mirror of https://github.com/opensim/opensim.git
2234 lines
80 KiB
C#
Executable File
2234 lines
80 KiB
C#
Executable File
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Threading;
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using System.Collections.Generic;
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using System.Collections.Concurrent;
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using System.Reflection;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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using log4net;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes.Types;
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using OpenSim.Region.PhysicsModules.SharedBase;
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using OpenSim.Region.Framework.Interfaces;
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using System.Runtime.InteropServices;
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namespace OpenSim.Region.Framework.Scenes
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{
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public delegate void PhysicsCrash();
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public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
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public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
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public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
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/// <summary>
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/// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
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/// should be migrated out over time.
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/// </summary>
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public class SceneGraph
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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#region Events
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protected internal event PhysicsCrash UnRecoverableError;
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public event AttachToBackupDelegate OnAttachToBackup;
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public event DetachFromBackupDelegate OnDetachFromBackup;
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public event ChangedBackupDelegate OnChangeBackup;
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#endregion
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#region Fields
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protected internal EntityManager Entities = new();
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private Dictionary<UUID, SceneObjectPart> m_scenePartsByID = new(1024);
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private Dictionary<uint, SceneObjectPart> m_scenePartsByLocalID = new(1024);
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private SceneObjectPart[] m_scenePartsArray;
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private Dictionary<UUID, ScenePresence> m_scenePresenceMap = new();
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private Dictionary<uint, ScenePresence> m_scenePresenceLocalIDMap = new();
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private Dictionary<UUID, SceneObjectGroup> m_updateList = new();
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private List<ScenePresence> m_scenePresenceList;
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private readonly Scene m_parentScene;
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private PhysicsScene _PhyScene;
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private int m_numRootAgents = 0;
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private int m_numChildAgents = 0;
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private int m_numRootNPC = 0;
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private int m_numPrim = 0;
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private int m_numMesh = 0;
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private int m_physicalPrim = 0;
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private int m_activeScripts = 0;
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//private int m_scriptLPS = 0;
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/// <summary>
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/// Lock to prevent object group update, linking, delinking and duplication operations from running concurrently.
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/// </summary>
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/// <remarks>
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/// These operations rely on the parts composition of the object. If allowed to run concurrently then race
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/// conditions can occur.
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/// </remarks>
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private readonly Object m_updateLock = new();
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private readonly Object m_linkLock = new();
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private readonly ReaderWriterLockSlim m_scenePresencesLock;
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private readonly ReaderWriterLockSlim m_scenePartsLock;
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#endregion
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protected internal SceneGraph(Scene parent)
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{
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m_scenePresencesLock = new ReaderWriterLockSlim();
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m_scenePartsLock = new ReaderWriterLockSlim();
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m_parentScene = parent;
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m_scenePresenceList = null;
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m_scenePartsArray = null;
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}
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~SceneGraph()
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{
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m_scenePartsLock.Dispose();
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m_scenePresencesLock.Dispose();
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}
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public PhysicsScene PhysicsScene
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{
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get
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{
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_PhyScene ??= m_parentScene.RequestModuleInterface<PhysicsScene>();
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return _PhyScene;
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}
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set
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{
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// If we're not doing the initial set
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// Then we've got to remove the previous
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// event handler
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if (_PhyScene is not null)
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_PhyScene.OnPhysicsCrash -= physicsBasedCrash;
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_PhyScene = value;
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if (_PhyScene is not null)
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_PhyScene.OnPhysicsCrash += physicsBasedCrash;
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}
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}
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protected internal void Close()
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{
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bool entered = false;
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try
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{
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try { }
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finally
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{
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m_scenePresencesLock.EnterWriteLock();
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entered = true;
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}
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m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
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m_scenePresenceLocalIDMap = new Dictionary<uint, ScenePresence>();
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m_scenePresenceList = null;
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}
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finally
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{
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if (entered)
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m_scenePresencesLock.ExitWriteLock();
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}
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entered = false;
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try
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{
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try { }
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finally
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{
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m_scenePartsLock.EnterWriteLock();
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entered = true;
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}
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Entities.Clear();
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m_scenePartsArray = null;
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m_scenePartsByID = new Dictionary<UUID, SceneObjectPart>();
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m_scenePartsByLocalID = new Dictionary<uint, SceneObjectPart>();
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if (_PhyScene is not null)
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_PhyScene.OnPhysicsCrash -= physicsBasedCrash;
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_PhyScene = null;
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}
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finally
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{
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if (entered)
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m_scenePartsLock.ExitWriteLock();
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}
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}
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#region Update Methods
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protected internal void UpdatePreparePhysics()
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{
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}
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/// <summary>
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/// Update the position of all the scene presences.
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/// </summary>
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/// <remarks>
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/// Called only from the main scene loop.
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/// </remarks>
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protected internal void UpdatePresences()
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{
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ForEachScenePresence(delegate(ScenePresence presence)
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{
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presence.Update();
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});
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}
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protected internal void UpdateScenePresenceMovement()
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{
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ForEachScenePresence(delegate (ScenePresence presence)
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{
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presence.UpdateMovement();
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});
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}
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/// <summary>
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/// Perform a physics frame update.
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/// </summary>
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/// <param name="elapsed"></param>
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/// <returns></returns>
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protected internal float UpdatePhysics(double elapsed)
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{
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return PhysicsScene is null ? 0 : PhysicsScene.Simulate((float)elapsed);
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}
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protected internal void ProcessPhysicsPreSimulation()
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{
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PhysicsScene?.ProcessPreSimulation();
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}
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public void GetCoarseLocations(out List<Vector3> coarseLocations, out List<UUID> avatarUUIDs, int maxLocations)
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{
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coarseLocations = new List<Vector3>();
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avatarUUIDs = new List<UUID>();
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// coarse locations are sent as BYTE, so limited to the 255m max of normal regions
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// try to work around that scale down X and Y acording to region size, so reducing the resolution
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//
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// viewers need to scale up
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float scaleX = (float)m_parentScene.RegionInfo.RegionSizeX / (float)Constants.RegionSize;
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if (scaleX == 0)
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scaleX = 1.0f;
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else
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scaleX = 1.0f / scaleX;
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float scaleY = (float)m_parentScene.RegionInfo.RegionSizeY / (float)Constants.RegionSize;
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if (scaleY == 0)
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scaleY = 1.0f;
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else
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scaleY = 1.0f / scaleY;
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List<ScenePresence> presences = GetScenePresences();
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foreach (ScenePresence sp in CollectionsMarshal.AsSpan(presences))
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{
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// If this presence is a child agent, we don't want its coarse locations
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if (sp.IsChildAgent)
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continue;
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Vector3 pos = sp.AbsolutePosition;
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pos.X *= scaleX;
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pos.Y *= scaleY;
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coarseLocations.Add(pos);
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avatarUUIDs.Add(sp.UUID);
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if (--maxLocations <= 0)
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break;
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}
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}
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#endregion
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#region Entity Methods
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/// <summary>
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/// Add an object into the scene that has come from storage
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/// </summary>
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/// <param name="sceneObject"></param>
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/// <param name="attachToBackup">
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/// If true, changes to the object will be reflected in its persisted data
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/// If false, the persisted data will not be changed even if the object in the scene is changed
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/// </param>
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/// <param name="alreadyPersisted">
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/// If true, we won't persist this object until it changes
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/// If false, we'll persist this object immediately
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/// </param>
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/// <param name="sendClientUpdates">
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/// If true, we send updates to the client to tell it about this object
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/// If false, we leave it up to the caller to do this
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/// </param>
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/// <returns>
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/// true if the object was added, false if an object with the same uuid was already in the scene
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/// </returns>
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protected internal bool AddRestoredSceneObject(
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SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
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{
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// temporary checks to remove after varsize suport
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float regionSizeX = m_parentScene.RegionInfo.RegionSizeX;
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float regionSizeY = m_parentScene.RegionInfo.RegionSizeY;
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// KF: Check for out-of-region, move inside and make static.
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Vector3 npos = sceneObject.RootPart.GroupPosition;
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bool clampZ = m_parentScene.ClampNegativeZ;
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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) ||
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npos.X > regionSizeX || npos.Y > regionSizeY))
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{
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if (npos.X < 0.0) npos.X = 1.0f;
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if (npos.Y < 0.0) npos.Y = 1.0f;
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if (npos.Z < 0.0 && clampZ) npos.Z = 0.0f;
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if (npos.X > regionSizeX) npos.X = regionSizeX - 1.0f;
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if (npos.Y > regionSizeY) npos.Y = regionSizeY - 1.0f;
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SceneObjectPart rootpart = sceneObject.RootPart;
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rootpart.GroupPosition = npos;
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foreach (SceneObjectPart part in sceneObject.Parts)
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{
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if (part == rootpart)
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continue;
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part.GroupPosition = npos;
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}
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rootpart.Velocity = Vector3.Zero;
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rootpart.AngularVelocity = Vector3.Zero;
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rootpart.Acceleration = Vector3.Zero;
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}
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bool ret = AddSceneObject(sceneObject, attachToBackup, sendClientUpdates);
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if (attachToBackup && (!alreadyPersisted))
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{
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sceneObject.ForceInventoryPersistence();
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sceneObject.HasGroupChanged = true;
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}
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sceneObject.InvalidateDeepEffectivePerms();
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return ret;
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}
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/// <summary>
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/// Add a newly created object to the scene. This will both update the scene, and send information about the
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/// new object to all clients interested in the scene.
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/// </summary>
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/// <param name="sceneObject"></param>
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/// <param name="attachToBackup">
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/// If true, the object is made persistent into the scene.
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/// If false, the object will not persist over server restarts
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/// </param>
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/// <returns>
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/// true if the object was added, false if an object with the same uuid was already in the scene
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/// </returns>
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protected internal bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
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{
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bool ret = AddSceneObject(sceneObject, attachToBackup, sendClientUpdates);
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// Ensure that we persist this new scene object if it's not an
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// attachment
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if (attachToBackup)
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sceneObject.HasGroupChanged = true;
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return ret;
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}
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/// <summary>
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/// Add a newly created object to the scene.
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/// </summary>
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///
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/// This method does not send updates to the client - callers need to handle this themselves.
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/// Caller should also trigger EventManager.TriggerObjectAddedToScene
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/// <param name="sceneObject"></param>
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/// <param name="attachToBackup"></param>
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/// <param name="pos">Position of the object. If null then the position stored in the object is used.</param>
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/// <param name="rot">Rotation of the object. If null then the rotation stored in the object is used.</param>
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/// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param>
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/// <returns></returns>
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public bool AddNewSceneObject(
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SceneObjectGroup sceneObject, bool attachToBackup, Vector3? pos, Quaternion? rot, Vector3 vel)
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{
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if (pos is not null)
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sceneObject.AbsolutePosition = (Vector3)pos;
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if (rot is not null)
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sceneObject.UpdateGroupRotationR((Quaternion)rot);
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AddNewSceneObject(sceneObject, attachToBackup, false);
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if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim)
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{
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sceneObject.ClearPartAttachmentData();
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}
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PhysicsActor pa = sceneObject.RootPart.PhysActor;
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if (pa is not null && pa.IsPhysical && vel.IsNotZero())
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{
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sceneObject.RootPart.ApplyImpulse(vel * sceneObject.GetMass(), false);
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}
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return true;
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}
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/// <summary>
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/// Add an object to the scene. This will both update the scene, and send information about the
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/// new object to all clients interested in the scene.
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/// </summary>
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/// <remarks>
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/// The object's stored position, rotation and velocity are used.
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/// </remarks>
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/// <param name="sceneObject"></param>
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/// <param name="attachToBackup">
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/// If true, the object is made persistent into the scene.
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/// If false, the object will not persist over server restarts
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/// </param>
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/// <param name="sendClientUpdates">
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/// If true, updates for the new scene object are sent to all viewers in range.
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/// If false, it is left to the caller to schedule the update
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/// </param>
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/// <returns>
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/// true if the object was added, false if an object with the same uuid was already in the scene
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/// </returns>
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protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
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{
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if (sceneObject is null)
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{
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m_log.Error("[SCENEGRAPH]: Tried to add null scene object");
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return false;
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}
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if (sceneObject.UUID.IsZero())
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{
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m_log.Error(
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$"[SCENEGRAPH]: Tried to add scene object {sceneObject.Name} to {m_parentScene.RegionInfo.RegionName} with Zero UUID");
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return false;
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}
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if (Entities.ContainsKey(sceneObject.UUID))
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{
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m_log.Debug(
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$"[SCENEGRAPH]: Scene graph for {m_parentScene.RegionInfo.RegionName} already contains object {sceneObject.UUID} in AddSceneObject()");
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return false;
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}
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//m_log.DebugFormat(
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// "[SCENEGRAPH]: Adding scene object {0} {1}, with {2} parts on {3}",
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// sceneObject.Name, sceneObject.UUID, sceneObject.Parts.Length, m_parentScene.RegionInfo.RegionName);
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ReadOnlySpan<SceneObjectPart> parts = sceneObject.Parts.AsSpan();
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SceneObjectPart part;
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// Clamp the sizes (scales) of the child prims and add the child prims to the count of all primitives
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// (meshes and geometric primitives) in the scene; add child prims to m_numTotalPrim count
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if (m_parentScene.m_clampPrimSize)
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{
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for (int i = 0; i < parts.Length; ++i)
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{
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part = parts[i];
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Vector3 scale = part.Shape.Scale;
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scale.X = Utils.Clamp(scale.X, m_parentScene.m_minNonphys, m_parentScene.m_maxNonphys);
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scale.Y = Utils.Clamp(scale.Y, m_parentScene.m_minNonphys, m_parentScene.m_maxNonphys);
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scale.Z = Utils.Clamp(scale.Z, m_parentScene.m_minNonphys, m_parentScene.m_maxNonphys);
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part.Shape.Scale = scale;
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}
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}
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sceneObject.AttachToScene(m_parentScene);
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bool entered = false;
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try
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{
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try { }
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finally
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{
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m_scenePartsLock.EnterWriteLock();
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entered = true;
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}
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Entities.Add(sceneObject);
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m_scenePartsArray = null;
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for (int i = 0; i < parts.Length; ++i)
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{
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part = parts[i];
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if (!m_scenePartsByID.ContainsKey(part.UUID))
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{
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m_scenePartsByID[part.UUID] = part;
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m_scenePartsByLocalID[part.LocalId] = part;
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if (part.GetPrimType() == PrimType.SCULPT)
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++m_numMesh;
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else
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++m_numPrim;
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}
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}
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}
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finally
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{
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if(entered)
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m_scenePartsLock.ExitWriteLock();
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}
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if (sendClientUpdates)
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sceneObject.ScheduleGroupForUpdate(PrimUpdateFlags.FullUpdatewithAnimMatOvr);
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if (attachToBackup)
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sceneObject.AttachToBackup();
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return true;
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}
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|
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/// <summary>
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/// Delete an object from the scene
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/// </summary>
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/// <returns>true if the object was deleted, false if there was no object to delete</returns>
|
|
public bool DeleteSceneObject(UUID uuid, bool resultOfObjectLinked)
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{
|
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// m_log.DebugFormat(
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// "[SCENE GRAPH]: Deleting scene object with uuid {0}, resultOfObjectLinked = {1}",
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// uuid, resultOfObjectLinked);
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|
|
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
|
|
|
|
}
|
|
}
|