aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
diff options
context:
space:
mode:
authorMelanie2010-09-17 03:49:30 +0100
committerMelanie2010-09-17 03:49:30 +0100
commit7df438323576603344442e1350ed593e797ae3ae (patch)
tree2de03b8eaf5de93ba3305b0af8ae2616f9440d15 /OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
parentRevert "* Changed 11 calls for session info to the more optimized API method" (diff)
parentRevert "* Changed 11 calls for session info to the more optimized API method" (diff)
downloadopensim-SC-7df438323576603344442e1350ed593e797ae3ae.zip
opensim-SC-7df438323576603344442e1350ed593e797ae3ae.tar.gz
opensim-SC-7df438323576603344442e1350ed593e797ae3ae.tar.bz2
opensim-SC-7df438323576603344442e1350ed593e797ae3ae.tar.xz
Merge branch 'master' into careminster-presence-refactor
Integrate the next large patch. Don't use this version, it has a ghost avatar issue. Next push will fix it.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1460
1 files changed, 561 insertions, 899 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 142f5d8..3bc7834 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -131,89 +131,6 @@ namespace OpenSim.Region.Framework.Scenes
131 } 131 }
132 } 132 }
133 133
134 public void lockPartsForRead(bool locked)
135 {
136 if (locked)
137 {
138 if (m_partsLock.RecursiveReadCount > 0)
139 {
140 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
141 try
142 {
143 StackTrace stackTrace = new StackTrace(); // get call stack
144 StackFrame[] stackFrames = stackTrace.GetFrames(); // get method calls (frames)
145
146 // write call stack method names
147 foreach (StackFrame stackFrame in stackFrames)
148 {
149 m_log.Error("[SceneObjectGroup.m_parts] "+(stackFrame.GetMethod().Name)); // write method name
150 }
151
152 m_partsLock.ExitReadLock();
153 }
154 catch { } // Ignore errors, to allow resync
155 }
156 if (m_partsLock.RecursiveWriteCount > 0)
157 {
158 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested (write lock exists on this thread). This should not happen and means something needs to be fixed.");
159 try
160 {
161 m_partsLock.ExitWriteLock();
162 }
163 catch { }
164
165 }
166
167 while (!m_partsLock.TryEnterReadLock(60000))
168 {
169 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire READ lock of m_parts in SceneObjectGroup. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
170 if (m_partsLock.IsWriteLockHeld)
171 {
172 m_partsLock = new System.Threading.ReaderWriterLockSlim();
173 }
174 }
175 }
176 else
177 {
178 if (m_partsLock.RecursiveReadCount > 0)
179 {
180 m_partsLock.ExitReadLock();
181 }
182 }
183 }
184 public void lockPartsForWrite(bool locked)
185 {
186 if (locked)
187 {
188 if (m_partsLock.RecursiveReadCount > 0)
189 {
190 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
191 m_partsLock.ExitReadLock();
192 }
193 if (m_partsLock.RecursiveWriteCount > 0)
194 {
195 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
196 m_partsLock.ExitWriteLock();
197 }
198
199 while (!m_partsLock.TryEnterWriteLock(60000))
200 {
201 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
202 if (m_partsLock.IsWriteLockHeld)
203 {
204 m_partsLock = new System.Threading.ReaderWriterLockSlim();
205 }
206 }
207 }
208 else
209 {
210 if (m_partsLock.RecursiveWriteCount > 0)
211 {
212 m_partsLock.ExitWriteLock();
213 }
214 }
215 }
216
217 public bool HasGroupChanged 134 public bool HasGroupChanged
218 { 135 {
219 set 136 set
@@ -305,17 +222,14 @@ namespace OpenSim.Region.Framework.Scenes
305 } 222 }
306 } 223 }
307 224
308 public float scriptScore = 0f; 225 public float scriptScore;
309 226
310 private Vector3 lastPhysGroupPos; 227 private Vector3 lastPhysGroupPos;
311 private Quaternion lastPhysGroupRot; 228 private Quaternion lastPhysGroupRot;
312 229
313 private bool m_isBackedUp = false; 230 private bool m_isBackedUp;
314 231
315 /// <summary> 232 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>();
316 /// The constituent parts of this group
317 /// </summary>
318 protected Dictionary<UUID, SceneObjectPart> m_parts = new Dictionary<UUID, SceneObjectPart>();
319 233
320 protected ulong m_regionHandle; 234 protected ulong m_regionHandle;
321 protected SceneObjectPart m_rootPart; 235 protected SceneObjectPart m_rootPart;
@@ -324,13 +238,13 @@ namespace OpenSim.Region.Framework.Scenes
324 private Dictionary<uint, scriptPosTarget> m_targets = new Dictionary<uint, scriptPosTarget>(); 238 private Dictionary<uint, scriptPosTarget> m_targets = new Dictionary<uint, scriptPosTarget>();
325 private Dictionary<uint, scriptRotTarget> m_rotTargets = new Dictionary<uint, scriptRotTarget>(); 239 private Dictionary<uint, scriptRotTarget> m_rotTargets = new Dictionary<uint, scriptRotTarget>();
326 240
327 private bool m_scriptListens_atTarget = false; 241 private bool m_scriptListens_atTarget;
328 private bool m_scriptListens_notAtTarget = false; 242 private bool m_scriptListens_notAtTarget;
243 private bool m_scriptListens_atRotTarget;
244 private bool m_scriptListens_notAtRotTarget;
329 245
330 private bool m_scriptListens_atRotTarget = false;
331 private bool m_scriptListens_notAtRotTarget = false;
332 public bool m_dupeInProgress = false; 246 public bool m_dupeInProgress = false;
333 internal Dictionary<UUID, string> m_savedScriptState = null; 247 internal Dictionary<UUID, string> m_savedScriptState;
334 248
335 #region Properties 249 #region Properties
336 250
@@ -341,7 +255,7 @@ namespace OpenSim.Region.Framework.Scenes
341 { 255 {
342 get { 256 get {
343 if (RootPart == null) 257 if (RootPart == null)
344 return ""; 258 return String.Empty;
345 return RootPart.Name; 259 return RootPart.Name;
346 } 260 }
347 set { RootPart.Name = value; } 261 set { RootPart.Name = value; }
@@ -361,7 +275,7 @@ namespace OpenSim.Region.Framework.Scenes
361 /// </summary> 275 /// </summary>
362 public int PrimCount 276 public int PrimCount
363 { 277 {
364 get { lock (m_parts) { return m_parts.Count; } } 278 get { return m_parts.Count; }
365 } 279 }
366 280
367 protected Quaternion m_rotation = Quaternion.Identity; 281 protected Quaternion m_rotation = Quaternion.Identity;
@@ -370,17 +284,9 @@ namespace OpenSim.Region.Framework.Scenes
370 { 284 {
371 get { return m_rotation; } 285 get { return m_rotation; }
372 set { 286 set {
373 lockPartsForRead(true); 287 foreach(SceneObjectPart p in m_parts.GetArray())
374 try
375 { 288 {
376 foreach(SceneObjectPart p in m_parts.Values) 289 p.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
377 {
378 p.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
379 }
380 }
381 finally
382 {
383 lockPartsForRead(false);
384 } 290 }
385 m_rotation = value; 291 m_rotation = value;
386 } 292 }
@@ -397,16 +303,14 @@ namespace OpenSim.Region.Framework.Scenes
397 set { m_rootPart.GroupID = value; } 303 set { m_rootPart.GroupID = value; }
398 } 304 }
399 305
400 /// <value> 306 public SceneObjectPart[] Parts
401 /// The parts of this scene object group. You must lock this property before using it. 307 {
402 /// If you're doing anything other than reading values, please take a copy of the values rather than locking 308 get { return m_parts.GetArray(); }
403 /// the dictionary for the entirety of the operation. This increases liveness and reduces the danger of deadlock 309 }
404 /// If you want to know the number of children, consider using the PrimCount property instead 310
405 /// </value> 311 public bool ContainsPart(UUID partID)
406 public Dictionary<UUID, SceneObjectPart> Children
407 { 312 {
408 get { return m_parts; } 313 return m_parts.ContainsKey(partID);
409 set { m_parts = value; }
410 } 314 }
411 315
412 /// <value> 316 /// <value>
@@ -423,16 +327,9 @@ namespace OpenSim.Region.Framework.Scenes
423 set 327 set
424 { 328 {
425 m_regionHandle = value; 329 m_regionHandle = value;
426 lockPartsForRead(true); 330 SceneObjectPart[] parts = m_parts.GetArray();
427 { 331 for (int i = 0; i < parts.Length; i++)
428 foreach (SceneObjectPart part in m_parts.Values) 332 parts[i].RegionHandle = value;
429 {
430
431 part.RegionHandle = m_regionHandle;
432
433 }
434 }
435 lockPartsForRead(false);
436 } 333 }
437 } 334 }
438 335
@@ -467,8 +364,7 @@ namespace OpenSim.Region.Framework.Scenes
467 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 364 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
468 } 365 }
469 366
470 lockPartsForRead(true); 367 foreach (SceneObjectPart part in m_parts.GetArray())
471 foreach (SceneObjectPart part in m_parts.Values)
472 { 368 {
473 part.IgnoreUndoUpdate = true; 369 part.IgnoreUndoUpdate = true;
474 } 370 }
@@ -479,12 +375,10 @@ namespace OpenSim.Region.Framework.Scenes
479 RootPart.ScriptSetPhysicsStatus(false); 375 RootPart.ScriptSetPhysicsStatus(false);
480 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), 376 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
481 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); 377 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
482 lockPartsForRead(false);
483 return; 378 return;
484 } 379 }
485 } 380 }
486 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values); 381 SceneObjectPart[] parts = m_parts.GetArray();
487 lockPartsForRead(false);
488 foreach (SceneObjectPart part in parts) 382 foreach (SceneObjectPart part in parts)
489 { 383 {
490 part.IgnoreUndoUpdate = false; 384 part.IgnoreUndoUpdate = false;
@@ -499,10 +393,14 @@ namespace OpenSim.Region.Framework.Scenes
499 { 393 {
500 foreach (ScenePresence av in m_linkedAvatars) 394 foreach (ScenePresence av in m_linkedAvatars)
501 { 395 {
502 Vector3 offset = m_parts[av.LinkedPrim].GetWorldPosition() - av.ParentPosition; 396 SceneObjectPart p;
503 av.AbsolutePosition += offset; 397 if (m_parts.TryGetValue(av.LinkedPrim, out p))
504 av.ParentPosition = m_parts[av.LinkedPrim].GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition 398 {
505 av.SendFullUpdateToAllClients(); 399 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
400 av.AbsolutePosition += offset;
401 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
402 av.SendFullUpdateToAllClients();
403 }
506 } 404 }
507 } 405 }
508 406
@@ -526,14 +424,9 @@ namespace OpenSim.Region.Framework.Scenes
526 { 424 {
527 get { return m_rootPart.UUID; } 425 get { return m_rootPart.UUID; }
528 set 426 set
529 { 427 {
530 m_rootPart.UUID = value; 428 m_rootPart.UUID = value;
531 429 m_parts.AddOrReplace(value, m_rootPart);
532 lock (m_parts)
533 {
534 m_parts.Remove(m_rootPart.UUID);
535 m_parts.Add(m_rootPart.UUID, m_rootPart);
536 }
537 } 430 }
538 } 431 }
539 432
@@ -595,12 +488,12 @@ namespace OpenSim.Region.Framework.Scenes
595 { 488 {
596 m_rootPart.PhysActor.Selected = value; 489 m_rootPart.PhysActor.Selected = value;
597 // Pass it on to the children. 490 // Pass it on to the children.
598 foreach (SceneObjectPart child in Children.Values) 491 SceneObjectPart[] parts = m_parts.GetArray();
492 for (int i = 0; i < parts.Length; i++)
599 { 493 {
494 SceneObjectPart child = parts[i];
600 if (child.PhysActor != null) 495 if (child.PhysActor != null)
601 {
602 child.PhysActor.Selected = value; 496 child.PhysActor.Selected = value;
603 }
604 } 497 }
605 } 498 }
606 } 499 }
@@ -704,16 +597,9 @@ namespace OpenSim.Region.Framework.Scenes
704 597
705 public void SetFromItemID(UUID AssetId) 598 public void SetFromItemID(UUID AssetId)
706 { 599 {
707 lockPartsForRead(true); 600 SceneObjectPart[] parts = m_parts.GetArray();
708 { 601 for (int i = 0; i < parts.Length; i++)
709 foreach (SceneObjectPart part in m_parts.Values) 602 parts[i].FromItemID = AssetId;
710 {
711
712 part.FromItemID = AssetId;
713
714 }
715 }
716 lockPartsForRead(false);
717 } 603 }
718 604
719 public UUID GetFromItemID() 605 public UUID GetFromItemID()
@@ -755,23 +641,18 @@ namespace OpenSim.Region.Framework.Scenes
755 if (m_rootPart.LocalId == 0) 641 if (m_rootPart.LocalId == 0)
756 m_rootPart.LocalId = m_scene.AllocateLocalId(); 642 m_rootPart.LocalId = m_scene.AllocateLocalId();
757 643
758 lock (m_parts) 644 SceneObjectPart[] parts = m_parts.GetArray();
645 for (int i = 0; i < parts.Length; i++)
759 { 646 {
760 foreach (SceneObjectPart part in m_parts.Values) 647 SceneObjectPart part = parts[i];
761 { 648 if (Object.ReferenceEquals(part, m_rootPart))
762 if (Object.ReferenceEquals(part, m_rootPart)) 649 continue;
763 { 650
764 continue; 651 if (part.LocalId == 0)
765 } 652 part.LocalId = m_scene.AllocateLocalId();
766 653
767 if (part.LocalId == 0) 654 part.ParentID = m_rootPart.LocalId;
768 { 655 //m_log.DebugFormat("[SCENE]: Given local id {0} to part {1}, linknum {2}, parent {3} {4}", part.LocalId, part.UUID, part.LinkNum, part.ParentID, part.ParentUUID);
769 part.LocalId = m_scene.AllocateLocalId();
770 }
771
772 part.ParentID = m_rootPart.LocalId;
773 //m_log.DebugFormat("[SCENE]: Given local id {0} to part {1}, linknum {2}, parent {3} {4}", part.LocalId, part.UUID, part.LinkNum, part.ParentID, part.ParentUUID);
774 }
775 } 656 }
776 657
777 ApplyPhysics(m_scene.m_physicalPrim); 658 ApplyPhysics(m_scene.m_physicalPrim);
@@ -787,24 +668,21 @@ namespace OpenSim.Region.Framework.Scenes
787 Vector3 maxScale = Vector3.Zero; 668 Vector3 maxScale = Vector3.Zero;
788 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); 669 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
789 670
790 lockPartsForRead(true); 671 SceneObjectPart[] parts = m_parts.GetArray();
672 for (int i = 0; i < parts.Length; i++)
791 { 673 {
792 foreach (SceneObjectPart part in m_parts.Values) 674 SceneObjectPart part = parts[i];
793 { 675 Vector3 partscale = part.Scale;
794 Vector3 partscale = part.Scale; 676 Vector3 partoffset = part.OffsetPosition;
795 Vector3 partoffset = part.OffsetPosition;
796 677
797 minScale.X = (partscale.X + partoffset.X < minScale.X) ? partscale.X + partoffset.X : minScale.X; 678 minScale.X = (partscale.X + partoffset.X < minScale.X) ? partscale.X + partoffset.X : minScale.X;
798 minScale.Y = (partscale.Y + partoffset.Y < minScale.Y) ? partscale.Y + partoffset.Y : minScale.Y; 679 minScale.Y = (partscale.Y + partoffset.Y < minScale.Y) ? partscale.Y + partoffset.Y : minScale.Y;
799 minScale.Z = (partscale.Z + partoffset.Z < minScale.Z) ? partscale.Z + partoffset.Z : minScale.Z; 680 minScale.Z = (partscale.Z + partoffset.Z < minScale.Z) ? partscale.Z + partoffset.Z : minScale.Z;
800 681
801 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; 682 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
802 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; 683 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
803 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; 684 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
804
805 }
806 } 685 }
807 lockPartsForRead(false);
808 686
809 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; 687 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
810 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; 688 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
@@ -821,42 +699,40 @@ namespace OpenSim.Region.Framework.Scenes
821 699
822 EntityIntersection result = new EntityIntersection(); 700 EntityIntersection result = new EntityIntersection();
823 701
824 lockPartsForRead(true); 702 SceneObjectPart[] parts = m_parts.GetArray();
703 for (int i = 0; i < parts.Length; i++)
825 { 704 {
826 foreach (SceneObjectPart part in m_parts.Values) 705 SceneObjectPart part = parts[i];
827 { 706
828 707 // Temporary commented to stop compiler warning
829 // Temporary commented to stop compiler warning 708 //Vector3 partPosition =
830 //Vector3 partPosition = 709 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
831 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); 710 Quaternion parentrotation = GroupRotation;
832 Quaternion parentrotation = GroupRotation;
833 711
834 // Telling the prim to raytrace. 712 // Telling the prim to raytrace.
835 //EntityIntersection inter = part.TestIntersection(hRay, parentrotation); 713 //EntityIntersection inter = part.TestIntersection(hRay, parentrotation);
836 714
837 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation,frontFacesOnly, faceCenters); 715 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
838 716
839 // This may need to be updated to the maximum draw distance possible.. 717 // This may need to be updated to the maximum draw distance possible..
840 // We might (and probably will) be checking for prim creation from other sims 718 // We might (and probably will) be checking for prim creation from other sims
841 // when the camera crosses the border. 719 // when the camera crosses the border.
842 float idist = Constants.RegionSize; 720 float idist = Constants.RegionSize;
843 721
844 if (inter.HitTF) 722 if (inter.HitTF)
723 {
724 // We need to find the closest prim to return to the testcaller along the ray
725 if (inter.distance < idist)
845 { 726 {
846 // We need to find the closest prim to return to the testcaller along the ray 727 result.HitTF = true;
847 if (inter.distance < idist) 728 result.ipoint = inter.ipoint;
848 { 729 result.obj = part;
849 result.HitTF = true; 730 result.normal = inter.normal;
850 result.ipoint = inter.ipoint; 731 result.distance = inter.distance;
851 result.obj = part;
852 result.normal = inter.normal;
853 result.distance = inter.distance;
854 }
855 } 732 }
856 733
857 } 734 }
858 } 735 }
859 lockPartsForRead(false);
860 return result; 736 return result;
861 } 737 }
862 738
@@ -875,243 +751,239 @@ namespace OpenSim.Region.Framework.Scenes
875 minY = 256f; 751 minY = 256f;
876 minZ = 8192f; 752 minZ = 8192f;
877 753
878 lockPartsForRead(true); 754 SceneObjectPart[] parts = m_parts.GetArray();
755 foreach (SceneObjectPart part in parts)
879 { 756 {
880 foreach (SceneObjectPart part in m_parts.Values) 757 Vector3 worldPos = part.GetWorldPosition();
758 Vector3 offset = worldPos - AbsolutePosition;
759 Quaternion worldRot;
760 if (part.ParentID == 0)
881 { 761 {
882 762 worldRot = part.RotationOffset;
883 Vector3 worldPos = part.GetWorldPosition(); 763 }
884 Vector3 offset = worldPos - AbsolutePosition; 764 else
885 Quaternion worldRot; 765 {
886 if (part.ParentID == 0) 766 worldRot = part.GetWorldRotation();
887 { 767 }
888 worldRot = part.RotationOffset;
889 }
890 else
891 {
892 worldRot = part.GetWorldRotation();
893 }
894 768
895 Vector3 frontTopLeft; 769 Vector3 frontTopLeft;
896 Vector3 frontTopRight; 770 Vector3 frontTopRight;
897 Vector3 frontBottomLeft; 771 Vector3 frontBottomLeft;
898 Vector3 frontBottomRight; 772 Vector3 frontBottomRight;
899 773
900 Vector3 backTopLeft; 774 Vector3 backTopLeft;
901 Vector3 backTopRight; 775 Vector3 backTopRight;
902 Vector3 backBottomLeft; 776 Vector3 backBottomLeft;
903 Vector3 backBottomRight; 777 Vector3 backBottomRight;
904 778
905 // Vector3[] corners = new Vector3[8]; 779 // Vector3[] corners = new Vector3[8];
906 780
907 Vector3 orig = Vector3.Zero; 781 Vector3 orig = Vector3.Zero;
908 782
909 frontTopLeft.X = orig.X - (part.Scale.X / 2); 783 frontTopLeft.X = orig.X - (part.Scale.X / 2);
910 frontTopLeft.Y = orig.Y - (part.Scale.Y / 2); 784 frontTopLeft.Y = orig.Y - (part.Scale.Y / 2);
911 frontTopLeft.Z = orig.Z + (part.Scale.Z / 2); 785 frontTopLeft.Z = orig.Z + (part.Scale.Z / 2);
912 786
913 frontTopRight.X = orig.X - (part.Scale.X / 2); 787 frontTopRight.X = orig.X - (part.Scale.X / 2);
914 frontTopRight.Y = orig.Y + (part.Scale.Y / 2); 788 frontTopRight.Y = orig.Y + (part.Scale.Y / 2);
915 frontTopRight.Z = orig.Z + (part.Scale.Z / 2); 789 frontTopRight.Z = orig.Z + (part.Scale.Z / 2);
916 790
917 frontBottomLeft.X = orig.X - (part.Scale.X / 2); 791 frontBottomLeft.X = orig.X - (part.Scale.X / 2);
918 frontBottomLeft.Y = orig.Y - (part.Scale.Y / 2); 792 frontBottomLeft.Y = orig.Y - (part.Scale.Y / 2);
919 frontBottomLeft.Z = orig.Z - (part.Scale.Z / 2); 793 frontBottomLeft.Z = orig.Z - (part.Scale.Z / 2);
920 794
921 frontBottomRight.X = orig.X - (part.Scale.X / 2); 795 frontBottomRight.X = orig.X - (part.Scale.X / 2);
922 frontBottomRight.Y = orig.Y + (part.Scale.Y / 2); 796 frontBottomRight.Y = orig.Y + (part.Scale.Y / 2);
923 frontBottomRight.Z = orig.Z - (part.Scale.Z / 2); 797 frontBottomRight.Z = orig.Z - (part.Scale.Z / 2);
924 798
925 backTopLeft.X = orig.X + (part.Scale.X / 2); 799 backTopLeft.X = orig.X + (part.Scale.X / 2);
926 backTopLeft.Y = orig.Y - (part.Scale.Y / 2); 800 backTopLeft.Y = orig.Y - (part.Scale.Y / 2);
927 backTopLeft.Z = orig.Z + (part.Scale.Z / 2); 801 backTopLeft.Z = orig.Z + (part.Scale.Z / 2);
928 802
929 backTopRight.X = orig.X + (part.Scale.X / 2); 803 backTopRight.X = orig.X + (part.Scale.X / 2);
930 backTopRight.Y = orig.Y + (part.Scale.Y / 2); 804 backTopRight.Y = orig.Y + (part.Scale.Y / 2);
931 backTopRight.Z = orig.Z + (part.Scale.Z / 2); 805 backTopRight.Z = orig.Z + (part.Scale.Z / 2);
932 806
933 backBottomLeft.X = orig.X + (part.Scale.X / 2); 807 backBottomLeft.X = orig.X + (part.Scale.X / 2);
934 backBottomLeft.Y = orig.Y - (part.Scale.Y / 2); 808 backBottomLeft.Y = orig.Y - (part.Scale.Y / 2);
935 backBottomLeft.Z = orig.Z - (part.Scale.Z / 2); 809 backBottomLeft.Z = orig.Z - (part.Scale.Z / 2);
936 810
937 backBottomRight.X = orig.X + (part.Scale.X / 2); 811 backBottomRight.X = orig.X + (part.Scale.X / 2);
938 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 812 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
939 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 813 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
940 814
941 815
942 816
943 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); 817 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
944 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); 818 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
945 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); 819 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
946 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); 820 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
947 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); 821 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
948 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); 822 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
949 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); 823 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
950 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); 824 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
951
952 //for (int i = 0; i < 8; i++)
953 //{
954 // corners[i] = corners[i] * worldRot;
955 // corners[i] += offset;
956
957 // if (corners[i].X > maxX)
958 // maxX = corners[i].X;
959 // if (corners[i].X < minX)
960 // minX = corners[i].X;
961
962 // if (corners[i].Y > maxY)
963 // maxY = corners[i].Y;
964 // if (corners[i].Y < minY)
965 // minY = corners[i].Y;
966
967 // if (corners[i].Z > maxZ)
968 // maxZ = corners[i].Y;
969 // if (corners[i].Z < minZ)
970 // minZ = corners[i].Z;
971 //}
972
973 frontTopLeft = frontTopLeft * worldRot;
974 frontTopRight = frontTopRight * worldRot;
975 frontBottomLeft = frontBottomLeft * worldRot;
976 frontBottomRight = frontBottomRight * worldRot;
977
978 backBottomLeft = backBottomLeft * worldRot;
979 backBottomRight = backBottomRight * worldRot;
980 backTopLeft = backTopLeft * worldRot;
981 backTopRight = backTopRight * worldRot;
982
983
984 frontTopLeft += offset;
985 frontTopRight += offset;
986 frontBottomLeft += offset;
987 frontBottomRight += offset;
988
989 backBottomLeft += offset;
990 backBottomRight += offset;
991 backTopLeft += offset;
992 backTopRight += offset;
993
994 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
995 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
996 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
997 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
998 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
999 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1000 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1001 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1002
1003 if (frontTopRight.X > maxX)
1004 maxX = frontTopRight.X;
1005 if (frontTopLeft.X > maxX)
1006 maxX = frontTopLeft.X;
1007 if (frontBottomRight.X > maxX)
1008 maxX = frontBottomRight.X;
1009 if (frontBottomLeft.X > maxX)
1010 maxX = frontBottomLeft.X;
1011
1012 if (backTopRight.X > maxX)
1013 maxX = backTopRight.X;
1014 if (backTopLeft.X > maxX)
1015 maxX = backTopLeft.X;
1016 if (backBottomRight.X > maxX)
1017 maxX = backBottomRight.X;
1018 if (backBottomLeft.X > maxX)
1019 maxX = backBottomLeft.X;
1020
1021 if (frontTopRight.X < minX)
1022 minX = frontTopRight.X;
1023 if (frontTopLeft.X < minX)
1024 minX = frontTopLeft.X;
1025 if (frontBottomRight.X < minX)
1026 minX = frontBottomRight.X;
1027 if (frontBottomLeft.X < minX)
1028 minX = frontBottomLeft.X;
1029
1030 if (backTopRight.X < minX)
1031 minX = backTopRight.X;
1032 if (backTopLeft.X < minX)
1033 minX = backTopLeft.X;
1034 if (backBottomRight.X < minX)
1035 minX = backBottomRight.X;
1036 if (backBottomLeft.X < minX)
1037 minX = backBottomLeft.X;
1038 825
1039 // 826 //for (int i = 0; i < 8; i++)
1040 if (frontTopRight.Y > maxY) 827 //{
1041 maxY = frontTopRight.Y; 828 // corners[i] = corners[i] * worldRot;
1042 if (frontTopLeft.Y > maxY) 829 // corners[i] += offset;
1043 maxY = frontTopLeft.Y; 830
1044 if (frontBottomRight.Y > maxY) 831 // if (corners[i].X > maxX)
1045 maxY = frontBottomRight.Y; 832 // maxX = corners[i].X;
1046 if (frontBottomLeft.Y > maxY) 833 // if (corners[i].X < minX)
1047 maxY = frontBottomLeft.Y; 834 // minX = corners[i].X;
1048 835
1049 if (backTopRight.Y > maxY) 836 // if (corners[i].Y > maxY)
1050 maxY = backTopRight.Y; 837 // maxY = corners[i].Y;
1051 if (backTopLeft.Y > maxY) 838 // if (corners[i].Y < minY)
1052 maxY = backTopLeft.Y; 839 // minY = corners[i].Y;
1053 if (backBottomRight.Y > maxY) 840
1054 maxY = backBottomRight.Y; 841 // if (corners[i].Z > maxZ)
1055 if (backBottomLeft.Y > maxY) 842 // maxZ = corners[i].Y;
1056 maxY = backBottomLeft.Y; 843 // if (corners[i].Z < minZ)
1057 844 // minZ = corners[i].Z;
1058 if (frontTopRight.Y < minY) 845 //}
1059 minY = frontTopRight.Y;
1060 if (frontTopLeft.Y < minY)
1061 minY = frontTopLeft.Y;
1062 if (frontBottomRight.Y < minY)
1063 minY = frontBottomRight.Y;
1064 if (frontBottomLeft.Y < minY)
1065 minY = frontBottomLeft.Y;
1066
1067 if (backTopRight.Y < minY)
1068 minY = backTopRight.Y;
1069 if (backTopLeft.Y < minY)
1070 minY = backTopLeft.Y;
1071 if (backBottomRight.Y < minY)
1072 minY = backBottomRight.Y;
1073 if (backBottomLeft.Y < minY)
1074 minY = backBottomLeft.Y;
1075 846
1076 // 847 frontTopLeft = frontTopLeft * worldRot;
1077 if (frontTopRight.Z > maxZ) 848 frontTopRight = frontTopRight * worldRot;
1078 maxZ = frontTopRight.Z; 849 frontBottomLeft = frontBottomLeft * worldRot;
1079 if (frontTopLeft.Z > maxZ) 850 frontBottomRight = frontBottomRight * worldRot;
1080 maxZ = frontTopLeft.Z; 851
1081 if (frontBottomRight.Z > maxZ) 852 backBottomLeft = backBottomLeft * worldRot;
1082 maxZ = frontBottomRight.Z; 853 backBottomRight = backBottomRight * worldRot;
1083 if (frontBottomLeft.Z > maxZ) 854 backTopLeft = backTopLeft * worldRot;
1084 maxZ = frontBottomLeft.Z; 855 backTopRight = backTopRight * worldRot;
1085 856
1086 if (backTopRight.Z > maxZ) 857
1087 maxZ = backTopRight.Z; 858 frontTopLeft += offset;
1088 if (backTopLeft.Z > maxZ) 859 frontTopRight += offset;
1089 maxZ = backTopLeft.Z; 860 frontBottomLeft += offset;
1090 if (backBottomRight.Z > maxZ) 861 frontBottomRight += offset;
1091 maxZ = backBottomRight.Z; 862
1092 if (backBottomLeft.Z > maxZ) 863 backBottomLeft += offset;
1093 maxZ = backBottomLeft.Z; 864 backBottomRight += offset;
1094 865 backTopLeft += offset;
1095 if (frontTopRight.Z < minZ) 866 backTopRight += offset;
1096 minZ = frontTopRight.Z; 867
1097 if (frontTopLeft.Z < minZ) 868 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1098 minZ = frontTopLeft.Z; 869 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1099 if (frontBottomRight.Z < minZ) 870 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1100 minZ = frontBottomRight.Z; 871 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1101 if (frontBottomLeft.Z < minZ) 872 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1102 minZ = frontBottomLeft.Z; 873 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1103 874 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1104 if (backTopRight.Z < minZ) 875 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1105 minZ = backTopRight.Z; 876
1106 if (backTopLeft.Z < minZ) 877 if (frontTopRight.X > maxX)
1107 minZ = backTopLeft.Z; 878 maxX = frontTopRight.X;
1108 if (backBottomRight.Z < minZ) 879 if (frontTopLeft.X > maxX)
1109 minZ = backBottomRight.Z; 880 maxX = frontTopLeft.X;
1110 if (backBottomLeft.Z < minZ) 881 if (frontBottomRight.X > maxX)
1111 minZ = backBottomLeft.Z; 882 maxX = frontBottomRight.X;
1112 } 883 if (frontBottomLeft.X > maxX)
884 maxX = frontBottomLeft.X;
885
886 if (backTopRight.X > maxX)
887 maxX = backTopRight.X;
888 if (backTopLeft.X > maxX)
889 maxX = backTopLeft.X;
890 if (backBottomRight.X > maxX)
891 maxX = backBottomRight.X;
892 if (backBottomLeft.X > maxX)
893 maxX = backBottomLeft.X;
894
895 if (frontTopRight.X < minX)
896 minX = frontTopRight.X;
897 if (frontTopLeft.X < minX)
898 minX = frontTopLeft.X;
899 if (frontBottomRight.X < minX)
900 minX = frontBottomRight.X;
901 if (frontBottomLeft.X < minX)
902 minX = frontBottomLeft.X;
903
904 if (backTopRight.X < minX)
905 minX = backTopRight.X;
906 if (backTopLeft.X < minX)
907 minX = backTopLeft.X;
908 if (backBottomRight.X < minX)
909 minX = backBottomRight.X;
910 if (backBottomLeft.X < minX)
911 minX = backBottomLeft.X;
912
913 //
914 if (frontTopRight.Y > maxY)
915 maxY = frontTopRight.Y;
916 if (frontTopLeft.Y > maxY)
917 maxY = frontTopLeft.Y;
918 if (frontBottomRight.Y > maxY)
919 maxY = frontBottomRight.Y;
920 if (frontBottomLeft.Y > maxY)
921 maxY = frontBottomLeft.Y;
922
923 if (backTopRight.Y > maxY)
924 maxY = backTopRight.Y;
925 if (backTopLeft.Y > maxY)
926 maxY = backTopLeft.Y;
927 if (backBottomRight.Y > maxY)
928 maxY = backBottomRight.Y;
929 if (backBottomLeft.Y > maxY)
930 maxY = backBottomLeft.Y;
931
932 if (frontTopRight.Y < minY)
933 minY = frontTopRight.Y;
934 if (frontTopLeft.Y < minY)
935 minY = frontTopLeft.Y;
936 if (frontBottomRight.Y < minY)
937 minY = frontBottomRight.Y;
938 if (frontBottomLeft.Y < minY)
939 minY = frontBottomLeft.Y;
940
941 if (backTopRight.Y < minY)
942 minY = backTopRight.Y;
943 if (backTopLeft.Y < minY)
944 minY = backTopLeft.Y;
945 if (backBottomRight.Y < minY)
946 minY = backBottomRight.Y;
947 if (backBottomLeft.Y < minY)
948 minY = backBottomLeft.Y;
949
950 //
951 if (frontTopRight.Z > maxZ)
952 maxZ = frontTopRight.Z;
953 if (frontTopLeft.Z > maxZ)
954 maxZ = frontTopLeft.Z;
955 if (frontBottomRight.Z > maxZ)
956 maxZ = frontBottomRight.Z;
957 if (frontBottomLeft.Z > maxZ)
958 maxZ = frontBottomLeft.Z;
959
960 if (backTopRight.Z > maxZ)
961 maxZ = backTopRight.Z;
962 if (backTopLeft.Z > maxZ)
963 maxZ = backTopLeft.Z;
964 if (backBottomRight.Z > maxZ)
965 maxZ = backBottomRight.Z;
966 if (backBottomLeft.Z > maxZ)
967 maxZ = backBottomLeft.Z;
968
969 if (frontTopRight.Z < minZ)
970 minZ = frontTopRight.Z;
971 if (frontTopLeft.Z < minZ)
972 minZ = frontTopLeft.Z;
973 if (frontBottomRight.Z < minZ)
974 minZ = frontBottomRight.Z;
975 if (frontBottomLeft.Z < minZ)
976 minZ = frontBottomLeft.Z;
977
978 if (backTopRight.Z < minZ)
979 minZ = backTopRight.Z;
980 if (backTopLeft.Z < minZ)
981 minZ = backTopLeft.Z;
982 if (backBottomRight.Z < minZ)
983 minZ = backBottomRight.Z;
984 if (backBottomLeft.Z < minZ)
985 minZ = backBottomLeft.Z;
1113 } 986 }
1114 lockPartsForRead(false);
1115 } 987 }
1116 988
1117 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) 989 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
@@ -1155,21 +1027,13 @@ namespace OpenSim.Region.Framework.Scenes
1155 XmlDocument doc = new XmlDocument(); 1027 XmlDocument doc = new XmlDocument();
1156 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1028 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
1157 1029
1158 // Capture script state while holding the lock 1030 SceneObjectPart[] parts = m_parts.GetArray();
1159 lockPartsForRead(true); 1031 for (int i = 0; i < parts.Length; i++)
1160 { 1032 {
1161 foreach (SceneObjectPart part in m_parts.Values) 1033 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates();
1162 { 1034 foreach (KeyValuePair<UUID, string> kvp in pstates)
1163 1035 states.Add(kvp.Key, kvp.Value);
1164 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(oldIDs);
1165 foreach (UUID itemid in pstates.Keys)
1166 {
1167 states.Add(itemid, pstates[itemid]);
1168 }
1169
1170 }
1171 } 1036 }
1172 lockPartsForRead(false);
1173 1037
1174 if (states.Count > 0) 1038 if (states.Count > 0)
1175 { 1039 {
@@ -1255,7 +1119,7 @@ namespace OpenSim.Region.Framework.Scenes
1255 //Anakin Lohner bug #3839 1119 //Anakin Lohner bug #3839
1256 lock (m_parts) 1120 lock (m_parts)
1257 { 1121 {
1258 foreach (SceneObjectPart p in m_parts.Values) 1122 foreach (SceneObjectPart p in m_parts.GetArray())
1259 { 1123 {
1260 p.AttachedAvatar = agentID; 1124 p.AttachedAvatar = agentID;
1261 } 1125 }
@@ -1326,15 +1190,10 @@ namespace OpenSim.Region.Framework.Scenes
1326 1190
1327 AbsolutePosition = detachedpos; 1191 AbsolutePosition = detachedpos;
1328 m_rootPart.AttachedAvatar = UUID.Zero; 1192 m_rootPart.AttachedAvatar = UUID.Zero;
1329 1193
1330 //Anakin Lohner bug #3839 1194 SceneObjectPart[] parts = m_parts.GetArray();
1331 lock (m_parts) 1195 for (int i = 0; i < parts.Length; i++)
1332 { 1196 parts[i].AttachedAvatar = UUID.Zero;
1333 foreach (SceneObjectPart p in m_parts.Values)
1334 {
1335 p.AttachedAvatar = UUID.Zero;
1336 }
1337 }
1338 1197
1339 m_rootPart.SetParentLocalId(0); 1198 m_rootPart.SetParentLocalId(0);
1340 SetAttachmentPoint((byte)0); 1199 SetAttachmentPoint((byte)0);
@@ -1359,15 +1218,10 @@ namespace OpenSim.Region.Framework.Scenes
1359 } 1218 }
1360 1219
1361 m_rootPart.AttachedAvatar = UUID.Zero; 1220 m_rootPart.AttachedAvatar = UUID.Zero;
1362 1221
1363 //Anakin Lohner bug #3839 1222 SceneObjectPart[] parts = m_parts.GetArray();
1364 lock (m_parts) 1223 for (int i = 0; i < parts.Length; i++)
1365 { 1224 parts[i].AttachedAvatar = UUID.Zero;
1366 foreach (SceneObjectPart p in m_parts.Values)
1367 {
1368 p.AttachedAvatar = UUID.Zero;
1369 }
1370 }
1371 1225
1372 m_rootPart.SetParentLocalId(0); 1226 m_rootPart.SetParentLocalId(0);
1373 //m_rootPart.SetAttachmentPoint((byte)0); 1227 //m_rootPart.SetAttachmentPoint((byte)0);
@@ -1390,16 +1244,9 @@ namespace OpenSim.Region.Framework.Scenes
1390 1244
1391 public override void UpdateMovement() 1245 public override void UpdateMovement()
1392 { 1246 {
1393 lockPartsForRead(true); 1247 SceneObjectPart[] parts = m_parts.GetArray();
1394 { 1248 for (int i = 0; i < parts.Length; i++)
1395 foreach (SceneObjectPart part in m_parts.Values) 1249 parts[i].UpdateMovement();
1396 {
1397
1398 part.UpdateMovement();
1399
1400 }
1401 }
1402 lockPartsForRead(false);
1403 } 1250 }
1404 1251
1405 public ushort GetTimeDilation() 1252 public ushort GetTimeDilation()
@@ -1432,8 +1279,7 @@ namespace OpenSim.Region.Framework.Scenes
1432 part.ParentID = 0; 1279 part.ParentID = 0;
1433 part.LinkNum = 0; 1280 part.LinkNum = 0;
1434 1281
1435 lock (m_parts) 1282 m_parts.Add(m_rootPart.UUID, m_rootPart);
1436 m_parts.Add(m_rootPart.UUID, m_rootPart);
1437 } 1283 }
1438 1284
1439 /// <summary> 1285 /// <summary>
@@ -1442,17 +1288,13 @@ namespace OpenSim.Region.Framework.Scenes
1442 /// <param name="part"></param> 1288 /// <param name="part"></param>
1443 public void AddPart(SceneObjectPart part) 1289 public void AddPart(SceneObjectPart part)
1444 { 1290 {
1445 lockPartsForWrite(true); 1291 part.SetParent(this);
1446 { 1292 m_parts.Add(part.UUID, part);
1447 part.SetParent(this);
1448 m_parts.Add(part.UUID, part);
1449 1293
1450 part.LinkNum = m_parts.Count; 1294 part.LinkNum = m_parts.Count;
1451 1295
1452 if (part.LinkNum == 2 && RootPart != null) 1296 if (part.LinkNum == 2 && RootPart != null)
1453 RootPart.LinkNum = 1; 1297 RootPart.LinkNum = 1;
1454 }
1455 lockPartsForWrite(false);
1456 } 1298 }
1457 1299
1458 /// <summary> 1300 /// <summary>
@@ -1460,33 +1302,20 @@ namespace OpenSim.Region.Framework.Scenes
1460 /// </summary> 1302 /// </summary>
1461 private void UpdateParentIDs() 1303 private void UpdateParentIDs()
1462 { 1304 {
1463 lockPartsForRead(true); 1305 SceneObjectPart[] parts = m_parts.GetArray();
1306 for (int i = 0; i < parts.Length; i++)
1464 { 1307 {
1465 foreach (SceneObjectPart part in m_parts.Values) 1308 SceneObjectPart part = parts[i];
1466 { 1309 if (part.UUID != m_rootPart.UUID)
1467 1310 part.ParentID = m_rootPart.LocalId;
1468 if (part.UUID != m_rootPart.UUID)
1469 {
1470 part.ParentID = m_rootPart.LocalId;
1471 }
1472
1473 }
1474 } 1311 }
1475 lockPartsForRead(false);
1476 } 1312 }
1477 1313
1478 public void RegenerateFullIDs() 1314 public void RegenerateFullIDs()
1479 { 1315 {
1480 lockPartsForRead(true); 1316 SceneObjectPart[] parts = m_parts.GetArray();
1481 { 1317 for (int i = 0; i < parts.Length; i++)
1482 foreach (SceneObjectPart part in m_parts.Values) 1318 parts[i].UUID = UUID.Random();
1483 {
1484
1485 part.UUID = UUID.Random();
1486
1487 }
1488 }
1489 lockPartsForRead(false);
1490 } 1319 }
1491 1320
1492 // helper provided for parts. 1321 // helper provided for parts.
@@ -1519,7 +1348,7 @@ namespace OpenSim.Region.Framework.Scenes
1519 1348
1520 // teravus: AbsolutePosition is NOT a normal property! 1349 // teravus: AbsolutePosition is NOT a normal property!
1521 // the code in the getter of AbsolutePosition is significantly different then the code in the setter! 1350 // the code in the getter of AbsolutePosition is significantly different then the code in the setter!
1522 1351 // jhurliman: Then why is it a property instead of two methods?
1523 } 1352 }
1524 1353
1525 public UUID GetPartsFullID(uint localID) 1354 public UUID GetPartsFullID(uint localID)
@@ -1572,18 +1401,15 @@ namespace OpenSim.Region.Framework.Scenes
1572 1401
1573 DetachFromBackup(); 1402 DetachFromBackup();
1574 1403
1575 lockPartsForRead(true); 1404 SceneObjectPart[] parts = m_parts.GetArray();
1576 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values); 1405 for (int i = 0; i < parts.Length; i++)
1577 lockPartsForRead(false);
1578
1579 foreach (SceneObjectPart part in parts)
1580 { 1406 {
1581 Scene.ForEachScenePresence(delegate (ScenePresence avatar) 1407 SceneObjectPart part = parts[i];
1408
1409 Scene.ForEachScenePresence(delegate(ScenePresence avatar)
1582 { 1410 {
1583 if (avatar.ParentID == LocalId) 1411 if (avatar.ParentID == LocalId)
1584 {
1585 avatar.StandUp(); 1412 avatar.StandUp();
1586 }
1587 1413
1588 if (!silent) 1414 if (!silent)
1589 { 1415 {
@@ -1619,20 +1445,16 @@ namespace OpenSim.Region.Framework.Scenes
1619 1445
1620 scriptEvents aggregateScriptEvents = 0; 1446 scriptEvents aggregateScriptEvents = 0;
1621 1447
1622 lockPartsForRead(true); 1448 SceneObjectPart[] parts = m_parts.GetArray();
1449 for (int i = 0; i < parts.Length; i++)
1623 { 1450 {
1624 foreach (SceneObjectPart part in m_parts.Values) 1451 SceneObjectPart part = parts[i];
1625 { 1452 if (part == null)
1626 1453 continue;
1627 if (part == null) 1454 if (part != RootPart)
1628 continue; 1455 part.Flags = objectflagupdate;
1629 if (part != RootPart) 1456 aggregateScriptEvents |= part.AggregateScriptEvents;
1630 part.Flags = objectflagupdate;
1631 aggregateScriptEvents |= part.AggregateScriptEvents;
1632
1633 }
1634 } 1457 }
1635 lockPartsForRead(false);
1636 1458
1637 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); 1459 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
1638 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); 1460 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
@@ -1674,30 +1496,23 @@ namespace OpenSim.Region.Framework.Scenes
1674 /// <param name="m_physicalPrim"></param> 1496 /// <param name="m_physicalPrim"></param>
1675 public void ApplyPhysics(bool m_physicalPrim) 1497 public void ApplyPhysics(bool m_physicalPrim)
1676 { 1498 {
1677 lockPartsForRead(true); 1499 // Apply physics to the root prim
1500 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1678 1501
1679 if (m_parts.Count > 1) 1502 // Apply physics to child prims
1503 SceneObjectPart[] parts = m_parts.GetArray();
1504 if (parts.Length > 1)
1680 { 1505 {
1681 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values); 1506 for (int i = 0; i < parts.Length; i++)
1682 lockPartsForRead(false);
1683 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1684 foreach (SceneObjectPart part in values)
1685 { 1507 {
1686 1508 SceneObjectPart part = parts[i];
1687 if (part.LocalId != m_rootPart.LocalId) 1509 if (part.LocalId != m_rootPart.LocalId)
1688 {
1689 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim); 1510 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1690 }
1691
1692 } 1511 }
1512
1693 // Hack to get the physics scene geometries in the right spot 1513 // Hack to get the physics scene geometries in the right spot
1694 ResetChildPrimPhysicsPositions(); 1514 ResetChildPrimPhysicsPositions();
1695 } 1515 }
1696 else
1697 {
1698 lockPartsForRead(false);
1699 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1700 }
1701 } 1516 }
1702 1517
1703 public void SetOwnerId(UUID userId) 1518 public void SetOwnerId(UUID userId)
@@ -1712,15 +1527,9 @@ namespace OpenSim.Region.Framework.Scenes
1712 1527
1713 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1528 public void ForEachPart(Action<SceneObjectPart> whatToDo)
1714 { 1529 {
1715 lockPartsForRead(true); 1530 SceneObjectPart[] parts = m_parts.GetArray();
1716 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values); 1531 for (int i = 0; i < parts.Length; i++)
1717 lockPartsForRead(false); 1532 whatToDo(parts[i]);
1718 foreach (SceneObjectPart part in values)
1719 {
1720
1721 whatToDo(part);
1722
1723 }
1724 } 1533 }
1725 1534
1726 #region Events 1535 #region Events
@@ -1790,7 +1599,7 @@ namespace OpenSim.Region.Framework.Scenes
1790 // Possible ghost prim 1599 // Possible ghost prim
1791 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition) 1600 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1792 { 1601 {
1793 foreach (SceneObjectPart part in Children.Values) 1602 foreach (SceneObjectPart part in m_parts.GetArray())
1794 { 1603 {
1795 // Re-set physics actor positions and 1604 // Re-set physics actor positions and
1796 // orientations 1605 // orientations
@@ -1842,17 +1651,13 @@ namespace OpenSim.Region.Framework.Scenes
1842 RootPart.SendFullUpdate( 1651 RootPart.SendFullUpdate(
1843 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); 1652 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
1844 1653
1845 lockPartsForRead(true); 1654 SceneObjectPart[] parts = m_parts.GetArray();
1655 for (int i = 0; i < parts.Length; i++)
1846 { 1656 {
1847 foreach (SceneObjectPart part in m_parts.Values) 1657 SceneObjectPart part = parts[i];
1848 { 1658 if (part != RootPart)
1849 1659 part.SendFullUpdate(remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
1850 if (part != RootPart)
1851 part.SendFullUpdate(
1852 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
1853 }
1854 } 1660 }
1855 lockPartsForRead(false);
1856 } 1661 }
1857 1662
1858 #region Copying 1663 #region Copying
@@ -1870,7 +1675,7 @@ namespace OpenSim.Region.Framework.Scenes
1870 m_dupeInProgress = true; 1675 m_dupeInProgress = true;
1871 dupe = (SceneObjectGroup)MemberwiseClone(); 1676 dupe = (SceneObjectGroup)MemberwiseClone();
1872 dupe.m_isBackedUp = false; 1677 dupe.m_isBackedUp = false;
1873 dupe.m_parts = new Dictionary<UUID, SceneObjectPart>(); 1678 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1874 1679
1875 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 1680 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1876 // attachments do not bordercross while they're being duplicated. This is hacktastic! 1681 // attachments do not bordercross while they're being duplicated. This is hacktastic!
@@ -1916,13 +1721,7 @@ namespace OpenSim.Region.Framework.Scenes
1916 dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true); 1721 dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
1917 } 1722 }
1918 1723
1919 lockPartsForRead(true); 1724 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1920
1921 List<SceneObjectPart> partList;
1922
1923 partList = new List<SceneObjectPart>(m_parts.Values);
1924
1925 lockPartsForRead(false);
1926 1725
1927 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1726 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1928 { 1727 {
@@ -2261,14 +2060,9 @@ namespace OpenSim.Region.Framework.Scenes
2261 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2060 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2262 newPart.SetParent(this); 2061 newPart.SetParent(this);
2263 2062
2264 lockPartsForWrite(true); 2063 AddPart(newPart);
2265 {
2266 m_parts.Add(newPart.UUID, newPart);
2267 }
2268 lockPartsForWrite(false);
2269 2064
2270 SetPartAsNonRoot(newPart); 2065 SetPartAsNonRoot(newPart);
2271
2272 return newPart; 2066 return newPart;
2273 } 2067 }
2274 2068
@@ -2280,9 +2074,9 @@ namespace OpenSim.Region.Framework.Scenes
2280 /// </summary> 2074 /// </summary>
2281 public void ResetIDs() 2075 public void ResetIDs()
2282 { 2076 {
2283 lock (m_parts) 2077 lock (m_parts.SyncRoot)
2284 { 2078 {
2285 List<SceneObjectPart> partsList = new List<SceneObjectPart>(m_parts.Values); 2079 List<SceneObjectPart> partsList = new List<SceneObjectPart>(m_parts.GetArray());
2286 m_parts.Clear(); 2080 m_parts.Clear();
2287 foreach (SceneObjectPart part in partsList) 2081 foreach (SceneObjectPart part in partsList)
2288 { 2082 {
@@ -2298,7 +2092,6 @@ namespace OpenSim.Region.Framework.Scenes
2298 /// <param name="part"></param> 2092 /// <param name="part"></param>
2299 public void ServiceObjectPropertiesFamilyRequest(IClientAPI remoteClient, UUID AgentID, uint RequestFlags) 2093 public void ServiceObjectPropertiesFamilyRequest(IClientAPI remoteClient, UUID AgentID, uint RequestFlags)
2300 { 2094 {
2301
2302 remoteClient.SendObjectPropertiesFamilyData(RequestFlags, RootPart.UUID, RootPart.OwnerID, RootPart.GroupID, RootPart.BaseMask, 2095 remoteClient.SendObjectPropertiesFamilyData(RequestFlags, RootPart.UUID, RootPart.OwnerID, RootPart.GroupID, RootPart.BaseMask,
2303 RootPart.OwnerMask, RootPart.GroupMask, RootPart.EveryoneMask, RootPart.NextOwnerMask, 2096 RootPart.OwnerMask, RootPart.GroupMask, RootPart.EveryoneMask, RootPart.NextOwnerMask,
2304 RootPart.OwnershipCost, RootPart.ObjectSaleType, RootPart.SalePrice, RootPart.Category, 2097 RootPart.OwnershipCost, RootPart.ObjectSaleType, RootPart.SalePrice, RootPart.Category,
@@ -2329,8 +2122,6 @@ namespace OpenSim.Region.Framework.Scenes
2329 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 2122 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
2330 // return; 2123 // return;
2331 2124
2332 lockPartsForRead(true);
2333
2334 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2125 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
2335 2126
2336 if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f)) 2127 if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f))
@@ -2345,16 +2136,14 @@ namespace OpenSim.Region.Framework.Scenes
2345 lastPhysGroupRot = GroupRotation; 2136 lastPhysGroupRot = GroupRotation;
2346 } 2137 }
2347 2138
2348 List<SceneObjectPart> partList = null; 2139 SceneObjectPart[] parts = m_parts.GetArray();
2349 partList = new List<SceneObjectPart>(m_parts.Values); 2140 for (int i = 0; i < parts.Length; i++)
2350
2351 foreach (SceneObjectPart part in partList)
2352 { 2141 {
2142 SceneObjectPart part = parts[i];
2353 if (!IsSelected) 2143 if (!IsSelected)
2354 part.UpdateLookAt(); 2144 part.UpdateLookAt();
2355 part.SendScheduledUpdates(); 2145 part.SendScheduledUpdates();
2356 } 2146 }
2357 lockPartsForRead(false);
2358 } 2147 }
2359 2148
2360 public void ScheduleFullUpdateToAvatar(ScenePresence presence) 2149 public void ScheduleFullUpdateToAvatar(ScenePresence presence)
@@ -2363,29 +2152,22 @@ namespace OpenSim.Region.Framework.Scenes
2363 2152
2364 RootPart.AddFullUpdateToAvatar(presence); 2153 RootPart.AddFullUpdateToAvatar(presence);
2365 2154
2366 lockPartsForRead(true); 2155 SceneObjectPart[] parts = m_parts.GetArray();
2156 for (int i = 0; i < parts.Length; i++)
2367 { 2157 {
2368 foreach (SceneObjectPart part in m_parts.Values) 2158 SceneObjectPart part = parts[i];
2369 { 2159 if (part != RootPart)
2370 2160 part.AddFullUpdateToAvatar(presence);
2371 if (part != RootPart)
2372 part.AddFullUpdateToAvatar(presence);
2373
2374 }
2375 } 2161 }
2376 lockPartsForRead(false);
2377 } 2162 }
2378 2163
2379 public void ScheduleTerseUpdateToAvatar(ScenePresence presence) 2164 public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
2380 { 2165 {
2381 lockPartsForRead(true); 2166// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name);
2382
2383 foreach (SceneObjectPart part in m_parts.Values)
2384 {
2385 part.AddTerseUpdateToAvatar(presence);
2386 }
2387 2167
2388 lockPartsForRead(false); 2168 SceneObjectPart[] parts = m_parts.GetArray();
2169 for (int i = 0; i < parts.Length; i++)
2170 parts[i].AddTerseUpdateToAvatar(presence);
2389 } 2171 }
2390 2172
2391 /// <summary> 2173 /// <summary>
@@ -2399,17 +2181,13 @@ namespace OpenSim.Region.Framework.Scenes
2399 checkAtTargets(); 2181 checkAtTargets();
2400 RootPart.ScheduleFullUpdate(); 2182 RootPart.ScheduleFullUpdate();
2401 2183
2402 lockPartsForRead(true); 2184 SceneObjectPart[] parts = m_parts.GetArray();
2185 for (int i = 0; i < parts.Length; i++)
2403 { 2186 {
2404 foreach (SceneObjectPart part in m_parts.Values) 2187 SceneObjectPart part = parts[i];
2405 { 2188 if (part != RootPart)
2406 2189 part.ScheduleFullUpdate();
2407 if (part != RootPart)
2408 part.ScheduleFullUpdate();
2409
2410 }
2411 } 2190 }
2412 lockPartsForRead(false);
2413 } 2191 }
2414 2192
2415 /// <summary> 2193 /// <summary>
@@ -2417,13 +2195,11 @@ namespace OpenSim.Region.Framework.Scenes
2417 /// </summary> 2195 /// </summary>
2418 public void ScheduleGroupForTerseUpdate() 2196 public void ScheduleGroupForTerseUpdate()
2419 { 2197 {
2420 lockPartsForRead(true); 2198// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID);
2421 foreach (SceneObjectPart part in m_parts.Values)
2422 {
2423 part.ScheduleTerseUpdate();
2424 }
2425 2199
2426 lockPartsForRead(false); 2200 SceneObjectPart[] parts = m_parts.GetArray();
2201 for (int i = 0; i < parts.Length; i++)
2202 parts[i].ScheduleTerseUpdate();
2427 } 2203 }
2428 2204
2429 /// <summary> 2205 /// <summary>
@@ -2438,17 +2214,13 @@ namespace OpenSim.Region.Framework.Scenes
2438 2214
2439 RootPart.SendFullUpdateToAllClients(); 2215 RootPart.SendFullUpdateToAllClients();
2440 2216
2441 lockPartsForRead(true); 2217 SceneObjectPart[] parts = m_parts.GetArray();
2218 for (int i = 0; i < parts.Length; i++)
2442 { 2219 {
2443 foreach (SceneObjectPart part in m_parts.Values) 2220 SceneObjectPart part = parts[i];
2444 { 2221 if (part != RootPart)
2445 2222 part.SendFullUpdateToAllClients();
2446 if (part != RootPart)
2447 part.SendFullUpdateToAllClients();
2448
2449 }
2450 } 2223 }
2451 lockPartsForRead(false);
2452 } 2224 }
2453 2225
2454 /// <summary> 2226 /// <summary>
@@ -2481,14 +2253,9 @@ namespace OpenSim.Region.Framework.Scenes
2481 if (IsDeleted) 2253 if (IsDeleted)
2482 return; 2254 return;
2483 2255
2484 lockPartsForRead(true); 2256 SceneObjectPart[] parts = m_parts.GetArray();
2485 { 2257 for (int i = 0; i < parts.Length; i++)
2486 foreach (SceneObjectPart part in m_parts.Values) 2258 parts[i].SendTerseUpdateToAllClients();
2487 {
2488 part.SendTerseUpdateToAllClients();
2489 }
2490 }
2491 lockPartsForRead(false);
2492 } 2259 }
2493 2260
2494 #endregion 2261 #endregion
@@ -2502,18 +2269,12 @@ namespace OpenSim.Region.Framework.Scenes
2502 /// <returns>null if no child part with that linknum or child part</returns> 2269 /// <returns>null if no child part with that linknum or child part</returns>
2503 public SceneObjectPart GetLinkNumPart(int linknum) 2270 public SceneObjectPart GetLinkNumPart(int linknum)
2504 { 2271 {
2505 lockPartsForRead(true); 2272 SceneObjectPart[] parts = m_parts.GetArray();
2273 for (int i = 0; i < parts.Length; i++)
2506 { 2274 {
2507 foreach (SceneObjectPart part in m_parts.Values) 2275 if (parts[i].LinkNum == linknum)
2508 { 2276 return parts[i];
2509 if (part.LinkNum == linknum)
2510 {
2511 lockPartsForRead(false);
2512 return part;
2513 }
2514 }
2515 } 2277 }
2516 lockPartsForRead(false);
2517 2278
2518 return null; 2279 return null;
2519 } 2280 }
@@ -2526,8 +2287,7 @@ namespace OpenSim.Region.Framework.Scenes
2526 public SceneObjectPart GetChildPart(UUID primID) 2287 public SceneObjectPart GetChildPart(UUID primID)
2527 { 2288 {
2528 SceneObjectPart childPart; 2289 SceneObjectPart childPart;
2529 lock (m_parts) 2290 m_parts.TryGetValue(primID, out childPart);
2530 m_parts.TryGetValue(primID, out childPart);
2531 return childPart; 2291 return childPart;
2532 } 2292 }
2533 2293
@@ -2538,20 +2298,12 @@ namespace OpenSim.Region.Framework.Scenes
2538 /// <returns>null if a child part with the local ID was not found</returns> 2298 /// <returns>null if a child part with the local ID was not found</returns>
2539 public SceneObjectPart GetChildPart(uint localID) 2299 public SceneObjectPart GetChildPart(uint localID)
2540 { 2300 {
2541 //m_log.DebugFormat("Entered looking for {0}", localID); 2301 SceneObjectPart[] parts = m_parts.GetArray();
2542 lockPartsForRead(true); 2302 for (int i = 0; i < parts.Length; i++)
2543 { 2303 {
2544 foreach (SceneObjectPart part in m_parts.Values) 2304 if (parts[i].LocalId == localID)
2545 { 2305 return parts[i];
2546 //m_log.DebugFormat("Found {0}", part.LocalId);
2547 if (part.LocalId == localID)
2548 {
2549 lockPartsForRead(false);
2550 return part;
2551 }
2552 }
2553 } 2306 }
2554 lockPartsForRead(false);
2555 2307
2556 return null; 2308 return null;
2557 } 2309 }
@@ -2564,13 +2316,7 @@ namespace OpenSim.Region.Framework.Scenes
2564 /// <returns></returns> 2316 /// <returns></returns>
2565 public bool HasChildPrim(UUID primID) 2317 public bool HasChildPrim(UUID primID)
2566 { 2318 {
2567 lock (m_parts) 2319 return m_parts.ContainsKey(primID);
2568 {
2569 if (m_parts.ContainsKey(primID))
2570 return true;
2571 }
2572
2573 return false;
2574 } 2320 }
2575 2321
2576 /// <summary> 2322 /// <summary>
@@ -2581,20 +2327,12 @@ namespace OpenSim.Region.Framework.Scenes
2581 /// <returns></returns> 2327 /// <returns></returns>
2582 public bool HasChildPrim(uint localID) 2328 public bool HasChildPrim(uint localID)
2583 { 2329 {
2584 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); 2330 SceneObjectPart[] parts = m_parts.GetArray();
2585 lockPartsForRead(true); 2331 for (int i = 0; i < parts.Length; i++)
2586 { 2332 {
2587 foreach (SceneObjectPart part in m_parts.Values) 2333 if (parts[i].LocalId == localID)
2588 { 2334 return true;
2589 //m_log.DebugFormat("Found {0}", part.LocalId);
2590 if (part.LocalId == localID)
2591 {
2592 lockPartsForRead(false);
2593 return true;
2594 }
2595 }
2596 } 2335 }
2597 lockPartsForRead(false);
2598 2336
2599 return false; 2337 return false;
2600 } 2338 }
@@ -2644,58 +2382,56 @@ namespace OpenSim.Region.Framework.Scenes
2644 if (m_rootPart.LinkNum == 0) 2382 if (m_rootPart.LinkNum == 0)
2645 m_rootPart.LinkNum = 1; 2383 m_rootPart.LinkNum = 1;
2646 2384
2647 lockPartsForWrite(true); 2385 lock (m_parts.SyncRoot)
2648
2649 m_parts.Add(linkPart.UUID, linkPart);
2650
2651 lockPartsForWrite(false);
2652
2653 // Insert in terms of link numbers, the new links
2654 // before the current ones (with the exception of
2655 // the root prim. Shuffle the old ones up
2656 lockPartsForRead(true);
2657 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
2658 { 2386 {
2659 if (kvp.Value.LinkNum != 1) 2387 m_parts.Add(linkPart.UUID, linkPart);
2388
2389 // Insert in terms of link numbers, the new links
2390 // before the current ones (with the exception of
2391 // the root prim. Shuffle the old ones up
2392 SceneObjectPart[] parts = m_parts.GetArray();
2393 for (int i = 0; i < parts.Length; i++)
2660 { 2394 {
2661 // Don't update root prim link number 2395 SceneObjectPart part = parts[i];
2662 kvp.Value.LinkNum += objectGroup.PrimCount; 2396 if (part.LinkNum != 1)
2397 {
2398 // Don't update root prim link number
2399 part.LinkNum += objectGroup.PrimCount;
2400 }
2663 } 2401 }
2664 } 2402 }
2665 lockPartsForRead(false);
2666 2403
2667 linkPart.LinkNum = 2; 2404 linkPart.LinkNum = 2;
2668 2405
2669 linkPart.SetParent(this); 2406 linkPart.SetParent(this);
2670 linkPart.CreateSelected = true; 2407 linkPart.CreateSelected = true;
2671 2408
2672 //if (linkPart.PhysActor != null) 2409 lock (m_parts.SyncRoot)
2673 //{
2674 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
2675
2676 //linkPart.PhysActor = null;
2677 //}
2678
2679 //TODO: rest of parts
2680 int linkNum = 3;
2681 foreach (SceneObjectPart part in objectGroup.Children.Values)
2682 { 2410 {
2683 if (part.UUID != objectGroup.m_rootPart.UUID) 2411 //if (linkPart.PhysActor != null)
2412 //{
2413 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
2414
2415 //linkPart.PhysActor = null;
2416 //}
2417
2418 //TODO: rest of parts
2419 int linkNum = 3;
2420 SceneObjectPart[] ogParts = objectGroup.Parts;
2421 for (int i = 0; i < ogParts.Length; i++)
2684 { 2422 {
2685 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); 2423 SceneObjectPart part = ogParts[i];
2424 if (part.UUID != objectGroup.m_rootPart.UUID)
2425 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2426 part.ClearUndoState();
2686 } 2427 }
2687 part.ClearUndoState();
2688 } 2428 }
2689 2429
2690 m_scene.UnlinkSceneObject(objectGroup, true); 2430 m_scene.UnlinkSceneObject(objectGroup, true);
2691 objectGroup.m_isDeleted = true; 2431 objectGroup.m_isDeleted = true;
2692 2432
2693 objectGroup.lockPartsForWrite(true);
2694
2695 objectGroup.m_parts.Clear(); 2433 objectGroup.m_parts.Clear();
2696 2434
2697 objectGroup.lockPartsForWrite(false);
2698
2699 // Can't do this yet since backup still makes use of the root part without any synchronization 2435 // Can't do this yet since backup still makes use of the root part without any synchronization
2700// objectGroup.m_rootPart = null; 2436// objectGroup.m_rootPart = null;
2701 2437
@@ -2764,23 +2500,27 @@ namespace OpenSim.Region.Framework.Scenes
2764 Quaternion worldRot = linkPart.GetWorldRotation(); 2500 Quaternion worldRot = linkPart.GetWorldRotation();
2765 2501
2766 // Remove the part from this object 2502 // Remove the part from this object
2767 lockPartsForWrite(true); 2503 lock (m_parts.SyncRoot)
2768 { 2504 {
2769 m_parts.Remove(linkPart.UUID); 2505 m_parts.Remove(linkPart.UUID);
2770 } 2506
2771 lockPartsForWrite(false); 2507 SceneObjectPart[] parts = m_parts.GetArray();
2772 lockPartsForRead(true); 2508
2773 if (m_parts.Count == 1 && RootPart != null) //Single prim is left 2509 if (parts.Length == 1 && RootPart != null)
2774 RootPart.LinkNum = 0;
2775 else
2776 {
2777 foreach (SceneObjectPart p in m_parts.Values)
2778 { 2510 {
2779 if (p.LinkNum > linkPart.LinkNum) 2511 // Single prim left
2780 p.LinkNum--; 2512 RootPart.LinkNum = 0;
2513 }
2514 else
2515 {
2516 for (int i = 0; i < parts.Length; i++)
2517 {
2518 SceneObjectPart part = parts[i];
2519 if (part.LinkNum > linkPart.LinkNum)
2520 part.LinkNum--;
2521 }
2781 } 2522 }
2782 } 2523 }
2783 lockPartsForRead(false);
2784 2524
2785 linkPart.ParentID = 0; 2525 linkPart.ParentID = 0;
2786 linkPart.LinkNum = 0; 2526 linkPart.LinkNum = 0;
@@ -2851,7 +2591,6 @@ namespace OpenSim.Region.Framework.Scenes
2851 part.SetParent(this); 2591 part.SetParent(this);
2852 part.ParentID = m_rootPart.LocalId; 2592 part.ParentID = m_rootPart.LocalId;
2853 2593
2854 // Caller locks m_parts for us
2855 m_parts.Add(part.UUID, part); 2594 m_parts.Add(part.UUID, part);
2856 2595
2857 part.LinkNum = linkNum; 2596 part.LinkNum = linkNum;
@@ -3104,28 +2843,21 @@ namespace OpenSim.Region.Framework.Scenes
3104 2843
3105 if (selectionPart != null) 2844 if (selectionPart != null)
3106 { 2845 {
3107 lockPartsForRead(true); 2846 SceneObjectPart[] parts = m_parts.GetArray();
3108 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values); 2847 for (int i = 0; i < parts.Length; i++)
3109 lockPartsForRead(false);
3110 foreach (SceneObjectPart part in parts)
3111 { 2848 {
3112 if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0) 2849 SceneObjectPart part = parts[i];
2850 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
2851 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
2852 part.Scale.Z > m_scene.RegionInfo.PhysPrimMax)
3113 { 2853 {
3114 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || 2854 UsePhysics = false; // Reset physics
3115 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || 2855 break;
3116 part.Scale.Z > m_scene.RegionInfo.PhysPrimMax)
3117 {
3118 UsePhysics = false; // Reset physics
3119 break;
3120 }
3121 } 2856 }
3122 } 2857 }
3123 2858
3124 foreach (SceneObjectPart part in parts) 2859 for (int i = 0; i < parts.Length; i++)
3125 { 2860 parts[i].UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
3126 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
3127 }
3128
3129 } 2861 }
3130 } 2862 }
3131 2863
@@ -3146,19 +2878,7 @@ namespace OpenSim.Region.Framework.Scenes
3146 /// <returns></returns> 2878 /// <returns></returns>
3147 public int GetPartCount() 2879 public int GetPartCount()
3148 { 2880 {
3149 return Children.Count; 2881 return Parts.Count();
3150 }
3151
3152 /// <summary>
3153 /// Get the parts of this scene object
3154 /// </summary>
3155 /// <returns></returns>
3156 public SceneObjectPart[] GetParts()
3157 {
3158 int numParts = Children.Count;
3159 SceneObjectPart[] partArray = new SceneObjectPart[numParts];
3160 Children.Values.CopyTo(partArray, 0);
3161 return partArray;
3162 } 2882 }
3163 2883
3164 /// <summary> 2884 /// <summary>
@@ -3178,12 +2898,9 @@ namespace OpenSim.Region.Framework.Scenes
3178 public void UpdatePermissions(UUID AgentID, byte field, uint localID, 2898 public void UpdatePermissions(UUID AgentID, byte field, uint localID,
3179 uint mask, byte addRemTF) 2899 uint mask, byte addRemTF)
3180 { 2900 {
3181 List<SceneObjectPart> partList = null; 2901 SceneObjectPart[] parts = m_parts.GetArray();
3182 lock (m_parts) 2902 for (int i = 0; i < parts.Length; i++)
3183 partList = new List<SceneObjectPart>(m_parts.Values); 2903 parts[i].UpdatePermissions(AgentID, field, localID, mask, addRemTF);
3184
3185 foreach (SceneObjectPart part in partList)
3186 part.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
3187 2904
3188 HasGroupChanged = true; 2905 HasGroupChanged = true;
3189 } 2906 }
@@ -3283,15 +3000,17 @@ namespace OpenSim.Region.Framework.Scenes
3283 float y = (scale.Y / part.Scale.Y); 3000 float y = (scale.Y / part.Scale.Y);
3284 float z = (scale.Z / part.Scale.Z); 3001 float z = (scale.Z / part.Scale.Z);
3285 3002
3286 lockPartsForRead(true); 3003 SceneObjectPart[] parts;
3287 if (x > 1.0f || y > 1.0f || z > 1.0f) 3004 if (x > 1.0f || y > 1.0f || z > 1.0f)
3288 { 3005 {
3289 foreach (SceneObjectPart obPart in m_parts.Values) 3006 parts = m_parts.GetArray();
3007 for (int i = 0; i < parts.Length; i++)
3290 { 3008 {
3009 SceneObjectPart obPart = parts[i];
3291 if (obPart.UUID != m_rootPart.UUID) 3010 if (obPart.UUID != m_rootPart.UUID)
3292 { 3011 {
3293 Vector3 oldSize = new Vector3(obPart.Scale);
3294 obPart.IgnoreUndoUpdate = true; 3012 obPart.IgnoreUndoUpdate = true;
3013 Vector3 oldSize = new Vector3(obPart.Scale);
3295 3014
3296 float f = 1.0f; 3015 float f = 1.0f;
3297 float a = 1.0f; 3016 float a = 1.0f;
@@ -3349,12 +3068,11 @@ namespace OpenSim.Region.Framework.Scenes
3349 y *= a; 3068 y *= a;
3350 z *= a; 3069 z *= a;
3351 } 3070 }
3352
3353 } 3071 }
3072 obPart.IgnoreUndoUpdate = false;
3354 } 3073 }
3355 } 3074 }
3356 } 3075 }
3357 lockPartsForRead(false);
3358 3076
3359 Vector3 prevScale = part.Scale; 3077 Vector3 prevScale = part.Scale;
3360 prevScale.X *= x; 3078 prevScale.X *= x;
@@ -3367,9 +3085,12 @@ namespace OpenSim.Region.Framework.Scenes
3367 part.Resize(prevScale); 3085 part.Resize(prevScale);
3368 part.IgnoreUndoUpdate = false; 3086 part.IgnoreUndoUpdate = false;
3369 3087
3370 lockPartsForRead(true); 3088 parts = m_parts.GetArray();
3089 for (int i = 0; i < parts.Length; i++)
3371 { 3090 {
3372 foreach (SceneObjectPart obPart in m_parts.Values) 3091 SceneObjectPart obPart = parts[i];
3092 obPart.IgnoreUndoUpdate = true;
3093 if (obPart.UUID != m_rootPart.UUID)
3373 { 3094 {
3374 if (obPart.UUID != m_rootPart.UUID) 3095 if (obPart.UUID != m_rootPart.UUID)
3375 { 3096 {
@@ -3390,8 +3111,8 @@ namespace OpenSim.Region.Framework.Scenes
3390 } 3111 }
3391 obPart.IgnoreUndoUpdate = false; 3112 obPart.IgnoreUndoUpdate = false;
3392 } 3113 }
3114 obPart.IgnoreUndoUpdate = false;
3393 } 3115 }
3394 lockPartsForRead(false);
3395 3116
3396 if (part.PhysActor != null) 3117 if (part.PhysActor != null)
3397 { 3118 {
@@ -3450,10 +3171,11 @@ namespace OpenSim.Region.Framework.Scenes
3450 public void UpdateSinglePosition(Vector3 pos, uint localID) 3171 public void UpdateSinglePosition(Vector3 pos, uint localID)
3451 { 3172 {
3452 SceneObjectPart part = GetChildPart(localID); 3173 SceneObjectPart part = GetChildPart(localID);
3453 foreach (SceneObjectPart parts in Children.Values) 3174
3454 { 3175 SceneObjectPart[] parts = m_parts.GetArray();
3455 parts.StoreUndoState(UndoType.STATE_PRIM_POSITION); 3176 for (int i = 0; i < parts.Length; i++)
3456 } 3177 parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION);
3178
3457 if (part != null) 3179 if (part != null)
3458 { 3180 {
3459 if (part.UUID == m_rootPart.UUID) 3181 if (part.UUID == m_rootPart.UUID)
@@ -3475,10 +3197,10 @@ namespace OpenSim.Region.Framework.Scenes
3475 /// <param name="pos"></param> 3197 /// <param name="pos"></param>
3476 private void UpdateRootPosition(Vector3 pos) 3198 private void UpdateRootPosition(Vector3 pos)
3477 { 3199 {
3478 foreach (SceneObjectPart part in Children.Values) 3200 SceneObjectPart[] parts = m_parts.GetArray();
3479 { 3201 for (int i = 0; i < parts.Length; i++)
3480 part.StoreUndoState(UndoType.STATE_PRIM_POSITION); 3202 parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION);
3481 } 3203
3482 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3204 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
3483 Vector3 oldPos = 3205 Vector3 oldPos =
3484 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3206 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -3490,17 +3212,13 @@ namespace OpenSim.Region.Framework.Scenes
3490 axDiff *= Quaternion.Inverse(partRotation); 3212 axDiff *= Quaternion.Inverse(partRotation);
3491 diff = axDiff; 3213 diff = axDiff;
3492 3214
3493 lockPartsForRead(true); 3215 parts = m_parts.GetArray();
3216 for (int i = 0; i < parts.Length; i++)
3494 { 3217 {
3495 foreach (SceneObjectPart obPart in m_parts.Values) 3218 SceneObjectPart obPart = parts[i];
3496 { 3219 if (obPart.UUID != m_rootPart.UUID)
3497 if (obPart.UUID != m_rootPart.UUID) 3220 obPart.OffsetPosition = obPart.OffsetPosition + diff;
3498 {
3499 obPart.OffsetPosition = obPart.OffsetPosition + diff;
3500 }
3501 }
3502 } 3221 }
3503 lockPartsForRead(false);
3504 3222
3505 //We have to set undoing here because otherwise an undo state will be saved 3223 //We have to set undoing here because otherwise an undo state will be saved
3506 if (!m_rootPart.Undoing) 3224 if (!m_rootPart.Undoing)
@@ -3540,10 +3258,10 @@ namespace OpenSim.Region.Framework.Scenes
3540 /// <param name="rot"></param> 3258 /// <param name="rot"></param>
3541 public void UpdateGroupRotationR(Quaternion rot) 3259 public void UpdateGroupRotationR(Quaternion rot)
3542 { 3260 {
3543 foreach (SceneObjectPart parts in Children.Values) 3261 SceneObjectPart[] parts = m_parts.GetArray();
3544 { 3262 for (int i = 0; i < parts.Length; i++)
3545 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION); 3263 parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3546 } 3264
3547 m_rootPart.UpdateRotation(rot); 3265 m_rootPart.UpdateRotation(rot);
3548 3266
3549 PhysicsActor actor = m_rootPart.PhysActor; 3267 PhysicsActor actor = m_rootPart.PhysActor;
@@ -3564,10 +3282,10 @@ namespace OpenSim.Region.Framework.Scenes
3564 /// <param name="rot"></param> 3282 /// <param name="rot"></param>
3565 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3283 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
3566 { 3284 {
3567 foreach (SceneObjectPart parts in Children.Values) 3285 SceneObjectPart[] parts = m_parts.GetArray();
3568 { 3286 for (int i = 0; i < parts.Length; i++)
3569 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION); 3287 parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3570 } 3288
3571 m_rootPart.UpdateRotation(rot); 3289 m_rootPart.UpdateRotation(rot);
3572 3290
3573 PhysicsActor actor = m_rootPart.PhysActor; 3291 PhysicsActor actor = m_rootPart.PhysActor;
@@ -3591,10 +3309,10 @@ namespace OpenSim.Region.Framework.Scenes
3591 public void UpdateSingleRotation(Quaternion rot, uint localID) 3309 public void UpdateSingleRotation(Quaternion rot, uint localID)
3592 { 3310 {
3593 SceneObjectPart part = GetChildPart(localID); 3311 SceneObjectPart part = GetChildPart(localID);
3594 foreach (SceneObjectPart parts in Children.Values) 3312 SceneObjectPart[] parts = m_parts.GetArray();
3595 { 3313 for (int i = 0; i < parts.Length; i++)
3596 parts.StoreUndoState(UndoType.STATE_PRIM_ROTATION); 3314 parts[i].StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3597 } 3315
3598 if (part != null) 3316 if (part != null)
3599 { 3317 {
3600 if (part.UUID == m_rootPart.UUID) 3318 if (part.UUID == m_rootPart.UUID)
@@ -3666,10 +3384,10 @@ namespace OpenSim.Region.Framework.Scenes
3666 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3384 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
3667 } 3385 }
3668 3386
3669 lockPartsForRead(true); 3387 SceneObjectPart[] parts = m_parts.GetArray();
3670 3388 for (int i = 0; i < parts.Length; i++)
3671 foreach (SceneObjectPart prim in m_parts.Values)
3672 { 3389 {
3390 SceneObjectPart prim = parts[i];
3673 if (prim.UUID != m_rootPart.UUID) 3391 if (prim.UUID != m_rootPart.UUID)
3674 { 3392 {
3675 prim.IgnoreUndoUpdate = true; 3393 prim.IgnoreUndoUpdate = true;
@@ -3689,7 +3407,6 @@ namespace OpenSim.Region.Framework.Scenes
3689 { 3407 {
3690 m_rootPart.Undoing = false; 3408 m_rootPart.Undoing = false;
3691 } 3409 }
3692 lockPartsForRead(false);
3693 3410
3694 m_rootPart.ScheduleTerseUpdate(); 3411 m_rootPart.ScheduleTerseUpdate();
3695 } 3412 }
@@ -3811,18 +3528,10 @@ namespace OpenSim.Region.Framework.Scenes
3811 3528
3812 if (atTargets.Count > 0) 3529 if (atTargets.Count > 0)
3813 { 3530 {
3814 uint[] localids = new uint[0]; 3531 SceneObjectPart[] parts = m_parts.GetArray();
3815 lockPartsForRead(true); 3532 uint[] localids = new uint[parts.Length];
3816 { 3533 for (int i = 0; i < parts.Length; i++)
3817 localids = new uint[m_parts.Count]; 3534 localids[i] = parts[i].LocalId;
3818 int cntr = 0;
3819 foreach (SceneObjectPart part in m_parts.Values)
3820 {
3821 localids[cntr] = part.LocalId;
3822 cntr++;
3823 }
3824 }
3825 lockPartsForRead(false);
3826 3535
3827 for (int ctr = 0; ctr < localids.Length; ctr++) 3536 for (int ctr = 0; ctr < localids.Length; ctr++)
3828 { 3537 {
@@ -3840,19 +3549,11 @@ namespace OpenSim.Region.Framework.Scenes
3840 if (m_scriptListens_notAtTarget && !at_target) 3549 if (m_scriptListens_notAtTarget && !at_target)
3841 { 3550 {
3842 //trigger not_at_target 3551 //trigger not_at_target
3843 uint[] localids = new uint[0]; 3552 SceneObjectPart[] parts = m_parts.GetArray();
3844 lockPartsForRead(true); 3553 uint[] localids = new uint[parts.Length];
3845 { 3554 for (int i = 0; i < parts.Length; i++)
3846 localids = new uint[m_parts.Count]; 3555 localids[i] = parts[i].LocalId;
3847 int cntr = 0; 3556
3848 foreach (SceneObjectPart part in m_parts.Values)
3849 {
3850 localids[cntr] = part.LocalId;
3851 cntr++;
3852 }
3853 }
3854 lockPartsForRead(false);
3855
3856 for (int ctr = 0; ctr < localids.Length; ctr++) 3557 for (int ctr = 0; ctr < localids.Length; ctr++)
3857 { 3558 {
3858 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); 3559 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
@@ -3892,22 +3593,10 @@ namespace OpenSim.Region.Framework.Scenes
3892 3593
3893 if (atRotTargets.Count > 0) 3594 if (atRotTargets.Count > 0)
3894 { 3595 {
3895 uint[] localids = new uint[0]; 3596 SceneObjectPart[] parts = m_parts.GetArray();
3896 lockPartsForRead(true); 3597 uint[] localids = new uint[parts.Length];
3897 try 3598 for (int i = 0; i < parts.Length; i++)
3898 { 3599 localids[i] = parts[i].LocalId;
3899 localids = new uint[m_parts.Count];
3900 int cntr = 0;
3901 foreach (SceneObjectPart part in m_parts.Values)
3902 {
3903 localids[cntr] = part.LocalId;
3904 cntr++;
3905 }
3906 }
3907 finally
3908 {
3909 lockPartsForRead(false);
3910 }
3911 3600
3912 for (int ctr = 0; ctr < localids.Length; ctr++) 3601 for (int ctr = 0; ctr < localids.Length; ctr++)
3913 { 3602 {
@@ -3925,22 +3614,10 @@ namespace OpenSim.Region.Framework.Scenes
3925 if (m_scriptListens_notAtRotTarget && !at_Rottarget) 3614 if (m_scriptListens_notAtRotTarget && !at_Rottarget)
3926 { 3615 {
3927 //trigger not_at_target 3616 //trigger not_at_target
3928 uint[] localids = new uint[0]; 3617 SceneObjectPart[] parts = m_parts.GetArray();
3929 lockPartsForRead(true); 3618 uint[] localids = new uint[parts.Length];
3930 try 3619 for (int i = 0; i < parts.Length; i++)
3931 { 3620 localids[i] = parts[i].LocalId;
3932 localids = new uint[m_parts.Count];
3933 int cntr = 0;
3934 foreach (SceneObjectPart part in m_parts.Values)
3935 {
3936 localids[cntr] = part.LocalId;
3937 cntr++;
3938 }
3939 }
3940 finally
3941 {
3942 lockPartsForRead(false);
3943 }
3944 3621
3945 for (int ctr = 0; ctr < localids.Length; ctr++) 3622 for (int ctr = 0; ctr < localids.Length; ctr++)
3946 { 3623 {
@@ -3954,45 +3631,38 @@ namespace OpenSim.Region.Framework.Scenes
3954 public float GetMass() 3631 public float GetMass()
3955 { 3632 {
3956 float retmass = 0f; 3633 float retmass = 0f;
3957 lockPartsForRead(true); 3634 SceneObjectPart[] parts = m_parts.GetArray();
3958 { 3635 for (int i = 0; i < parts.Length; i++)
3959 foreach (SceneObjectPart part in m_parts.Values) 3636 retmass += parts[i].GetMass();
3960 { 3637
3961 retmass += part.GetMass();
3962 }
3963 }
3964 lockPartsForRead(false);
3965 return retmass; 3638 return retmass;
3966 } 3639 }
3967 3640
3968 public void CheckSculptAndLoad() 3641 public void CheckSculptAndLoad()
3969 { 3642 {
3970 lockPartsForRead(true); 3643 if (IsDeleted)
3644 return;
3645 if ((RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0)
3646 return;
3647
3648 SceneObjectPart[] parts = m_parts.GetArray();
3649 for (int i = 0; i < parts.Length; i++)
3971 { 3650 {
3972 if (!IsDeleted) 3651 SceneObjectPart part = parts[i];
3652 if (part.Shape.SculptEntry && part.Shape.SculptTexture != UUID.Zero)
3973 { 3653 {
3974 if ((RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) == 0) 3654 // check if a previously decoded sculpt map has been cached
3655 if (File.Exists(System.IO.Path.Combine("j2kDecodeCache", "smap_" + part.Shape.SculptTexture.ToString())))
3975 { 3656 {
3976 foreach (SceneObjectPart part in m_parts.Values) 3657 part.SculptTextureCallback(part.Shape.SculptTexture, null);
3977 { 3658 }
3978 if (part.Shape.SculptEntry && part.Shape.SculptTexture != UUID.Zero) 3659 else
3979 { 3660 {
3980 // check if a previously decoded sculpt map has been cached 3661 m_scene.AssetService.Get(
3981 if (File.Exists(System.IO.Path.Combine("j2kDecodeCache", "smap_" + part.Shape.SculptTexture.ToString()))) 3662 part.Shape.SculptTexture.ToString(), part, AssetReceived);
3982 {
3983 part.SculptTextureCallback(part.Shape.SculptTexture, null);
3984 }
3985 else
3986 {
3987 m_scene.AssetService.Get(
3988 part.Shape.SculptTexture.ToString(), part, AssetReceived);
3989 }
3990 }
3991 }
3992 } 3663 }
3993 } 3664 }
3994 } 3665 }
3995 lockPartsForRead(false);
3996 } 3666 }
3997 3667
3998 protected void AssetReceived(string id, Object sender, AssetBase asset) 3668 protected void AssetReceived(string id, Object sender, AssetBase asset)
@@ -4013,17 +3683,13 @@ namespace OpenSim.Region.Framework.Scenes
4013 /// <param name="client"></param> 3683 /// <param name="client"></param>
4014 public void SetGroup(UUID GroupID, IClientAPI client) 3684 public void SetGroup(UUID GroupID, IClientAPI client)
4015 { 3685 {
4016 lockPartsForRead(true); 3686 SceneObjectPart[] parts = m_parts.GetArray();
3687 for (int i = 0; i < parts.Length; i++)
4017 { 3688 {
4018 foreach (SceneObjectPart part in m_parts.Values) 3689 SceneObjectPart part = parts[i];
4019 { 3690 part.SetGroup(GroupID, client);
4020 part.SetGroup(GroupID, client); 3691 part.Inventory.ChangeInventoryGroup(GroupID);
4021 part.Inventory.ChangeInventoryGroup(GroupID);
4022 }
4023
4024 HasGroupChanged = true;
4025 } 3692 }
4026 lockPartsForRead(false);
4027 3693
4028 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 3694 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
4029 // for the same object with very different properties. The caller must schedule the update. 3695 // for the same object with very different properties. The caller must schedule the update.
@@ -4032,10 +3698,9 @@ namespace OpenSim.Region.Framework.Scenes
4032 3698
4033 public void TriggerScriptChangedEvent(Changed val) 3699 public void TriggerScriptChangedEvent(Changed val)
4034 { 3700 {
4035 foreach (SceneObjectPart part in Children.Values) 3701 SceneObjectPart[] parts = m_parts.GetArray();
4036 { 3702 for (int i = 0; i < parts.Length; i++)
4037 part.TriggerScriptChangedEvent(val); 3703 parts[i].TriggerScriptChangedEvent(val);
4038 }
4039 } 3704 }
4040 3705
4041 public override string ToString() 3706 public override string ToString()
@@ -4045,12 +3710,9 @@ namespace OpenSim.Region.Framework.Scenes
4045 3710
4046 public void SetAttachmentPoint(byte point) 3711 public void SetAttachmentPoint(byte point)
4047 { 3712 {
4048 lockPartsForRead(true); 3713 SceneObjectPart[] parts = m_parts.GetArray();
4049 { 3714 for (int i = 0; i < parts.Length; i++)
4050 foreach (SceneObjectPart part in m_parts.Values) 3715 parts[i].SetAttachmentPoint(point);
4051 part.SetAttachmentPoint(point);
4052 }
4053 lockPartsForRead(false);
4054 } 3716 }
4055 3717
4056 #region ISceneObject 3718 #region ISceneObject