/// <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; }
/// <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; }
/// <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; }
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"); // } }
/// <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; }
/// <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); }
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; }
/// <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; }
/// <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; }