opensim/OpenSim/Region/Framework/Scenes/SceneGraph.cs

2234 lines
80 KiB
C#
Executable File

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Threading;
using System.Collections.Generic;
using System.Collections.Concurrent;
using System.Reflection;
using OpenMetaverse;
using OpenMetaverse.Packets;
using log4net;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes.Types;
using OpenSim.Region.PhysicsModules.SharedBase;
using OpenSim.Region.Framework.Interfaces;
using System.Runtime.InteropServices;
namespace OpenSim.Region.Framework.Scenes
{
public delegate void PhysicsCrash();
public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
/// <summary>
/// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
/// should be migrated out over time.
/// </summary>
public class SceneGraph
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
#region Events
protected internal event PhysicsCrash UnRecoverableError;
public event AttachToBackupDelegate OnAttachToBackup;
public event DetachFromBackupDelegate OnDetachFromBackup;
public event ChangedBackupDelegate OnChangeBackup;
#endregion
#region Fields
protected internal EntityManager Entities = new();
private Dictionary<UUID, SceneObjectPart> m_scenePartsByID = new(1024);
private Dictionary<uint, SceneObjectPart> m_scenePartsByLocalID = new(1024);
private SceneObjectPart[] m_scenePartsArray;
private Dictionary<UUID, ScenePresence> m_scenePresenceMap = new();
private Dictionary<uint, ScenePresence> m_scenePresenceLocalIDMap = new();
private Dictionary<UUID, SceneObjectGroup> m_updateList = new();
private List<ScenePresence> m_scenePresenceList;
private readonly Scene m_parentScene;
private PhysicsScene _PhyScene;
private int m_numRootAgents = 0;
private int m_numChildAgents = 0;
private int m_numRootNPC = 0;
private int m_numPrim = 0;
private int m_numMesh = 0;
private int m_physicalPrim = 0;
private int m_activeScripts = 0;
//private int m_scriptLPS = 0;
/// <summary>
/// Lock to prevent object group update, linking, delinking and duplication operations from running concurrently.
/// </summary>
/// <remarks>
/// These operations rely on the parts composition of the object. If allowed to run concurrently then race
/// conditions can occur.
/// </remarks>
private readonly Object m_updateLock = new();
private readonly Object m_linkLock = new();
private readonly ReaderWriterLockSlim m_scenePresencesLock;
private readonly ReaderWriterLockSlim m_scenePartsLock;
#endregion
protected internal SceneGraph(Scene parent)
{
m_scenePresencesLock = new ReaderWriterLockSlim();
m_scenePartsLock = new ReaderWriterLockSlim();
m_parentScene = parent;
m_scenePresenceList = null;
m_scenePartsArray = null;
}
~SceneGraph()
{
m_scenePartsLock.Dispose();
m_scenePresencesLock.Dispose();
}
public PhysicsScene PhysicsScene
{
get
{
_PhyScene ??= m_parentScene.RequestModuleInterface<PhysicsScene>();
return _PhyScene;
}
set
{
// If we're not doing the initial set
// Then we've got to remove the previous
// event handler
if (_PhyScene is not null)
_PhyScene.OnPhysicsCrash -= physicsBasedCrash;
_PhyScene = value;
if (_PhyScene is not null)
_PhyScene.OnPhysicsCrash += physicsBasedCrash;
}
}
protected internal void Close()
{
bool entered = false;
try
{
try { }
finally
{
m_scenePresencesLock.EnterWriteLock();
entered = true;
}
m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
m_scenePresenceLocalIDMap = new Dictionary<uint, ScenePresence>();
m_scenePresenceList = null;
}
finally
{
if (entered)
m_scenePresencesLock.ExitWriteLock();
}
entered = false;
try
{
try { }
finally
{
m_scenePartsLock.EnterWriteLock();
entered = true;
}
Entities.Clear();
m_scenePartsArray = null;
m_scenePartsByID = new Dictionary<UUID, SceneObjectPart>();
m_scenePartsByLocalID = new Dictionary<uint, SceneObjectPart>();
if (_PhyScene is not null)
_PhyScene.OnPhysicsCrash -= physicsBasedCrash;
_PhyScene = null;
}
finally
{
if (entered)
m_scenePartsLock.ExitWriteLock();
}
}
#region Update Methods
protected internal void UpdatePreparePhysics()
{
}
/// <summary>
/// Update the position of all the scene presences.
/// </summary>
/// <remarks>
/// Called only from the main scene loop.
/// </remarks>
protected internal void UpdatePresences()
{
ForEachScenePresence(delegate(ScenePresence presence)
{
presence.Update();
});
}
protected internal void UpdateScenePresenceMovement()
{
ForEachScenePresence(delegate (ScenePresence presence)
{
presence.UpdateMovement();
});
}
/// <summary>
/// Perform a physics frame update.
/// </summary>
/// <param name="elapsed"></param>
/// <returns></returns>
protected internal float UpdatePhysics(double elapsed)
{
return PhysicsScene is null ? 0 : PhysicsScene.Simulate((float)elapsed);
}
protected internal void ProcessPhysicsPreSimulation()
{
PhysicsScene?.ProcessPreSimulation();
}
public void GetCoarseLocations(out List<Vector3> coarseLocations, out List<UUID> avatarUUIDs, int maxLocations)
{
coarseLocations = new List<Vector3>();
avatarUUIDs = new List<UUID>();
// coarse locations are sent as BYTE, so limited to the 255m max of normal regions
// try to work around that scale down X and Y acording to region size, so reducing the resolution
//
// viewers need to scale up
float scaleX = (float)m_parentScene.RegionInfo.RegionSizeX / (float)Constants.RegionSize;
if (scaleX == 0)
scaleX = 1.0f;
else
scaleX = 1.0f / scaleX;
float scaleY = (float)m_parentScene.RegionInfo.RegionSizeY / (float)Constants.RegionSize;
if (scaleY == 0)
scaleY = 1.0f;
else
scaleY = 1.0f / scaleY;
List<ScenePresence> presences = GetScenePresences();
foreach (ScenePresence sp in CollectionsMarshal.AsSpan(presences))
{
// If this presence is a child agent, we don't want its coarse locations
if (sp.IsChildAgent)
continue;
Vector3 pos = sp.AbsolutePosition;
pos.X *= scaleX;
pos.Y *= scaleY;
coarseLocations.Add(pos);
avatarUUIDs.Add(sp.UUID);
if (--maxLocations <= 0)
break;
}
}
#endregion
#region Entity Methods
/// <summary>
/// Add an object into the scene that has come from storage
/// </summary>
/// <param name="sceneObject"></param>
/// <param name="attachToBackup">
/// If true, changes to the object will be reflected in its persisted data
/// If false, the persisted data will not be changed even if the object in the scene is changed
/// </param>
/// <param name="alreadyPersisted">
/// If true, we won't persist this object until it changes
/// If false, we'll persist this object immediately
/// </param>
/// <param name="sendClientUpdates">
/// If true, we send updates to the client to tell it about this object
/// If false, we leave it up to the caller to do this
/// </param>
/// <returns>
/// true if the object was added, false if an object with the same uuid was already in the scene
/// </returns>
protected internal bool AddRestoredSceneObject(
SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
{
// temporary checks to remove after varsize suport
float regionSizeX = m_parentScene.RegionInfo.RegionSizeX;
float regionSizeY = m_parentScene.RegionInfo.RegionSizeY;
// KF: Check for out-of-region, move inside and make static.
Vector3 npos = sceneObject.RootPart.GroupPosition;
bool clampZ = m_parentScene.ClampNegativeZ;
if (!((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0)) && (npos.X < 0.0 || npos.Y < 0.0 || (npos.Z < 0.0 && clampZ) ||
npos.X > regionSizeX || npos.Y > regionSizeY))
{
if (npos.X < 0.0) npos.X = 1.0f;
if (npos.Y < 0.0) npos.Y = 1.0f;
if (npos.Z < 0.0 && clampZ) npos.Z = 0.0f;
if (npos.X > regionSizeX) npos.X = regionSizeX - 1.0f;
if (npos.Y > regionSizeY) npos.Y = regionSizeY - 1.0f;
SceneObjectPart rootpart = sceneObject.RootPart;
rootpart.GroupPosition = npos;
foreach (SceneObjectPart part in sceneObject.Parts)
{
if (part == rootpart)
continue;
part.GroupPosition = npos;
}
rootpart.Velocity = Vector3.Zero;
rootpart.AngularVelocity = Vector3.Zero;
rootpart.Acceleration = Vector3.Zero;
}
bool ret = AddSceneObject(sceneObject, attachToBackup, sendClientUpdates);
if (attachToBackup && (!alreadyPersisted))
{
sceneObject.ForceInventoryPersistence();
sceneObject.HasGroupChanged = true;
}
sceneObject.InvalidateDeepEffectivePerms();
return ret;
}
/// <summary>
/// Add a newly created object to the scene. This will both update the scene, and send information about the
/// new object to all clients interested in the scene.
/// </summary>
/// <param name="sceneObject"></param>
/// <param name="attachToBackup">
/// If true, the object is made persistent into the scene.
/// If false, the object will not persist over server restarts
/// </param>
/// <returns>
/// true if the object was added, false if an object with the same uuid was already in the scene
/// </returns>
protected internal bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
{
bool ret = AddSceneObject(sceneObject, attachToBackup, sendClientUpdates);
// Ensure that we persist this new scene object if it's not an
// attachment
if (attachToBackup)
sceneObject.HasGroupChanged = true;
return ret;
}
/// <summary>
/// Add a newly created object to the scene.
/// </summary>
///
/// This method does not send updates to the client - callers need to handle this themselves.
/// Caller should also trigger EventManager.TriggerObjectAddedToScene
/// <param name="sceneObject"></param>
/// <param name="attachToBackup"></param>
/// <param name="pos">Position of the object. If null then the position stored in the object is used.</param>
/// <param name="rot">Rotation of the object. If null then the rotation stored in the object is used.</param>
/// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param>
/// <returns></returns>
public bool AddNewSceneObject(
SceneObjectGroup sceneObject, bool attachToBackup, Vector3? pos, Quaternion? rot, Vector3 vel)
{
if (pos is not null)
sceneObject.AbsolutePosition = (Vector3)pos;
if (rot is not null)
sceneObject.UpdateGroupRotationR((Quaternion)rot);
AddNewSceneObject(sceneObject, attachToBackup, false);
if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim)
{
sceneObject.ClearPartAttachmentData();
}
PhysicsActor pa = sceneObject.RootPart.PhysActor;
if (pa is not null && pa.IsPhysical && vel.IsNotZero())
{
sceneObject.RootPart.ApplyImpulse(vel * sceneObject.GetMass(), false);
}
return true;
}
/// <summary>
/// Add an object to the scene. This will both update the scene, and send information about the
/// new object to all clients interested in the scene.
/// </summary>
/// <remarks>
/// The object's stored position, rotation and velocity are used.
/// </remarks>
/// <param name="sceneObject"></param>
/// <param name="attachToBackup">
/// If true, the object is made persistent into the scene.
/// If false, the object will not persist over server restarts
/// </param>
/// <param name="sendClientUpdates">
/// If true, updates for the new scene object are sent to all viewers in range.
/// If false, it is left to the caller to schedule the update
/// </param>
/// <returns>
/// true if the object was added, false if an object with the same uuid was already in the scene
/// </returns>
protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
{
if (sceneObject is null)
{
m_log.Error("[SCENEGRAPH]: Tried to add null scene object");
return false;
}
if (sceneObject.UUID.IsZero())
{
m_log.Error(
$"[SCENEGRAPH]: Tried to add scene object {sceneObject.Name} to {m_parentScene.RegionInfo.RegionName} with Zero UUID");
return false;
}
if (Entities.ContainsKey(sceneObject.UUID))
{
m_log.Debug(
$"[SCENEGRAPH]: Scene graph for {m_parentScene.RegionInfo.RegionName} already contains object {sceneObject.UUID} in AddSceneObject()");
return false;
}
//m_log.DebugFormat(
// "[SCENEGRAPH]: Adding scene object {0} {1}, with {2} parts on {3}",
// sceneObject.Name, sceneObject.UUID, sceneObject.Parts.Length, m_parentScene.RegionInfo.RegionName);
ReadOnlySpan<SceneObjectPart> parts = sceneObject.Parts.AsSpan();
SceneObjectPart part;
// Clamp the sizes (scales) of the child prims and add the child prims to the count of all primitives
// (meshes and geometric primitives) in the scene; add child prims to m_numTotalPrim count
if (m_parentScene.m_clampPrimSize)
{
for (int i = 0; i < parts.Length; ++i)
{
part = parts[i];
Vector3 scale = part.Shape.Scale;
scale.X = Utils.Clamp(scale.X, m_parentScene.m_minNonphys, m_parentScene.m_maxNonphys);
scale.Y = Utils.Clamp(scale.Y, m_parentScene.m_minNonphys, m_parentScene.m_maxNonphys);
scale.Z = Utils.Clamp(scale.Z, m_parentScene.m_minNonphys, m_parentScene.m_maxNonphys);
part.Shape.Scale = scale;
}
}
sceneObject.AttachToScene(m_parentScene);
bool entered = false;
try
{
try { }
finally
{
m_scenePartsLock.EnterWriteLock();
entered = true;
}
Entities.Add(sceneObject);
m_scenePartsArray = null;
for (int i = 0; i < parts.Length; ++i)
{
part = parts[i];
if (!m_scenePartsByID.ContainsKey(part.UUID))
{
m_scenePartsByID[part.UUID] = part;
m_scenePartsByLocalID[part.LocalId] = part;
if (part.GetPrimType() == PrimType.SCULPT)
++m_numMesh;
else
++m_numPrim;
}
}
}
finally
{
if(entered)
m_scenePartsLock.ExitWriteLock();
}
if (sendClientUpdates)
sceneObject.ScheduleGroupForUpdate(PrimUpdateFlags.FullUpdatewithAnimMatOvr);
if (attachToBackup)
sceneObject.AttachToBackup();
return true;
}
/// <summary>
/// Delete an object from the scene
/// </summary>
/// <returns>true if the object was deleted, false if there was no object to delete</returns>
public bool DeleteSceneObject(UUID uuid, bool resultOfObjectLinked)
{
// m_log.DebugFormat(
// "[SCENE GRAPH]: Deleting scene object with uuid {0}, resultOfObjectLinked = {1}",
// uuid, resultOfObjectLinked);
if (!Entities.TryGetValue(uuid, out EntityBase entity) || (entity is not SceneObjectGroup grp))
return false;
SceneObjectPart[] parts = grp.Parts;
int partsLength = parts.Length;
SceneObjectPart part;
if (!resultOfObjectLinked)
{
bool isPh = (grp.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics;
int nphysparts = 0;
// Go through all parts (primitives and meshes) of this Scene Object
for (int i= 0; i < partsLength; ++i)
{
part = parts[i];
// Keep track of the total number of meshes or geometric primitives left in the scene;
// determine which object this is based on its primitive type: sculpted (sculpt) prim refers to
// a mesh and all other prims (i.e. box, sphere, etc) are geometric primitives
if (part.GetPrimType() == PrimType.SCULPT)
m_numMesh--;
else
m_numPrim--;
if(isPh && part.PhysicsShapeType != (byte)PhysShapeType.none)
nphysparts++;
}
if (nphysparts > 0 )
RemovePhysicalPrim(nphysparts);
}
bool ret = false;
bool entered = false;
try
{
try { }
finally
{
m_scenePartsLock.EnterWriteLock();
entered = true;
}
if (!resultOfObjectLinked)
{
for (int i = 0; i < parts.Length; ++i)
{
part = parts[i];
m_scenePartsByID.Remove(part.UUID);
m_scenePartsByLocalID.Remove(part.LocalId);
}
m_scenePartsArray = null;
}
ret = Entities.Remove(uuid);
}
finally
{
if(entered)
m_scenePartsLock.ExitWriteLock();
}
return ret;
}
/// <summary>
/// Add an object to the list of prims to process on the next update
/// </summary>
/// <param name="obj">
/// A <see cref="SceneObjectGroup"/>
/// </param>
protected internal void AddToUpdateList(SceneObjectGroup obj)
{
lock(m_updateLock)
m_updateList[obj.UUID] = obj;
}
public void FireAttachToBackup(SceneObjectGroup obj)
{
OnAttachToBackup?.Invoke(obj);
}
public void FireDetachFromBackup(SceneObjectGroup obj)
{
OnDetachFromBackup?.Invoke(obj);
}
public void FireChangeBackup(SceneObjectGroup obj)
{
OnChangeBackup?.Invoke(obj);
}
/// <summary>
/// Process all pending updates
/// </summary>
protected internal void UpdateObjectGroups()
{
Dictionary<UUID, SceneObjectGroup> updates;
// Get the current list of updates and clear the list before iterating
lock (m_updateLock)
{
if(m_updateList.Count == 0)
return;
updates = m_updateList;
m_updateList = new Dictionary<UUID, SceneObjectGroup>();
}
// Go through all updates
foreach (SceneObjectGroup sog in updates.Values)
{
if (sog.IsDeleted)
continue;
// Don't abort the whole update if one entity happens to give us an exception.
try
{
sog.Update();
}
catch (Exception e)
{
m_log.Error($"[INNER SCENE]: Failed to update {sog.Name}, {sog.UUID} - {e.Message}");
}
}
}
protected internal void AddPhysicalPrim(int number)
{
Interlocked.Add(ref m_physicalPrim, number);
}
protected internal void RemovePhysicalPrim(int number)
{
Interlocked.Add(ref m_physicalPrim, -number);
}
protected internal void AddToScriptLPS(int number)
{
//m_scriptLPS += number;
}
protected internal void AddActiveScripts(int number)
{
Interlocked.Add(ref m_activeScripts, number);
}
protected internal void HandleUndo(IClientAPI remoteClient, UUID primId)
{
if (primId.IsNotZero())
{
SceneObjectPart part = m_parentScene.GetSceneObjectPart(primId);
part?.Undo();
}
}
protected internal void HandleRedo(IClientAPI remoteClient, UUID primId)
{
if (primId.IsNotZero())
{
SceneObjectPart part = m_parentScene.GetSceneObjectPart(primId);
part?.Redo();
}
}
protected internal ScenePresence CreateAndAddChildScenePresence(
IClientAPI client, AvatarAppearance appearance, PresenceType type)
{
ScenePresence presence = new(client, m_parentScene, appearance, type);
bool entered = false;
try
{
try{ }
finally
{
m_scenePresencesLock.EnterWriteLock();
entered = true;
}
UUID id = presence.UUID;
Entities[id] = presence;
// ScenePresence always defaults to child agent
++m_numChildAgents;
uint localid = presence.LocalId;
if (m_scenePresenceMap.TryGetValue(id, out ScenePresence oldref))
{
uint oldLocalID = oldref.LocalId;
if (localid != oldLocalID)
m_scenePresenceLocalIDMap.Remove(oldLocalID);
}
m_scenePresenceMap[id] = presence;
m_scenePresenceLocalIDMap[localid] = presence;
m_scenePresenceList = null;
}
finally
{
if(entered)
m_scenePresencesLock.ExitWriteLock();
}
return presence;
}
/// <summary>
/// Remove a presence from the scene
/// </summary>
protected internal void RemoveScenePresence(UUID agentID)
{
if (!Entities.Remove(agentID))
{
m_log.Warn($"[SCENE GRAPH]: Tried to remove non-existent scene presence with ID {agentID}");
}
bool entered = false;
try
{
try { }
finally
{
m_scenePresencesLock.EnterWriteLock();
entered = true;
}
// Remove the presence reference from the dictionary
if(m_scenePresenceMap.TryGetValue(agentID, out ScenePresence oldref))
{
m_scenePresenceMap.Remove(agentID);
// Find the index in the list where the old ref was stored and remove the reference
m_scenePresenceLocalIDMap.Remove(oldref.LocalId);
m_scenePresenceList = null;
if(oldref.IsChildAgent)
--m_numChildAgents;
else
{
--m_numRootAgents;
if(oldref.IsNPC)
--m_numRootNPC;
}
}
else
{
m_log.Warn($"[SCENE GRAPH]: Tried to remove non-existent scene presence with ID {agentID}");
}
}
finally
{
if(entered)
m_scenePresencesLock.ExitWriteLock();
}
}
protected internal void SwapRootChildAgent(bool direction_RootToChild, bool isnpc = false)
{
if (direction_RootToChild)
{
--m_numRootAgents;
if(isnpc)
--m_numRootNPC;
m_numChildAgents++;
}
else
{
--m_numChildAgents;
++m_numRootAgents;
if (isnpc)
++m_numRootNPC;
}
}
public void removeUserCount(bool TypeRCTF)
{
if (TypeRCTF)
{
m_numRootAgents--;
}
else
{
m_numChildAgents--;
}
}
public void RecalculateStats()
{
int rootcount = 0;
int childcount = 0;
int rootnpccount = 0;
List<ScenePresence> presences = GetScenePresences();
foreach(ScenePresence sp in CollectionsMarshal.AsSpan(presences))
{
if (sp.IsChildAgent)
++childcount;
else
{
++rootcount;
if(sp.IsNPC)
++rootnpccount;
}
}
m_numRootAgents = rootcount;
m_numChildAgents = childcount;
m_numRootNPC = rootnpccount;
}
public int GetChildAgentCount()
{
return m_numChildAgents;
}
public int GetRootAgentCount()
{
return m_numRootAgents;
}
public int GetRootNPCCount()
{
return m_numRootNPC;
}
public int GetTotalObjectsCount()
{
return m_scenePartsByID.Count;
}
public int GetTotalPrimObjectsCount()
{
return m_numPrim;
}
public int GetTotalMeshObjectsCount()
{
return m_numMesh;
}
public int GetActiveObjectsCount()
{
return m_physicalPrim;
}
public int GetActiveScriptsCount()
{
return m_activeScripts;
}
public int GetScriptLPS()
{
//int returnval = m_scriptLPS;
//m_scriptLPS = 0;
//return returnval;
return 0;
}
#endregion
#region Get Methods
/// <summary>
/// Get the controlling client for the given avatar, if there is one.
///
/// FIXME: The only user of the method right now is Caps.cs, in order to resolve a client API since it can't
/// use the ScenePresence. This could be better solved in a number of ways - we could establish an
/// OpenSim.Framework.IScenePresence, or move the caps code into a region package (which might be the more
/// suitable solution).
/// </summary>
/// <param name="agentId"></param>
/// <returns>null if either the avatar wasn't in the scene, or
/// they do not have a controlling client</returns>
/// <remarks>this used to be protected internal, but that
/// prevents CapabilitiesModule from accessing it</remarks>
public IClientAPI GetControllingClient(UUID agentId)
{
bool entered = false;
try
{
try { }
finally
{
m_scenePresencesLock.EnterReadLock();
entered = true;
}
if (m_scenePresenceMap.TryGetValue(agentId, out ScenePresence presence))
return presence.ControllingClient;
return null;
}
catch
{
return null;
}
finally
{
if (entered)
m_scenePresencesLock.ExitReadLock();
}
}
/// <summary>
/// Get a reference to the scene presence list. Changes to the list will be done in a copy
/// There is no guarantee that presences will remain in the scene after the list is returned.
/// This list should remain private to SceneGraph. Callers wishing to iterate should instead
/// pass a delegate to ForEachScenePresence.
/// </summary>
/// <returns></returns>
protected internal List<ScenePresence> GetScenePresences()
{
bool entered = false;
try
{
try{ }
finally
{
m_scenePresencesLock.EnterWriteLock();
entered = true;
}
m_scenePresenceList ??= new List<ScenePresence>(m_scenePresenceMap.Values);
return m_scenePresenceList;
}
catch
{
return new List<ScenePresence>();
}
finally
{
if(entered)
m_scenePresencesLock.ExitWriteLock();
}
}
/// <summary>
/// Request a scene presence by UUID. Fast, indexed lookup.
/// </summary>
/// <param name="agentID"></param>
/// <returns>null if the presence was not found</returns>
protected internal ScenePresence GetScenePresence(UUID agentID)
{
bool entered = false;
try
{
try { }
finally
{
m_scenePresencesLock.EnterReadLock();
entered = true;
}
if(m_scenePresenceMap.TryGetValue(agentID, out ScenePresence presence))
return presence;
return null;
}
catch
{
return null;
}
finally
{
if (entered)
m_scenePresencesLock.ExitReadLock();
}
}
/// <summary>
/// Request the scene presence by name.
/// </summary>
/// <param name="firstName"></param>
/// <param name="lastName"></param>
/// <returns>null if the presence was not found</returns>
protected internal ScenePresence GetScenePresence(string firstName, string lastName)
{
List<ScenePresence> presences = GetScenePresences();
foreach (ScenePresence presence in CollectionsMarshal.AsSpan(presences))
{
if (string.Equals(presence.Firstname, firstName, StringComparison.CurrentCultureIgnoreCase)
&& string.Equals(presence.Lastname, lastName, StringComparison.CurrentCultureIgnoreCase))
return presence;
}
return null;
}
/// <summary>
/// Request the scene presence by localID.
/// </summary>
/// <param name="localID"></param>
/// <returns>null if the presence was not found</returns>
protected internal ScenePresence GetScenePresence(uint localID)
{
bool entered = false;
try
{
try { }
finally
{
m_scenePresencesLock.EnterReadLock();
entered = true;
}
if (m_scenePresenceLocalIDMap.TryGetValue(localID, out ScenePresence sp))
return sp;
}
finally
{
if (entered)
m_scenePresencesLock.ExitReadLock();
}
return null;
}
protected internal bool TryGetScenePresence(UUID agentID, out ScenePresence avatar)
{
bool entered = false;
try
{
try { }
finally
{
m_scenePresencesLock.EnterReadLock();
entered = true;
}
return m_scenePresenceMap.TryGetValue(agentID, out avatar);
}
catch
{
avatar = null;
return false;
}
finally
{
if (entered)
m_scenePresencesLock.ExitReadLock();
}
}
protected internal bool TryGetSceneRootPresence(UUID agentID, out ScenePresence avatar)
{
bool entered = false;
try
{
try { }
finally
{
m_scenePresencesLock.EnterReadLock();
entered = true;
}
return m_scenePresenceMap.TryGetValue(agentID, out avatar) && !avatar.IsChildAgent;
}
catch
{
avatar = null;
return false;
}
finally
{
if (entered)
m_scenePresencesLock.ExitReadLock();
}
}
protected internal bool TryGetAvatarByName(string name, out ScenePresence avatar)
{
List<ScenePresence> presences = GetScenePresences();
foreach (ScenePresence presence in CollectionsMarshal.AsSpan(presences))
{
if (string.Equals(name, presence.ControllingClient.Name, StringComparison.CurrentCultureIgnoreCase))
{
avatar = presence;
return true;
}
}
avatar = null;
return false;
}
/// <summary>
/// Get a scene object group that contains the prim with the given local id
/// </summary>
/// <param name="localID"></param>
/// <returns>null if no scene object group containing that prim is found</returns>
public SceneObjectGroup GetGroupByPrim(uint localID)
{
bool entered = false;
try
{
try { }
finally
{
m_scenePartsLock.EnterReadLock();
entered = true;
}
if(m_scenePartsByLocalID.TryGetValue(localID, out SceneObjectPart sop))
return sop.ParentGroup;
return null;
}
finally
{
if(entered)
m_scenePartsLock.ExitReadLock();
}
}
/// <summary>
/// Get a scene object group that contains the prim with the given uuid
/// </summary>
/// <param name="fullID"></param>
/// <returns>null if no scene object group containing that prim is found</returns>
public SceneObjectGroup GetGroupByPrim(UUID fullID)
{
bool entered = false;
try
{
try { }
finally
{
m_scenePartsLock.EnterReadLock();
entered = true;
}
if (m_scenePartsByID.TryGetValue(fullID, out SceneObjectPart sop))
return sop.ParentGroup;
return null;
}
finally
{
if (entered)
m_scenePartsLock.ExitReadLock();
}
}
protected internal EntityIntersection GetClosestIntersectingPrim(Ray hray, bool frontFacesOnly, bool faceCenters)
{
// Primitive Ray Tracing
float closestDistance = 280f;
EntityIntersection result = new();
EntityBase[] EntityList = GetEntities();
foreach (EntityBase ent in EntityList.AsSpan())
{
if (ent is SceneObjectGroup reportingG)
{
EntityIntersection inter = reportingG.TestIntersection(hray, frontFacesOnly, faceCenters);
if (inter.HitTF && inter.distance < closestDistance)
{
closestDistance = inter.distance;
result = inter;
}
}
}
return result;
}
/// <summary>
/// Get all the scene object groups.
/// </summary>
/// <returns>
/// The scene object groups. If the scene is empty then an empty list is returned.
/// </returns>
protected internal List<SceneObjectGroup> GetSceneObjectGroups()
{
EntityBase[] entities = Entities.GetEntities();
List<SceneObjectGroup> ret = new(entities.Length);
foreach(EntityBase et in entities.AsSpan())
{
if(et is SceneObjectGroup sog)
ret.Add(sog);
}
return ret;
}
/// <summary>
/// Get a group in the scene
/// </summary>
/// <param name="fullID">UUID of the group</param>
/// <returns>null if no such group was found</returns>
protected internal SceneObjectGroup GetSceneObjectGroup(UUID fullID)
{
if (Entities.TryGetValue(fullID, out EntityBase entity) && (entity is SceneObjectGroup sog))
return sog;
return null;
}
/// <summary>
/// Get a group in the scene
/// <param name="localID">Local id of the root part of the group</param>
/// <returns>null if no such group was found</returns>
protected internal SceneObjectGroup GetSceneObjectGroup(uint localID)
{
if (Entities.TryGetValue(localID, out EntityBase entity) && (entity is SceneObjectGroup sog))
return sog;
return null;
}
/// <summary>
/// Get a group by name from the scene (will return the first
/// found, if there are more than one prim with the same name)
/// </summary>
/// <param name="name"></param>
/// <returns>null if the part was not found</returns>
protected internal SceneObjectGroup GetSceneObjectGroup(string name)
{
foreach(EntityBase entity in Entities.GetEntities().AsSpan())
{
if (entity is SceneObjectGroup sog && sog.Name.Equals(name))
return sog;
}
return null;
}
/// <summary>
/// Get a part contained in this scene.
/// </summary>
/// <param name="localID"></param>
/// <returns>null if the part was not found</returns>
protected internal SceneObjectPart GetSceneObjectPart(uint localID)
{
bool entered = false;
try
{
try { }
finally
{
m_scenePartsLock.EnterReadLock();
entered = true;
}
if (m_scenePartsByLocalID.TryGetValue(localID, out SceneObjectPart sop))
{
if (sop.ParentGroup is null || sop.ParentGroup.IsDeleted)
return null;
return sop;
}
return null;
}
finally
{
if (entered)
m_scenePartsLock.ExitReadLock();
}
}
/// <summary>
/// Get a part contained in this scene.
/// </summary>
/// <param name="fullID"></param>
/// <returns>null if the part was not found</returns>
protected internal SceneObjectPart GetSceneObjectPart(UUID fullID)
{
bool entered = false;
try
{
try { }
finally
{
m_scenePartsLock.EnterReadLock();
entered = true;
}
if (m_scenePartsByID.TryGetValue(fullID, out SceneObjectPart sop))
{
if (sop.ParentGroup is null || sop.ParentGroup.IsDeleted)
return null;
return sop;
}
return null;
}
finally
{
if (entered)
m_scenePartsLock.ExitReadLock();
}
}
protected internal bool TryGetSceneObjectPart(UUID fullID, out SceneObjectPart sop)
{
bool entered = false;
try
{
try { }
finally
{
m_scenePartsLock.EnterReadLock();
entered = true;
}
if (m_scenePartsByID.TryGetValue(fullID, out sop))
{
if (sop.ParentGroup is null || sop.ParentGroup.IsDeleted)
{
sop = null;
return false;
}
return true;
}
return false;
}
finally
{
if (entered)
m_scenePartsLock.ExitReadLock();
}
}
/// <summary>
/// Get a prim by name from the scene (will return the first
/// found, if there are more than one prim with the same name)
/// </summary>
/// <param name="name"></param>
/// <returns>null if the part was not found</returns>
protected internal SceneObjectPart GetSceneObjectPart(string name)
{
SceneObjectPart[] parts = GetPartsArray();
foreach (SceneObjectPart sop in parts)
{
if (sop.ParentGroup is null || sop.ParentGroup.IsDeleted)
continue;
if (sop.Name.Equals(name))
return sop;
}
return null;
}
protected internal SceneObjectPart[] GetPartsArray()
{
bool entered = false;
try
{
try { }
finally
{
m_scenePartsLock.EnterWriteLock();
entered = true;
}
if(m_scenePartsArray is null)
{
m_scenePartsArray = new SceneObjectPart[m_scenePartsByID.Count];
m_scenePartsByID.Values.CopyTo(m_scenePartsArray, 0);
}
return m_scenePartsArray;
}
finally
{
if(entered)
m_scenePartsLock.ExitWriteLock();
}
}
/// <summary>
/// Returns a list of the entities in the scene. This is a new list so no locking is required to iterate over
/// it
/// </summary>
/// <returns></returns>
protected internal EntityBase[] GetEntities()
{
return Entities.GetEntities();
}
#endregion
#region Other Methods
protected internal void physicsBasedCrash()
{
UnRecoverableError?.Invoke();
}
/// <summary>
/// Performs action once on all scene object groups.
/// </summary>
/// <param name="action"></param>
protected internal void ForEachSOG(Action<SceneObjectGroup> action)
{
EntityBase[] entities = Entities.GetEntities();
foreach (EntityBase entity in entities.AsSpan())
{
if (entity is SceneObjectGroup sog)
{
try
{
action(sog);
}
catch (Exception e)
{
m_log.Warn($"[SCENEGRAPH]: Problem processing action in ForEachSOG: {e.Message}");
}
}
}
}
/// <summary>
/// Performs action on all ROOT (not child) scene presences.
/// This is just a shortcut function since frequently actions only appy to root SPs
/// </summary>
/// <param name="action"></param>
public void ForEachRootScenePresence(Action<ScenePresence> action)
{
List<ScenePresence> presences = GetScenePresences();
foreach (ScenePresence sp in CollectionsMarshal.AsSpan(presences))
{
if(sp.IsChildAgent || sp.IsDeleted)
continue;
try
{
action(sp);
}
catch (Exception e)
{
m_log.Error($"[SCENEGRAPH]: Error in {m_parentScene.RegionInfo.RegionName}: {e.Message}");
}
};
}
/// <summary>
/// Performs action on all scene presences
/// </summary>
/// <param name="action"></param>
public void ForEachScenePresence(Action<ScenePresence> action)
{
List<ScenePresence> presences = GetScenePresences();
foreach (ScenePresence sp in CollectionsMarshal.AsSpan(presences))
{
if (sp.IsDeleted)
continue;
try
{
action(sp);
}
catch (Exception e)
{
m_log.Error($"[SCENEGRAPH]: Error in {m_parentScene.RegionInfo.RegionName}: {e.Message}");
}
}
}
#endregion
#region Client Event handlers
protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
{
SceneObjectPart part = GetSceneObjectPart(localID);
if(part is null)
return;
SceneObjectGroup grp = part.ParentGroup;
if (grp is null)
return;
ObjectChangeData data = (ObjectChangeData)odata;
if (m_parentScene.Permissions.CanEditObject(grp, remoteClient))
{
// These two are exceptions SL makes in the interpretation
// of the change flags. Must check them here because otherwise
// the group flag (see below) would be lost
if (data.change == ObjectChangeType.groupS)
data.change = ObjectChangeType.primS;
if (data.change == ObjectChangeType.groupPS)
data.change = ObjectChangeType.primPS;
part.StoreUndoState(data.change); // lets test only saving what we changed
grp.doChangeObject(part, data);
}
else
{
// Is this any kind of group operation?
if ((data.change & ObjectChangeType.Group) != 0)
{
// Is a move and/or rotation requested?
if ((data.change & (ObjectChangeType.Position | ObjectChangeType.Rotation)) != 0)
{
// Are we allowed to move it?
if (m_parentScene.Permissions.CanMoveObject(grp, remoteClient))
{
// Strip all but move and rotation from request
data.change &= (ObjectChangeType.Group | ObjectChangeType.Position | ObjectChangeType.Rotation);
part.StoreUndoState(data.change);
grp.doChangeObject(part, data);
}
}
}
}
}
/// <summary>
/// Update the scale of an individual prim.
/// </summary>
/// <param name="localID"></param>
/// <param name="scale"></param>
/// <param name="remoteClient"></param>
protected internal void UpdatePrimScale(uint localID, in Vector3 scale, IClientAPI remoteClient)
{
SceneObjectPart part = GetSceneObjectPart(localID);
if (part is not null)
{
if (m_parentScene.Permissions.CanEditObject(part.ParentGroup, remoteClient))
{
bool physbuild = false;
if (part.ParentGroup.RootPart.PhysActor is not null)
{
part.ParentGroup.RootPart.PhysActor.Building = true;
physbuild = true;
}
part.Resize(scale);
if (physbuild)
part.ParentGroup.RootPart.PhysActor.Building = false;
}
}
}
protected internal void UpdatePrimGroupScale(uint localID, in Vector3 scale, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group is not null)
{
if (m_parentScene.Permissions.CanEditObject(group, remoteClient))
{
bool physbuild = false;
if (group.RootPart.PhysActor is not null)
{
group.RootPart.PhysActor.Building = true;
physbuild = true;
}
group.GroupResize(scale);
if (physbuild)
group.RootPart.PhysActor.Building = false;
}
}
}
/// <summary>
/// This handles the nifty little tool tip that you get when you drag your mouse over an object
/// Send to the Object Group to process. We don't know enough to service the request
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="AgentID"></param>
/// <param name="RequestFlags"></param>
/// <param name="ObjectID"></param>
protected internal void RequestObjectPropertiesFamily(
IClientAPI remoteClient, UUID AgentID, uint RequestFlags, UUID ObjectID)
{
SceneObjectGroup group = GetGroupByPrim(ObjectID);
group?.ServiceObjectPropertiesFamilyRequest(remoteClient, AgentID, RequestFlags);
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="rot"></param>
/// <param name="remoteClient"></param>
protected internal void UpdatePrimSingleRotation(uint localID, in Quaternion rot, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group is not null)
{
if (m_parentScene.Permissions.CanMoveObject(group, remoteClient))
{
group.UpdateSingleRotation(rot, localID);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="rot"></param>
/// <param name="remoteClient"></param>
protected internal void UpdatePrimSingleRotationPosition(uint localID, in Quaternion rot, in Vector3 pos, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group is not null)
{
if (m_parentScene.Permissions.CanMoveObject(group, remoteClient))
{
group.UpdateSingleRotation(rot, pos, localID);
}
}
}
/// <summary>
/// Update the rotation of a whole group.
/// </summary>
/// <param name="localID"></param>
/// <param name="rot"></param>
/// <param name="remoteClient"></param>
protected internal void UpdatePrimGroupRotation(uint localID, in Quaternion rot, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group is not null)
{
if (m_parentScene.Permissions.CanMoveObject(group, remoteClient))
{
group.UpdateGroupRotationR(rot);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="pos"></param>
/// <param name="rot"></param>
/// <param name="remoteClient"></param>
protected internal void UpdatePrimGroupRotation(uint localID, in Vector3 pos, in Quaternion rot, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group is not null)
{
if (m_parentScene.Permissions.CanMoveObject(group, remoteClient))
{
group.UpdateGroupRotationPR(pos, rot);
}
}
}
/// <summary>
/// Update the position of the given part
/// </summary>
/// <param name="localID"></param>
/// <param name="pos"></param>
/// <param name="remoteClient"></param>
protected internal void UpdatePrimSinglePosition(uint localID, in Vector3 pos, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group is not null)
{
if (m_parentScene.Permissions.CanMoveObject(group, remoteClient) || group.IsAttachment)
{
group.UpdateSinglePosition(pos, localID);
}
}
}
/// <summary>
/// Update the position of the given group.
/// </summary>
/// <param name="localId"></param>
/// <param name="pos"></param>
/// <param name="remoteClient"></param>
public void UpdatePrimGroupPosition(uint localId, in Vector3 pos, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localId);
if (group is not null)
{
if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
{
// Set the new attachment point data in the object
byte attachmentPoint = (byte)group.AttachmentPoint;
group.UpdateGroupPosition(pos);
group.IsAttachment = false;
group.AbsolutePosition = group.RootPart.AttachedPos;
group.AttachmentPoint = attachmentPoint;
group.HasGroupChanged = true;
}
else
{
if (m_parentScene.Permissions.CanMoveObject(group, remoteClient)
&& m_parentScene.Permissions.CanObjectEntry(group, false, pos))
{
group.UpdateGroupPosition(pos);
}
}
}
}
/// <summary>
/// Update the texture entry of the given prim.
/// </summary>
/// <remarks>
/// A texture entry is an object that contains details of all the textures of the prim's face. In this case,
/// the texture is given in its byte serialized form.
/// </remarks>
/// <param name="localID"></param>
/// <param name="texture"></param>
/// <param name="remoteClient"></param>
protected internal void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient)
{
SceneObjectPart part = GetSceneObjectPart(localID);
if(part is null)
return;
SceneObjectGroup group = part.ParentGroup;
if (m_parentScene.Permissions.CanEditObject(group, remoteClient))
{
part.UpdateTextureEntry(texture);
}
}
/// <summary>
/// Update the flags on a scene object. This covers properties such as phantom, physics and temporary.
/// </summary>
/// <remarks>
/// This is currently handling the incoming call from the client stack (e.g. LLClientView).
/// </remarks>
/// <param name="localID"></param>
/// <param name="UsePhysics"></param>
/// <param name="SetTemporary"></param>
/// <param name="SetPhantom"></param>
/// <param name="remoteClient"></param>
protected internal void UpdatePrimFlags(
uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, in ExtraPhysicsData PhysData, IClientAPI remoteClient)
{
SceneObjectPart part = GetSceneObjectPart(localID);
if(part is null)
return;
SceneObjectGroup group = part.ParentGroup;
if (!m_parentScene.Permissions.CanEditObject(group, remoteClient))
return;
// VolumeDetect can't be set via UI and will always be off when a change is made there
// now only change volume dtc if phantom off
bool wantedPhys = UsePhysics;
if (PhysData.PhysShapeType == PhysShapeType.invalid) // check for extraPhysics data
{
bool vdtc;
if (SetPhantom) // if phantom keep volumedtc
vdtc = group.RootPart.VolumeDetectActive;
else // else turn it off
vdtc = false;
group.UpdateFlags(UsePhysics, SetTemporary, SetPhantom, vdtc);
}
else
{
part.UpdateExtraPhysics(PhysData);
remoteClient?.SendPartPhysicsProprieties(part);
}
if (wantedPhys != group.UsesPhysics && remoteClient is not null)
{
if(m_parentScene.m_linksetPhysCapacity != 0)
remoteClient.SendAlertMessage("Object physics cancelled because it exceeds limits for physical prims, either size or number of primswith shape type not set to None");
else
remoteClient.SendAlertMessage("Object physics cancelled because it exceeds size limits for physical prims");
group.RootPart.ScheduleFullUpdate();
}
}
/// <summary>
///
/// </summary>
/// <param name="primLocalID"></param>
/// <param name="description"></param>
protected internal void PrimName(IClientAPI remoteClient, uint primLocalID, string name)
{
SceneObjectGroup group = GetGroupByPrim(primLocalID);
if (group is not null)
{
if (m_parentScene.Permissions.CanEditObject(group, remoteClient))
{
group.SetPartName(Util.CleanString(name), primLocalID);
group.HasGroupChanged = true;
}
}
}
/// <summary>
/// Handle a prim description set request from a viewer.
/// </summary>
/// <param name="primLocalID"></param>
/// <param name="description"></param>
protected internal void PrimDescription(IClientAPI remoteClient, uint primLocalID, string description)
{
SceneObjectGroup group = GetGroupByPrim(primLocalID);
if (group is not null)
{
if (m_parentScene.Permissions.CanEditObject(group, remoteClient))
{
group.SetPartDescription(Util.CleanString(description), primLocalID);
group.HasGroupChanged = true;
}
}
}
/// <summary>
/// Set a click action for the prim.
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="primLocalID"></param>
/// <param name="clickAction"></param>
protected internal void PrimClickAction(IClientAPI remoteClient, uint primLocalID, string clickAction)
{
//m_log.DebugFormat(
// "[SCENEGRAPH]: User {0} set click action for {1} to {2}", remoteClient.Name, primLocalID, clickAction);
SceneObjectGroup group = GetGroupByPrim(primLocalID);
if (group is not null)
{
if (m_parentScene.Permissions.CanEditObject(group, remoteClient))
{
SceneObjectPart part = group.GetPart(primLocalID);
if (part is not null)
{
part.ClickAction = Convert.ToByte(clickAction);
group.HasGroupChanged = true;
}
}
}
}
protected internal void PrimMaterial(IClientAPI remoteClient, uint primLocalID, string material)
{
SceneObjectGroup group = GetGroupByPrim(primLocalID);
if (group is not null)
{
if (m_parentScene.Permissions.CanEditObject(group, remoteClient))
{
SceneObjectPart part = group.GetPart(primLocalID);
if (part is not null)
{
part.Material = Convert.ToByte(material);
group.HasGroupChanged = true;
remoteClient.SendPartPhysicsProprieties(part);
}
}
}
}
protected internal void UpdateExtraParam(UUID agentID, uint primLocalID, ushort type, bool inUse, byte[] data)
{
SceneObjectGroup group = GetGroupByPrim(primLocalID);
if (group is not null)
{
if (m_parentScene.Permissions.CanEditObject(group.UUID, agentID))
{
group.UpdateExtraParam(primLocalID, type, inUse, data);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="primLocalID"></param>
/// <param name="shapeBlock"></param>
protected internal void UpdatePrimShape(UUID agentID, uint primLocalID, UpdateShapeArgs shapeBlock)
{
SceneObjectGroup group = GetGroupByPrim(primLocalID);
if (group is not null)
{
if (m_parentScene.Permissions.CanEditObject(group.UUID, agentID))
{
ObjectShapePacket.ObjectDataBlock shapeData = new()
{
ObjectLocalID = shapeBlock.ObjectLocalID,
PathBegin = shapeBlock.PathBegin,
PathCurve = shapeBlock.PathCurve,
PathEnd = shapeBlock.PathEnd,
PathRadiusOffset = shapeBlock.PathRadiusOffset,
PathRevolutions = shapeBlock.PathRevolutions,
PathScaleX = shapeBlock.PathScaleX,
PathScaleY = shapeBlock.PathScaleY,
PathShearX = shapeBlock.PathShearX,
PathShearY = shapeBlock.PathShearY,
PathSkew = shapeBlock.PathSkew,
PathTaperX = shapeBlock.PathTaperX,
PathTaperY = shapeBlock.PathTaperY,
PathTwist = shapeBlock.PathTwist,
PathTwistBegin = shapeBlock.PathTwistBegin,
ProfileBegin = shapeBlock.ProfileBegin,
ProfileCurve = shapeBlock.ProfileCurve,
ProfileEnd = shapeBlock.ProfileEnd,
ProfileHollow = shapeBlock.ProfileHollow
};
group.UpdateShape(shapeData, primLocalID);
}
}
}
/// <summary>
/// Initial method invoked when we receive a link objects request from the client.
/// </summary>
/// <param name="client"></param>
/// <param name="parentPrim"></param>
/// <param name="childPrims"></param>
protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
{
if (root.KeyframeMotion is not null)
{
root.KeyframeMotion.Stop();
root.KeyframeMotion = null;
}
SceneObjectGroup parentGroup = root.ParentGroup;
if (parentGroup is null) return;
// Cowardly refuse to link to a group owned root
if (parentGroup.OwnerID == parentGroup.GroupID)
return;
Monitor.Enter(m_linkLock);
try
{
List<SceneObjectGroup> childGroups = new();
// We do this in reverse to get the link order of the prims correct
foreach (SceneObjectPart childpart in CollectionsMarshal.AsSpan(children))
{
SceneObjectGroup child = childpart.ParentGroup;
// Don't try and add a group to itself - this will only cause severe problems later on.
if (child == parentGroup)
continue;
// Make sure no child prim is set for sale
// So that, on delink, no prims are unwittingly
// left for sale and sold off
if (child is not null)
{
child.RootPart.ObjectSaleType = 0;
child.RootPart.SalePrice = 10;
childGroups.Add(child);
}
}
foreach (SceneObjectGroup child in CollectionsMarshal.AsSpan(childGroups))
{
if (parentGroup.OwnerID == child.OwnerID)
{
child.DetachFromBackup();
parentGroup.LinkToGroup(child);
// this is here so physics gets updated!
// Don't remove! Bad juju! Stay away! or fix physics!
// already done in LinkToGroup
// child.AbsolutePosition = child.AbsolutePosition;
}
}
// We need to explicitly resend the newly link prim's object properties since no other actions
// occur on link to invoke this elsewhere (such as object selection)
if (childGroups.Count > 0)
{
//parentGroup.RootPart.CreateSelected = true;
parentGroup.TriggerScriptChangedEvent(Changed.LINK);
}
}
finally
{
/*
lock (SceneObjectGroupsByLocalPartID)
{
foreach (SceneObjectPart part in parentGroup.Parts)
SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
}
*/
parentGroup.AdjustChildPrimPermissions(false);
parentGroup.HasGroupChanged = true;
parentGroup.ScheduleGroupForFullAnimUpdate();
Monitor.Exit(m_linkLock);
}
}
/// <summary>
/// Delink a linkset
/// </summary>
/// <param name="prims"></param>
protected internal void DelinkObjects(List<SceneObjectPart> prims)
{
List<SceneObjectPart> childParts = new();
List<SceneObjectPart> rootParts = new();
List<SceneObjectGroup> affectedGroups = new();
// Look them all up in one go, since that is comparatively expensive
//
Monitor.Enter(m_linkLock);
try
{
foreach (SceneObjectPart part in CollectionsMarshal.AsSpan(prims))
{
if(part is null)
continue;
SceneObjectGroup parentSOG = part.ParentGroup;
if(parentSOG is null || parentSOG.IsDeleted || parentSOG.inTransit || parentSOG.PrimCount == 1)
continue;
if (!affectedGroups.Contains(parentSOG))
{
affectedGroups.Add(parentSOG);
if(parentSOG.RootPart.PhysActor is not null)
parentSOG.RootPart.PhysActor.Building = true;
}
if (part.KeyframeMotion is not null)
{
part.KeyframeMotion.Stop();
part.KeyframeMotion = null;
}
if (part.LinkNum < 2) // Root
{
rootParts.Add(part);
}
else
{
part.LastOwnerID = part.ParentGroup.RootPart.LastOwnerID;
part.RezzerID = part.ParentGroup.RootPart.RezzerID;
childParts.Add(part);
}
}
if (childParts.Count > 0)
{
foreach (SceneObjectPart child in CollectionsMarshal.AsSpan(childParts))
{
// Unlink all child parts from their groups
child.ParentGroup.DelinkFromGroup(child, true);
//child.ParentGroup is now other
child.ParentGroup.HasGroupChanged = true;
child.ParentGroup.ScheduleGroupForFullAnimUpdate();
}
}
foreach (SceneObjectPart root in CollectionsMarshal.AsSpan(rootParts))
{
// In most cases, this will run only one time, and the prim
// will be a solo prim
// However, editing linked parts and unlinking may be different
//
SceneObjectGroup group = root.ParentGroup;
List<SceneObjectPart> newSet = new(group.Parts);
newSet.Remove(root);
int numChildren = newSet.Count;
if(numChildren == 0)
break;
foreach (SceneObjectPart p in newSet)
group.DelinkFromGroup(p, false);
SceneObjectPart newRoot = newSet[0];
// If there is more than one prim remaining, we
// need to re-link
//
if (numChildren > 1)
{
// Determine new root
//
newSet.RemoveAt(0);
foreach (SceneObjectPart newChild in CollectionsMarshal.AsSpan(newSet))
newChild.ClearUpdateSchedule();
LinkObjects(newRoot, newSet);
}
else
{
newRoot.TriggerScriptChangedEvent(Changed.LINK);
newRoot.ParentGroup.HasGroupChanged = true;
newRoot.ParentGroup.InvalidatePartsLinkMaps();
newRoot.ParentGroup.ScheduleGroupForFullAnimUpdate();
}
}
// trigger events in the roots
//
foreach (SceneObjectGroup g in CollectionsMarshal.AsSpan(affectedGroups))
{
if(g.RootPart.PhysActor is not null)
g.RootPart.PhysActor.Building = false;
g.AdjustChildPrimPermissions(false);
// Child prims that have been unlinked and deleted will
// return unless the root is deleted. This will remove them
// from the database. They will be rewritten immediately,
// minus the rows for the unlinked child prims.
m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
g.InvalidatePartsLinkMaps();
g.TriggerScriptChangedEvent(Changed.LINK);
g.HasGroupChanged = true; // Persist
g.ScheduleGroupForFullUpdate();
}
}
finally
{
Monitor.Exit(m_linkLock);
}
}
protected internal void MakeObjectSearchable(IClientAPI remoteClient, bool IncludeInSearch, uint localID)
{
SceneObjectGroup sog = GetGroupByPrim(localID);
if(sog is null)
return;
//Protip: In my day, we didn't call them searchable objects, we called them limited point-to-point joints
//aka ObjectFlags.JointWheel = IncludeInSearch
//Permissions model: Object can be REMOVED from search IFF:
// * User owns object
//use CanEditObject
//Object can be ADDED to search IFF:
// * User owns object
// * Asset/DRM permission bit "modify" is enabled
//use CanEditObjectPosition
// libomv will complain about PrimFlags.JointWheel being
// deprecated, so we
if (IncludeInSearch && m_parentScene.Permissions.CanEditObject(sog, remoteClient))
{
sog.RootPart.AddFlag(PrimFlags.JointWheel);
sog.HasGroupChanged = true;
}
else if (!IncludeInSearch && m_parentScene.Permissions.CanMoveObject(sog, remoteClient))
{
sog.RootPart.RemFlag(PrimFlags.JointWheel);
sog.HasGroupChanged = true;
}
}
/// <summary>
/// Duplicate the given object.
/// </summary>
/// <param name="originalPrim"></param>
/// <param name="offset"></param>
/// <param name="flags"></param>
/// <param name="AgentID"></param>
/// <param name="GroupID"></param>
/// <param name="rot"></param>
/// <returns>null if duplication fails, otherwise the duplicated object</returns>
/// <summary>
public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, UUID AgentID, UUID GroupID, Quaternion rot, bool createSelected)
{
// m_log.DebugFormat(
// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
// originalPrimID, offset, AgentID);
SceneObjectGroup original = GetGroupByPrim(originalPrimID);
if (original is not null)
{
if (m_parentScene.Permissions.CanDuplicateObject(original, AgentID))
{
SceneObjectGroup copy = original.Copy(true);
copy.AbsolutePosition += offset;
copy.RootPart.Rezzed = DateTime.UtcNow;
copy.RootPart.RezzerID = AgentID;
ReadOnlySpan<SceneObjectPart> parts = copy.Parts.AsSpan();
if (original.OwnerID.NotEqual(AgentID))
{
copy.SetOwner(AgentID, GroupID);
if (m_parentScene.Permissions.PropagatePermissions())
{
foreach (SceneObjectPart child in parts)
{
child.Inventory.ChangeInventoryOwner(AgentID);
child.TriggerScriptChangedEvent(Changed.OWNER);
child.ApplyNextOwnerPermissions();
}
copy.InvalidateEffectivePerms();
}
}
bool entered = false;
try
{
try { }
finally
{
m_scenePartsLock.EnterWriteLock();
entered = true;
}
Entities.Add(copy);
m_scenePartsArray = null;
foreach (SceneObjectPart part in parts)
{
if (!m_scenePartsByID.ContainsKey(part.UUID))
{
if (part.GetPrimType() == PrimType.SCULPT)
m_numMesh++;
else
m_numPrim++;
m_scenePartsByID[part.UUID] = part;
m_scenePartsByLocalID[part.LocalId] = part;
}
}
}
finally
{
if(entered)
m_scenePartsLock.ExitWriteLock();
}
copy.IsSelected = createSelected;
if (rot != Quaternion.Identity)
copy.UpdateGroupRotationR(rot);
// required for physics to update it's position
copy.ResetChildPrimPhysicsPositions();
copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1);
copy.ResumeScripts();
copy.HasGroupChanged = true;
copy.ScheduleGroupForUpdate(PrimUpdateFlags.FullUpdatewithAnimMatOvr);
return copy;
}
}
else
{
m_log.Warn($"[SCENE]: Attempted to duplicate nonexistant prim id {GroupID}");
}
return null;
}
#endregion
}
}