/*
 * Copyright (c) Contributors, http://opensimulator.org/
 * See CONTRIBUTORS.TXT for a full list of copyright holders.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *     * Redistributions of source code must retain the above copyright
 *       notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above copyright
 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
 *     * Neither the name of the OpenSimulator Project nor the
 *       names of its contributors may be used to endorse or promote products
 *       derived from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Text;
using log4net;
using Nini.Config;
using OpenMetaverse;
using OpenMetaverse.StructuredData;
using OpenMetaverse.Messages.Linden;
using Mono.Addins;
using OpenSim.Framework;
using OpenSim.Framework.Capabilities;
using OpenSim.Framework.Console;
using OpenSim.Framework.Servers;
using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Region.CoreModules.Framework.InterfaceCommander;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Physics.Manager;
using OpenSim.Services.Interfaces;
using Caps = OpenSim.Framework.Capabilities.Caps;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;

namespace OpenSim.Region.CoreModules.World.Land
{
    // used for caching
    internal class ExtendedLandData 
    {
        public LandData LandData;
        public ulong RegionHandle;
        public uint X, Y;
        public byte RegionAccess;
    }

    [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "LandManagementModule")]
    public class LandManagementModule : INonSharedRegionModule
    {
        private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);

        private static readonly string remoteParcelRequestPath = "0009/";

        private LandChannel landChannel;
        private Scene m_scene;
        protected Commander m_commander = new Commander("land");
        
        protected IUserManagement m_userManager;
        protected IPrimCountModule m_primCountModule;

        // Minimum for parcels to work is 64m even if we don't actually use them.
        #pragma warning disable 0429
        private const int landArrayMax = ((int)((int)Constants.RegionSize / 4) >= 64) ? (int)((int)Constants.RegionSize / 4) : 64;
        #pragma warning restore 0429

        /// <value>
        /// Local land ids at specified region co-ordinates (region size / 4)
        /// </value>
        private readonly int[,] m_landIDList = new int[landArrayMax, landArrayMax];

        /// <value>
        /// Land objects keyed by local id
        /// </value>
        private readonly Dictionary<int, ILandObject> m_landList = new Dictionary<int, ILandObject>();

        private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;

        private bool m_allowedForcefulBans = true;

        // caches ExtendedLandData
        private Cache parcelInfoCache;

        /// <summary>
        /// Record positions that avatar's are currently being forced to move to due to parcel entry restrictions.
        /// </summary>
        private Dictionary<UUID, Vector3> forcedPosition = new Dictionary<UUID, Vector3>();

        #region INonSharedRegionModule Members

        public Type ReplaceableInterface
        {
            get { return null; }
        }

        public void Initialise(IConfigSource source)
        {
        }

        public void AddRegion(Scene scene)
        {
            m_scene = scene;
            m_landIDList.Initialize();
            landChannel = new LandChannel(scene, this);

            parcelInfoCache = new Cache();
            parcelInfoCache.Size = 30; // the number of different parcel requests in this region to cache
            parcelInfoCache.DefaultTTL = new TimeSpan(0, 5, 0);

            m_scene.EventManager.OnParcelPrimCountAdd += EventManagerOnParcelPrimCountAdd;
            m_scene.EventManager.OnParcelPrimCountUpdate += EventManagerOnParcelPrimCountUpdate;
            m_scene.EventManager.OnObjectBeingRemovedFromScene += EventManagerOnObjectBeingRemovedFromScene;            
            m_scene.EventManager.OnRequestParcelPrimCountUpdate += EventManagerOnRequestParcelPrimCountUpdate;
            
            m_scene.EventManager.OnAvatarEnteringNewParcel += EventManagerOnAvatarEnteringNewParcel;
            m_scene.EventManager.OnClientMovement += EventManagerOnClientMovement;
            m_scene.EventManager.OnValidateLandBuy += EventManagerOnValidateLandBuy;
            m_scene.EventManager.OnLandBuy += EventManagerOnLandBuy;
            m_scene.EventManager.OnNewClient += EventManagerOnNewClient;
            m_scene.EventManager.OnMakeChildAgent += EventMakeChildAgent;
            m_scene.EventManager.OnSignificantClientMovement += EventManagerOnSignificantClientMovement;
            m_scene.EventManager.OnNoticeNoLandDataFromStorage += EventManagerOnNoLandDataFromStorage;
            m_scene.EventManager.OnIncomingLandDataFromStorage += EventManagerOnIncomingLandDataFromStorage;
            m_scene.EventManager.OnSetAllowForcefulBan += EventManagerOnSetAllowedForcefulBan;            
            m_scene.EventManager.OnRegisterCaps += EventManagerOnRegisterCaps;
            m_scene.EventManager.OnPluginConsole += EventManagerOnPluginConsole;

            lock (m_scene)
            {
                m_scene.LandChannel = (ILandChannel)landChannel;
            }
            
            InstallInterfaces();
        }

        public void RegionLoaded(Scene scene)
        {
             m_userManager = m_scene.RequestModuleInterface<IUserManagement>();         
             m_primCountModule = m_scene.RequestModuleInterface<IPrimCountModule>();
        }

        public void RemoveRegion(Scene scene)
        {            
            // TODO: Also release other event manager listeners here
            
            m_scene.EventManager.OnPluginConsole -= EventManagerOnPluginConsole;
            m_scene.UnregisterModuleCommander(m_commander.Name);            
        }

//        private bool OnVerifyUserConnection(ScenePresence scenePresence, out string reason)
//        {
//            ILandObject nearestParcel = m_scene.GetNearestAllowedParcel(scenePresence.UUID, scenePresence.AbsolutePosition.X, scenePresence.AbsolutePosition.Y);
//            reason = "You are not allowed to enter this sim.";
//            return nearestParcel != null;
//        }
        
        /// <summary>
        /// Processes commandline input. Do not call directly.
        /// </summary>
        /// <param name="args">Commandline arguments</param>
        protected void EventManagerOnPluginConsole(string[] args)
        {
            if (args[0] == "land")
            {
                if (args.Length == 1)
                {
                    m_commander.ProcessConsoleCommand("help", new string[0]);
                    return;
                }

                string[] tmpArgs = new string[args.Length - 2];
                int i;
                for (i = 2; i < args.Length; i++)
                    tmpArgs[i - 2] = args[i];

                m_commander.ProcessConsoleCommand(args[1], tmpArgs);
            }
        }        

        void EventManagerOnNewClient(IClientAPI client)
        {
            //Register some client events
            client.OnParcelPropertiesRequest += ClientOnParcelPropertiesRequest;
            client.OnParcelDivideRequest += ClientOnParcelDivideRequest;
            client.OnParcelJoinRequest += ClientOnParcelJoinRequest;
            client.OnParcelPropertiesUpdateRequest += ClientOnParcelPropertiesUpdateRequest;
            client.OnParcelSelectObjects += ClientOnParcelSelectObjects;
            client.OnParcelObjectOwnerRequest += ClientOnParcelObjectOwnerRequest;
            client.OnParcelAccessListRequest += ClientOnParcelAccessListRequest;
            client.OnParcelAccessListUpdateRequest += ClientOnParcelAccessListUpdateRequest;
            client.OnParcelAbandonRequest += ClientOnParcelAbandonRequest;
            client.OnParcelGodForceOwner += ClientOnParcelGodForceOwner;
            client.OnParcelReclaim += ClientOnParcelReclaim;
            client.OnParcelInfoRequest += ClientOnParcelInfoRequest;
            client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup;
            client.OnPreAgentUpdate += ClientOnPreAgentUpdate;

            EntityBase presenceEntity;
            if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence)
            {
                SendLandUpdate((ScenePresence)presenceEntity, true);
                SendParcelOverlay(client);
            }
        }

        public void EventMakeChildAgent(ScenePresence avatar)
        {
            avatar.currentParcelUUID = UUID.Zero;
        }

        void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
        {
            //If we are forcing a position for them to go
            if (forcedPosition.ContainsKey(remoteClient.AgentId))
            {
                ScenePresence clientAvatar = m_scene.GetScenePresence(remoteClient.AgentId);

                //Putting the user into flying, both keeps the avatar in fligth when it bumps into something and stopped from going another direction AND
                //When the avatar walks into a ban line on the ground, it prevents getting stuck
                agentData.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;

                //Make sure we stop if they get about to the right place to prevent yoyo and prevents getting stuck on banlines
                if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) < .2)
                {
//                    m_log.DebugFormat(
//                        "[LAND MANAGEMENT MODULE]: Stopping force position of {0} because {1} is close enough to {2}",
//                        clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);

                    forcedPosition.Remove(remoteClient.AgentId);
                }
                //if we are far away, teleport
                else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) > 3)
                {
                    Vector3 forcePosition = forcedPosition[remoteClient.AgentId];
//                    m_log.DebugFormat(
//                        "[LAND MANAGEMENT MODULE]: Teleporting out {0} because {1} is too far from avatar position {2}",
//                        clientAvatar.Name, clientAvatar.AbsolutePosition, forcePosition);

                    m_scene.RequestTeleportLocation(remoteClient, m_scene.RegionInfo.RegionHandle,
                        forcePosition, clientAvatar.Lookat, (uint)Constants.TeleportFlags.ForceRedirect);

                    forcedPosition.Remove(remoteClient.AgentId);
                }
                else
                {
//                    m_log.DebugFormat(
//                        "[LAND MANAGEMENT MODULE]: Forcing {0} from {1} to {2}",
//                        clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);

                    //Forces them toward the forced position we want if they aren't there yet
                    agentData.UseClientAgentPosition = true;
                    agentData.ClientAgentPosition = forcedPosition[remoteClient.AgentId];
                }
            }
        }

        public void Close()
        {
        }

        public string Name
        {
            get { return "LandManagementModule"; }
        }

        #endregion

        #region Parcel Add/Remove/Get/Create

        public void EventManagerOnSetAllowedForcefulBan(bool forceful)
        {
            AllowedForcefulBans = forceful;
        }

        public void UpdateLandObject(int local_id, LandData data)
        {
            LandData newData = data.Copy();
            newData.LocalID = local_id;

            lock (m_landList)
            {
                if (m_landList.ContainsKey(local_id))
                {
                    m_landList[local_id].LandData = newData;
                    m_scene.EventManager.TriggerLandObjectUpdated((uint)local_id, m_landList[local_id]);
                }
            }
        }

        public bool AllowedForcefulBans
        {
            get { return m_allowedForcefulBans; }
            set { m_allowedForcefulBans = value; }
        }

        /// <summary>
        /// Resets the sim to the default land object (full sim piece of land owned by the default user)
        /// </summary>
        public void ResetSimLandObjects()
        {
            //Remove all the land objects in the sim and add a blank, full sim land object set to public
            lock (m_landList)
            {
                m_landList.Clear();
                m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
                m_landIDList.Initialize();
            }
        }
        
        /// <summary>
        /// Create a default parcel that spans the entire region and is owned by the estate owner.
        /// </summary>
        /// <returns>The parcel created.</returns>
        protected ILandObject CreateDefaultParcel()
        {
            m_log.DebugFormat(
                "[LAND MANAGEMENT MODULE]: Creating default parcel for region {0}", m_scene.RegionInfo.RegionName);
            
            ILandObject fullSimParcel = new LandObject(UUID.Zero, false, m_scene);                                                
            fullSimParcel.SetLandBitmap(fullSimParcel.GetSquareLandBitmap(0, 0, (int)Constants.RegionSize, (int)Constants.RegionSize));
            fullSimParcel.LandData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
            fullSimParcel.LandData.ClaimDate = Util.UnixTimeSinceEpoch();
            
            return AddLandObject(fullSimParcel);            
        }

        public List<ILandObject> AllParcels()
        {
            lock (m_landList)
            {
                return new List<ILandObject>(m_landList.Values);
            }
        }

        public List<ILandObject> ParcelsNearPoint(Vector3 position)
        {
            List<ILandObject> parcelsNear = new List<ILandObject>();
            for (int x = -4; x <= 4; x += 4)
            {
                for (int y = -4; y <= 4; y += 4)
                {
                    ILandObject check = GetLandObject(position.X + x, position.Y + y);
                    if (check != null)
                    {
                        if (!parcelsNear.Contains(check))
                        {
                            parcelsNear.Add(check);
                        }
                    }
                }
            }

            return parcelsNear;
        }

        public void SendYouAreBannedNotice(ScenePresence avatar)
        {
            if (AllowedForcefulBans)
            {
                avatar.ControllingClient.SendAlertMessage(
                    "You are not allowed on this parcel because you are banned. Please go away.");
            }
            else
            {
                avatar.ControllingClient.SendAlertMessage(
                    "You are not allowed on this parcel because you are banned; however, the grid administrator has disabled ban lines globally. Please obey the land owner's requests or you can be banned from the entire sim!");
            }
        }

        private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position)
        {
            if (m_scene.Permissions.IsGod(avatar.UUID)) return;
            if (position.HasValue)
            {
                forcedPosition[avatar.ControllingClient.AgentId] = (Vector3)position;
            }
        }

        public void SendYouAreRestrictedNotice(ScenePresence avatar)
        {
            avatar.ControllingClient.SendAlertMessage(
                "You are not allowed on this parcel because the land owner has restricted access.");
        }

        public void EventManagerOnAvatarEnteringNewParcel(ScenePresence avatar, int localLandID, UUID regionID)
        {
            if (m_scene.RegionInfo.RegionID == regionID)
            {
                ILandObject parcelAvatarIsEntering;
                lock (m_landList)
                {
                    parcelAvatarIsEntering = m_landList[localLandID];
                }

                if (parcelAvatarIsEntering != null)
                {
                    if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
                    {
                        if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID))
                        {
                            SendYouAreBannedNotice(avatar);
                            ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
                        }
                        else if (parcelAvatarIsEntering.IsRestrictedFromLand(avatar.UUID))
                        {
                            SendYouAreRestrictedNotice(avatar);
                            ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
                        }
                        else
                        {
                            avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
                        }
                    }
                    else
                    {
                        avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
                    }
                }
            }
        }

        public void SendOutNearestBanLine(IClientAPI client)
        {
            ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
            if (sp == null || sp.IsChildAgent)
                return;

            List<ILandObject> checkLandParcels = ParcelsNearPoint(sp.AbsolutePosition);
            foreach (ILandObject checkBan in checkLandParcels)
            {
                if (checkBan.IsBannedFromLand(client.AgentId))
                {
                    checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionBanned, false, (int)ParcelResult.Single, client);
                    return; //Only send one
                }
                if (checkBan.IsRestrictedFromLand(client.AgentId))
                {
                    checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionNotOnAccessList, false, (int)ParcelResult.Single, client);
                    return; //Only send one
                }
            }
            return;
        }

        public void SendLandUpdate(ScenePresence avatar, bool force)
        {
            ILandObject over = GetLandObject((int)Math.Min(((int)Constants.RegionSize - 1), Math.Max(0, Math.Round(avatar.AbsolutePosition.X))),
                                             (int)Math.Min(((int)Constants.RegionSize - 1), Math.Max(0, Math.Round(avatar.AbsolutePosition.Y))));

            if (over != null)
            {
                if (force)
                {
                    if (!avatar.IsChildAgent)
                    {
                        over.SendLandUpdateToClient(avatar.ControllingClient);
                        m_scene.EventManager.TriggerAvatarEnteringNewParcel(avatar, over.LandData.LocalID,
                                                                            m_scene.RegionInfo.RegionID);
                    }
                }

                if (avatar.currentParcelUUID != over.LandData.GlobalID)
                {
                    if (!avatar.IsChildAgent)
                    {
                        over.SendLandUpdateToClient(avatar.ControllingClient);
                        avatar.currentParcelUUID = over.LandData.GlobalID;
                        m_scene.EventManager.TriggerAvatarEnteringNewParcel(avatar, over.LandData.LocalID,
                                                                            m_scene.RegionInfo.RegionID);
                    }
                }
            }
        }

        public void SendLandUpdate(ScenePresence avatar)
        {
            SendLandUpdate(avatar, false);
        }

        public void EventManagerOnSignificantClientMovement(ScenePresence clientAvatar)
        {
            SendLandUpdate(clientAvatar);
            SendOutNearestBanLine(clientAvatar.ControllingClient);
            ILandObject parcel = GetLandObject(clientAvatar.AbsolutePosition.X, clientAvatar.AbsolutePosition.Y);
            if (parcel != null)
            {
                if (clientAvatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT &&
                    clientAvatar.sentMessageAboutRestrictedParcelFlyingDown)
                {
                    EventManagerOnAvatarEnteringNewParcel(clientAvatar, parcel.LandData.LocalID,
                                                          m_scene.RegionInfo.RegionID);
                    //They are going under the safety line!
                    if (!parcel.IsBannedFromLand(clientAvatar.UUID))
                    {
                        clientAvatar.sentMessageAboutRestrictedParcelFlyingDown = false;
                    }
                }
                else if (clientAvatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT &&
                         parcel.IsBannedFromLand(clientAvatar.UUID))
                {
                    //once we've sent the message once, keep going toward the target until we are done
                    if (forcedPosition.ContainsKey(clientAvatar.ControllingClient.AgentId))
                    {
                        SendYouAreBannedNotice(clientAvatar);
                        ForceAvatarToPosition(clientAvatar, m_scene.GetNearestAllowedPosition(clientAvatar));
                    }
                }
                else if (parcel.IsRestrictedFromLand(clientAvatar.UUID))
                {
                    //once we've sent the message once, keep going toward the target until we are done
                    if (forcedPosition.ContainsKey(clientAvatar.ControllingClient.AgentId))
                    {
                        SendYouAreRestrictedNotice(clientAvatar);
                        ForceAvatarToPosition(clientAvatar, m_scene.GetNearestAllowedPosition(clientAvatar));
                    }
                }
                else
                {
                    //when we are finally in a safe place, lets release the forced position lock
                    forcedPosition.Remove(clientAvatar.ControllingClient.AgentId);
                }
            }
        }

        /// <summary>
        /// Like handleEventManagerOnSignificantClientMovement, but called with an AgentUpdate regardless of distance.
        /// </summary>
        /// <param name="avatar"></param>
        public void EventManagerOnClientMovement(ScenePresence avatar)
        //
        {
            ILandObject over = GetLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
            if (over != null)
            {
                if (!over.IsRestrictedFromLand(avatar.UUID) && (!over.IsBannedFromLand(avatar.UUID) || avatar.AbsolutePosition.Z >= LandChannel.BAN_LINE_SAFETY_HIEGHT))
                {
                    avatar.lastKnownAllowedPosition =
                        new Vector3(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, avatar.AbsolutePosition.Z);
                }
            }
        }

        public void ClientOnParcelAccessListRequest(UUID agentID, UUID sessionID, uint flags, int sequenceID,
                                                    int landLocalID, IClientAPI remote_client)
        {
            ILandObject land;
            lock (m_landList)
            {
                m_landList.TryGetValue(landLocalID, out land);
            }

            if (land != null)
            {
                land.SendAccessList(agentID, sessionID, flags, sequenceID, remote_client);
            }
        }

        public void ClientOnParcelAccessListUpdateRequest(UUID agentID,
                uint flags, int landLocalID, UUID transactionID, int sequenceID,
                int sections, List<LandAccessEntry> entries,
                IClientAPI remote_client)
        {
            // Flags is the list to update, it can mean either the ban or
            // the access list (WTH is a pass list? Mentioned in ParcelFlags)
            //
            // There may be multiple packets, because these can get LONG.
            // Use transactionID to determine a new chain of packets since
            // packets may have come in out of sequence and that would be
            // a big mess if using the sequenceID
            ILandObject land;
            lock (m_landList)
            {
                m_landList.TryGetValue(landLocalID, out land);
            }

            if (land != null)
            {
                GroupPowers requiredPowers = GroupPowers.LandManageAllowed;
                if (flags == (uint)AccessList.Ban)
                    requiredPowers = GroupPowers.LandManageBanned;

                if (m_scene.Permissions.CanEditParcelProperties(agentID,
                        land, requiredPowers))
                {
                    land.UpdateAccessList(flags, transactionID, sequenceID,
                            sections, entries, remote_client);
                }
            }
            else
            {
                m_log.WarnFormat("[LAND MANAGEMENT MODULE]: Invalid local land ID {0}", landLocalID);
            }
        }

        /// <summary>
        /// Adds a land object to the stored list and adds them to the landIDList to what they own
        /// </summary>
        /// <param name="new_land">The land object being added</param>
        public ILandObject AddLandObject(ILandObject land)
        {
            ILandObject new_land = land.Copy();
            
            // Only now can we add the prim counts to the land object - we rely on the global ID which is generated
            // as a random UUID inside LandData initialization
            if (m_primCountModule != null)
                new_land.PrimCounts = m_primCountModule.GetPrimCounts(new_land.LandData.GlobalID);            

            lock (m_landList)
            {
                int newLandLocalID = ++m_lastLandLocalID;
                new_land.LandData.LocalID = newLandLocalID;

                bool[,] landBitmap = new_land.GetLandBitmap();
                for (int x = 0; x < landArrayMax; x++)
                {
                    for (int y = 0; y < landArrayMax; y++)
                    {
                        if (landBitmap[x, y])
                        {
//                            m_log.DebugFormat(
//                                "[LAND MANAGEMENT MODULE]: Registering parcel {0} for land co-ord ({1}, {2}) on {3}", 
//                                new_land.LandData.Name, x, y, m_scene.RegionInfo.RegionName);
                            
                            m_landIDList[x, y] = newLandLocalID;
                        }
                    }
                }

                m_landList.Add(newLandLocalID, new_land);
            }

            new_land.ForceUpdateLandInfo();
            m_scene.EventManager.TriggerLandObjectAdded(new_land);
            return new_land;
        }

        /// <summary>
        /// Removes a land object from the list. Will not remove if local_id is still owning an area in landIDList
        /// </summary>
        /// <param name="local_id">Land.localID of the peice of land to remove.</param>
        public void removeLandObject(int local_id)
        {
            lock (m_landList)
            {
                for (int x = 0; x < 64; x++)
                {
                    for (int y = 0; y < 64; y++)
                    {
                        if (m_landIDList[x, y] == local_id)
                        {
                            m_log.WarnFormat("[LAND MANAGEMENT MODULE]: Not removing land object {0}; still being used at {1}, {2}",
                                             local_id, x, y);
                            return;
                            //throw new Exception("Could not remove land object. Still being used at " + x + ", " + y);
                        }
                    }
                }

                m_scene.EventManager.TriggerLandObjectRemoved(m_landList[local_id].LandData.GlobalID);
                m_landList.Remove(local_id);
            }
        }
        
        /// <summary>
        /// Clear the scene of all parcels
        /// </summary>        
        public void Clear(bool setupDefaultParcel)
        {
            lock (m_landList)
            {
                foreach (ILandObject lo in m_landList.Values)
                {
                    //m_scene.SimulationDataService.RemoveLandObject(lo.LandData.GlobalID);
                    m_scene.EventManager.TriggerLandObjectRemoved(lo.LandData.GlobalID);
                }

                m_landList.Clear();

                ResetSimLandObjects();

                if (setupDefaultParcel)
                    CreateDefaultParcel();
            }
        }

        private void performFinalLandJoin(ILandObject master, ILandObject slave)
        {
            bool[,] landBitmapSlave = slave.GetLandBitmap();
            lock (m_landList)
            {
                for (int x = 0; x < 64; x++)
                {
                    for (int y = 0; y < 64; y++)
                    {
                        if (landBitmapSlave[x, y])
                        {
                            m_landIDList[x, y] = master.LandData.LocalID;
                        }
                    }
                }
            }

            removeLandObject(slave.LandData.LocalID);
            UpdateLandObject(master.LandData.LocalID, master.LandData);
        }

        public ILandObject GetLandObject(int parcelLocalID)
        {
            lock (m_landList)
            {
                if (m_landList.ContainsKey(parcelLocalID))
                {
                    return m_landList[parcelLocalID];
                }
            }
            return null;
        }

        /// <summary>
        /// Get the land object at the specified point
        /// </summary>
        /// <param name="x_float">Value between 0 - 256 on the x axis of the point</param>
        /// <param name="y_float">Value between 0 - 256 on the y axis of the point</param>
        /// <returns>Land object at the point supplied</returns>
        public ILandObject GetLandObject(float x_float, float y_float)
        {
            int x;
            int y;

            if (x_float >= Constants.RegionSize || x_float < 0 || y_float >= Constants.RegionSize || y_float < 0)
                return null;

            try
            {
                x = Convert.ToInt32(Math.Floor(Convert.ToDouble(x_float) / 4.0));
                y = Convert.ToInt32(Math.Floor(Convert.ToDouble(y_float) / 4.0));
            }
            catch (OverflowException)
            {
                return null;
            }

            if (x >= 64 || y >= 64 || x < 0 || y < 0)
            {
                return null;
            }

            lock (m_landList)
            {
                // Corner case. If an autoreturn happens during sim startup
                // we will come here with the list uninitialized
                //
//                int landId = m_landIDList[x, y];
                
//                if (landId == 0)
//                    m_log.DebugFormat(
//                        "[LAND MANAGEMENT MODULE]: No land object found at ({0}, {1}) on {2}", 
//                        x, y, m_scene.RegionInfo.RegionName);
                
                if (m_landList.ContainsKey(m_landIDList[x, y]))
                    return m_landList[m_landIDList[x, y]];
                
                return null;
            }
        }

        public ILandObject GetLandObject(int x, int y)
        {
            if (x >= Convert.ToInt32(Constants.RegionSize) || y >= Convert.ToInt32(Constants.RegionSize) || x < 0 || y < 0)
            {
                // These exceptions here will cause a lot of complaints from the users specifically because
                // they happen every time at border crossings
                throw new Exception("Error: Parcel not found at point " + x + ", " + y);
            }

            lock (m_landIDList)
            {
                try
                {
                    return m_landList[m_landIDList[x / 4, y / 4]];
                }
                catch (IndexOutOfRangeException)
                {
//                    m_log.WarnFormat(
//                        "[LAND MANAGEMENT MODULE]: Tried to retrieve land object from out of bounds co-ordinate ({0},{1}) in {2}", 
//                        x, y, m_scene.RegionInfo.RegionName);
                    
                    return null;
                }
            }
        }

        #endregion

        #region Parcel Modification

        public void ResetOverMeRecords()
        {
            lock (m_landList)
            {
                foreach (LandObject p in m_landList.Values)
                {
                    p.ResetOverMeRecord();
                }
            }
        }

        public void EventManagerOnParcelPrimCountAdd(SceneObjectGroup obj)
        {
            Vector3 position = obj.AbsolutePosition;
            ILandObject landUnderPrim = GetLandObject(position.X, position.Y);
            if (landUnderPrim != null)
            {
                ((LandObject)landUnderPrim).AddPrimOverMe(obj);
            }
        }

        public void EventManagerOnObjectBeingRemovedFromScene(SceneObjectGroup obj)
        {
            lock (m_landList)
            {
                foreach (LandObject p in m_landList.Values)
                {
                    p.RemovePrimFromOverMe(obj);
                }
            }
        }

        public void FinalizeLandPrimCountUpdate()
        {
            //Get Simwide prim count for owner
            Dictionary<UUID, List<LandObject>> landOwnersAndParcels = new Dictionary<UUID, List<LandObject>>();
            lock (m_landList)
            {
                foreach (LandObject p in m_landList.Values)
                {
                    if (!landOwnersAndParcels.ContainsKey(p.LandData.OwnerID))
                    {
                        List<LandObject> tempList = new List<LandObject>();
                        tempList.Add(p);
                        landOwnersAndParcels.Add(p.LandData.OwnerID, tempList);
                    }
                    else
                    {
                        landOwnersAndParcels[p.LandData.OwnerID].Add(p);
                    }
                }
            }

            foreach (UUID owner in landOwnersAndParcels.Keys)
            {
                int simArea = 0;
                int simPrims = 0;
                foreach (LandObject p in landOwnersAndParcels[owner])
                {
                    simArea += p.LandData.Area;
                    simPrims += p.PrimCounts.Total;
                }

                foreach (LandObject p in landOwnersAndParcels[owner])
                {
                    p.LandData.SimwideArea = simArea;
                    p.LandData.SimwidePrims = simPrims;
                }
            }
        }

        public void EventManagerOnParcelPrimCountUpdate()
        {
//            m_log.DebugFormat(
//                "[LAND MANAGEMENT MODULE]: Triggered EventManagerOnParcelPrimCountUpdate() for {0}", 
//                m_scene.RegionInfo.RegionName);
            
            ResetOverMeRecords();
            EntityBase[] entities = m_scene.Entities.GetEntities();
            foreach (EntityBase obj in entities)
            {
                if (obj != null)
                {
                    if ((obj is SceneObjectGroup) && !obj.IsDeleted && !((SceneObjectGroup) obj).IsAttachment)
                    {
                        m_scene.EventManager.TriggerParcelPrimCountAdd((SceneObjectGroup) obj);
                    }
                }
            }
            FinalizeLandPrimCountUpdate();
        }

        public void EventManagerOnRequestParcelPrimCountUpdate()
        {
            ResetOverMeRecords();
            m_scene.EventManager.TriggerParcelPrimCountUpdate();
            FinalizeLandPrimCountUpdate();
        }

        /// <summary>
        /// Subdivides a piece of land
        /// </summary>
        /// <param name="start_x">West Point</param>
        /// <param name="start_y">South Point</param>
        /// <param name="end_x">East Point</param>
        /// <param name="end_y">North Point</param>
        /// <param name="attempting_user_id">UUID of user who is trying to subdivide</param>
        /// <returns>Returns true if successful</returns>
        private void subdivide(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id)
        {
            //First, lets loop through the points and make sure they are all in the same peice of land
            //Get the land object at start

            ILandObject startLandObject = GetLandObject(start_x, start_y);

            if (startLandObject == null) return;

            //Loop through the points
            try
            {
                int totalX = end_x - start_x;
                int totalY = end_y - start_y;
                for (int y = 0; y < totalY; y++)
                {
                    for (int x = 0; x < totalX; x++)
                    {
                        ILandObject tempLandObject = GetLandObject(start_x + x, start_y + y);
                        if (tempLandObject == null) return;
                        if (tempLandObject != startLandObject) return;
                    }
                }
            }
            catch (Exception)
            {
                return;
            }

            //If we are still here, then they are subdividing within one piece of land
            //Check owner
            if (!m_scene.Permissions.CanEditParcelProperties(attempting_user_id, startLandObject, GroupPowers.LandDivideJoin))
            {
                return;
            }

            //Lets create a new land object with bitmap activated at that point (keeping the old land objects info)
            ILandObject newLand = startLandObject.Copy();
            newLand.LandData.Name = newLand.LandData.Name;
            newLand.LandData.GlobalID = UUID.Random();
            newLand.LandData.Dwell = 0;

            newLand.SetLandBitmap(newLand.GetSquareLandBitmap(start_x, start_y, end_x, end_y));

            //Now, lets set the subdivision area of the original to false
            int startLandObjectIndex = startLandObject.LandData.LocalID;
            lock (m_landList)
            {
                m_landList[startLandObjectIndex].SetLandBitmap(
                    newLand.ModifyLandBitmapSquare(startLandObject.GetLandBitmap(), start_x, start_y, end_x, end_y, false));
                m_landList[startLandObjectIndex].ForceUpdateLandInfo();
            }

            //Now add the new land object
            ILandObject result = AddLandObject(newLand);
            UpdateLandObject(startLandObject.LandData.LocalID, startLandObject.LandData);
            result.SendLandUpdateToAvatarsOverMe();
        }

        /// <summary>
        /// Join 2 land objects together
        /// </summary>
        /// <param name="start_x">x value in first piece of land</param>
        /// <param name="start_y">y value in first piece of land</param>
        /// <param name="end_x">x value in second peice of land</param>
        /// <param name="end_y">y value in second peice of land</param>
        /// <param name="attempting_user_id">UUID of the avatar trying to join the land objects</param>
        /// <returns>Returns true if successful</returns>
        private void join(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id)
        {
            end_x -= 4;
            end_y -= 4;

            List<ILandObject> selectedLandObjects = new List<ILandObject>();
            int stepYSelected;
            for (stepYSelected = start_y; stepYSelected <= end_y; stepYSelected += 4)
            {
                int stepXSelected;
                for (stepXSelected = start_x; stepXSelected <= end_x; stepXSelected += 4)
                {
                    ILandObject p = GetLandObject(stepXSelected, stepYSelected);

                    if (p != null)
                    {
                        if (!selectedLandObjects.Contains(p))
                        {
                            selectedLandObjects.Add(p);
                        }
                    }
                }
            }
            ILandObject masterLandObject = selectedLandObjects[0];
            selectedLandObjects.RemoveAt(0);

            if (selectedLandObjects.Count < 1)
            {
                return;
            }
            if (!m_scene.Permissions.CanEditParcelProperties(attempting_user_id, masterLandObject, GroupPowers.LandDivideJoin))
            {
                return;
            }
            foreach (ILandObject p in selectedLandObjects)
            {
                if (p.LandData.OwnerID != masterLandObject.LandData.OwnerID)
                {
                    return;
                }
            }

            lock (m_landList)
            {
                foreach (ILandObject slaveLandObject in selectedLandObjects)
                {
                    m_landList[masterLandObject.LandData.LocalID].SetLandBitmap(
                        slaveLandObject.MergeLandBitmaps(masterLandObject.GetLandBitmap(), slaveLandObject.GetLandBitmap()));
                    performFinalLandJoin(masterLandObject, slaveLandObject);
                }
            }

            masterLandObject.SendLandUpdateToAvatarsOverMe();
        }

        public void Join(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id)
        {
            join(start_x, start_y, end_x, end_y, attempting_user_id);
        }

        public void Subdivide(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id)
        {
            subdivide(start_x, start_y, end_x, end_y, attempting_user_id);
        }

        #endregion

        #region Parcel Updating

        /// <summary>
        /// Where we send the ParcelOverlay packet to the client
        /// </summary>
        /// <param name="remote_client">The object representing the client</param>
        public void SendParcelOverlay(IClientAPI remote_client)
        {
            const int LAND_BLOCKS_PER_PACKET = 1024;

            byte[] byteArray = new byte[LAND_BLOCKS_PER_PACKET];
            int byteArrayCount = 0;
            int sequenceID = 0;
            int blockmeters = 4 * (int) Constants.RegionSize/(int)Constants.TerrainPatchSize;


            for (int y = 0; y < blockmeters; y++)
            {
                for (int x = 0; x < blockmeters; x++)
                {
                    byte tempByte = 0; //This represents the byte for the current 4x4

                    ILandObject currentParcelBlock = GetLandObject(x * 4, y * 4);

                    if (currentParcelBlock != null)
                    {
                        if (currentParcelBlock.LandData.OwnerID == remote_client.AgentId)
                        {
                            //Owner Flag
                            tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
                        }
                        else if (currentParcelBlock.LandData.SalePrice > 0 &&
                                 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
                                  currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
                        {
                            //Sale Flag
                            tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_IS_FOR_SALE);
                        }
                        else if (currentParcelBlock.LandData.OwnerID == UUID.Zero)
                        {
                            //Public Flag
                            tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_PUBLIC);
                        }
                        else
                        {
                            //Other Flag
                            tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_OTHER);
                        }

                        //Now for border control

                        ILandObject westParcel = null;
                        ILandObject southParcel = null;
                        if (x > 0)
                        {
                            westParcel = GetLandObject((x - 1) * 4, y * 4);
                        }
                        if (y > 0)
                        {
                            southParcel = GetLandObject(x * 4, (y - 1) * 4);
                        }

                        if (x == 0)
                        {
                            tempByte = Convert.ToByte(tempByte | LandChannel.LAND_FLAG_PROPERTY_BORDER_WEST);
                        }
                        else if (westParcel != null && westParcel != currentParcelBlock)
                        {
                            tempByte = Convert.ToByte(tempByte | LandChannel.LAND_FLAG_PROPERTY_BORDER_WEST);
                        }

                        if (y == 0)
                        {
                            tempByte = Convert.ToByte(tempByte | LandChannel.LAND_FLAG_PROPERTY_BORDER_SOUTH);
                        }
                        else if (southParcel != null && southParcel != currentParcelBlock)
                        {
                            tempByte = Convert.ToByte(tempByte | LandChannel.LAND_FLAG_PROPERTY_BORDER_SOUTH);
                        }

                        byteArray[byteArrayCount] = tempByte;
                        byteArrayCount++;
                        if (byteArrayCount >= LAND_BLOCKS_PER_PACKET)
                        {
                            remote_client.SendLandParcelOverlay(byteArray, sequenceID);
                            byteArrayCount = 0;
                            sequenceID++;
                            byteArray = new byte[LAND_BLOCKS_PER_PACKET];
                        }
                    }
                }
            }
        }

        public void ClientOnParcelPropertiesRequest(int start_x, int start_y, int end_x, int end_y, int sequence_id,
                                                    bool snap_selection, IClientAPI remote_client)
        {
            //Get the land objects within the bounds
            List<ILandObject> temp = new List<ILandObject>();
            int inc_x = end_x - start_x;
            int inc_y = end_y - start_y;
            for (int x = 0; x < inc_x; x++)
            {
                for (int y = 0; y < inc_y; y++)
                {
                    ILandObject currentParcel = GetLandObject(start_x + x, start_y + y);

                    if (currentParcel != null)
                    {
                        if (!temp.Contains(currentParcel))
                        {
                            currentParcel.ForceUpdateLandInfo();
                            temp.Add(currentParcel);
                        }
                    }
                }
            }

            int requestResult = LandChannel.LAND_RESULT_SINGLE;
            if (temp.Count > 1)
            {
                requestResult = LandChannel.LAND_RESULT_MULTIPLE;
            }

            for (int i = 0; i < temp.Count; i++)
            {
                temp[i].SendLandProperties(sequence_id, snap_selection, requestResult, remote_client);
            }

            SendParcelOverlay(remote_client);
        }

        public void ClientOnParcelPropertiesUpdateRequest(LandUpdateArgs args, int localID, IClientAPI remote_client)
        {
            ILandObject land;
            lock (m_landList)
            {
                m_landList.TryGetValue(localID, out land);
            }

            if (land != null)
            {
                land.UpdateLandProperties(args, remote_client);
                m_scene.EventManager.TriggerOnParcelPropertiesUpdateRequest(args, localID, remote_client);
            }
        }

        public void ClientOnParcelDivideRequest(int west, int south, int east, int north, IClientAPI remote_client)
        {
            subdivide(west, south, east, north, remote_client.AgentId);
        }

        public void ClientOnParcelJoinRequest(int west, int south, int east, int north, IClientAPI remote_client)
        {
            join(west, south, east, north, remote_client.AgentId);
        }

        public void ClientOnParcelSelectObjects(int local_id, int request_type,
                                                List<UUID> returnIDs, IClientAPI remote_client)
        {
            m_landList[local_id].SendForceObjectSelect(local_id, request_type, returnIDs, remote_client);
        }

        public void ClientOnParcelObjectOwnerRequest(int local_id, IClientAPI remote_client)
        {
            ILandObject land;
            lock (m_landList)
            {
                m_landList.TryGetValue(local_id, out land);
            }

            if (land != null)
            {
                m_scene.EventManager.TriggerParcelPrimCountUpdate();
                m_landList[local_id].SendLandObjectOwners(remote_client);
            }
            else
            {
                m_log.WarnFormat("[LAND MANAGEMENT MODULE]: Invalid land object {0} passed for parcel object owner request", local_id);
            }
        }

        public void ClientOnParcelGodForceOwner(int local_id, UUID ownerID, IClientAPI remote_client)
        {
            ILandObject land;
            lock (m_landList)
            {
                m_landList.TryGetValue(local_id, out land);
            }

            if (land != null)
            {
                if (m_scene.Permissions.IsGod(remote_client.AgentId))
                {
                    land.LandData.OwnerID = ownerID;
                    land.LandData.GroupID = UUID.Zero;
                    land.LandData.IsGroupOwned = false;
                    land.LandData.Flags &= ~(uint) (ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects | ParcelFlags.ShowDirectory);

                    m_scene.ForEachClient(SendParcelOverlay);
                    land.SendLandUpdateToClient(true, remote_client);
                }
            }
        }

        public void ClientOnParcelAbandonRequest(int local_id, IClientAPI remote_client)
        {
            ILandObject land;
            lock (m_landList)
            {
                m_landList.TryGetValue(local_id, out land);
            }

            if (land != null)
            {
                if (m_scene.Permissions.CanAbandonParcel(remote_client.AgentId, land))
                {
                    land.LandData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
                    land.LandData.GroupID = UUID.Zero;
                    land.LandData.IsGroupOwned = false;
                    land.LandData.Flags &= ~(uint) (ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects | ParcelFlags.ShowDirectory);
                    m_scene.ForEachClient(SendParcelOverlay);
                    land.SendLandUpdateToClient(true, remote_client);
                }
            }
        }

        public void ClientOnParcelReclaim(int local_id, IClientAPI remote_client)
        {
            ILandObject land;
            lock (m_landList)
            {
                m_landList.TryGetValue(local_id, out land);
            }

            if (land != null)
            {
                if (m_scene.Permissions.CanReclaimParcel(remote_client.AgentId, land))
                {
                    land.LandData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
                    land.LandData.ClaimDate = Util.UnixTimeSinceEpoch();
                    land.LandData.GroupID = UUID.Zero;
                    land.LandData.IsGroupOwned = false;
                    land.LandData.SalePrice = 0;
                    land.LandData.AuthBuyerID = UUID.Zero;
                    land.LandData.Flags &= ~(uint) (ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects | ParcelFlags.ShowDirectory);

                    m_scene.ForEachClient(SendParcelOverlay);
                    land.SendLandUpdateToClient(true, remote_client);
                }
            }
        }
        #endregion

        // If the economy has been validated by the economy module,
        // and land has been validated as well, this method transfers
        // the land ownership

        public void EventManagerOnLandBuy(Object o, EventManager.LandBuyArgs e)
        {
            if (e.economyValidated && e.landValidated)
            {
                ILandObject land;
                lock (m_landList)
                {
                    m_landList.TryGetValue(e.parcelLocalID, out land);
                }

                if (land != null)
                {
                    land.UpdateLandSold(e.agentId, e.groupId, e.groupOwned, (uint)e.transactionID, e.parcelPrice, e.parcelArea);
                }
            }
        }

        // After receiving a land buy packet, first the data needs to
        // be validated. This method validates the right to buy the
        // parcel

        public void EventManagerOnValidateLandBuy(Object o, EventManager.LandBuyArgs e)
        {
            if (e.landValidated == false)
            {
                ILandObject lob = null;
                lock (m_landList)
                {
                    m_landList.TryGetValue(e.parcelLocalID, out lob);
                }

                if (lob != null)
                {
                    UUID AuthorizedID = lob.LandData.AuthBuyerID;
                    int saleprice = lob.LandData.SalePrice;
                    UUID pOwnerID = lob.LandData.OwnerID;

                    bool landforsale = ((lob.LandData.Flags &
                                         (uint)(ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects)) != 0);
                    if ((AuthorizedID == UUID.Zero || AuthorizedID == e.agentId) && e.parcelPrice >= saleprice && landforsale)
                    {
                        // TODO I don't think we have to lock it here, no?
                        //lock (e)
                        //{
                            e.parcelOwnerID = pOwnerID;
                            e.landValidated = true;
                        //}
                    }
                }
            }
        }

        void ClientOnParcelDeedToGroup(int parcelLocalID, UUID groupID, IClientAPI remote_client)
        {
            ILandObject land;
            lock (m_landList)
            {
                m_landList.TryGetValue(parcelLocalID, out land);
            }

            if (!m_scene.Permissions.CanDeedParcel(remote_client.AgentId, land))
                return;

            if (land != null)
            {
                land.DeedToGroup(groupID);
            }
        }

        #region Land Object From Storage Functions

        public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
        {
//            m_log.DebugFormat(
//                "[LAND MANAGMENT MODULE]: Processing {0} incoming parcels on {1}", data.Count, m_scene.Name);

            for (int i = 0; i < data.Count; i++)
                IncomingLandObjectFromStorage(data[i]);
        }

        public void IncomingLandObjectFromStorage(LandData data)
        {
            ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
            new_land.LandData = data.Copy();
            new_land.SetLandBitmapFromByteArray();            
            AddLandObject(new_land);
        }

        public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
        {
            if (localID != -1)
            {
                ILandObject selectedParcel = null;
                lock (m_landList)
                {
                    m_landList.TryGetValue(localID, out selectedParcel);
                }

                if (selectedParcel == null) return;

                selectedParcel.ReturnLandObjects(returnType, agentIDs, taskIDs, remoteClient);
            }
            else
            {
                if (returnType != 1)
                {
                    m_log.WarnFormat("[LAND MANAGEMENT MODULE] ReturnObjectsInParcel: unknown return type {0}", returnType);
                    return;
                }

                // We get here when the user returns objects from the list of Top Colliders or Top Scripts.
                // In that case we receive specific object UUID's, but no parcel ID.

                Dictionary<UUID, HashSet<SceneObjectGroup>> returns = new Dictionary<UUID, HashSet<SceneObjectGroup>>();

                foreach (UUID groupID in taskIDs)
                {
                    SceneObjectGroup obj = m_scene.GetSceneObjectGroup(groupID);
                    if (obj != null)
                    {
                        if (!returns.ContainsKey(obj.OwnerID))
                            returns[obj.OwnerID] = new HashSet<SceneObjectGroup>();
                        returns[obj.OwnerID].Add(obj);
                    }
                    else
                    {
                        m_log.WarnFormat("[LAND MANAGEMENT MODULE] ReturnObjectsInParcel: unknown object {0}", groupID);
                    }
                }

                int num = 0;
                foreach (HashSet<SceneObjectGroup> objs in returns.Values)
                    num += objs.Count;
                m_log.DebugFormat("[LAND MANAGEMENT MODULE] Returning {0} specific object(s)", num);

                foreach (HashSet<SceneObjectGroup> objs in returns.Values)
                {
                    List<SceneObjectGroup> objs2 = new List<SceneObjectGroup>(objs);
                    if (m_scene.Permissions.CanReturnObjects(null, remoteClient.AgentId, objs2))
                    {
                        m_scene.returnObjects(objs2.ToArray(), remoteClient.AgentId);
                    }
                    else
                    {
                        m_log.WarnFormat("[LAND MANAGEMENT MODULE] ReturnObjectsInParcel: not permitted to return {0} object(s) belonging to user {1}",
                            objs2.Count, objs2[0].OwnerID);
                    }
                }
            }
        }

        public void EventManagerOnNoLandDataFromStorage()
        {
            lock (m_landList)
            {
                ResetSimLandObjects();
                CreateDefaultParcel();
            }
        }

        #endregion

        public void setParcelObjectMaxOverride(overrideParcelMaxPrimCountDelegate overrideDel)
        {
            lock (m_landList)
            {
                foreach (LandObject obj in m_landList.Values)
                {
                    obj.SetParcelObjectMaxOverride(overrideDel);
                }
            }
        }

        public void setSimulatorObjectMaxOverride(overrideSimulatorMaxPrimCountDelegate overrideDel)
        {
        }

        #region CAPS handler

        private void EventManagerOnRegisterCaps(UUID agentID, Caps caps)
        {
            string capsBase = "/CAPS/" + caps.CapsObjectPath;
            caps.RegisterHandler(
                "RemoteParcelRequest",
                new RestStreamHandler(
                    "POST",
                    capsBase + remoteParcelRequestPath,
                    (request, path, param, httpRequest, httpResponse)
                        => RemoteParcelRequest(request, path, param, agentID, caps),
                    "RemoteParcelRequest",
                    agentID.ToString()));

            UUID parcelCapID = UUID.Random();
            caps.RegisterHandler(
                "ParcelPropertiesUpdate",
                new RestStreamHandler(
                    "POST",
                    "/CAPS/" + parcelCapID,
                        (request, path, param, httpRequest, httpResponse)
                            => ProcessPropertiesUpdate(request, path, param, agentID, caps),
                    "ParcelPropertiesUpdate",
                    agentID.ToString()));
        }
        private string ProcessPropertiesUpdate(string request, string path, string param, UUID agentID, Caps caps)
        {
            IClientAPI client;
            if (!m_scene.TryGetClient(agentID, out client)) 
            {
                m_log.WarnFormat("[LAND MANAGEMENT MODULE]: Unable to retrieve IClientAPI for {0}", agentID);
                return LLSDHelpers.SerialiseLLSDReply(new LLSDEmpty());
            }

            ParcelPropertiesUpdateMessage properties = new ParcelPropertiesUpdateMessage();
            OpenMetaverse.StructuredData.OSDMap args = (OpenMetaverse.StructuredData.OSDMap) OSDParser.DeserializeLLSDXml(request);

            properties.Deserialize(args);

            LandUpdateArgs land_update = new LandUpdateArgs();
            int parcelID = properties.LocalID;
            land_update.AuthBuyerID = properties.AuthBuyerID;
            land_update.Category = properties.Category;
            land_update.Desc = properties.Desc;
            land_update.GroupID = properties.GroupID;
            land_update.LandingType = (byte) properties.Landing;
            land_update.MediaAutoScale = (byte) Convert.ToInt32(properties.MediaAutoScale);
            land_update.MediaID = properties.MediaID;
            land_update.MediaURL = properties.MediaURL;
            land_update.MusicURL = properties.MusicURL;
            land_update.Name = properties.Name;
            land_update.ParcelFlags = (uint) properties.ParcelFlags;
            land_update.PassHours = (int) properties.PassHours;
            land_update.PassPrice = (int) properties.PassPrice;
            land_update.SalePrice = (int) properties.SalePrice;
            land_update.SnapshotID = properties.SnapshotID;
            land_update.UserLocation = properties.UserLocation;
            land_update.UserLookAt = properties.UserLookAt;
            land_update.MediaDescription = properties.MediaDesc;
            land_update.MediaType = properties.MediaType;
            land_update.MediaWidth = properties.MediaWidth;
            land_update.MediaHeight = properties.MediaHeight;
            land_update.MediaLoop = properties.MediaLoop;
            land_update.ObscureMusic = properties.ObscureMusic;
            land_update.ObscureMedia = properties.ObscureMedia;

            ILandObject land;
            lock (m_landList)
            {
                m_landList.TryGetValue(parcelID, out land);
            }

            if (land != null)
            {
                land.UpdateLandProperties(land_update, client);
                m_scene.EventManager.TriggerOnParcelPropertiesUpdateRequest(land_update, parcelID, client);
            }
            else
            {
                m_log.WarnFormat("[LAND MANAGEMENT MODULE]: Unable to find parcelID {0}", parcelID);
            }
            return LLSDHelpers.SerialiseLLSDReply(new LLSDEmpty());
        }
        // we cheat here: As we don't have (and want) a grid-global parcel-store, we can't return the
        // "real" parcelID, because we wouldn't be able to map that to the region the parcel belongs to.
        // So, we create a "fake" parcelID by using the regionHandle (64 bit), and the local (integer) x
        // and y coordinate (each 8 bit), encoded in a UUID (128 bit).
        //
        // Request format:
        // <llsd>
        //   <map>
        //     <key>location</key>
        //     <array>
        //       <real>1.23</real>
        //       <real>45..6</real>
        //       <real>78.9</real>
        //     </array>
        //     <key>region_id</key>
        //     <uuid>xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx</uuid>
        //   </map>
        // </llsd>
        private string RemoteParcelRequest(string request, string path, string param, UUID agentID, Caps caps)
        {
            UUID parcelID = UUID.Zero;
            try
            {
                Hashtable hash = new Hashtable();
                hash = (Hashtable)LLSD.LLSDDeserialize(Utils.StringToBytes(request));
                if (hash.ContainsKey("region_id") && hash.ContainsKey("location"))
                {
                    UUID regionID = (UUID)hash["region_id"];
                    ArrayList list = (ArrayList)hash["location"];
                    uint x = (uint)(double)list[0];
                    uint y = (uint)(double)list[1];
                    if (hash.ContainsKey("region_handle"))
                    {
                        // if you do a "About Landmark" on a landmark a second time, the viewer sends the
                        // region_handle it got earlier via RegionHandleRequest
                        ulong regionHandle = Util.BytesToUInt64Big((byte[])hash["region_handle"]);
                        parcelID = Util.BuildFakeParcelID(regionHandle, x, y);
                    }
                    else if (regionID == m_scene.RegionInfo.RegionID)
                    {
                        // a parcel request for a local parcel => no need to query the grid
                        parcelID = Util.BuildFakeParcelID(m_scene.RegionInfo.RegionHandle, x, y);
                    }
                    else
                    {
                        // a parcel request for a parcel in another region. Ask the grid about the region
                        GridRegion info = m_scene.GridService.GetRegionByUUID(UUID.Zero, regionID);
                        if (info != null)
                            parcelID = Util.BuildFakeParcelID(info.RegionHandle, x, y);
                    }
                }
            }
            catch (LLSD.LLSDParseException e)
            {
                m_log.ErrorFormat("[LAND MANAGEMENT MODULE]: Fetch error: {0}", e.Message);
                m_log.ErrorFormat("[LAND MANAGEMENT MODULE]: ... in request {0}", request);
            }
            catch (InvalidCastException)
            {
                m_log.ErrorFormat("[LAND MANAGEMENT MODULE]: Wrong type in request {0}", request);
            }

            LLSDRemoteParcelResponse response = new LLSDRemoteParcelResponse();
            response.parcel_id = parcelID;
            m_log.DebugFormat("[LAND MANAGEMENT MODULE]: Got parcelID {0}", parcelID);

            return LLSDHelpers.SerialiseLLSDReply(response);
        }

        #endregion

        private void ClientOnParcelInfoRequest(IClientAPI remoteClient, UUID parcelID)
        {
            if (parcelID == UUID.Zero)
                return;

            ExtendedLandData data = (ExtendedLandData)parcelInfoCache.Get(parcelID.ToString(),
                    delegate(string id)
                    {
                        UUID parcel = UUID.Zero;
                        UUID.TryParse(id, out parcel);
                        // assume we've got the parcelID we just computed in RemoteParcelRequest
                        ExtendedLandData extLandData = new ExtendedLandData();
                        Util.ParseFakeParcelID(parcel, out extLandData.RegionHandle,
                                               out extLandData.X, out extLandData.Y);
                        m_log.DebugFormat("[LAND MANAGEMENT MODULE]: Got parcelinfo request for regionHandle {0}, x/y {1}/{2}",
                                          extLandData.RegionHandle, extLandData.X, extLandData.Y);

                        // for this region or for somewhere else?
                        if (extLandData.RegionHandle == m_scene.RegionInfo.RegionHandle)
                        {
                            extLandData.LandData = this.GetLandObject(extLandData.X, extLandData.Y).LandData;
                            extLandData.RegionAccess = m_scene.RegionInfo.AccessLevel;
                        }
                        else
                        {
                            ILandService landService = m_scene.RequestModuleInterface<ILandService>();
                            extLandData.LandData = landService.GetLandData(m_scene.RegionInfo.ScopeID,
                                    extLandData.RegionHandle,
                                    extLandData.X,
                                    extLandData.Y,
                                    out extLandData.RegionAccess);
                            if (extLandData.LandData == null)
                            {
                                // we didn't find the region/land => don't cache
                                return null;
                            }
                        }
                        return extLandData;
                    });

            if (data != null)  // if we found some data, send it
            {
                GridRegion info;
                if (data.RegionHandle == m_scene.RegionInfo.RegionHandle)
                {
                    info = new GridRegion(m_scene.RegionInfo);
                }
                else
                {
                    // most likely still cached from building the extLandData entry
                    uint x = 0, y = 0;
                    Utils.LongToUInts(data.RegionHandle, out x, out y);
                    info = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, (int)x, (int)y);
                }
                // we need to transfer the fake parcelID, not the one in landData, so the viewer can match it to the landmark.
                m_log.DebugFormat("[LAND MANAGEMENT MODULE]: got parcelinfo for parcel {0} in region {1}; sending...",
                                  data.LandData.Name, data.RegionHandle);
                // HACK for now
                RegionInfo r = new RegionInfo();
                r.RegionName = info.RegionName;
                r.RegionLocX = (uint)info.RegionLocX;
                r.RegionLocY = (uint)info.RegionLocY;
                r.RegionSettings.Maturity = (int)Util.ConvertAccessLevelToMaturity(data.RegionAccess);
                remoteClient.SendParcelInfo(r, data.LandData, parcelID, data.X, data.Y);
            }
            else
                m_log.Debug("[LAND MANAGEMENT MODULE]: got no parcelinfo; not sending");
        }

        public void setParcelOtherCleanTime(IClientAPI remoteClient, int localID, int otherCleanTime)
        {
            ILandObject land;
            lock (m_landList)
            {
                m_landList.TryGetValue(localID, out land);
            }

            if (land == null) return;

            if (!m_scene.Permissions.CanEditParcelProperties(remoteClient.AgentId, land, GroupPowers.LandOptions))
                return;

            land.LandData.OtherCleanTime = otherCleanTime;

            UpdateLandObject(localID, land.LandData);
        }
        
        protected void InstallInterfaces()
        {
            Command clearCommand
                = new Command("clear", CommandIntentions.COMMAND_HAZARDOUS, ClearCommand, "Clears all the parcels from the region.");
            Command showCommand 
                = new Command("show", CommandIntentions.COMMAND_STATISTICAL, ShowParcelsCommand, "Shows all parcels on the region.");

            m_commander.RegisterCommand("clear", clearCommand);
            m_commander.RegisterCommand("show", showCommand);

            // Add this to our scene so scripts can call these functions
            m_scene.RegisterModuleCommander(m_commander);
        }    
        
        protected void ClearCommand(Object[] args)
        {
            string response = MainConsole.Instance.CmdPrompt(
                string.Format(
                    "Are you sure that you want to clear all land parcels from {0} (y or n)", 
                    m_scene.RegionInfo.RegionName), 
                "n");
            
            if (response.ToLower() == "y")
            {
                Clear(true);
                MainConsole.Instance.OutputFormat("Cleared all parcels from {0}", m_scene.RegionInfo.RegionName);
            }
            else
            {
                MainConsole.Instance.OutputFormat("Aborting clear of all parcels from {0}", m_scene.RegionInfo.RegionName);
            }
        }        
        
        protected void ShowParcelsCommand(Object[] args)
        {
            StringBuilder report = new StringBuilder();  
            
            report.AppendFormat("Land information for {0}\n", m_scene.RegionInfo.RegionName);            
            report.AppendFormat(
                "{0,-20} {1,-10} {2,-9} {3,-18} {4,-18} {5,-20}\n",
                "Parcel Name",
                "Local ID",
                "Area",
                "Starts",
                "Ends",
                "Owner");
            
            lock (m_landList)
            {
                foreach (ILandObject lo in m_landList.Values)
                {
                    LandData ld = lo.LandData;
                    
                    report.AppendFormat(
                        "{0,-20} {1,-10} {2,-9} {3,-18} {4,-18} {5,-20}\n", 
                        ld.Name, ld.LocalID, ld.Area, lo.StartPoint, lo.EndPoint, m_userManager.GetUserName(ld.OwnerID));
                }
            }
            
            MainConsole.Instance.Output(report.ToString());
        }         
    }
}
