Esempio n. 1
0
        /// <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)
        {
            AddNewSceneObject(sceneObject, attachToBackup, false);

            if (pos != null)
                sceneObject.AbsolutePosition = (Vector3)pos;

            if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim)
            {
                sceneObject.ClearPartAttachmentData();
            }

            if (rot != null)
                sceneObject.UpdateGroupRotationR((Quaternion)rot);

            PhysicsActor pa = sceneObject.RootPart.PhysActor;
            if (pa != null && pa.IsPhysical && vel != Vector3.Zero)
            {
                sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
                sceneObject.Velocity = vel;
            }
        
            return true;
        }
        public virtual SceneObjectGroup RezPrim(SceneObjectPart sourcePart, SceneObjectPart newPart, int param, out string reason)
        {
            // Rez object
            Vector3 pos = newPart.AbsolutePosition;
            SceneObjectGroup group = new SceneObjectGroup(newPart);
            bool isTemp = (group.RootPart.GetEffectiveObjectFlags() & PrimFlags.TemporaryOnRez) != 0;

            ILandObject parcel = LandChannel.GetLandObject(pos.X, pos.Y);
            if (parcel == null)
            {
                reason = "land";
                return null;
            }

            // Pass 0 for landImpact here so that it can be tested separately.
            if (!Permissions.CanRezObject(0, newPart.OwnerID, sourcePart.UUID, pos, isTemp))
            {
                reason = "permission";
                return null;
            }

            if (!CheckLandImpact(parcel, group.LandImpact, out reason))
            {
                return null;
            }

            // Check for grey goo fence
            if (!CheckGreyGoo(sourcePart, group))
            {
                reason = "fence";
                return null;
            }

            // Allowing the rez... update the last rez time and the new group fields
            sourcePart.StampLastRez();
            group.CurrentParcel = parcel;   // initialize _currentParcel (and auto-return)
            group.SetGeneration(group.RootPart.Generation); // now update the rest of the parts
            group.ResetIDs();

            //set the group's group before setting the object's position.
            //this will make sure that the group id is correct during the script
            //engine's group check
            group.SetGroup(sourcePart.ParentGroup.RootPart.GroupID, null);

            AddNewSceneObject(group, !isTemp);

            SceneObjectPart rootPart = group.GetChildPart(group.UUID);

            rootPart.TrimPermissions();

            if (group.RootPart.IsPrim)
            {
                group.ClearPartAttachmentData();
            }

            group.CreateScriptInstances(param, ScriptStartFlags.PostOnRez, DefaultScriptEngine, (int)ScriptStateSource.PrimData, null);
            rootPart.ScheduleFullUpdate(PrimUpdateFlags.ForcedFullUpdate);

            reason = "success";
            return rootPart.ParentGroup;
        }
        /// <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.
        /// <param name="sceneObject"></param>
        /// <param name="attachToBackup"></param>
        /// <param name="pos">Position of the object</param>
        /// <param name="rot">Rotation of the object</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)
        {
            AddNewSceneObject(sceneObject, true, false);

            // we set it's position in world.
            sceneObject.AbsolutePosition = pos;

            if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim)
            {
                sceneObject.ClearPartAttachmentData();
            }
            
            sceneObject.UpdateGroupRotationR(rot);
            
            //group.ApplyPhysics(m_physicalPrim);
            if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
            {
                sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
                sceneObject.Velocity = vel;
            }
        
            return true;
        }
        private SceneObjectGroup RezSingleObjectToWorld(IClientAPI remoteClient, UUID itemID, 
            SceneObjectGroup group, Vector3 RayEnd, Vector3 RayStart,
            UUID RayTargetID, byte BypassRayCast, byte bRayEndIsIntersection,
            bool RezSelected, bool attachment, Vector3 pos, string name,
            string description, IInventoryItem item, ItemPermissionBlock itemPermissions,
            int? startParam, UUID? newAvatarGroupId, UUID? rezzedByObjectUUID)
        {
            bool ownerChanged = false;  // record this for the CHANGED_OWNER changed event

            if (IsBadUserLoad(group))
            {
                if (remoteClient != null)
                    remoteClient.SendAgentAlertMessage("You are currently not allowed to rez objects in this region.", false);
                return null;   // already reported above
            }
            if (IsBlacklistedLoad(group))
            {
                if (remoteClient != null)
                    remoteClient.SendAgentAlertMessage("Cannot rez blacklisted object '" + group.Name + "'.", false);
                return null;   // already reported above
            }

            //set the group here so that positioning in world will enable/disable the
            //script correctly based on the group the use is currently in

            // Initialize the server weight (LI)
            group.RecalcPrimWeights();

            group.RezzedFromFolderId = item.Folder;
            //group.FromAssetId = item.AssetID; //not needed yet

            if (newAvatarGroupId.HasValue)
            {
                //set the object's land group
                group.SetGroup(newAvatarGroupId.Value, null);
            }

            if (attachment)
            {
                group.SetFromItemID(itemID);
            }
            else
            {
                group.RootPart.SetGroupPositionDirect(pos);

                if (RezSelected)
                {
                    //also tell the client there is a new object being rezzed
                    foreach (SceneObjectPart part in group.GetParts())
                    {
                        part.AddFlag(PrimFlags.CreateSelected);
                    }
                }
            }

            SceneObjectPart rootPart = group.GetChildPart(group.UUID);
            if (rootPart == null) {
                string what = "object ";
                if (attachment)
                    what = " attachment ";
                m_log.Error("[AGENT INVENTORY]: Error rezzing ItemID: " + itemID + what + " root part not found.");
                return null;
            }

            // Since renaming the item in the inventory does not affect the name stored
            // in the serialization, transfer the correct name from the inventory to the
            // object itself before we rez.
            rootPart.Name = name;
            rootPart.Description = description;

            var partList = group.GetParts();

            foreach (SceneObjectPart part in partList)
            {
                /// This fixes inconsistencies between this part and the root part.
                /// In the past, there was a bug in Link operations that did not force 
                /// these permissions on child prims when linking.
                part.SyncChildPermsWithRoot();
            }

            if (rootPart.OwnerID != item.Owner)
            {
                if (Permissions.PropagatePermissions())
                {
                    if ((itemPermissions.CurrentPermissions & ScenePermBits.SLAM) != 0)
                    {    // enforce slam bit, apply item perms to the group parts
                        foreach (SceneObjectPart part in partList)
                        {
                            part.EveryoneMask = item.EveryOnePermissions;
                            part.NextOwnerMask = item.NextPermissions;
                            part.GroupMask = 0; // DO NOT propagate here
                        }
                    }
                    group.ApplyNextOwnerPermissions();
                }
            }

            ownerChanged |= group.Rationalize(item.Owner, false);

            foreach (SceneObjectPart part in partList)
            {
                if (part.OwnerID != item.Owner)
                {
                    part.LastOwnerID = part.OwnerID;
                    part.OwnerID = item.Owner;
                    part.Inventory.ChangeInventoryOwner(item.Owner);
                    ownerChanged = true;
                }
                else if (((itemPermissions.CurrentPermissions & ScenePermBits.SLAM) != 0) && (!attachment)) // Slam!
                {
                    part.EveryoneMask = itemPermissions.EveryOnePermissions;
                    part.NextOwnerMask = itemPermissions.NextPermissions;

                    part.GroupMask = 0; // DO NOT propagate here
                }
            }

            rootPart.TrimPermissions();

            if (!attachment)
            {
                if (group.RootPart.IsPrim)
                {
                    group.ClearPartAttachmentData();
                }
            }

            if (this.AddObjectToSceneIfPermitted(group, remoteClient, pos, attachment, rezzedByObjectUUID))
            {
                if (ownerChanged)
                {
                    foreach (SceneObjectPart part in partList)
                        part.TriggerScriptChangedEvent(Changed.OWNER);
                }

                if (!attachment)
                {
                    // Fire on_rez
                    group.CreateScriptInstances(startParam, ScriptStartFlags.PostOnRez, DefaultScriptEngine, (int)ScriptStateSource.PrimData, null);

                    rootPart.ScheduleFullUpdate(PrimUpdateFlags.ForcedFullUpdate);
                }

            } 
            else 
            {
                // The viewer automatically removes no-copy items from inventory on a rez attempt.
                // Since this one did not rez, it's still in inventory so let's "put it back".
                if (remoteClient != null)
                {
                    InventoryItemBase ib = item as InventoryItemBase;

                    if (item != null)
                    {
                        //this is a folder item, not a task item. update the user
                        remoteClient.SendInventoryItemCreateUpdate(ib, 0);
                    }
                }
                return null;
            }

            return rootPart.ParentGroup;
        }
Esempio n. 5
0
        /// <summary>
        /// Detach the given scene object to the ground.
        /// </summary>
        /// <remarks>
        /// The caller has to take care of all the other work in updating avatar appearance, inventory, etc.
        /// </remarks>
        /// <param name="so">The scene object to detach.</param>
        /// <param name="sp">The scene presence from which the scene object is being detached.</param>
        private void DetachSceneObjectToGround(SceneObjectGroup so, ScenePresence sp)
        {
            SceneObjectPart rootPart = so.RootPart;

            rootPart.FromItemID = UUID.Zero;
            so.AbsolutePosition = sp.AbsolutePosition;
            so.AttachedAvatar = UUID.Zero;
            rootPart.SetParentLocalId(0);
            so.ClearPartAttachmentData();
            rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive, m_scene.m_physicalPrim);
            so.HasGroupChanged = true;
            rootPart.Rezzed = DateTime.Now;
            rootPart.RemFlag(PrimFlags.TemporaryOnRez);
            so.AttachToBackup();
            m_scene.EventManager.TriggerParcelPrimCountTainted();
            rootPart.ScheduleFullUpdate();
            rootPart.ClearUndoState();
        }