コード例 #1
0
        /// <summary>
        /// Move the given scene object into a new region depending on which region its absolute position has moved
        /// into.
        ///
        /// This method locates the new region handle and offsets the prim position for the new region
        /// </summary>
        /// <param name="attemptedPosition">the attempted out of region position of the scene object</param>
        /// <param name="grp">the scene object that we're crossing</param>
        ///<param name="destination"></param>
        public bool CrossGroupToNewRegion(SceneObjectGroup grp, Vector3 attemptedPosition, GridRegion destination)
        {
            if (grp == null)
                return false;
            if (grp.IsDeleted)
                return false;

            if (grp.Scene == null)
                return false;
            if (grp.RootPart.DIE_AT_EDGE)
            {
                // We remove the object here
                try
                {
                    IBackupModule backup = grp.Scene.RequestModuleInterface<IBackupModule>();
                    if (backup != null)
                        return backup.DeleteSceneObjects(new[] { grp }, true, true);
                }
                catch (Exception)
                {
                    MainConsole.Instance.Warn("[DATABASE]: exception when trying to remove the prim that crossed the border.");
                }
                return false;
            }

            if (grp.RootPart.RETURN_AT_EDGE)
            {
                // We remove the object here
                try
                {
                    List<ISceneEntity> objects = new List<ISceneEntity> { grp };
                    ILLClientInventory inventoryModule = grp.Scene.RequestModuleInterface<ILLClientInventory>();
                    if (inventoryModule != null)
                        return inventoryModule.ReturnObjects(objects.ToArray(), UUID.Zero);
                }
                catch (Exception)
                {
                    MainConsole.Instance.Warn("[SCENE]: exception when trying to return the prim that crossed the border.");
                }
                return false;
            }

            Vector3 oldGroupPosition = grp.RootPart.GroupPosition;
            // If we fail to cross the border, then reset the position of the scene object on that border.
            if (destination != null && !CrossPrimGroupIntoNewRegion(destination, grp, attemptedPosition))
            {
                grp.OffsetForNewRegion(oldGroupPosition);
                grp.ScheduleGroupUpdate (PrimUpdateFlags.ForcedFullUpdate);
                return false;
            }
            return true;
        }
コード例 #2
0
        /// <summary>
        /// Adds a Scene Object group to the Scene.
        /// Verifies that the creator of the object is not banned from the simulator.
        /// Checks if the item is an Attachment
        /// </summary>
        /// <param name="scene"></param>
        /// <param name="sceneObject"></param>
        /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
        public bool AddSceneObject(IScene scene, SceneObjectGroup sceneObject)
        {
            // If the user is banned, we won't let any of their objects
            // enter. Period.
            //
            if (scene.RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID))
            {
                MainConsole.Instance.Info("[EntityTransferModule]: Denied prim crossing for banned avatar");

                return false;
            }

            if (!sceneObject.IsAttachmentCheckFull()) // Not Attachment
            {
                if (!scene.Permissions.CanObjectEntry(sceneObject.UUID,
                        true, sceneObject.AbsolutePosition, sceneObject.OwnerID))
                {
                    // Deny non attachments based on parcel settings
                    //
                    MainConsole.Instance.Info("[EntityTransferModule]: Denied prim crossing " +
                            "because of parcel settings");

                    IBackupModule backup = scene.RequestModuleInterface<IBackupModule>();
                    if (backup != null)
                        backup.DeleteSceneObjects(new[] { sceneObject }, true, true);

                    return false;
                }
                if (scene.SceneGraph.AddPrimToScene(sceneObject))
                {
                    if(sceneObject.RootPart.IsSelected)
                        sceneObject.RootPart.CreateSelected = true;
                    sceneObject.ScheduleGroupUpdate (PrimUpdateFlags.ForcedFullUpdate);
                    return true;
                }
            }
            return false;
        }
コード例 #3
0
ファイル: SceneGraph.cs プロジェクト: x8ball/Aurora-Sim
        /// <summary>
        /// Create a New SceneObjectGroup/Part by raycasting
        /// </summary>
        /// <param name="ownerID"></param>
        /// <param name="groupID"></param>
        /// <param name="RayEnd"></param>
        /// <param name="rot"></param>
        /// <param name="shape"></param>
        /// <param name="bypassRaycast"></param>
        /// <param name="RayStart"></param>
        /// <param name="RayTargetID"></param>
        /// <param name="RayEndIsIntersection"></param>
        public virtual ISceneEntity AddNewPrim(
            UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
        {
            //m_log.DebugFormat(
            //    "[SCENE]: Scene.AddNewPrim() pcode {0} called for {1} in {2}", shape.PCode, ownerID, RegionInfo.RegionName);

            SceneObjectGroup sceneObject = new SceneObjectGroup (ownerID, pos, rot, shape, m_DefaultObjectName, m_parentScene);

            // If an entity creator has been registered for this prim type then use that
            if (m_entityCreators.ContainsKey((PCode)shape.PCode))
            {
                sceneObject = (SceneObjectGroup)m_entityCreators[(PCode)shape.PCode].CreateEntity (sceneObject, ownerID, groupID, pos, rot, shape);
            }
            else
            {
                // Otherwise, use this default creation code;
                
                sceneObject.SetGroup(groupID, null);
                AddPrimToScene(sceneObject);
                sceneObject.ScheduleGroupUpdate(PrimUpdateFlags.FullUpdate);
            }


            return sceneObject;
        }
コード例 #4
0
        public void DoAutoPilot(uint not_used, Vector3 Pos, IClientAPI remote_client)
        {
            m_autopilotMoving = true;
            m_autoPilotTarget = Pos;
            m_sitAtAutoTarget = false;
            PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
            //proxy.PCode = (byte)PCode.ParticleSystem;

            proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy, "", m_scene);
            proxyObjectGroup.AttachToScene(m_scene);

            // Commented out this code since it could never have executed, but might still be informative.
            //            if (proxyObjectGroup != null)
            //            {
            proxyObjectGroup.ScheduleGroupUpdate(PrimUpdateFlags.ForcedFullUpdate);
            remote_client.SendSitResponse(proxyObjectGroup.UUID, Vector3.Zero, Quaternion.Identity, true, Vector3.Zero, Vector3.Zero, false);
            IBackupModule backup = m_scene.RequestModuleInterface<IBackupModule>();
            if (backup != null)
                backup.DeleteSceneObjects(new[] { proxyObjectGroup }, true, true);
            //            }
            //            else
            //            {
            //                m_autopilotMoving = false;
            //                m_autoPilotTarget = Vector3.Zero;
            //                ControllingClient.SendAlertMessage("Autopilot cancelled");
            //            }
        }
コード例 #5
0
ファイル: SceneGraph.cs プロジェクト: mugginsm/Aurora-Sim
        /// <summary>
        /// Create a New SceneObjectGroup/Part by raycasting
        /// </summary>
        /// <param name="ownerID"></param>
        /// <param name="groupID"></param>
        /// <param name="RayEnd"></param>
        /// <param name="rot"></param>
        /// <param name="shape"></param>
        /// <param name="bypassRaycast"></param>
        /// <param name="RayStart"></param>
        /// <param name="RayTargetID"></param>
        /// <param name="RayEndIsIntersection"></param>
        public virtual SceneObjectGroup AddNewPrim(
            UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
        {
            //m_log.DebugFormat(
            //    "[SCENE]: Scene.AddNewPrim() pcode {0} called for {1} in {2}", shape.PCode, ownerID, RegionInfo.RegionName);

            SceneObjectGroup sceneObject = null;

            // If an entity creator has been registered for this prim type then use that
            if (m_entityCreators.ContainsKey((PCode)shape.PCode))
            {
                sceneObject = (SceneObjectGroup)m_entityCreators[(PCode)shape.PCode].CreateEntity(ownerID, groupID, pos, rot, shape);
            }
            else
            {
                // Otherwise, use this default creation code;
                sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape, m_parentScene);
                //This has to be set, otherwise it will break things like rezzing objects in an area where crossing is disabled, but rez isn't
                sceneObject.m_lastSignificantPosition = pos;

                sceneObject.SetGroup(groupID, null);
                AddPrimToScene(sceneObject);
                sceneObject.ScheduleGroupUpdate(PrimUpdateFlags.FullUpdate);
            }


            return sceneObject;
        }
コード例 #6
0
        /// <summary>
        /// Attach the object to the avatar
        /// </summary>
        /// <param name="remoteClient">The client that is having the attachment done</param>
        /// <param name="localID">The localID (SceneObjectPart) that is being attached (for the attach script event)</param>
        /// <param name="group">The group (SceneObjectGroup) that is being attached</param>
        /// <param name="AttachmentPt">The point to where the attachment will go</param>
        /// <param name="item">If this is not null, it saves a query in this method to the InventoryService
        /// This is the Item that the object is in (if it is in one yet)</param>
        protected void FindAttachmentPoint(IClientAPI remoteClient, uint localID, SceneObjectGroup group,
            int AttachmentPt, InventoryItemBase item)
        {
            //Make sure that we arn't over the limit of attachments
            SceneObjectGroup[] attachments = GetAttachmentsForAvatar(remoteClient.AgentId);
            if (attachments.Length + 1 > m_maxNumberOfAttachments)
            {
                //Too many
                remoteClient.SendAgentAlertMessage(
                    "You are wearing too many attachments. Take one off to attach this object", false);

                return;
            }
            Vector3 attachPos = group.GetAttachmentPos();
            if(!m_allowMultipleAttachments)
                AttachmentPt &= 0x7f; //Disable it!

            //Did the attachment change position or attachment point?
            bool changedPositionPoint = false;

            // If the attachment point isn't the same as the one previously used
            // set it's offset position = 0 so that it appears on the attachment point
            // and not in a weird location somewhere unknown.
            //Simplier terms: the attachment point changed, set it to the default 0,0,0 location
            if ((AttachmentPt & 0x7f) != 0 && (AttachmentPt & 0x7f) != (int)group.GetAttachmentPoint())
            {
                attachPos = Vector3.Zero;
                changedPositionPoint = true;
            }
            else
            {
                // AttachmentPt 0 means the client chose to 'wear' the attachment.
                if ((AttachmentPt & 0x7f) == 0)
                {
                    // Check object for stored attachment point
                    AttachmentPt = (int)group.GetSavedAttachmentPoint();
                    attachPos = group.GetAttachmentPos();
                }

                //Check state afterwards... use the newer GetSavedAttachmentPoint and Pos above first
                if ((AttachmentPt & 0x7f) == 0)
                {
                    // Check object for older stored attachment point
                    AttachmentPt = group.RootPart.Shape.State;
                    //attachPos = group.AbsolutePosition;
                }

                // if we still didn't find a suitable attachment point, force it to the default
                //This happens on the first time an avatar 'wears' an object
                if ((AttachmentPt & 0x7f) == 0)
                {
                    // Stick it on right hand with Zero Offset from the attachment point.
                    AttachmentPt = (int)AttachmentPoint.RightHand;
                    //Default location
                    attachPos = Vector3.Zero;
                    changedPositionPoint = true;
                }
            }

            group.HasGroupChanged = changedPositionPoint;

            //Update where we are put
            group.SetAttachmentPoint((byte)AttachmentPt);
            //Fix the position with the one we found
            group.AbsolutePosition = attachPos;

            // Remove any previous attachments
            ScenePresence presence = m_scene.GetScenePresence(remoteClient.AgentId);
            if (presence == null)
                return;
            UUID itemID = UUID.Zero;
            //Check for multiple attachment bits
            //If the numbers are the same, it wants to have the old attachment taken off
            if ((AttachmentPt & 0x7f) == AttachmentPt) 
            {
                foreach (SceneObjectGroup grp in attachments)
                {
                    if (grp.GetAttachmentPoint() == (byte)AttachmentPt)
                    {
                        itemID = grp.GetFromItemID();
                        break;
                    }
                }
                if (itemID != UUID.Zero)
                    DetachSingleAttachmentToInventory(itemID, remoteClient);
            }
            itemID = group.GetFromItemID();

            group.RootPart.AttachedAvatar = presence.UUID;

            //Anakin Lohner bug #3839 
            SceneObjectPart[] parts = group.Parts;
            for (int i = 0; i < parts.Length; i++)
                parts[i].AttachedAvatar = presence.UUID;

            if (group.RootPart.PhysActor != null)
            {
                m_scene.SceneGraph.PhysicsScene.RemovePrim(group.RootPart.PhysActor);
                group.RootPart.PhysActor = null;
            }

            group.AbsolutePosition = attachPos;
            group.RootPart.AttachedPos = attachPos;
            group.RootPart.IsAttachment = true;

            group.RootPart.SetParentLocalId(presence.LocalId);
            group.SetAttachmentPoint(Convert.ToByte(AttachmentPt));

            AvatarAttachments attPlugin = presence.RequestModuleInterface<AvatarAttachments>();
            if (attPlugin != null)
                attPlugin.AddAttachment(group);

            // Killing it here will cause the client to deselect it
            // It then reappears on the avatar, deselected
            // through the full update below
            //
            if (group.IsSelected)
            {
                foreach (SceneObjectPart part in group.ChildrenList)
                {
                    part.CreateSelected = true;
                }
            }
            //Kill the previous entity so that it will be selected
            SendKillEntity(group.RootPart);

            //NOTE: This MUST be here, otherwise we limit full updates during attachments when they are selected and it will block the first update.
            // So until that is changed, this MUST stay. The client will instantly reselect it, so this value doesn't stay borked for long.
            group.IsSelected = false;

            if (itemID == UUID.Zero)
            {
                //Delete the object inworld to inventory

                List<SceneObjectGroup> groups = new List<SceneObjectGroup>(1) { group };

                IInventoryAccessModule inventoryAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
                if (inventoryAccess != null)
                    inventoryAccess.DeleteToInventory(DeRezAction.AcquireToUserInventory, UUID.Zero,
                        groups, remoteClient.AgentId, out itemID);
            }
            else
            {
                //it came from an item, we need to start the scripts

                // Fire after attach, so we don't get messy perms dialogs
                // 4 == AttachedRez
                group.CreateScriptInstances(0, true, 4, UUID.Zero);
                group.ResumeScripts();
            }

            if (UUID.Zero == itemID)
            {
                m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment. Error inventory item ID.");
                remoteClient.SendAgentAlertMessage(
                    "Unable to save attachment. Error inventory item ID.", false);
                return;
            }

            // XXYY!!
            if (item == null)
            {
                item = new InventoryItemBase(itemID, remoteClient.AgentId);
                item = m_scene.InventoryService.GetItem(item);
            }

            //Update the ItemID with the new item
            group.SetFromItemID(item.ID);

            //If we updated the attachment, we need to save the change
            if (presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID))
                AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);

            //Now recreate it so that it is selected
            group.ScheduleGroupUpdate(PrimUpdateFlags.FullUpdate);

            // In case it is later dropped again, don't let
            // it get cleaned up
            group.RootPart.RemFlag(PrimFlags.TemporaryOnRez);
            group.HasGroupChanged = false;

            m_scene.EventManager.TriggerOnAttach(localID, group.GetFromItemID(), remoteClient.AgentId);
        }
コード例 #7
0
        public ISceneEntity CreateEntity(
            UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
        {
            if (Array.IndexOf(creationCapabilities, (PCode)shape.PCode) < 0)
            {
                m_log.DebugFormat("[VEGETATION]: PCode {0} not handled by {1}", shape.PCode, Name);
                return null;
            }

            SceneObjectGroup sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape, m_scene);
            SceneObjectPart rootPart = sceneObject.GetChildPart(sceneObject.UUID);

            rootPart.AddFlag(PrimFlags.Phantom);
            if (rootPart.Shape.PCode != (byte)PCode.Grass)
            {
                // Tree size has to be adapted depending on its type
                switch ((Tree)rootPart.Shape.State)
                {
                    case Tree.Cypress1:
                    case Tree.Cypress2:
                    case Tree.Palm1:
                    case Tree.Palm2:
                    case Tree.WinterAspen:
                        rootPart.Scale = new Vector3(4, 4, 10);
                        break;
                    case Tree.WinterPine1:
                    case Tree.WinterPine2:
                        rootPart.Scale = new Vector3(4, 4, 20);
                        break;

                    case Tree.Dogwood:
                        rootPart.Scale = new Vector3(6.5f, 6.5f, 6.5f);
                        break;

                    // case... other tree types
                    // tree.Scale = new Vector3(?, ?, ?);
                    // break;

                    default:
                        rootPart.Scale = new Vector3(4, 4, 4);
                        break;
                }
            }

            m_scene.SceneGraph.AddPrimToScene(sceneObject);
            sceneObject.ScheduleGroupUpdate(PrimUpdateFlags.FullUpdate);
            sceneObject.SetGroup(groupID, null);

            return sceneObject;
        }
コード例 #8
0
        /// <summary>
        /// Attach this scene object to the given avatar.
        /// </summary>
        /// 
        /// This isn't publicly available since attachments should always perform the corresponding inventory 
        /// operation (to show the attach in user inventory and update the asset with positional information).
        /// 
        /// <param name="sp"></param>
        /// <param name="so"></param>
        /// <param name="attachmentpoint"></param>
        /// <param name="AttachOffset"></param>
        /// <param name="silent"></param>
        protected void AttachToAgent(ScenePresence avatar, SceneObjectGroup so, int attachmentpoint, Vector3 AttachOffset)
        {
            // don't attach attachments to child agents
            if (avatar.IsChildAgent) return;

            //                m_log.DebugFormat("[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1}", Name, avatar.Name);

            // Remove from database and parcel prim count
            IBackupModule backup = so.Scene.RequestModuleInterface<IBackupModule>();
            if (backup != null)
                backup.DeleteFromStorage(so.UUID);

            so.RootPart.AttachedAvatar = avatar.UUID;

            //Anakin Lohner bug #3839 
            SceneObjectPart[] parts = so.Parts;
            for (int i = 0; i < parts.Length; i++)
                parts[i].AttachedAvatar = avatar.UUID;

            if (so.RootPart.PhysActor != null)
            {
                m_scene.SceneGraph.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
                so.RootPart.PhysActor = null;
            }

            so.AbsolutePosition = AttachOffset;
            so.RootPart.AttachedPos = AttachOffset;
            so.RootPart.IsAttachment = true;

            so.RootPart.SetParentLocalId(avatar.LocalId);
            so.SetAttachmentPoint(Convert.ToByte(attachmentpoint));

            avatar.AddAttachment(so);

            // Killing it here will cause the client to deselect it
            // It then reappears on the avatar, deselected
            // through the full update below
            //
            if (so.IsSelected)
            {
                m_scene.ForEachClient(delegate(IClientAPI client)
                {
                    client.SendKillObject(m_scene.RegionInfo.RegionHandle, new ISceneEntity[] { so.RootPart }); 
                });
                foreach (SceneObjectPart part in so.ChildrenList)
                {
                    part.CreateSelected = true;
                }
            }

            //NOTE: This MUST be here, otherwise we limit full updates during attachments when they are selected and it will block the first update.
            // So until that is changed, this MUST stay. The client will instantly reselect it, so this value doesn't stay borked for long.
            so.IsSelected = false;

            so.ScheduleGroupUpdate(PrimUpdateFlags.FullUpdate);

            // In case it is later dropped again, don't let
            // it get cleaned up
            so.RootPart.RemFlag(PrimFlags.TemporaryOnRez);
            so.HasGroupChanged = false;
        }
コード例 #9
0
ファイル: SceneGraph.cs プロジェクト: nathanmarck/Aurora-Sim
        /// <summary>
        /// Create a New SceneObjectGroup/Part by raycasting
        /// </summary>
        /// <param name="ownerID"></param>
        /// <param name="groupID"></param>
        /// <param name="pos"></param>
        /// <param name="rot"></param>
        /// <param name="shape"></param>
        public virtual ISceneEntity AddNewPrim(
            UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
        {
            SceneObjectGroup sceneObject = new SceneObjectGroup (ownerID, pos, rot, shape, m_DefaultObjectName, m_parentScene);

            // If an entity creator has been registered for this prim type then use that
            if (m_entityCreators.ContainsKey((PCode)shape.PCode))
            {
                sceneObject = (SceneObjectGroup)m_entityCreators[(PCode)shape.PCode].CreateEntity (sceneObject, ownerID, groupID, pos, rot, shape);
            }
            else
            {
                // Otherwise, use this default creation code;
                sceneObject.SetGroup(groupID, ownerID, false);
                AddPrimToScene(sceneObject);
                sceneObject.ScheduleGroupUpdate(PrimUpdateFlags.ForcedFullUpdate);
            }


            return sceneObject;
        }