 | |||
3713 | sp.LifecycleState = ScenePresenceState.Running; |
||
3714 | |||
3715 | if (EntityTransferModule.IsInTransit(sp.UUID)) |
||
3716 | { |
||
3717 | sp.DoNotCloseAfterTeleport = true; |
||
3718 | |||
3719 | m_log.DebugFormat( |
||
3720 | "[SCENE]: Set DoNotCloseAfterTeleport for child scene presence {0} in {1} because this region will attempt end-of-teleport close from a previous close.", |
||
3721 | sp.Name, Name); |
||
3722 | } |
||
3723 | } |
||
3724 | } |
||
3725 | |||
3726 | // Need to poll here in case we are currently deleting an sp. Letting threads run over each other will |
||
3727 | // allow unpredictable things to happen. |
||
3728 | if (sp != null) |
||
3729 | { |
||
3730 | const int polls = 10; |
||
3731 | const int pollInterval = 1000; |
||
3732 | int pollsLeft = polls; |
||
3733 | |||
3734 | while (sp.LifecycleState == ScenePresenceState.Removing && pollsLeft-- > 0) |
||
3735 | Thread.Sleep(pollInterval); |
||
3736 | |||
3737 | if (sp.LifecycleState == ScenePresenceState.Removing) |
||
3738 | { |
||
3739 | m_log.WarnFormat( |
||
3740 | "[SCENE]: Agent {0} in {1} was still being removed after {2}s. Aborting NewUserConnection.", |
||
3741 | sp.Name, Name, polls * pollInterval / 1000); |
||
3742 | |||
3743 | return false; |
||
3744 | } |
||
3745 | else if (polls != pollsLeft) |
||
3746 | { |
||
3747 | m_log.DebugFormat( |
||
3748 | "[SCENE]: NewUserConnection for agent {0} in {1} had to wait {2}s for in-progress removal to complete on an old presence.", |
||
3749 | sp.Name, Name, polls * pollInterval / 1000); |
||
3750 | } |
||
3751 | } |
||
3752 | |||
3753 | // TODO: can we remove this lock? |
||
3754 | lock (acd) |
||
3755 | { |
||
3756 | if (sp != null && !sp.IsChildAgent) |
||
3757 | { |
||
3758 | // We have a root agent. Is it in transit? |
||
3759 | if (!EntityTransferModule.IsInTransit(sp.UUID)) |
||
3760 | { |
||
3761 | // We have a zombie from a crashed session. |
||
3762 | // Or the same user is trying to be root twice here, won't work. |
||
3763 | // Kill it. |
||
3764 | m_log.WarnFormat( |
||
3765 | "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.", |
||
3766 | sp.Name, sp.UUID, RegionInfo.RegionName); |
||
3767 | |||
3768 | if (sp.ControllingClient != null) |
||
3769 | CloseAgent(sp.UUID, true); |
||
3770 | |||
3771 | sp = null; |
||
3772 | } |
||
3773 | //else |
||
3774 | // m_log.WarnFormat("[SCENE]: Existing root scene presence for {0} {1} in {2}, but agent is in trasit", sp.Name, sp.UUID, RegionInfo.RegionName); |
||
3775 | } |
||
3776 | |||
3777 | // Optimistic: add or update the circuit data with the new agent circuit data and teleport flags. |
||
3778 | // We need the circuit data here for some of the subsequent checks. (groups, for example) |
||
3779 | // If the checks fail, we remove the circuit. |
||
3780 | acd.teleportFlags = teleportFlags; |
||
3781 | m_authenticateHandler.AddNewCircuit(acd.circuitcode, acd); |
||
3782 | |||
3783 | land = LandChannel.GetLandObject(acd.startpos.X, acd.startpos.Y); |
||
3784 | |||
3785 | // On login test land permisions |
||
3786 | if (vialogin) |
||
3787 | { |
||
3788 | if (land != null && !TestLandRestrictions(acd.AgentID, out reason, ref acd.startpos.X, ref acd.startpos.Y)) |
||
3789 | { |
||
3790 | m_authenticateHandler.RemoveCircuit(acd.circuitcode); |
||
3791 | return false; |
||
3792 | } |
||
3793 | } |
||
3794 | |||
3795 | if (sp == null) // We don't have an [child] agent here already |
||
3796 | { |
||
3797 | if (requirePresenceLookup) |
||
3798 | { |
||
3799 | try |
||
3800 | { |
||
3801 | if (!VerifyUserPresence(acd, out reason)) |
||
3802 | { |
||
3803 | m_authenticateHandler.RemoveCircuit(acd.circuitcode); |
||
3804 | return false; |
||
3805 | } |
||
3806 | } |
||
3807 | catch (Exception e) |
||
3808 | { |
||
3809 | m_log.ErrorFormat( |
||
3810 | "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace); |
||
3811 | |||
3812 | m_authenticateHandler.RemoveCircuit(acd.circuitcode); |
||
3813 | return false; |
||
3814 | } |
||
3815 | } |
||
3816 | |||
3817 | try |
||
3818 | { |
||
3819 | if (!AuthorizeUser(acd, (vialogin ? false : SeeIntoRegion), out reason)) |
||
3820 | { |
||
3821 | m_authenticateHandler.RemoveCircuit(acd.circuitcode); |
||
3822 | return false; |
||
3823 | } |
||
3824 | } |
||
3825 | catch (Exception e) |
||
3826 | { |
||
3827 | m_log.ErrorFormat( |
||
3828 | "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace); |
||
3829 | |||
3830 | m_authenticateHandler.RemoveCircuit(acd.circuitcode); |
||
3831 | return false; |
||
3832 | } |
||
3833 | |||
3834 | m_log.InfoFormat( |
||
3835 | "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})", |
||
3836 | Name, (acd.child ? "child" : "root"), acd.firstname, acd.lastname, |
||
3837 | acd.AgentID, acd.circuitcode); |
||
3838 | |||
3839 | if (CapsModule != null) |
||
3840 | { |
||
3841 | CapsModule.SetAgentCapsSeeds(acd); |
||
3842 | CapsModule.CreateCaps(acd.AgentID); |
||
3843 | } |
||
3844 | } |
||
3845 | else |
||
3846 | { |
||
3847 | // Let the SP know how we got here. This has a lot of interesting |
||
3848 | // uses down the line. |
||
3849 | sp.TeleportFlags = (TPFlags)teleportFlags; |
||
3850 | |||
3851 | if (sp.IsChildAgent) |
||
3852 | { |
||
3853 | m_log.DebugFormat( |
||
3854 | "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", |
||
3855 | acd.AgentID, RegionInfo.RegionName); |
||
3856 | |||
3857 | sp.AdjustKnownSeeds(); |
||
3858 | |||
3859 | if (CapsModule != null) |
||
3860 | { |
||
3861 | CapsModule.SetAgentCapsSeeds(acd); |
||
3862 | CapsModule.CreateCaps(acd.AgentID); |
||
3863 | } |
||
3864 | } |
||
3865 | } |
||
3866 | |||
3867 | // Try caching an incoming user name much earlier on to see if this helps with an issue |
||
3868 | // where HG users are occasionally seen by others as "Unknown User" because their UUIDName |
||
3869 | // request for the HG avatar appears to trigger before the user name is cached. |
||
3870 | CacheUserName(null, acd); |
||
3871 | } |
||
3872 | |||
3873 | if (vialogin) |
||
3874 | { |
||
3875 | // CleanDroppedAttachments(); |
||
3876 | |||
3877 | if (TestBorderCross(acd.startpos, Cardinals.E)) |
||
3878 | { |
||
3879 | Border crossedBorder = GetCrossedBorder(acd.startpos, Cardinals.E); |
||
3880 | acd.startpos.X = crossedBorder.BorderLine.Z - 1; |
||
3881 | m_log.DebugFormat("{0} NewUserConnection Adjusted border E. startpos={1}", LogHeader, acd.startpos); |
||
3882 | } |
||
3883 | |||
3884 | if (TestBorderCross(acd.startpos, Cardinals.N)) |
||
3885 | { |
||
3886 | Border crossedBorder = GetCrossedBorder(acd.startpos, Cardinals.N); |
||
3887 | acd.startpos.Y = crossedBorder.BorderLine.Z - 1; |
||
3888 | } |
||
3889 | |||
3890 | //Mitigate http://opensimulator.org/mantis/view.php?id=3522 |
||
3891 | // Check if start position is outside of region |
||
3892 | // If it is, check the Z start position also.. if not, leave it alone. |
||
3893 | if (BordersLocked) |
||
3894 | { |
||
3895 | lock (EastBorders) |
||
3896 | { |
||
3897 | if (acd.startpos.X > EastBorders[0].BorderLine.Z) |
||
3898 | { |
||
3899 | m_log.Warn("FIX AGENT POSITION"); |
||
3900 | acd.startpos.X = EastBorders[0].BorderLine.Z * 0.5f; |
||
3901 | if (acd.startpos.Z > 720) |
||
3902 | acd.startpos.Z = 720; |
||
3903 | } |
||
3904 | } |
||
3905 | lock (NorthBorders) |
||
3906 | { |
||
3907 | if (acd.startpos.Y > NorthBorders[0].BorderLine.Z) |
||
3908 | { |
||
3909 | m_log.Warn("FIX Agent POSITION"); |
||
3910 | acd.startpos.Y = NorthBorders[0].BorderLine.Z * 0.5f; |
||
3911 | if (acd.startpos.Z > 720) |
||
3912 | acd.startpos.Z = 720; |
||
3913 | } |
||
3914 | } |
||
3915 | } else |
||
3916 | { |
||
3917 | if (acd.startpos.X > EastBorders[0].BorderLine.Z) |
||
3918 | { |
||
3919 | m_log.Warn("FIX AGENT POSITION"); |
||
3920 | acd.startpos.X = EastBorders[0].BorderLine.Z * 0.5f; |
||
3921 | if (acd.startpos.Z > 720) |
||
3922 | acd.startpos.Z = 720; |
||
3923 | } |
||
3924 | if (acd.startpos.Y > NorthBorders[0].BorderLine.Z) |
||
3925 | { |
||
3926 | m_log.Warn("FIX Agent POSITION"); |
||
3927 | acd.startpos.Y = NorthBorders[0].BorderLine.Z * 0.5f; |
||
3928 | if (acd.startpos.Z > 720) |
||
3929 | acd.startpos.Z = 720; |
||
3930 | } |
||
3931 | } |
||
3932 | |||
3933 | // m_log.DebugFormat( |
||
3934 | // "[SCENE]: Found telehub object {0} for new user connection {1} to {2}", |
||
3935 | // RegionInfo.RegionSettings.TelehubObject, acd.Name, Name); |
||
3936 | |||
3937 | // Honor Estate teleport routing via Telehubs excluding ViaHome and GodLike TeleportFlags |
||
3938 | if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero && |
||
3939 | RegionInfo.EstateSettings.AllowDirectTeleport == false && |
||
3940 | !viahome && !godlike) |
||
3941 | { |
||
3942 | SceneObjectGroup telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject); |
||
3943 | |||
3944 | if (telehub != null) |
||
3945 | { |
||
3946 | // Can have multiple SpawnPoints |
||
3947 | List<SpawnPoint> spawnpoints = RegionInfo.RegionSettings.SpawnPoints(); |
||
3948 | if (spawnpoints.Count > 1) |
||
3949 | { |
||
3950 | // We have multiple SpawnPoints, Route the agent to a random or sequential one |
||
3951 | if (SpawnPointRouting == "random") |
||
3952 | acd.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation( |
||
3953 | telehub.AbsolutePosition, |
||
3954 | telehub.GroupRotation |
||
3955 | ); |
||
3956 | else |
||
3957 | acd.startpos = spawnpoints[SpawnPoint()].GetLocation( |
||
3958 | telehub.AbsolutePosition, |
||
3959 | telehub.GroupRotation |
||
3960 | ); |
||
3961 | } |
||
3962 | else if (spawnpoints.Count == 1) |
||
3963 | { |
||
3964 | // We have a single SpawnPoint and will route the agent to it |
||
3965 | acd.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation); |
||
3966 | } |
||
3967 | else |
||
3968 | { |
||
3969 | m_log.DebugFormat( |
||
3970 | "[SCENE]: No spawnpoints defined for telehub {0} for {1} in {2}. Continuing.", |
||
3971 | RegionInfo.RegionSettings.TelehubObject, acd.Name, Name); |
||
3972 | } |
||
3973 | } |
||
3974 | else |
||
3975 | { |
||
3976 | m_log.DebugFormat( |
||
3977 | "[SCENE]: No telehub {0} found to direct {1} in {2}. Continuing.", |
||
3978 | RegionInfo.RegionSettings.TelehubObject, acd.Name, Name); |
||
3979 | } |
||
3980 | |||
3981 | return true; |
||
3982 | } |
||
3983 | |||
3984 | // Honor parcel landing type and position. |
||
3985 | if (land != null) |
||
3986 | { |
||
3987 | if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) |
||
3988 | { |
||
3989 | acd.startpos = land.LandData.UserLocation; |
||
3990 | } |
||
3991 | } |
||
3992 | } |
||
3993 | |||
3994 | return true; |
||
3995 | } |
||
3996 | |||
3997 | public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY) |
||
3998 | { |
||
3999 | if (posX < 0) |
||
4000 | posX = 0; |
||
4001 | else if (posX >= (float)RegionInfo.RegionSizeX) |
||
4002 | posX = (float)RegionInfo.RegionSizeX - 0.001f; |
||
4003 | if (posY < 0) |
||
4004 | posY = 0; |
||
4005 | else if (posY >= (float)RegionInfo.RegionSizeY) |
||
4006 | posY = (float)RegionInfo.RegionSizeY - 0.001f; |
||
4007 | |||
4008 | reason = String.Empty; |
||
4009 | if (Permissions.IsGod(agentID)) |
||
4010 | return true; |
||
4011 | |||
4012 | ILandObject land = LandChannel.GetLandObject(posX, posY); |
||
4013 | if (land == null) |
||
4014 | return false; |
||
4015 | |||
4016 | bool banned = land.IsBannedFromLand(agentID); |
||
4017 | bool restricted = land.IsRestrictedFromLand(agentID); |
||
4018 | |||
4019 | if (banned || restricted) |
||
4020 | { |
||
4021 | ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY); |
||
4022 | if (nearestParcel != null) |
||
4023 | { |
||
4024 | //Move agent to nearest allowed |
||
4025 | Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); |
||
4026 | posX = newPosition.X; |
||
4027 | posY = newPosition.Y; |
||
4028 | } |
||
4029 | else |
||
4030 | { |
||
4031 | if (banned) |
||
4032 | { |
||
4033 | reason = "Cannot regioncross into banned parcel."; |
||
4034 | } |
||
4035 | else |
||
4036 | { |
||
4037 | reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.", |
||
4038 | RegionInfo.RegionName); |
||
4039 | } |
||
4040 | return false; |
||
4041 | } |
||
4042 | } |
||
4043 | reason = ""; |
||
4044 | return true; |
||
4045 | } |
||
4046 | |||
4047 | /// <summary> |
||
4048 | /// Verifies that the user has a presence on the Grid |
||
4049 | /// </summary> |
||
4050 | /// <param name="agent">Circuit Data of the Agent we're verifying</param> |
||
4051 | /// <param name="reason">Outputs the reason for the false response on this string</param> |
||
4052 | /// <returns>True if the user has a session on the grid. False if it does not. False will |
||
4053 | /// also return a reason.</returns> |
||
4054 | public virtual bool VerifyUserPresence(AgentCircuitData agent, out string reason) |
||
4055 | { |
||
4056 | reason = String.Empty; |
||
4057 | |||
4058 | IPresenceService presence = RequestModuleInterface<IPresenceService>(); |
||
4059 | if (presence == null) |
||
4060 | { |
||
4061 | 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); |
||
4062 | return false; |
||
4063 | } |
||
4064 | |||
4065 | OpenSim.Services.Interfaces.PresenceInfo pinfo = presence.GetAgent(agent.SessionID); |
||
4066 | |||
4067 | if (pinfo == null) |
||
4068 | { |
||
4069 | 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); |
||
4070 | return false; |
||
4071 | } |
||
4072 | |||
4073 | return true; |
||
4074 | } |
||
4075 | |||
4076 | /// <summary> |
||
4077 | /// Verify if the user can connect to this region. Checks the banlist and ensures that the region is set for public access |
||
4078 | /// </summary> |
||
4079 | /// <param name="agent">The circuit data for the agent</param> |
||
4080 | /// <param name="reason">outputs the reason to this string</param> |
||
4081 | /// <returns>True if the region accepts this agent. False if it does not. False will |
||
4082 | /// also return a reason.</returns> |
||
4083 | protected virtual bool AuthorizeUser(AgentCircuitData agent, bool bypassAccessControl, out string reason) |
||
4084 | { |
||
4085 | reason = String.Empty; |
||
4086 | |||
4087 | if (!m_strictAccessControl) return true; |
||
4088 | if (Permissions.IsGod(agent.AgentID)) return true; |
||
4089 | |||
4090 | if (AuthorizationService != null) |
||
4091 | { |
||
4092 | if (!AuthorizationService.IsAuthorizedForRegion( |
||
4093 | agent.AgentID.ToString(), agent.firstname, agent.lastname, RegionInfo.RegionID.ToString(), out reason)) |
||
4094 | { |
||
4095 | m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because {4}", |
||
4096 | agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName, reason); |
||
4097 | |||
4098 | return false; |
||
4099 | } |
||
4100 | } |
||
4101 | |||
4102 | // We only test the things below when we want to cut off |
||
4103 | // child agents from being present in the scene for which their root |
||
4104 | // agent isn't allowed. Otherwise, we allow child agents. The test for |
||
4105 | // the root is done elsewhere (QueryAccess) |
||
4106 | if (!bypassAccessControl) |
||
4107 | { |
||
4108 | if (RegionInfo.EstateSettings != null) |
||
4109 | { |
||
4110 | if (RegionInfo.EstateSettings.IsBanned(agent.AgentID)) |
||
4111 | { |
||
4112 | m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", |
||
4113 | agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); |
||
4114 | reason = String.Format("Denied access to region {0}: You have been banned from that region.", |
||
4115 | RegionInfo.RegionName); |
||
4116 | return false; |
||
4117 | } |
||
4118 | } |
||
4119 | else |
||
4120 | { |
||
4121 | m_log.ErrorFormat("[CONNECTION BEGIN]: Estate Settings is null!"); |
||
4122 | } |
||
4123 | |||
4124 | List<UUID> agentGroups = new List<UUID>(); |
||
4125 | |||
4126 | if (m_groupsModule != null) |
||
4127 | { |
||
4128 | GroupMembershipData[] GroupMembership = m_groupsModule.GetMembershipData(agent.AgentID); |
||
4129 | |||
4130 | if (GroupMembership != null) |
||
4131 | { |
||
4132 | for (int i = 0; i < GroupMembership.Length; i++) |
||
4133 | agentGroups.Add(GroupMembership[i].GroupID); |
||
4134 | } |
||
4135 | else |
||
4136 | { |
||
4137 | m_log.ErrorFormat("[CONNECTION BEGIN]: GroupMembership is null!"); |
||
4138 | } |
||
4139 | } |
||
4140 | |||
4141 | bool groupAccess = false; |
||
4142 | UUID[] estateGroups = RegionInfo.EstateSettings.EstateGroups; |
||
4143 | |||
4144 | if (estateGroups != null) |
||
4145 | { |
||
4146 | foreach (UUID group in estateGroups) |
||
4147 | { |
||
4148 | if (agentGroups.Contains(group)) |
||
4149 | { |
||
4150 | groupAccess = true; |
||
4151 | break; |
||
4152 | } |
||
4153 | } |
||
4154 | } |
||
4155 | else |
||
4156 | { |
||
4157 | m_log.ErrorFormat("[CONNECTION BEGIN]: EstateGroups is null!"); |
||
4158 | } |
||
4159 | |||
4160 | if (!RegionInfo.EstateSettings.PublicAccess && |
||
4161 | !RegionInfo.EstateSettings.HasAccess(agent.AgentID) && |
||
4162 | !groupAccess) |
||
4163 | { |
||
4164 | m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate", |
||
4165 | agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); |
||
4166 | reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.", |
||
4167 | RegionInfo.RegionName); |
||
4168 | return false; |
||
4169 | } |
||
4170 | } |
||
4171 | |||
4172 | // TODO: estate/region settings are not properly hooked up |
||
4173 | // to ILandObject.isRestrictedFromLand() |
||
4174 | // if (null != LandChannel) |
||
4175 | // { |
||
4176 | // // region seems to have local Id of 1 |
||
4177 | // ILandObject land = LandChannel.GetLandObject(1); |
||
4178 | // if (null != land) |
||
4179 | // { |
||
4180 | // if (land.isBannedFromLand(agent.AgentID)) |
||
4181 | // { |
||
4182 | // m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user has been banned from land", |
||
4183 | // agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); |
||
4184 | // reason = String.Format("Denied access to private region {0}: You are banned from that region.", |
||
4185 | // RegionInfo.RegionName); |
||
4186 | // return false; |
||
4187 | // } |
||
4188 | |||
4189 | // if (land.isRestrictedFromLand(agent.AgentID)) |
||
4190 | // { |
||
4191 | // m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region", |
||
4192 | // agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); |
||
4193 | // reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.", |
||
4194 | // RegionInfo.RegionName); |
||
4195 | // return false; |
||
4196 | // } |
||
4197 | // } |
||
4198 | // } |
||
4199 | |||
4200 | return true; |
||
4201 | } |
||
4202 | |||
4203 | /// <summary> |
||
4204 | /// Update an AgentCircuitData object with new information |
||
4205 | /// </summary> |
||
4206 | /// <param name="data">Information to update the AgentCircuitData with</param> |
||
4207 | public void UpdateCircuitData(AgentCircuitData data) |
||
4208 | { |
||
4209 | m_authenticateHandler.UpdateAgentData(data); |
||
4210 | } |
||
4211 | |||
4212 | /// <summary> |
||
4213 | /// Change the Circuit Code for the user's Circuit Data |
||
4214 | /// </summary> |
||
4215 | /// <param name="oldcc">The old Circuit Code. Must match a previous circuit code</param> |
||
4216 | /// <param name="newcc">The new Circuit Code. Must not be an already existing circuit code</param> |
||
4217 | /// <returns>True if we successfully changed it. False if we did not</returns> |
||
4218 | public bool ChangeCircuitCode(uint oldcc, uint newcc) |
||
4219 | { |
||
4220 | return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc); |
||
4221 | } |
||
4222 | |||
4223 | // /// <summary> |
||
4224 | // /// The Grid has requested that we log-off a user. Log them off. |
||
4225 | // /// </summary> |
||
4226 | // /// <param name="AvatarID">Unique ID of the avatar to log-off</param> |
||
4227 | // /// <param name="RegionSecret">SecureSessionID of the user, or the RegionSecret text when logging on to the grid</param> |
||
4228 | // /// <param name="message">message to display to the user. Reason for being logged off</param> |
||
4229 | // public void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message) |
||
4230 | // { |
||
4231 | // ScenePresence loggingOffUser = GetScenePresence(AvatarID); |
||
4232 | // if (loggingOffUser != null) |
||
4233 | // { |
||
4234 | // UUID localRegionSecret = UUID.Zero; |
||
4235 | // bool parsedsecret = UUID.TryParse(RegionInfo.regionSecret, out localRegionSecret); |
||
4236 | // |
||
4237 | // // Region Secret is used here in case a new sessionid overwrites an old one on the user server. |
||
4238 | // // Will update the user server in a few revisions to use it. |
||
4239 | // |
||
4240 | // if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId || (parsedsecret && RegionSecret == localRegionSecret)) |
||
4241 | // { |
||
4242 | // m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, loggingOffUser.KnownRegionHandles); |
||
4243 | // loggingOffUser.ControllingClient.Kick(message); |
||
4244 | // // Give them a second to receive the message! |
||
4245 | // Thread.Sleep(1000); |
||
4246 | // loggingOffUser.ControllingClient.Close(); |
||
4247 | // } |
||
4248 | // else |
||
4249 | // { |
||
4250 | // m_log.Info("[USERLOGOFF]: System sending the LogOff user message failed to sucessfully authenticate"); |
||
4251 | // } |
||
4252 | // } |
||
4253 | // else |
||
4254 | // { |
||
4255 | // 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()); |
||
4256 | // } |
||
4257 | // } |
||
4258 | |||
4259 | // /// <summary> |
||
4260 | // /// Triggered when an agent crosses into this sim. Also happens on initial login. |
||
4261 | // /// </summary> |
||
4262 | // /// <param name="agentID"></param> |
||
4263 | // /// <param name="position"></param> |
||
4264 | // /// <param name="isFlying"></param> |
||
4265 | // public virtual void AgentCrossing(UUID agentID, Vector3 position, bool isFlying) |
||
4266 | // { |
||
4267 | // ScenePresence presence = GetScenePresence(agentID); |
||
4268 | // if (presence != null) |
||
4269 | // { |
||
4270 | // try |
||
4271 | // { |
||
4272 | // presence.MakeRootAgent(position, isFlying); |
||
4273 | // } |
||
4274 | // catch (Exception e) |
||
4275 | // { |
||
4276 | // m_log.ErrorFormat("[SCENE]: Unable to do agent crossing, exception {0}{1}", e.Message, e.StackTrace); |
||
4277 | // } |
||
4278 | // } |
||
4279 | // else |
||
4280 | // { |
||
4281 | // m_log.ErrorFormat( |
||
4282 | // "[SCENE]: Could not find presence for agent {0} crossing into scene {1}", |
||
4283 | // agentID, RegionInfo.RegionName); |
||
4284 | // } |
||
4285 | // } |
||
4286 | |||
4287 | /// <summary> |
||
4288 | /// We've got an update about an agent that sees into this region, |
||
4289 | /// send it to ScenePresence for processing It's the full data. |
||
4290 | /// </summary> |
||
4291 | /// <param name="cAgentData">Agent that contains all of the relevant things about an agent. |
||
4292 | /// Appearance, animations, position, etc.</param> |
||
4293 | /// <returns>true if we handled it.</returns> |
||
4294 | public virtual bool IncomingUpdateChildAgent(AgentData cAgentData) |
||
4295 | { |
||
4296 | m_log.DebugFormat( |
||
4297 | "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName); |
||
4298 | |||
4299 | // TODO: This check should probably be in QueryAccess(). |
||
4300 | ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, RegionInfo.RegionSizeX / 2, RegionInfo.RegionSizeY / 2); |
||
4301 | if (nearestParcel == null) |
||
4302 | { |
||
4303 | m_log.InfoFormat( |
||
4304 | "[SCENE]: Denying root agent entry to {0} in {1}: no allowed parcel", |
||
4305 | cAgentData.AgentID, RegionInfo.RegionName); |
||
4306 | |||
4307 | return false; |
||
4308 | } |
||
4309 | |||
4310 | // We have to wait until the viewer contacts this region |
||
4311 | // after receiving the EnableSimulator HTTP Event Queue message (for the v1 teleport protocol) |
||
4312 | // or TeleportFinish (for the v2 teleport protocol). This triggers the viewer to send |
||
4313 | // a UseCircuitCode packet which in turn calls AddNewAgent which finally creates the ScenePresence. |
||
4314 | ScenePresence sp = WaitGetScenePresence(cAgentData.AgentID); |
||
4315 | |||
4316 | if (sp != null) |
||
4317 | { |
||
4318 | if (cAgentData.SessionID != sp.ControllingClient.SessionId) |
||
4319 | { |
||
4320 | m_log.WarnFormat( |
||
4321 | "[SCENE]: Attempt to update agent {0} with invalid session id {1} (possibly from simulator in older version; tell them to update).", |
||
4322 | sp.UUID, cAgentData.SessionID); |
||
4323 | |||
4324 | Console.WriteLine(String.Format("[SCENE]: Attempt to update agent {0} ({1}) with invalid session id {2}", |
||
4325 | sp.UUID, sp.ControllingClient.SessionId, cAgentData.SessionID)); |
||
4326 | } |
||
4327 | |||
4328 | sp.UpdateChildAgent(cAgentData); |
||
4329 | |||
4330 | int ntimes = 20; |
||
4331 | if (cAgentData.SenderWantsToWaitForRoot) |
||
4332 | { |
||
4333 | while (sp.IsChildAgent && ntimes-- > 0) |
||
4334 | Thread.Sleep(1000); |
||
4335 | |||
4336 | if (sp.IsChildAgent) |
||
4337 | m_log.WarnFormat( |
||
4338 | "[SCENE]: Found presence {0} {1} unexpectedly still child in {2}", |
||
4339 | sp.Name, sp.UUID, Name); |
||
4340 | else |
||
4341 | m_log.InfoFormat( |
||
4342 | "[SCENE]: Found presence {0} {1} as root in {2} after {3} waits", |
||
4343 | sp.Name, sp.UUID, Name, 20 - ntimes); |
||
4344 | |||
4345 | if (sp.IsChildAgent) |
||
4346 | return false; |
||
4347 | } |
||
4348 | |||
4349 | return true; |
||
4350 | } |
||
4351 | |||
4352 | return false; |
||
4353 | } |
||
4354 | |||
4355 | /// <summary> |
||
4356 | /// We've got an update about an agent that sees into this region, |
||
4357 | /// send it to ScenePresence for processing It's only positional data |
||
4358 | /// </summary> |
||
4359 | /// <param name="cAgentData">AgentPosition that contains agent positional data so we can know what to send</param> |
||
4360 | /// <returns>true if we handled it.</returns> |
||
4361 | public virtual bool IncomingUpdateChildAgent(AgentPosition cAgentData) |
||
4362 | { |
||
4363 | //m_log.Debug(" XXX Scene IncomingChildAgentDataUpdate POSITION in " + RegionInfo.RegionName); |
||
4364 | ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID); |
||
4365 | if (childAgentUpdate != null) |
||
4366 | { |
||
4367 | // if (childAgentUpdate.ControllingClient.SessionId != cAgentData.SessionID) |
||
4368 | // // Only warn for now |
||
4369 | // m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}. Neighbor running older version?", |
||
4370 | // childAgentUpdate.UUID, cAgentData.SessionID); |
||
4371 | |||
4372 | // I can't imagine *yet* why we would get an update if the agent is a root agent.. |
||
4373 | // however to avoid a race condition crossing borders.. |
||
4374 | if (childAgentUpdate.IsChildAgent) |
||
4375 | { |
||
4376 | uint rRegionX = (uint)(cAgentData.RegionHandle >> 40); |
||
4377 | uint rRegionY = (((uint)(cAgentData.RegionHandle)) >> 8); |
||
4378 | uint tRegionX = RegionInfo.RegionLocX; |
||
4379 | uint tRegionY = RegionInfo.RegionLocY; |
||
4380 | //Send Data to ScenePresence |
||
4381 | childAgentUpdate.UpdateChildAgent(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY); |
||
4382 | // Not Implemented: |
||
4383 | //TODO: Do we need to pass the message on to one of our neighbors? |
||
4384 | } |
||
4385 | |||
4386 | return true; |
||
4387 | } |
||
4388 | |||
4389 | return false; |
||
4390 | } |
||
4391 | |||
4392 | /// <summary> |
||
4393 | /// Poll until the requested ScenePresence appears or we timeout. |
||
4394 | /// </summary> |
||
4395 | /// <returns>The scene presence is found, else null.</returns> |
||
4396 | /// <param name='agentID'></param> |
||
4397 | protected virtual ScenePresence WaitGetScenePresence(UUID agentID) |
||
4398 | { |
||
4399 | int ntimes = 20; |
||
4400 | ScenePresence sp = null; |
||
4401 | while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0)) |
||
4402 | Thread.Sleep(1000); |
||
4403 | |||
4404 | if (sp == null) |
||
4405 | m_log.WarnFormat( |
||
4406 | "[SCENE PRESENCE]: Did not find presence with id {0} in {1} before timeout", |
||
4407 | agentID, RegionInfo.RegionName); |
||
4408 | |||
4409 | return sp; |
||
4410 | } |
||
4411 | |||
4412 | /// <summary> |
||
4413 | /// Authenticated close (via network) |
||
4414 | /// </summary> |
||
4415 | /// <param name="agentID"></param> |
||
4416 | /// <param name="force"></param> |
||
4417 | /// <param name="auth_token"></param> |
||
4418 | /// <returns></returns> |
||
4419 | public bool CloseAgent(UUID agentID, bool force, string auth_token) |
||
4420 | { |
||
4421 | //m_log.DebugFormat("[SCENE]: Processing incoming close agent {0} in region {1} with auth_token {2}", agentID, RegionInfo.RegionName, auth_token); |
||
4422 | |||
4423 | // Check that the auth_token is valid |
||
4424 | AgentCircuitData acd = AuthenticateHandler.GetAgentCircuitData(agentID); |
||
4425 | |||
4426 | if (acd == null) |
||
4427 | { |
||
4428 | m_log.DebugFormat( |
||
4429 | "[SCENE]: Request to close agent {0} but no such agent in scene {1}. May have been closed previously.", |
||
4430 | agentID, Name); |
||
4431 | |||
4432 | return false; |
||
4433 | } |
||
4434 | |||
4435 | if (acd.SessionID.ToString() == auth_token) |
||
4436 | { |
||
4437 | return CloseAgent(agentID, force); |
||
4438 | } |
||
4439 | else |
||
4440 | { |
||
4441 | m_log.WarnFormat( |
||
4442 | "[SCENE]: Request to close agent {0} with invalid authorization token {1} in {2}", |
||
4443 | agentID, auth_token, Name); |
||
4444 | } |
||
4445 | |||
4446 | return false; |
||
4447 | } |
||
4448 | |||
4449 | /// <summary> |
||
4450 | /// Tell a single client to prepare to close. |
||
4451 | /// </summary> |
||
4452 | /// <remarks> |
||
4453 | /// This should only be called if we may close the client but there will be some delay in so doing. Meant for |
||
4454 | /// internal use - other callers should almost certainly called CloseClient(). |
||
4455 | /// </remarks> |
||
4456 | /// <param name="sp"></param> |
||
4457 | /// <returns>true if pre-close state notification was successful. false if the agent |
||
4458 | /// was not in a state where it could transition to pre-close.</returns> |
||
4459 | public bool IncomingPreCloseClient(ScenePresence sp) |
||
4460 | { |
||
4461 | lock (m_removeClientLock) |
||
4462 | { |
||
4463 | // We need to avoid a race condition where in, for example, an A B C D region layout, an avatar may |
||
4464 | // teleport from A -> D, but then -> C before A has asked B to close its old child agent. We do not |
||
4465 | // want to obey this close since C may have renewed the child agent lease on B. |
||
4466 | if (sp.DoNotCloseAfterTeleport) |
||
4467 | { |
||
4468 | m_log.DebugFormat( |
||
4469 | "[SCENE]: Not pre-closing {0} agent {1} in {2} since another simulator has re-established the child connection", |
||
4470 | sp.IsChildAgent ? "child" : "root", sp.Name, Name); |
||
4471 | |||
4472 | // Need to reset the flag so that a subsequent close after another teleport can succeed. |
||
4473 | sp.DoNotCloseAfterTeleport = false; |
||
4474 | |||
4475 | return false; |
||
4476 | } |
||
4477 | |||
4478 | if (sp.LifecycleState != ScenePresenceState.Running) |
||
4479 | { |
||
4480 | m_log.DebugFormat( |
||
4481 | "[SCENE]: Called IncomingPreCloseAgent() for {0} in {1} but presence is already in state {2}", |
||
4482 | sp.Name, Name, sp.LifecycleState); |
||
4483 | |||
4484 | return false; |
||
4485 | } |
||
4486 | |||
4487 | sp.LifecycleState = ScenePresenceState.PreRemove; |
||
4488 | |||
4489 | return true; |
||
4490 | } |
||
4491 | } |
||
4492 | |||
4493 | /// <summary> |
||
4494 | /// Tell a single agent to disconnect from the region. |
||
4495 | /// </summary> |
||
4496 | /// <param name="agentID"></param> |
||
4497 | /// <param name="force"> |
||
4498 | /// Force the agent to close even if it might be in the middle of some other operation. You do not want to |
||
4499 | /// force unless you are absolutely sure that the agent is dead and a normal close is not working. |
||
4500 | /// </param> |
||
4501 | public override bool CloseAgent(UUID agentID, bool force) |
||
4502 | { |
||
4503 | ScenePresence sp; |
||
4504 | |||
4505 | lock (m_removeClientLock) |
||
4506 | { |
||
4507 | sp = GetScenePresence(agentID); |
||
4508 | |||
4509 | if (sp == null) |
||
4510 | { |
||
4511 | m_log.DebugFormat( |
||
4512 | "[SCENE]: Called CloseClient() with agent ID {0} but no such presence is in {1}", |
||
4513 | agentID, Name); |
||
4514 | |||
4515 | return false; |
||
4516 | } |
||
4517 | |||
4518 | if (sp.LifecycleState != ScenePresenceState.Running && sp.LifecycleState != ScenePresenceState.PreRemove) |
||
4519 | { |
||
4520 | m_log.DebugFormat( |
||
4521 | "[SCENE]: Called CloseClient() for {0} in {1} but presence is already in state {2}", |
||
4522 | sp.Name, Name, sp.LifecycleState); |
||
4523 | |||
4524 | return false; |
||
4525 | } |
||
4526 | |||
4527 | // We need to avoid a race condition where in, for example, an A B C D region layout, an avatar may |
||
4528 | // teleport from A -> D, but then -> C before A has asked B to close its old child agent. We do not |
||
4529 | // want to obey this close since C may have renewed the child agent lease on B. |
||
4530 | if (sp.DoNotCloseAfterTeleport) |
||
4531 | { |
||
4532 | m_log.DebugFormat( |
||
4533 | "[SCENE]: Not closing {0} agent {1} in {2} since another simulator has re-established the child connection", |
||
4534 | sp.IsChildAgent ? "child" : "root", sp.Name, Name); |
||
4535 | |||
4536 | // Need to reset the flag so that a subsequent close after another teleport can succeed. |
||
4537 | sp.DoNotCloseAfterTeleport = false; |
||
4538 | |||
4539 | return false; |
||
4540 | } |
||
4541 | |||
4542 | sp.LifecycleState = ScenePresenceState.Removing; |
||
4543 | } |
||
4544 | |||
4545 | if (sp != null) |
||
4546 | { |
||
4547 | sp.ControllingClient.Close(force); |
||
4548 | return true; |
||
4549 | } |
||
4550 | |||
4551 | // Agent not here |
||
4552 | return false; |
||
4553 | } |
||
4554 | |||
4555 | /// <summary> |
||
4556 | /// Tries to teleport agent to another region. |
||
4557 | /// </summary> |
||
4558 | /// <remarks> |
||
4559 | /// The region name must exactly match that given. |
||
4560 | /// </remarks> |
||
4561 | /// <param name="remoteClient"></param> |
||
4562 | /// <param name="regionName"></param> |
||
4563 | /// <param name="position"></param> |
||
4564 | /// <param name="lookAt"></param> |
||
4565 | /// <param name="teleportFlags"></param> |
||
4566 | public void RequestTeleportLocation(IClientAPI remoteClient, string regionName, Vector3 position, |
||
4567 | Vector3 lookat, uint teleportFlags) |
||
4568 | { |
||
4569 | GridRegion region = GridService.GetRegionByName(RegionInfo.ScopeID, regionName); |
||
4570 | |||
4571 | if (region == null) |
||
4572 | { |
||
4573 | // can't find the region: Tell viewer and abort |
||
4574 | remoteClient.SendTeleportFailed("The region '" + regionName + "' could not be found."); |
||
4575 | return; |
||
4576 | } |
||
4577 | |||
4578 | RequestTeleportLocation(remoteClient, region.RegionHandle, position, lookat, teleportFlags); |
||
4579 | } |
||
4580 | |||
4581 | /// <summary> |
||
4582 | /// Tries to teleport agent to other region. |
||
4583 | /// </summary> |
||
4584 | /// <param name="remoteClient"></param> |
||
4585 | /// <param name="regionHandle"></param> |
||
4586 | /// <param name="position"></param> |
||
4587 | /// <param name="lookAt"></param> |
||
4588 | /// <param name="teleportFlags"></param> |
||
4589 | public void RequestTeleportLocation(IClientAPI remoteClient, ulong regionHandle, Vector3 position, |
||
4590 | Vector3 lookAt, uint teleportFlags) |
||
4591 | { |
||
4592 | ScenePresence sp = GetScenePresence(remoteClient.AgentId); |
||
4593 | if (sp != null) |
||
4594 | { |
||
4595 | if (EntityTransferModule != null) |
||
4596 | { |
||
4597 | EntityTransferModule.Teleport(sp, regionHandle, position, lookAt, teleportFlags); |
||
4598 | } |
||
4599 | else |
||
4600 | { |
||
4601 | m_log.DebugFormat("[SCENE]: Unable to perform teleports: no AgentTransferModule is active"); |
||
4602 | sp.ControllingClient.SendTeleportFailed("Unable to perform teleports on this simulator."); |
||
4603 | } |
||
4604 | } |
||
4605 | } |
||
4606 | |||
4607 | public bool CrossAgentToNewRegion(ScenePresence agent, bool isFlying) |
||
4608 | { |
||
4609 | if (EntityTransferModule != null) |
||
4610 | { |
||
4611 | return EntityTransferModule.Cross(agent, isFlying); |
||
4612 | } |
||
4613 | else |
||
4614 | { |
||
4615 | m_log.DebugFormat("[SCENE]: Unable to cross agent to neighbouring region, because there is no AgentTransferModule"); |
||
4616 | } |
||
4617 | |||
4618 | return false; |
||
4619 | } |
||
4620 | |||
4621 | public void SendOutChildAgentUpdates(AgentPosition cadu, ScenePresence presence) |
||
4622 | { |
||
4623 | m_sceneGridService.SendChildAgentDataUpdate(cadu, presence); |
||
4624 | } |
||
4625 | |||
4626 | #endregion |
||
4627 | |||
4628 | #region Other Methods |
||
4629 | |||
4630 | protected override IConfigSource GetConfig() |
||
4631 | { |
||
4632 | return m_config; |
||
4633 | } |
||
4634 | |||
4635 | #endregion |
||
4636 | |||
4637 | public void HandleObjectPermissionsUpdate(IClientAPI controller, UUID agentID, UUID sessionID, byte field, uint localId, uint mask, byte set) |
||
4638 | { |
||
4639 | // Check for spoofing.. since this is permissions we're talking about here! |
||
4640 | if ((controller.SessionId == sessionID) && (controller.AgentId == agentID)) |
||
4641 | { |
||
4642 | // Tell the object to do permission update |
||
4643 | if (localId != 0) |
||
4644 | { |
||
4645 | SceneObjectGroup chObjectGroup = GetGroupByPrim(localId); |
||
4646 | if (chObjectGroup != null) |
||
4647 | { |
||
4648 | chObjectGroup.UpdatePermissions(agentID, field, localId, mask, set); |
||
4649 | } |
||
4650 | } |
||
4651 | } |
||
4652 | } |
||
4653 | |||
4654 | /// <summary> |
||
4655 | /// Causes all clients to get a full object update on all of the objects in the scene. |
||
4656 | /// </summary> |
||
4657 | public void ForceClientUpdate() |
||
4658 | { |
||
4659 | EntityBase[] entityList = GetEntities(); |
||
4660 | foreach (EntityBase ent in entityList) |
||
4661 | { |
||
4662 | if (ent is SceneObjectGroup) |
||
4663 | { |
||
4664 | ((SceneObjectGroup)ent).ScheduleGroupForFullUpdate(); |
||
4665 | } |
||
4666 | } |
||
4667 | } |
||
4668 | |||
4669 | /// <summary> |
||
4670 | /// This is currently only used for scale (to scale to MegaPrim size) |
||
4671 | /// There is a console command that calls this in OpenSimMain |
||
4672 | /// </summary> |
||
4673 | /// <param name="cmdparams"></param> |
||
4674 | public void HandleEditCommand(string[] cmdparams) |
||
4675 | { |
||
4676 | m_log.DebugFormat("Searching for Primitive: '{0}'", cmdparams[2]); |
||
4677 | |||
4678 | EntityBase[] entityList = GetEntities(); |
||
4679 | foreach (EntityBase ent in entityList) |
||
4680 | { |
||
4681 | if (ent is SceneObjectGroup) |
||
4682 | { |
||
4683 | SceneObjectPart part = ((SceneObjectGroup)ent).GetPart(((SceneObjectGroup)ent).UUID); |
||
4684 | if (part != null) |
||
4685 | { |
||
4686 | if (part.Name == cmdparams[2]) |
||
4687 | { |
||
4688 | part.Resize( |
||
4689 | new Vector3(Convert.ToSingle(cmdparams[3]), Convert.ToSingle(cmdparams[4]), |
||
4690 | Convert.ToSingle(cmdparams[5]))); |
||
4691 | |||
4692 | m_log.DebugFormat("Edited scale of Primitive: {0}", part.Name); |
||
4693 | } |
||
4694 | } |
||
4695 | } |
||
4696 | } |
||
4697 | } |
||
4698 | |||
4699 | #region Script Handling Methods |
||
4700 | |||
4701 | /// <summary> |
||
4702 | /// Console command handler to send script command to script engine. |
||
4703 | /// </summary> |
||
4704 | /// <param name="args"></param> |
||
4705 | public void SendCommandToPlugins(string[] args) |
||
4706 | { |
||
4707 | m_eventManager.TriggerOnPluginConsole(args); |
||
4708 | } |
||
4709 | |||
4710 | public LandData GetLandData(float x, float y) |
||
4711 | { |
||
4712 | return LandChannel.GetLandObject(x, y).LandData; |
||
4713 | } |
||
4714 | |||
4715 | /// <summary> |
||
4716 | /// Get LandData by position. |
||
4717 | /// </summary> |
||
4718 | /// <param name="pos"></param> |
||
4719 | /// <returns></returns> |
||
4720 | public LandData GetLandData(Vector3 pos) |
||
4721 | { |
||
4722 | return GetLandData(pos.X, pos.Y); |
||
4723 | } |
||
4724 | |||
4725 | public LandData GetLandData(uint x, uint y) |
||
4726 | { |
||
4727 | m_log.DebugFormat("[SCENE]: returning land for {0},{1}", x, y); |
||
4728 | return LandChannel.GetLandObject((int)x, (int)y).LandData; |
||
4729 | } |
||
4730 | |||
4731 | #endregion |
||
4732 | |||
4733 | #region Script Engine |
||
4734 | |||
4735 | private bool ScriptDanger(SceneObjectPart part,Vector3 pos) |
||
4736 | { |
||
4737 | ILandObject parcel = LandChannel.GetLandObject(pos.X, pos.Y); |
||
4738 | if (part != null) |
||
4739 | { |
||
4740 | if (parcel != null) |
||
4741 | { |
||
4742 | if ((parcel.LandData.Flags & (uint)ParcelFlags.AllowOtherScripts) != 0) |
||
4743 | { |
||
4744 | return true; |
||
4745 | } |
||
4746 | else if ((parcel.LandData.Flags & (uint)ParcelFlags.AllowGroupScripts) != 0) |
||
4747 | { |
||
4748 | if (part.OwnerID == parcel.LandData.OwnerID |
||
4749 | || (parcel.LandData.IsGroupOwned && part.GroupID == parcel.LandData.GroupID) |
||
4750 | || Permissions.IsGod(part.OwnerID)) |
||
4751 | { |
||
4752 | return true; |
||
4753 | } |
||
4754 | else |
||
4755 | { |
||
4756 | return false; |
||
4757 | } |
||
4758 | } |
||
4759 | else |
||
4760 | { |
||
4761 | if (part.OwnerID == parcel.LandData.OwnerID) |
||
4762 | { |
||
4763 | return true; |
||
4764 | } |
||
4765 | else |
||
4766 | { |
||
4767 | return false; |
||
4768 | } |
||
4769 | } |
||
4770 | } |
||
4771 | else |
||
4772 | { |
||
4773 | |||
4774 | if (pos.X > 0f && pos.X < RegionInfo.RegionSizeX && pos.Y > 0f && pos.Y < RegionInfo.RegionSizeY) |
||
4775 | { |
||
4776 | // The only time parcel != null when an object is inside a region is when |
||
4777 | // there is nothing behind the landchannel. IE, no land plugin loaded. |
||
4778 | return true; |
||
4779 | } |
||
4780 | else |
||
4781 | { |
||
4782 | // The object is outside of this region. Stop piping events to it. |
||
4783 | return false; |
||
4784 | } |
||
4785 | } |
||
4786 | } |
||
4787 | else |
||
4788 | { |
||
4789 | return false; |
||
4790 | } |
||
4791 | } |
||
4792 | |||
4793 | public bool ScriptDanger(uint localID, Vector3 pos) |
||
4794 | { |
||
4795 | SceneObjectPart part = GetSceneObjectPart(localID); |
||
4796 | if (part != null) |
||
4797 | { |
||
4798 | return ScriptDanger(part, pos); |
||
4799 | } |
||
4800 | else |
||
4801 | { |
||
4802 | return false; |
||
4803 | } |
||
4804 | } |
||
4805 | |||
4806 | public bool PipeEventsForScript(uint localID) |
||
4807 | { |
||
4808 | SceneObjectPart part = GetSceneObjectPart(localID); |
||
4809 | |||
4810 | if (part != null) |
||
4811 | { |
||
4812 | SceneObjectPart parent = part.ParentGroup.RootPart; |
||
4813 | return ScriptDanger(parent, parent.GetWorldPosition()); |
||
4814 | } |
||
4815 | else |
||
4816 | { |
||
4817 | return false; |
||
4818 | } |
||
4819 | } |
||
4820 | |||
4821 | #endregion |
||
4822 | |||
4823 | #region SceneGraph wrapper methods |
||
4824 | |||
4825 | /// <summary> |
||
4826 | /// |
||
4827 | /// </summary> |
||
4828 | /// <param name="localID"></param> |
||
4829 | /// <returns></returns> |
||
4830 | public UUID ConvertLocalIDToFullID(uint localID) |
||
4831 | { |
||
4832 | return m_sceneGraph.ConvertLocalIDToFullID(localID); |
||
4833 | } |
||
4834 | |||
4835 | public void SwapRootAgentCount(bool rootChildChildRootTF) |
||
4836 | { |
||
4837 | m_sceneGraph.SwapRootChildAgent(rootChildChildRootTF); |
||
4838 | } |
||
4839 | |||
4840 | public void AddPhysicalPrim(int num) |
||
4841 | { |
||
4842 | m_sceneGraph.AddPhysicalPrim(num); |
||
4843 | } |
||
4844 | |||
4845 | public void RemovePhysicalPrim(int num) |
||
4846 | { |
||
4847 | m_sceneGraph.RemovePhysicalPrim(num); |
||
4848 | } |
||
4849 | |||
4850 | public int GetRootAgentCount() |
||
4851 | { |
||
4852 | return m_sceneGraph.GetRootAgentCount(); |
||
4853 | } |
||
4854 | |||
4855 | public int GetChildAgentCount() |
||
4856 | { |
||
4857 | return m_sceneGraph.GetChildAgentCount(); |
||
4858 | } |
||
4859 | |||
4860 | /// <summary> |
||
4861 | /// Request a scene presence by UUID. Fast, indexed lookup. |
||
4862 | /// </summary> |
||
4863 | /// <param name="agentID"></param> |
||
4864 | /// <returns>null if the presence was not found</returns> |
||
4865 | public ScenePresence GetScenePresence(UUID agentID) |
||
4866 | { |
||
4867 | return m_sceneGraph.GetScenePresence(agentID); |
||
4868 | } |
||
4869 | |||
4870 | /// <summary> |
||
4871 | /// Request the scene presence by name. |
||
4872 | /// </summary> |
||
4873 | /// <param name="firstName"></param> |
||
4874 | /// <param name="lastName"></param> |
||
4875 | /// <returns>null if the presence was not found</returns> |
||
4876 | public ScenePresence GetScenePresence(string firstName, string lastName) |
||
4877 | { |
||
4878 | return m_sceneGraph.GetScenePresence(firstName, lastName); |
||
4879 | } |
||
4880 | |||
4881 | /// <summary> |
||
4882 | /// Request the scene presence by localID. |
||
4883 | /// </summary> |
||
4884 | /// <param name="localID"></param> |
||
4885 | /// <returns>null if the presence was not found</returns> |
||
4886 | public ScenePresence GetScenePresence(uint localID) |
||
4887 | { |
||
4888 | return m_sceneGraph.GetScenePresence(localID); |
||
4889 | } |
||
4890 | |||
4891 | /// <summary> |
||
4892 | /// Gets all the scene presences in this scene. |
||
4893 | /// </summary> |
||
4894 | /// <remarks> |
||
4895 | /// This method will return both root and child scene presences. |
||
4896 | /// |
||
4897 | /// Consider using ForEachScenePresence() or ForEachRootScenePresence() if possible since these will not |
||
4898 | /// involving creating a new List object. |
||
4899 | /// </remarks> |
||
4900 | /// <returns> |
||
4901 | /// A list of the scene presences. Adding or removing from the list will not affect the presences in the scene. |
||
4902 | /// </returns> |
||
4903 | public List<ScenePresence> GetScenePresences() |
||
4904 | { |
||
4905 | return new List<ScenePresence>(m_sceneGraph.GetScenePresences()); |
||
4906 | } |
||
4907 | |||
4908 | /// <summary> |
||
4909 | /// Performs action on all avatars in the scene (root scene presences) |
||
4910 | /// Avatars may be an NPC or a 'real' client. |
||
4911 | /// </summary> |
||
4912 | /// <param name="action"></param> |
||
4913 | public void ForEachRootScenePresence(Action<ScenePresence> action) |
||
4914 | { |
||
4915 | m_sceneGraph.ForEachAvatar(action); |
||
4916 | } |
||
4917 | |||
4918 | /// <summary> |
||
4919 | /// Performs action on all scene presences (root and child) |
||
4920 | /// </summary> |
||
4921 | /// <param name="action"></param> |
||
4922 | public void ForEachScenePresence(Action<ScenePresence> action) |
||
4923 | { |
||
4924 | m_sceneGraph.ForEachScenePresence(action); |
||
4925 | } |
||
4926 | |||
4927 | /// <summary> |
||
4928 | /// Get all the scene object groups. |
||
4929 | /// </summary> |
||
4930 | /// <returns> |
||
4931 | /// The scene object groups. If the scene is empty then an empty list is returned. |
||
4932 | /// </returns> |
||
4933 | public List<SceneObjectGroup> GetSceneObjectGroups() |
||
4934 | { |
||
4935 | return m_sceneGraph.GetSceneObjectGroups(); |
||
4936 | } |
||
4937 | |||
4938 | /// <summary> |
||
4939 | /// Get a group via its UUID |
||
4940 | /// </summary> |
||
4941 | /// <param name="fullID"></param> |
||
4942 | /// <returns>null if no group with that id exists</returns> |
||
4943 | public SceneObjectGroup GetSceneObjectGroup(UUID fullID) |
||
4944 | { |
||
4945 | return m_sceneGraph.GetSceneObjectGroup(fullID); |
||
4946 | } |
||
4947 | |||
4948 | /// <summary> |
||
4949 | /// Get a group via its local ID |
||
4950 | /// </summary> |
||
4951 | /// <remarks>This will only return a group if the local ID matches a root part</remarks> |
||
4952 | /// <param name="localID"></param> |
||
4953 | /// <returns>null if no group with that id exists</returns> |
||
4954 | public SceneObjectGroup GetSceneObjectGroup(uint localID) |
||
4955 | { |
||
4956 | return m_sceneGraph.GetSceneObjectGroup(localID); |
||
4957 | } |
||
4958 | |||
4959 | /// <summary> |
||
4960 | /// Get a group by name from the scene (will return the first |
||
4961 | /// found, if there are more than one prim with the same name) |
||
4962 | /// </summary> |
||
4963 | /// <param name="name"></param> |
||
4964 | /// <returns>null if no group with that name exists</returns> |
||
4965 | public SceneObjectGroup GetSceneObjectGroup(string name) |
||
4966 | { |
||
4967 | return m_sceneGraph.GetSceneObjectGroup(name); |
||
4968 | } |
||
4969 | |||
4970 | /// <summary> |
||
4971 | /// Attempt to get the SOG via its UUID |
||
4972 | /// </summary> |
||
4973 | /// <param name="fullID"></param> |
||
4974 | /// <param name="sog"></param> |
||
4975 | /// <returns></returns> |
||
4976 | public bool TryGetSceneObjectGroup(UUID fullID, out SceneObjectGroup sog) |
||
4977 | { |
||
4978 | sog = GetSceneObjectGroup(fullID); |
||
4979 | return sog != null; |
||
4980 | } |
||
4981 | |||
4982 | /// <summary> |
||
4983 | /// Get a prim by name from the scene (will return the first |
||
4984 | /// found, if there are more than one prim with the same name) |
||
4985 | /// </summary> |
||
4986 | /// <param name="name"></param> |
||
4987 | /// <returns></returns> |
||
4988 | public SceneObjectPart GetSceneObjectPart(string name) |
||
4989 | { |
||
4990 | return m_sceneGraph.GetSceneObjectPart(name); |
||
4991 | } |
||
4992 | |||
4993 | /// <summary> |
||
4994 | /// Get a prim via its local id |
||
4995 | /// </summary> |
||
4996 | /// <param name="localID"></param> |
||
4997 | /// <returns></returns> |
||
4998 | public SceneObjectPart GetSceneObjectPart(uint localID) |
||
4999 | { |
||
5000 | return m_sceneGraph.GetSceneObjectPart(localID); |
||
5001 | } |
||
5002 | |||
5003 | /// <summary> |
||
5004 | /// Get a prim via its UUID |
||
5005 | /// </summary> |
||
5006 | /// <param name="fullID"></param> |
||
5007 | /// <returns></returns> |
||
5008 | public SceneObjectPart GetSceneObjectPart(UUID fullID) |
||
5009 | { |
||
5010 | return m_sceneGraph.GetSceneObjectPart(fullID); |
||
5011 | } |
||
5012 | |||
5013 | /// <summary> |
||
5014 | /// Attempt to get a prim via its UUID |
||
5015 | /// </summary> |
||
5016 | /// <param name="fullID"></param> |
||
5017 | /// <param name="sop"></param> |
||
5018 | /// <returns></returns> |
||
5019 | public bool TryGetSceneObjectPart(UUID fullID, out SceneObjectPart sop) |
||
5020 | { |
||
5021 | sop = GetSceneObjectPart(fullID); |
||
5022 | return sop != null; |
||
5023 | } |
||
5024 | |||
5025 | /// <summary> |
||
5026 | /// Get a scene object group that contains the prim with the given local id |
||
5027 | /// </summary> |
||
5028 | /// <param name="localID"></param> |
||
5029 | /// <returns>null if no scene object group containing that prim is found</returns> |
||
5030 | public SceneObjectGroup GetGroupByPrim(uint localID) |
||
5031 | { |
||
5032 | return m_sceneGraph.GetGroupByPrim(localID); |
||
5033 | } |
||
5034 | |||
5035 | /// <summary> |
||
5036 | /// Get a scene object group that contains the prim with the given uuid |
||
5037 | /// </summary> |
||
5038 | /// <param name="fullID"></param> |
||
5039 | /// <returns>null if no scene object group containing that prim is found</returns> |
||
5040 | public SceneObjectGroup GetGroupByPrim(UUID fullID) |
||
5041 | { |
||
5042 | return m_sceneGraph.GetGroupByPrim(fullID); |
||
5043 | } |
||
5044 | |||
5045 | public override bool TryGetScenePresence(UUID agentID, out ScenePresence sp) |
||
5046 | { |
||
5047 | return m_sceneGraph.TryGetScenePresence(agentID, out sp); |
||
5048 | } |
||
5049 | |||
5050 | public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) |
||
5051 | { |
||
5052 | return m_sceneGraph.TryGetAvatarByName(avatarName, out avatar); |
||
5053 | } |
||
5054 | |||
5055 | /// <summary> |
||
5056 | /// Perform an action on all clients with an avatar in this scene (root only) |
||
5057 | /// </summary> |
||
5058 | /// <param name="action"></param> |
||
5059 | public void ForEachRootClient(Action<IClientAPI> action) |
||
5060 | { |
||
5061 | ForEachRootScenePresence(delegate(ScenePresence presence) |
||
5062 | { |
||
5063 | action(presence.ControllingClient); |
||
5064 | }); |
||
5065 | } |
||
5066 | |||
5067 | /// <summary> |
||
5068 | /// Perform an action on all clients connected to the region (root and child) |
||
5069 | /// </summary> |
||
5070 | /// <param name="action"></param> |
||
5071 | public void ForEachClient(Action<IClientAPI> action) |
||
5072 | { |
||
5073 | m_clientManager.ForEachSync(action); |
||
5074 | } |
||
5075 | |||
5076 | public bool TryGetClient(UUID avatarID, out IClientAPI client) |
||
5077 | { |
||
5078 | return m_clientManager.TryGetValue(avatarID, out client); |
||
5079 | } |
||
5080 | |||
5081 | public bool TryGetClient(System.Net.IPEndPoint remoteEndPoint, out IClientAPI client) |
||
5082 | { |
||
5083 | return m_clientManager.TryGetValue(remoteEndPoint, out client); |
||
5084 | } |
||
5085 | |||
5086 | public void ForEachSOG(Action<SceneObjectGroup> action) |
||
5087 | { |
||
5088 | m_sceneGraph.ForEachSOG(action); |
||
5089 | } |
||
5090 | |||
5091 | /// <summary> |
||
5092 | /// Returns a list of the entities in the scene. This is a new list so operations perform on the list itself |
||
5093 | /// will not affect the original list of objects in the scene. |
||
5094 | /// </summary> |
||
5095 | /// <returns></returns> |
||
5096 | public EntityBase[] GetEntities() |
||
5097 | { |
||
5098 | return m_sceneGraph.GetEntities(); |
||
5099 | } |
||
5100 | |||
5101 | #endregion |
||
5102 | |||
5103 | |||
5104 | // Commented pending deletion since this method no longer appears to do anything at all |
||
5105 | // public bool NeedSceneCacheClear(UUID agentID) |
||
5106 | // { |
||
5107 | // IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>(); |
||
5108 | // if (inv == null) |
||
5109 | // return true; |
||
5110 | // |
||
5111 | // return inv.NeedSceneCacheClear(agentID, this); |
||
5112 | // } |
||
5113 | |||
5114 | public void CleanTempObjects() |
||
5115 | { |
||
5116 | EntityBase[] entities = GetEntities(); |
||
5117 | foreach (EntityBase obj in entities) |
||
5118 | { |
||
5119 | if (obj is SceneObjectGroup) |
||
5120 | { |
||
5121 | SceneObjectGroup grp = (SceneObjectGroup)obj; |
||
5122 | |||
5123 | if (!grp.IsDeleted) |
||
5124 | { |
||
5125 | if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) |
||
5126 | { |
||
5127 | if (grp.RootPart.Expires <= DateTime.Now) |
||
5128 | DeleteSceneObject(grp, false); |
||
5129 | } |
||
5130 | } |
||
5131 | } |
||
5132 | } |
||
5133 | |||
5134 | } |
||
5135 | |||
5136 | public void DeleteFromStorage(UUID uuid) |
||
5137 | { |
||
5138 | SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID); |
||
5139 | } |
||
5140 | |||
5141 | public int GetHealth() |
||
5142 | { |
||
5143 | // Returns: |
||
5144 | // 1 = sim is up and accepting http requests. The heartbeat has |
||
5145 | // stopped and the sim is probably locked up, but a remote |
||
5146 | // admin restart may succeed |
||
5147 | // |
||
5148 | // 2 = Sim is up and the heartbeat is running. The sim is likely |
||
5149 | // usable for people within and logins _may_ work |
||
5150 | // |
||
5151 | // 3 = We have seen a new user enter within the past 4 minutes |
||
5152 | // which can be seen as positive confirmation of sim health |
||
5153 | // |
||
5154 | int health=1; // Start at 1, means we're up |
||
5155 | |||
5156 | if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) |
||
5157 | health += 1; |
||
5158 | else |
||
5159 | return health; |
||
5160 | |||
5161 | // A login in the last 4 mins? We can't be doing too badly |
||
5162 | // |
||
5163 | if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) |
||
5164 | health++; |
||
5165 | else |
||
5166 | return health; |
||
5167 | |||
5168 | // CheckHeartbeat(); |
||
5169 | |||
5170 | return health; |
||
5171 | } |
||
5172 | |||
5173 | // This callback allows the PhysicsScene to call back to its caller (the SceneGraph) and |
||
5174 | // update non-physical objects like the joint proxy objects that represent the position |
||
5175 | // of the joints in the scene. |
||
5176 | |||
5177 | // This routine is normally called from within a lock (OdeLock) from within the OdePhysicsScene |
||
5178 | // WARNING: be careful of deadlocks here if you manipulate the scene. Remember you are being called |
||
5179 | // from within the OdePhysicsScene. |
||
5180 | |||
5181 | protected internal void jointMoved(PhysicsJoint joint) |
||
5182 | { |
||
5183 | // m_parentScene.PhysicsScene.DumpJointInfo(); // non-thread-locked version; we should already be in a lock (OdeLock) when this callback is invoked |
||
5184 | SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene); |
||
5185 | if (jointProxyObject == null) |
||
5186 | { |
||
5187 | jointErrorMessage(joint, "WARNING, joint proxy not found, name " + joint.ObjectNameInScene); |
||
5188 | return; |
||
5189 | } |
||
5190 | |||
5191 | // now update the joint proxy object in the scene to have the position of the joint as returned by the physics engine |
||
5192 | SceneObjectPart trackedBody = GetSceneObjectPart(joint.TrackedBodyName); // FIXME: causes a sequential lookup |
||
5193 | 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. |
||
5194 | jointProxyObject.Velocity = trackedBody.Velocity; |
||
5195 | jointProxyObject.AngularVelocity = trackedBody.AngularVelocity; |
||
5196 | switch (joint.Type) |
||
5197 | { |
||
5198 | case PhysicsJointType.Ball: |
||
5199 | { |
||
5200 | Vector3 jointAnchor = PhysicsScene.GetJointAnchor(joint); |
||
5201 | Vector3 proxyPos = new Vector3(jointAnchor.X, jointAnchor.Y, jointAnchor.Z); |
||
5202 | jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update |
||
5203 | } |
||
5204 | break; |
||
5205 | |||
5206 | case PhysicsJointType.Hinge: |
||
5207 | { |
||
5208 | Vector3 jointAnchor = PhysicsScene.GetJointAnchor(joint); |
||
5209 | |||
5210 | // Normally, we would just ask the physics scene to return the axis for the joint. |
||
5211 | // Unfortunately, ODE sometimes returns <0,0,0> for the joint axis, which should |
||
5212 | // never occur. Therefore we cannot rely on ODE to always return a correct joint axis. |
||
5213 | // Therefore the following call does not always work: |
||
5214 | //PhysicsVector phyJointAxis = _PhyScene.GetJointAxis(joint); |
||
5215 | |||
5216 | // instead we compute the joint orientation by saving the original joint orientation |
||
5217 | // relative to one of the jointed bodies, and applying this transformation |
||
5218 | // to the current position of the jointed bodies (the tracked body) to compute the |
||
5219 | // current joint orientation. |
||
5220 | |||
5221 | if (joint.TrackedBodyName == null) |
||
5222 | { |
||
5223 | jointErrorMessage(joint, "joint.TrackedBodyName is null, joint " + joint.ObjectNameInScene); |
||
5224 | } |
||
5225 | |||
5226 | Vector3 proxyPos = new Vector3(jointAnchor.X, jointAnchor.Y, jointAnchor.Z); |
||
5227 | Quaternion q = trackedBody.RotationOffset * joint.LocalRotation; |
||
5228 | |||
5229 | jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update |
||
5230 | jointProxyObject.ParentGroup.UpdateGroupRotationR(q); // schedules the entire group for a terse update |
||
5231 | } |
||
5232 | break; |
||
5233 | } |
||
5234 | } |
||
5235 | |||
5236 | // This callback allows the PhysicsScene to call back to its caller (the SceneGraph) and |
||
5237 | // update non-physical objects like the joint proxy objects that represent the position |
||
5238 | // of the joints in the scene. |
||
5239 | |||
5240 | // This routine is normally called from within a lock (OdeLock) from within the OdePhysicsScene |
||
5241 | // WARNING: be careful of deadlocks here if you manipulate the scene. Remember you are being called |
||
5242 | // from within the OdePhysicsScene. |
||
5243 | protected internal void jointDeactivated(PhysicsJoint joint) |
||
5244 | { |
||
5245 | //m_log.Debug("[NINJA] SceneGraph.jointDeactivated, joint:" + joint.ObjectNameInScene); |
||
5246 | SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene); |
||
5247 | if (jointProxyObject == null) |
||
5248 | { |
||
5249 | jointErrorMessage(joint, "WARNING, trying to deactivate (stop interpolation of) joint proxy, but not found, name " + joint.ObjectNameInScene); |
||
5250 | return; |
||
5251 | } |
||
5252 | |||
5253 | // turn the proxy non-physical, which also stops its client-side interpolation |
||
5254 | bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); |
||
5255 | if (wasUsingPhysics) |
||
5256 | { |
||
5257 | 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 |
||
5258 | } |
||
5259 | } |
||
5260 | |||
5261 | // This callback allows the PhysicsScene to call back to its caller (the SceneGraph) and |
||
5262 | // alert the user of errors by using the debug channel in the same way that scripts alert |
||
5263 | // the user of compile errors. |
||
5264 | |||
5265 | // This routine is normally called from within a lock (OdeLock) from within the OdePhysicsScene |
||
5266 | // WARNING: be careful of deadlocks here if you manipulate the scene. Remember you are being called |
||
5267 | // from within the OdePhysicsScene. |
||
5268 | public void jointErrorMessage(PhysicsJoint joint, string message) |
||
5269 | { |
||
5270 | if (joint != null) |
||
5271 | { |
||
5272 | if (joint.ErrorMessageCount > PhysicsJoint.maxErrorMessages) |
||
5273 | return; |
||
5274 | |||
5275 | SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene); |
||
5276 | if (jointProxyObject != null) |
||
5277 | { |
||
5278 | SimChat(Utils.StringToBytes("[NINJA]: " + message), |
||
5279 | ChatTypeEnum.DebugChannel, |
||
5280 | 2147483647, |
||
5281 | jointProxyObject.AbsolutePosition, |
||
5282 | jointProxyObject.Name, |
||
5283 | jointProxyObject.UUID, |
||
5284 | false); |
||
5285 | |||
5286 | joint.ErrorMessageCount++; |
||
5287 | |||
5288 | if (joint.ErrorMessageCount > PhysicsJoint.maxErrorMessages) |
||
5289 | { |
||
5290 | SimChat(Utils.StringToBytes("[NINJA]: Too many messages for this joint, suppressing further messages."), |
||
5291 | ChatTypeEnum.DebugChannel, |
||
5292 | 2147483647, |
||
5293 | jointProxyObject.AbsolutePosition, |
||
5294 | jointProxyObject.Name, |
||
5295 | jointProxyObject.UUID, |
||
5296 | false); |
||
5297 | } |
||
5298 | } |
||
5299 | else |
||
5300 | { |
||
5301 | // couldn't find the joint proxy object; the error message is silently suppressed |
||
5302 | } |
||
5303 | } |
||
5304 | } |
||
5305 | |||
5306 | public Scene ConsoleScene() |
||
5307 | { |
||
5308 | if (MainConsole.Instance == null) |
||
5309 | return null; |
||
5310 | if (MainConsole.Instance.ConsoleScene is Scene) |
||
5311 | return (Scene)MainConsole.Instance.ConsoleScene; |
||
5312 | return null; |
||
5313 | } |
||
5314 | |||
5315 | public float GetGroundHeight(float x, float y) |
||
5316 | { |
||
5317 | if (x < 0) |
||
5318 | x = 0; |
||
5319 | if (x >= Heightmap.Width) |
||
5320 | x = Heightmap.Width - 1; |
||
5321 | if (y < 0) |
||
5322 | y = 0; |
||
5323 | if (y >= Heightmap.Height) |
||
5324 | y = Heightmap.Height - 1; |
||
5325 | |||
5326 | Vector3 p0 = new Vector3(x, y, (float)Heightmap[(int)x, (int)y]); |
||
5327 | Vector3 p1 = new Vector3(p0); |
||
5328 | Vector3 p2 = new Vector3(p0); |
||
5329 | |||
5330 | p1.X += 1.0f; |
||
5331 | if (p1.X < Heightmap.Width) |
||
5332 | p1.Z = (float)Heightmap[(int)p1.X, (int)p1.Y]; |
||
5333 | |||
5334 | p2.Y += 1.0f; |
||
5335 | if (p2.Y < Heightmap.Height) |
||
5336 | p2.Z = (float)Heightmap[(int)p2.X, (int)p2.Y]; |
||
5337 | |||
5338 | Vector3 v0 = new Vector3(p1.X - p0.X, p1.Y - p0.Y, p1.Z - p0.Z); |
||
5339 | Vector3 v1 = new Vector3(p2.X - p0.X, p2.Y - p0.Y, p2.Z - p0.Z); |
||
5340 | |||
5341 | v0.Normalize(); |
||
5342 | v1.Normalize(); |
||
5343 | |||
5344 | Vector3 vsn = new Vector3(); |
||
5345 | vsn.X = (v0.Y * v1.Z) - (v0.Z * v1.Y); |
||
5346 | vsn.Y = (v0.Z * v1.X) - (v0.X * v1.Z); |
||
5347 | vsn.Z = (v0.X * v1.Y) - (v0.Y * v1.X); |
||
5348 | vsn.Normalize(); |
||
5349 | |||
5350 | float xdiff = x - (float)((int)x); |
||
5351 | float ydiff = y - (float)((int)y); |
||
5352 | |||
5353 | return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; |
||
5354 | } |
||
5355 | |||
5356 | // private void CheckHeartbeat() |
||
5357 | // { |
||
5358 | // if (m_firstHeartbeat) |
||
5359 | // return; |
||
5360 | // |
||
5361 | // if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) |
||
5362 | // StartTimer(); |
||
5363 | // } |
||
5364 | |||
5365 | public override ISceneObject DeserializeObject(string representation) |
||
5366 | { |
||
5367 | return SceneObjectSerializer.FromXml2Format(representation); |
||
5368 | } |
||
5369 | |||
5370 | public override bool AllowScriptCrossings |
||
5371 | { |
||
5372 | get { return m_allowScriptCrossings; } |
||
5373 | } |
||
5374 | |||
5375 | public Vector3 GetNearestAllowedPosition(ScenePresence avatar) |
||
5376 | { |
||
5377 | return GetNearestAllowedPosition(avatar, null); |
||
5378 | } |
||
5379 | |||
5380 | public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel) |
||
5381 | { |
||
5382 | ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel); |
||
5383 | |||
5384 | if (nearestParcel != null) |
||
5385 | { |
||
5386 | Vector3 dir = Vector3.Normalize(Vector3.Multiply(avatar.Velocity, -1)); |
||
5387 | //Try to get a location that feels like where they came from |
||
5388 | Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); |
||
5389 | if (nearestPoint != null) |
||
5390 | { |
||
5391 | Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString()); |
||
5392 | return nearestPoint.Value; |
||
5393 | } |
||
5394 | |||
5395 | //Sometimes velocity might be zero (local teleport), so try finding point along path from avatar to center of nearest parcel |
||
5396 | Vector3 directionToParcelCenter = Vector3.Subtract(GetParcelCenterAtGround(nearestParcel), avatar.AbsolutePosition); |
||
5397 | dir = Vector3.Normalize(directionToParcelCenter); |
||
5398 | nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); |
||
5399 | if (nearestPoint != null) |
||
5400 | { |
||
5401 | Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString()); |
||
5402 | return nearestPoint.Value; |
||
5403 | } |
||
5404 | |||
5405 | ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y); |
||
5406 | if (dest != excludeParcel) |
||
5407 | { |
||
5408 | // Ultimate backup if we have no idea where they are and |
||
5409 | // the last allowed position was in another parcel |
||
5410 | Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString()); |
||
5411 | return avatar.lastKnownAllowedPosition; |
||
5412 | } |
||
5413 | |||
5414 | // else fall through to region edge |
||
5415 | } |
||
5416 | |||
5417 | //Go to the edge, this happens in teleporting to a region with no available parcels |
||
5418 | Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar); |
||
5419 | |||
5420 | //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString()); |
||
5421 | |||
5422 | return nearestRegionEdgePoint; |
||
5423 | } |
||
5424 | |||
5425 | private Vector3 GetParcelCenterAtGround(ILandObject parcel) |
||
5426 | { |
||
5427 | Vector2 center = GetParcelCenter(parcel); |
||
5428 | return GetPositionAtGround(center.X, center.Y); |
||
5429 | } |
||
5430 | |||
5431 | private Vector3? GetNearestPointInParcelAlongDirectionFromPoint(Vector3 pos, Vector3 direction, ILandObject parcel) |
||
5432 | { |
||
5433 | Vector3 unitDirection = Vector3.Normalize(direction); |
||
5434 | //Making distance to search go through some sane limit of distance |
||
5435 | for (float distance = 0; distance < Math.Max(RegionInfo.RegionSizeX, RegionInfo.RegionSizeY) * 2; distance += .5f) |
||
5436 | { |
||
5437 | Vector3 testPos = Vector3.Add(pos, Vector3.Multiply(unitDirection, distance)); |
||
5438 | if (parcel.ContainsPoint((int)testPos.X, (int)testPos.Y)) |
||
5439 | { |
||
5440 | return testPos; |
||
5441 | } |
||
5442 | } |
||
5443 | return null; |
||
5444 | } |
||
5445 | |||
5446 | public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) |
||
5447 | { |
||
5448 | return GetNearestAllowedParcel(avatarId, x, y, null); |
||
5449 | } |
||
5450 | |||
5451 | public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel) |
||
5452 | { |
||
5453 | List<ILandObject> all = AllParcels(); |
||
5454 | float minParcelDistance = float.MaxValue; |
||
5455 | ILandObject nearestParcel = null; |
||
5456 | |||
5457 | foreach (var parcel in all) |
||
5458 | { |
||
5459 | if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel) |
||
5460 | { |
||
5461 | float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); |
||
5462 | if (parcelDistance < minParcelDistance) |
||
5463 | { |
||
5464 | minParcelDistance = parcelDistance; |
||
5465 | nearestParcel = parcel; |
||
5466 | } |
||
5467 | } |
||
5468 | } |
||
5469 | |||
5470 | return nearestParcel; |
||
5471 | } |
||
5472 | |||
5473 | private List<ILandObject> AllParcels() |
||
5474 | { |
||
5475 | return LandChannel.AllParcels(); |
||
5476 | } |
||
5477 | |||
5478 | private float GetParcelDistancefromPoint(ILandObject parcel, float x, float y) |
||
5479 | { |
||
5480 | return Vector2.Distance(new Vector2(x, y), GetParcelCenter(parcel)); |
||
5481 | } |
||
5482 | |||
5483 | //calculate the average center point of a parcel |
||
5484 | private Vector2 GetParcelCenter(ILandObject parcel) |
||
5485 | { |
||
5486 | int count = 0; |
||
5487 | int avgx = 0; |
||
5488 | int avgy = 0; |
||
5489 | for (int x = 0; x < RegionInfo.RegionSizeX; x++) |
||
5490 | { |
||
5491 | for (int y = 0; y < RegionInfo.RegionSizeY; y++) |
||
5492 | { |
||
5493 | //Just keep a running average as we check if all the points are inside or not |
||
5494 | if (parcel.ContainsPoint(x, y)) |
||
5495 | { |
||
5496 | if (count == 0) |
||
5497 | { |
||
5498 | avgx = x; |
||
5499 | avgy = y; |
||
5500 | } |
||
5501 | else |
||
5502 | { |
||
5503 | avgx = (avgx * count + x) / (count + 1); |
||
5504 | avgy = (avgy * count + y) / (count + 1); |
||
5505 | } |
||
5506 | count += 1; |
||
5507 | } |
||
5508 | } |
||
5509 | } |
||
5510 | return new Vector2(avgx, avgy); |
||
5511 | } |
||
5512 | |||
5513 | private Vector3 GetNearestRegionEdgePosition(ScenePresence avatar) |
||
5514 | { |
||
5515 | float xdistance = avatar.AbsolutePosition.X < RegionInfo.RegionSizeX / 2 |
||
5516 | ? avatar.AbsolutePosition.X : RegionInfo.RegionSizeX - avatar.AbsolutePosition.X; |
||
5517 | float ydistance = avatar.AbsolutePosition.Y < RegionInfo.RegionSizeY / 2 |
||
5518 | ? avatar.AbsolutePosition.Y : RegionInfo.RegionSizeY - avatar.AbsolutePosition.Y; |
||
5519 | |||
5520 | //find out what vertical edge to go to |
||
5521 | if (xdistance < ydistance) |
||
5522 | { |
||
5523 | if (avatar.AbsolutePosition.X < RegionInfo.RegionSizeX / 2) |
||
5524 | { |
||
5525 | return GetPositionAtAvatarHeightOrGroundHeight(avatar, 0.0f, avatar.AbsolutePosition.Y); |
||
5526 | } |
||
5527 | else |
||
5528 | { |
||
5529 | return GetPositionAtAvatarHeightOrGroundHeight(avatar, RegionInfo.RegionSizeY, avatar.AbsolutePosition.Y); |
||
5530 | } |
||
5531 | } |
||
5532 | //find out what horizontal edge to go to |
||
5533 | else |
||
5534 | { |
||
5535 | if (avatar.AbsolutePosition.Y < RegionInfo.RegionSizeY / 2) |
||
5536 | { |
||
5537 | return GetPositionAtAvatarHeightOrGroundHeight(avatar, avatar.AbsolutePosition.X, 0.0f); |
||
5538 | } |
||
5539 | else |
||
5540 | { |
||
5541 | return GetPositionAtAvatarHeightOrGroundHeight(avatar, avatar.AbsolutePosition.X, RegionInfo.RegionSizeY); |
||
5542 | } |
||
5543 | } |
||
5544 | } |
||
5545 | |||
5546 | private Vector3 GetPositionAtAvatarHeightOrGroundHeight(ScenePresence avatar, float x, float y) |
||
5547 | { |
||
5548 | Vector3 ground = GetPositionAtGround(x, y); |
||
5549 | if (avatar.AbsolutePosition.Z > ground.Z) |
||
5550 | { |
||
5551 | ground.Z = avatar.AbsolutePosition.Z; |
||
5552 | } |
||
5553 | return ground; |
||
5554 | } |
||
5555 | |||
5556 | private Vector3 GetPositionAtGround(float x, float y) |
||
5557 | { |
||
5558 | return new Vector3(x, y, GetGroundHeight(x, y)); |
||
5559 | } |
||
5560 | |||
5561 | public List<UUID> GetEstateRegions(int estateID) |
||
5562 | { |
||
5563 | IEstateDataService estateDataService = EstateDataService; |
||
5564 | if (estateDataService == null) |
||
5565 | return new List<UUID>(0); |
||
5566 | |||
5567 | return estateDataService.GetRegions(estateID); |
||
5568 | } |
||
5569 | |||
5570 | public void ReloadEstateData() |
||
5571 | { |
||
5572 | IEstateDataService estateDataService = EstateDataService; |
||
5573 | if (estateDataService != null) |
||
5574 | { |
||
5575 | RegionInfo.EstateSettings = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false); |
||
5576 | TriggerEstateSunUpdate(); |
||
5577 | } |
||
5578 | } |
||
5579 | |||
5580 | public void TriggerEstateSunUpdate() |
||
5581 | { |
||
5582 | EventManager.TriggerEstateToolsSunUpdate(RegionInfo.RegionHandle); |
||
5583 | } |
||
5584 | |||
5585 | private void HandleReloadEstate(string module, string[] cmd) |
||
5586 | { |
||
5587 | if (MainConsole.Instance.ConsoleScene == null || |
||
5588 | (MainConsole.Instance.ConsoleScene is Scene && |
||
5589 | (Scene)MainConsole.Instance.ConsoleScene == this)) |
||
5590 | { |
||
5591 | ReloadEstateData(); |
||
5592 | } |
||
5593 | } |
||
5594 | |||
5595 | /// <summary> |
||
5596 | /// Get the volume of space that will encompass all the given objects. |
||
5597 | /// </summary> |
||
5598 | /// <param name="objects"></param> |
||
5599 | /// <param name="minX"></param> |
||
5600 | /// <param name="maxX"></param> |
||
5601 | /// <param name="minY"></param> |
||
5602 | /// <param name="maxY"></param> |
||
5603 | /// <param name="minZ"></param> |
||
5604 | /// <param name="maxZ"></param> |
||
5605 | /// <returns></returns> |
||
5606 | public static Vector3[] GetCombinedBoundingBox( |
||
5607 | List<SceneObjectGroup> objects, |
||
5608 | out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) |
||
5609 | { |
||
5610 | minX = float.MaxValue; |
||
5611 | maxX = float.MinValue; |
||
5612 | minY = float.MaxValue; |
||
5613 | maxY = float.MinValue; |
||
5614 | minZ = float.MaxValue; |
||
5615 | maxZ = float.MinValue; |
||
5616 | |||
5617 | List<Vector3> offsets = new List<Vector3>(); |
||
5618 | |||
5619 | foreach (SceneObjectGroup g in objects) |
||
5620 | { |
||
5621 | float ominX, ominY, ominZ, omaxX, omaxY, omaxZ; |
||
5622 | |||
5623 | Vector3 vec = g.AbsolutePosition; |
||
5624 | |||
5625 | g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ); |
||
5626 | |||
5627 | // m_log.DebugFormat( |
||
5628 | // "[SCENE]: For {0} found AxisAlignedBoundingBoxRaw {1}, {2}", |
||
5629 | // g.Name, new Vector3(ominX, ominY, ominZ), new Vector3(omaxX, omaxY, omaxZ)); |
||
5630 | |||
5631 | ominX += vec.X; |
||
5632 | omaxX += vec.X; |
||
5633 | ominY += vec.Y; |
||
5634 | omaxY += vec.Y; |
||
5635 | ominZ += vec.Z; |
||
5636 | omaxZ += vec.Z; |
||
5637 | |||
5638 | if (minX > ominX) |
||
5639 | minX = ominX; |
||
5640 | if (minY > ominY) |
||
5641 | minY = ominY; |
||
5642 | if (minZ > ominZ) |
||
5643 | minZ = ominZ; |
||
5644 | if (maxX < omaxX) |
||
5645 | maxX = omaxX; |
||
5646 | if (maxY < omaxY) |
||
5647 | maxY = omaxY; |
||
5648 | if (maxZ < omaxZ) |
||
5649 | maxZ = omaxZ; |
||
5650 | } |
||
5651 | |||
5652 | foreach (SceneObjectGroup g in objects) |
||
5653 | { |
||
5654 | Vector3 vec = g.AbsolutePosition; |
||
5655 | vec.X -= minX; |
||
5656 | vec.Y -= minY; |
||
5657 | vec.Z -= minZ; |
||
5658 | |||
5659 | offsets.Add(vec); |
||
5660 | } |
||
5661 | |||
5662 | return offsets.ToArray(); |
||
5663 | } |
||
5664 | |||
5665 | /// <summary> |
||
5666 | /// Regenerate the maptile for this scene. |
||
5667 | /// </summary> |
||
5668 | /// <param name="sender"></param> |
||
5669 | /// <param name="e"></param> |
||
5670 | private void RegenerateMaptile() |
||
5671 | { |
||
5672 | IWorldMapModule mapModule = RequestModuleInterface<IWorldMapModule>(); |
||
5673 | if (mapModule != null) |
||
5674 | mapModule.GenerateMaptile(); |
||
5675 | } |
||
5676 | |||
5677 | private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) |
||
5678 | { |
||
5679 | RegenerateMaptile(); |
||
5680 | |||
5681 | // We need to propagate the new image UUID to the grid service |
||
5682 | // so that all simulators can retrieve it |
||
5683 | string error = GridService.RegisterRegion(RegionInfo.ScopeID, new GridRegion(RegionInfo)); |
||
5684 | if (error != string.Empty) |
||
5685 | throw new Exception(error); |
||
5686 | } |
||
5687 | |||
5688 | /// <summary> |
||
5689 | /// This method is called across the simulation connector to |
||
5690 | /// determine if a given agent is allowed in this region |
||
5691 | /// AS A ROOT AGENT |
||
5692 | /// </summary> |
||
5693 | /// <remarks> |
||
5694 | /// Returning false here will prevent them |
||
5695 | /// from logging into the region, teleporting into the region |
||
5696 | /// or corssing the broder walking, but will NOT prevent |
||
5697 | /// child agent creation, thereby emulating the SL behavior. |
||
5698 | /// </remarks> |
||
5699 | /// <param name='agentID'></param> |
||
5700 | /// <param name='position'></param> |
||
5701 | /// <param name='reason'></param> |
||
5702 | /// <returns></returns> |
||
5703 | public bool QueryAccess(UUID agentID, Vector3 position, out string reason) |
||
5704 | { |
||
5705 | reason = "You are banned from the region"; |
||
5706 | |||
5707 | if (Permissions.IsGod(agentID)) |
||
5708 | { |
||
5709 | reason = String.Empty; |
||
5710 | return true; |
||
5711 | } |
||
5712 | |||
5713 | // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. |
||
5714 | // However, the long term fix is to make sure root agent count is always accurate. |
||
5715 | m_sceneGraph.RecalculateStats(); |
||
5716 | |||
5717 | int num = m_sceneGraph.GetRootAgentCount(); |
||
5718 | |||
5719 | if (num >= RegionInfo.RegionSettings.AgentLimit) |
||
5720 | { |
||
5721 | if (!Permissions.IsAdministrator(agentID)) |
||
5722 | { |
||
5723 | reason = "The region is full"; |
||
5724 | |||
5725 | m_log.DebugFormat( |
||
5726 | "[SCENE]: Denying presence with id {0} entry into {1} since region is at agent limit of {2}", |
||
5727 | agentID, RegionInfo.RegionName, RegionInfo.RegionSettings.AgentLimit); |
||
5728 | |||
5729 | return false; |
||
5730 | } |
||
5731 | } |
||
5732 | |||
5733 | ScenePresence presence = GetScenePresence(agentID); |
||
5734 | IClientAPI client = null; |
||
5735 | AgentCircuitData aCircuit = null; |
||
5736 | |||
5737 | if (presence != null) |
||
5738 | { |
||
5739 | client = presence.ControllingClient; |
||
5740 | if (client != null) |
||
5741 | aCircuit = client.RequestClientInfo(); |
||
5742 | } |
||
5743 | |||
5744 | // We may be called before there is a presence or a client. |
||
5745 | // Fake AgentCircuitData to keep IAuthorizationModule smiling |
||
5746 | if (client == null) |
||
5747 | { |
||
5748 | aCircuit = new AgentCircuitData(); |
||
5749 | aCircuit.AgentID = agentID; |
||
5750 | aCircuit.firstname = String.Empty; |
||
5751 | aCircuit.lastname = String.Empty; |
||
5752 | } |
||
5753 | |||
5754 | try |
||
5755 | { |
||
5756 | if (!AuthorizeUser(aCircuit, false, out reason)) |
||
5757 | { |
||
5758 | //m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID); |
||
5759 | return false; |
||
5760 | } |
||
5761 | } |
||
5762 | catch (Exception e) |
||
5763 | { |
||
5764 | m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message); |
||
5765 | return false; |
||
5766 | } |
||
5767 | |||
5768 | if (position == Vector3.Zero) // Teleport |
||
5769 | { |
||
5770 | if (!RegionInfo.EstateSettings.AllowDirectTeleport) |
||
5771 | { |
||
5772 | SceneObjectGroup telehub; |
||
5773 | if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject)) != null) |
||
5774 | { |
||
5775 | List<SpawnPoint> spawnPoints = RegionInfo.RegionSettings.SpawnPoints(); |
||
5776 | bool banned = true; |
||
5777 | foreach (SpawnPoint sp in spawnPoints) |
||
5778 | { |
||
5779 | Vector3 spawnPoint = sp.GetLocation(telehub.AbsolutePosition, telehub.GroupRotation); |
||
5780 | ILandObject land = LandChannel.GetLandObject(spawnPoint.X, spawnPoint.Y); |
||
5781 | if (land == null) |
||
5782 | continue; |
||
5783 | if (land.IsEitherBannedOrRestricted(agentID)) |
||
5784 | continue; |
||
5785 | banned = false; |
||
5786 | break; |
||
5787 | } |
||
5788 | |||
5789 | if (banned) |
||
5790 | { |
||
5791 | if(Permissions.IsAdministrator(agentID) == false || Permissions.IsGridGod(agentID) == false) |
||
5792 | { |
||
5793 | reason = "No suitable landing point found"; |
||
5794 | return false; |
||
5795 | } |
||
5796 | reason = "Administrative access only"; |
||
5797 | return true; |
||
5798 | } |
||
5799 | } |
||
5800 | } |
||
5801 | |||
5802 | float posX = 128.0f; |
||
5803 | float posY = 128.0f; |
||
5804 | |||
5805 | if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY)) |
||
5806 | { |
||
5807 | // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID); |
||
5808 | return false; |
||
5809 | } |
||
5810 | } |
||
5811 | else // Walking |
||
5812 | { |
||
5813 | ILandObject land = LandChannel.GetLandObject(position.X, position.Y); |
||
5814 | if (land == null) |
||
5815 | return false; |
||
5816 | |||
5817 | bool banned = land.IsBannedFromLand(agentID); |
||
5818 | bool restricted = land.IsRestrictedFromLand(agentID); |
||
5819 | |||
5820 | if (banned || restricted) |
||
5821 | return false; |
||
5822 | } |
||
5823 | |||
5824 | reason = String.Empty; |
||
5825 | return true; |
||
5826 | } |
||
5827 | |||
5828 | /// <summary> |
||
5829 | /// This method deals with movement when an avatar is automatically moving (but this is distinct from the |
||
5830 | /// autopilot that moves an avatar to a sit target!. |
||
5831 | /// </summary> |
||
5832 | /// <remarks> |
||
5833 | /// This is not intended as a permament location for this method. |
||
5834 | /// </remarks> |
||
5835 | /// <param name="presence"></param> |
||
5836 | private void HandleOnSignificantClientMovement(ScenePresence presence) |
||
5837 | { |
||
5838 | if (presence.MovingToTarget) |
||
5839 | { |
||
5840 | double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget); |
||
5841 | // m_log.DebugFormat( |
||
5842 | // "[SCENE]: Abs pos of {0} is {1}, target {2}, distance {3}", |
||
5843 | // presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget); |
||
5844 | |||
5845 | // Check the error term of the current position in relation to the target position |
||
5846 | if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT) |
||
5847 | { |
||
5848 | // We are close enough to the target |
||
5849 | // m_log.DebugFormat("[SCENEE]: Stopping autopilot of {0}", presence.Name); |
||
5850 | |||
5851 | presence.Velocity = Vector3.Zero; |
||
5852 | presence.AbsolutePosition = presence.MoveToPositionTarget; |
||
5853 | presence.ResetMoveToTarget(); |
||
5854 | |||
5855 | if (presence.Flying) |
||
5856 | { |
||
5857 | // A horrible hack to stop the avatar dead in its tracks rather than having them overshoot |
||
5858 | // the target if flying. |
||
5859 | // We really need to be more subtle (slow the avatar as it approaches the target) or at |
||
5860 | // least be able to set collision status once, rather than 5 times to give it enough |
||
5861 | // weighting so that that PhysicsActor thinks it really is colliding. |
||
5862 | for (int i = 0; i < 5; i++) |
||
5863 | presence.IsColliding = true; |
||
5864 | |||
5865 | if (presence.LandAtTarget) |
||
5866 | presence.Flying = false; |
||
5867 | |||
5868 | // Vector3 targetPos = presence.MoveToPositionTarget; |
||
5869 | // float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y]; |
||
5870 | // if (targetPos.Z - terrainHeight < 0.2) |
||
5871 | // { |
||
5872 | // presence.Flying = false; |
||
5873 | // } |
||
5874 | } |
||
5875 | |||
5876 | // m_log.DebugFormat( |
||
5877 | // "[SCENE]: AgentControlFlags {0}, MovementFlag {1} for {2}", |
||
5878 | // presence.AgentControlFlags, presence.MovementFlag, presence.Name); |
||
5879 | } |
||
5880 | else |
||
5881 | { |
||
5882 | // m_log.DebugFormat( |
||
5883 | // "[SCENE]: Updating npc {0} at {1} for next movement to {2}", |
||
5884 | // presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget); |
||
5885 | |||
5886 | Vector3 agent_control_v3 = new Vector3(); |
||
5887 | presence.HandleMoveToTargetUpdate(1, ref agent_control_v3); |
||
5888 | presence.AddNewMovement(agent_control_v3); |
||
5889 | } |
||
5890 | } |
||
5891 | } |
||
5892 | |||
5893 | // manage and select spawn points in sequence |
||
5894 | public int SpawnPoint() |
||
5895 | { |
||
5896 | int spawnpoints = RegionInfo.RegionSettings.SpawnPoints().Count; |
||
5897 | |||
5898 | if (spawnpoints == 0) |
||
5899 | return 0; |
||
5900 | |||
5901 | m_SpawnPoint++; |
||
5902 | if (m_SpawnPoint > spawnpoints) |
||
5903 | m_SpawnPoint = 1; |
||
5904 | return m_SpawnPoint - 1; |
||
5905 | } |
||
5906 | |||
5907 | /// <summary> |
||
5908 | /// Wrappers to get physics modules retrieve assets. |
||
5909 | /// </summary> |
||
5910 | /// <remarks> |
||
5911 | /// Has to be done this way |
||
5912 | /// because we can't assign the asset service to physics directly - at the |
||
5913 | /// time physics are instantiated it's not registered but it will be by |
||
5914 | /// the time the first prim exists. |
||
5915 | /// </remarks> |
||
5916 | /// <param name="assetID"></param> |
||
5917 | /// <param name="callback"></param> |
||
5918 | public void PhysicsRequestAsset(UUID assetID, AssetReceivedDelegate callback) |
||
5919 | { |
||
5920 | AssetService.Get(assetID.ToString(), callback, PhysicsAssetReceived); |
||
5921 | } |
||
5922 | |||
5923 | private void PhysicsAssetReceived(string id, Object sender, AssetBase asset) |
||
5924 | { |
||
5925 | AssetReceivedDelegate callback = (AssetReceivedDelegate)sender; |
||
5926 | |||
5927 | callback(asset); |
||
5928 | } |
||
5929 | |||
5930 | public string GetExtraSetting(string name) |
||
5931 | { |
||
5932 | if (m_extraSettings == null) |
||
5933 | return String.Empty; |
||
5934 | |||
5935 | string val; |
||
5936 | |||
5937 | if (!m_extraSettings.TryGetValue(name, out val)) |
||
5938 | return String.Empty; |
||
5939 | |||
5940 | return val; |
||
5941 | } |
||
5942 | |||
5943 | public void StoreExtraSetting(string name, string val) |
||
5944 | { |
||
5945 | if (m_extraSettings == null) |
||
5946 | return; |
||
5947 | |||
5948 | string oldVal; |
||
5949 | |||
5950 | if (m_extraSettings.TryGetValue(name, out oldVal)) |
||
5951 | { |
||
5952 | if (oldVal == val) |
||
5953 | return; |
||
5954 | } |
||
5955 | |||
5956 | m_extraSettings[name] = val; |
||
5957 | |||
5958 | m_SimulationDataService.SaveExtra(RegionInfo.RegionID, name, val); |
||
5959 | |||
5960 | m_eventManager.TriggerExtraSettingChanged(this, name, val); |
||
5961 | } |
||
5962 | |||
5963 | public void RemoveExtraSetting(string name) |
||
5964 | { |
||
5965 | if (m_extraSettings == null) |
||
5966 | return; |
||
5967 | |||
5968 | if (!m_extraSettings.ContainsKey(name)) |
||
5969 | return; |
||
5970 | |||
5971 | m_extraSettings.Remove(name); |
||
5972 | |||
5973 | m_SimulationDataService.RemoveExtra(RegionInfo.RegionID, name); |
||
5974 | |||
5975 | m_eventManager.TriggerExtraSettingChanged(this, name, String.Empty); |
||
5976 | } |
||
5977 | } |
||
5978 | } |