using System; using ExtensionLoader; using OpenMetaverse; using OpenMetaverse.Packets; namespace Simian { public class ConnectionManagement : IExtension { ISceneProvider scene; public ConnectionManagement() { } public bool Start(ISceneProvider scene) { this.scene = scene; scene.UDP.RegisterPacketCallback(PacketType.UseCircuitCode, UseCircuitCodeHandler); scene.UDP.RegisterPacketCallback(PacketType.StartPingCheck, StartPingCheckHandler); scene.UDP.RegisterPacketCallback(PacketType.LogoutRequest, LogoutRequestHandler); scene.UDP.RegisterPacketCallback(PacketType.AgentThrottle, AgentThrottleHandler); scene.UDP.RegisterPacketCallback(PacketType.RegionHandshakeReply, RegionHandshakeReplyHandler); return true; } public void Stop() { } void UseCircuitCodeHandler(Packet packet, Agent agent) { RegionHandshakePacket handshake = new RegionHandshakePacket(); handshake.RegionInfo.BillableFactor = 0f; handshake.RegionInfo.CacheID = UUID.Random(); handshake.RegionInfo.IsEstateManager = false; handshake.RegionInfo.RegionFlags = (uint)scene.RegionFlags; handshake.RegionInfo.SimOwner = UUID.Random(); handshake.RegionInfo.SimAccess = (byte)SimAccess.Min; handshake.RegionInfo.SimName = Utils.StringToBytes(scene.RegionName); handshake.RegionInfo.WaterHeight = scene.WaterHeight; handshake.RegionInfo.TerrainBase0 = UUID.Zero; handshake.RegionInfo.TerrainBase1 = UUID.Zero; handshake.RegionInfo.TerrainBase2 = UUID.Zero; handshake.RegionInfo.TerrainBase3 = UUID.Zero; handshake.RegionInfo.TerrainDetail0 = UUID.Zero; handshake.RegionInfo.TerrainDetail1 = UUID.Zero; handshake.RegionInfo.TerrainDetail2 = UUID.Zero; handshake.RegionInfo.TerrainDetail3 = UUID.Zero; handshake.RegionInfo.TerrainHeightRange00 = 0f; handshake.RegionInfo.TerrainHeightRange01 = 20f; handshake.RegionInfo.TerrainHeightRange10 = 0f; handshake.RegionInfo.TerrainHeightRange11 = 20f; handshake.RegionInfo.TerrainStartHeight00 = 0f; handshake.RegionInfo.TerrainStartHeight01 = 40f; handshake.RegionInfo.TerrainStartHeight10 = 0f; handshake.RegionInfo.TerrainStartHeight11 = 40f; handshake.RegionInfo2.RegionID = scene.RegionID; scene.UDP.SendPacket(agent.ID, handshake, PacketCategory.Transaction); } void StartPingCheckHandler(Packet packet, Agent agent) { StartPingCheckPacket start = (StartPingCheckPacket)packet; CompletePingCheckPacket complete = new CompletePingCheckPacket(); complete.Header.Reliable = false; complete.PingID.PingID = start.PingID.PingID; scene.UDP.SendPacket(agent.ID, complete, PacketCategory.Overhead); } void LogoutRequestHandler(Packet packet, Agent agent) { LogoutReplyPacket reply = new LogoutReplyPacket(); reply.AgentData.AgentID = agent.ID; reply.AgentData.SessionID = agent.SessionID; reply.InventoryData = new LogoutReplyPacket.InventoryDataBlock[1]; reply.InventoryData[0] = new LogoutReplyPacket.InventoryDataBlock(); reply.InventoryData[0].ItemID = UUID.Zero; scene.UDP.SendPacket(agent.ID, reply, PacketCategory.Transaction); scene.ObjectRemove(this, agent.ID); } void AgentThrottleHandler(Packet packet, Agent agent) { AgentThrottlePacket throttle = (AgentThrottlePacket)packet; // TODO: These need to be transmitted to neighbor sims before child agent connections can be established //throttle.Throttle.Throttles // Initiate the connection process for this agent to neighboring regions scene.InformClientOfNeighbors(agent); } void RegionHandshakeReplyHandler(Packet packet, Agent agent) { // Send updates and appearances for every avatar to this new avatar SynchronizeStateTo(agent); } // HACK: The reduction provider will deprecate this at some point void SynchronizeStateTo(Agent agent) { // Send the parcel overlay scene.Parcels.SendParcelOverlay(agent); // Send object updates for objects and avatars scene.ForEachObject(delegate(SimulationObject obj) { ObjectUpdatePacket update = new ObjectUpdatePacket(); update.RegionData.RegionHandle = scene.RegionHandle; update.RegionData.TimeDilation = (ushort)(scene.Physics.TimeDilation * (float)UInt16.MaxValue); update.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[1]; update.ObjectData[0] = SimulationObject.BuildUpdateBlock(obj.Prim, obj.Prim.Flags, obj.CRC); scene.UDP.SendPacket(agent.ID, update, PacketCategory.State); }); // Send appearances for all avatars scene.ForEachAgent( delegate(Agent otherAgent) { if (otherAgent != agent) { // Send appearances for this avatar AvatarAppearancePacket appearance = otherAgent.BuildAppearancePacket(); scene.UDP.SendPacket(agent.ID, appearance, PacketCategory.State); } } ); // Send terrain data SendLayerData(agent); } void SendLayerData(Agent agent) { for (int y = 0; y < 16; y++) { for (int x = 0; x < 16; x++) { float[,] heightmap = scene.GetTerrainPatch((uint)x, (uint)y); LayerDataPacket layer = TerrainCompressor.CreateLandPacket(heightmap, x, y); scene.UDP.SendPacket(agent.ID, layer, PacketCategory.Terrain); } } } } }