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authorMelanie Thielker2017-01-05 19:07:37 +0000
committerMelanie Thielker2017-01-05 19:07:37 +0000
commitb16abc8166c29585cb76cc55c3bdd76e5833cb4f (patch)
tree6a34f465a74b7a3a6dc00a3d7aa8dcc25ac3e3a5 /OpenSim/Region/Framework/Scenes
parentMake it possible to disable the bakes module in the way it is described in co... (diff)
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Massive tab and trailing space cleanup
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs18
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/BinBVHAnimation.cs40
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/DefaultAvatarAnimations.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs6
-rw-r--r--OpenSim/Region/Framework/Scenes/AsyncInventorySender.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs38
-rw-r--r--OpenSim/Region/Framework/Scenes/CoalescedSceneObjects.cs40
-rw-r--r--OpenSim/Region/Framework/Scenes/CollisionSounds.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/EntityManager.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs260
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs8
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs30
-rw-r--r--OpenSim/Region/Framework/Scenes/RegionStatsHandler.cs8
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPMaterial.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs82
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs32
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Permissions.cs58
-rwxr-xr-xOpenSim/Region/Framework/Scenes/Scene.cs192
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs18
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs6
-rwxr-xr-xOpenSim/Region/Framework/Scenes/SceneGraph.cs58
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs10
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs26
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs192
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs244
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs58
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs278
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs6
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/CoalescedSceneObjectsSerializer.cs60
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs28
-rwxr-xr-xOpenSim/Region/Framework/Scenes/SimStatsReporter.cs46
-rw-r--r--OpenSim/Region/Framework/Scenes/TerrainChannel.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/TerrainCompressor.cs16
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/EntityManagerTests.cs22
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneGraphTests.cs18
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs28
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectCopyTests.cs32
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectCrossingTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs38
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs54
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectSpatialTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectStatusTests.cs10
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs32
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs8
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs6
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneTelehubTests.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SharedRegionModuleTests.cs18
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs20
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs18
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs12
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs28
54 files changed, 1118 insertions, 1118 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs b/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs
index eb1a970..4d350dd 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs
@@ -48,16 +48,16 @@ namespace OpenSim.Region.Framework.Scenes.Animation
48 private OpenSim.Framework.Animation m_defaultAnimation = new OpenSim.Framework.Animation(); 48 private OpenSim.Framework.Animation m_defaultAnimation = new OpenSim.Framework.Animation();
49 private List<OpenSim.Framework.Animation> m_animations = new List<OpenSim.Framework.Animation>(); 49 private List<OpenSim.Framework.Animation> m_animations = new List<OpenSim.Framework.Animation>();
50 50
51 public OpenSim.Framework.Animation DefaultAnimation 51 public OpenSim.Framework.Animation DefaultAnimation
52 { 52 {
53 get { return m_defaultAnimation; } 53 get { return m_defaultAnimation; }
54 } 54 }
55 55
56 public OpenSim.Framework.Animation ImplicitDefaultAnimation 56 public OpenSim.Framework.Animation ImplicitDefaultAnimation
57 { 57 {
58 get { return m_implicitDefaultAnimation; } 58 get { return m_implicitDefaultAnimation; }
59 } 59 }
60 60
61 public AnimationSet() 61 public AnimationSet()
62 { 62 {
63 ResetDefaultAnimation(); 63 ResetDefaultAnimation();
@@ -101,7 +101,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
101 /// </summary> 101 /// </summary>
102 /// <param name='animID'></param> 102 /// <param name='animID'></param>
103 /// <param name='allowNoDefault'> 103 /// <param name='allowNoDefault'>
104 /// If true, then the default animation can be entirely removed. 104 /// If true, then the default animation can be entirely removed.
105 /// If false, then removing the default animation will reset it to the simulator default (currently STAND). 105 /// If false, then removing the default animation will reset it to the simulator default (currently STAND).
106 /// </param> 106 /// </param>
107 public bool Remove(UUID animID, bool allowNoDefault) 107 public bool Remove(UUID animID, bool allowNoDefault)
@@ -215,9 +215,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
215 foreach (OpenSim.Framework.Animation anim in m_animations) 215 foreach (OpenSim.Framework.Animation anim in m_animations)
216 theArray[i++] = anim; 216 theArray[i++] = anim;
217 } 217 }
218 catch 218 catch
219 { 219 {
220 /* S%^t happens. Ignore. */ 220 /* S%^t happens. Ignore. */
221 } 221 }
222 return theArray; 222 return theArray;
223 } 223 }
diff --git a/OpenSim/Region/Framework/Scenes/Animation/BinBVHAnimation.cs b/OpenSim/Region/Framework/Scenes/Animation/BinBVHAnimation.cs
index b3b38b2..def993f 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/BinBVHAnimation.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/BinBVHAnimation.cs
@@ -33,8 +33,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
33{ 33{
34 /// <summary> 34 /// <summary>
35 /// Written to decode and encode a binary animation asset. 35 /// Written to decode and encode a binary animation asset.
36 /// The SecondLife Client reads in a BVH file and converts 36 /// The SecondLife Client reads in a BVH file and converts
37 /// it to the format described here. This isn't 37 /// it to the format described here. This isn't
38 /// </summary> 38 /// </summary>
39 public class BinBVHAnimation 39 public class BinBVHAnimation
40 { 40 {
@@ -109,7 +109,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
109 /// Contains an array of joints 109 /// Contains an array of joints
110 /// </summary> 110 /// </summary>
111 public binBVHJoint[] Joints; 111 public binBVHJoint[] Joints;
112 112
113 113
114 public byte[] ToBytes() 114 public byte[] ToBytes()
115 { 115 {
@@ -136,14 +136,14 @@ namespace OpenSim.Region.Framework.Scenes.Animation
136 Joints[i].WriteBytesToStream(iostream, InPoint, OutPoint); 136 Joints[i].WriteBytesToStream(iostream, InPoint, OutPoint);
137 } 137 }
138 iostream.Write(BinBVHUtil.ES(Utils.IntToBytes(0))); 138 iostream.Write(BinBVHUtil.ES(Utils.IntToBytes(0)));
139 139
140 using (MemoryStream ms2 = (MemoryStream)iostream.BaseStream) 140 using (MemoryStream ms2 = (MemoryStream)iostream.BaseStream)
141 outputbytes = ms2.ToArray(); 141 outputbytes = ms2.ToArray();
142 } 142 }
143 143
144 return outputbytes; 144 return outputbytes;
145 } 145 }
146 146
147 public BinBVHAnimation() 147 public BinBVHAnimation()
148 { 148 {
149 rotationkeys = 0; 149 rotationkeys = 0;
@@ -160,7 +160,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
160 EaseOutTime = 0; 160 EaseOutTime = 0;
161 HandPose = 1; 161 HandPose = 1;
162 m_jointCount = 0; 162 m_jointCount = 0;
163 163
164 Joints = new binBVHJoint[1]; 164 Joints = new binBVHJoint[1];
165 Joints[0] = new binBVHJoint(); 165 Joints[0] = new binBVHJoint();
166 Joints[0].Name = "mPelvis"; 166 Joints[0].Name = "mPelvis";
@@ -180,7 +180,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
180 Joints[0].positionkeys[0].key_element.X = ((float)rnd.NextDouble() * 2 - 1); 180 Joints[0].positionkeys[0].key_element.X = ((float)rnd.NextDouble() * 2 - 1);
181 Joints[0].positionkeys[0].key_element.Y = ((float)rnd.NextDouble() * 2 - 1); 181 Joints[0].positionkeys[0].key_element.Y = ((float)rnd.NextDouble() * 2 - 1);
182 Joints[0].positionkeys[0].key_element.Z = ((float)rnd.NextDouble() * 2 - 1); 182 Joints[0].positionkeys[0].key_element.Z = ((float)rnd.NextDouble() * 2 - 1);
183 183
184 184
185 } 185 }
186 186
@@ -235,7 +235,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
235 } 235 }
236 } 236 }
237 237
238 238
239 /// <summary> 239 /// <summary>
240 /// Variable length strings seem to be null terminated in the animation asset.. but.. 240 /// Variable length strings seem to be null terminated in the animation asset.. but..
241 /// use with caution, home grown. 241 /// use with caution, home grown.
@@ -294,7 +294,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
294 /// <returns>The Joint data serialized into the binBVHJoint structure</returns> 294 /// <returns>The Joint data serialized into the binBVHJoint structure</returns>
295 private binBVHJoint readJoint(byte[] data, ref int i) 295 private binBVHJoint readJoint(byte[] data, ref int i)
296 { 296 {
297 297
298 binBVHJointKey[] positions; 298 binBVHJointKey[] positions;
299 binBVHJointKey[] rotations; 299 binBVHJointKey[] rotations;
300 300
@@ -312,14 +312,14 @@ namespace OpenSim.Region.Framework.Scenes.Animation
312 312
313 pJoint.Name = ReadBytesUntilNull(data, ref i); // Joint name 313 pJoint.Name = ReadBytesUntilNull(data, ref i); // Joint name
314 314
315 /* 315 /*
316 2 <- Priority Revisited 316 2 <- Priority Revisited
317 0 317 0
318 0 318 0
319 0 319 0
320 */ 320 */
321 321
322 /* 322 /*
323 5 <-- 5 keyframes 323 5 <-- 5 keyframes
324 0 324 0
325 0 325 0
@@ -327,7 +327,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
327 ... 5 Keyframe data blocks 327 ... 5 Keyframe data blocks
328 */ 328 */
329 329
330 /* 330 /*
331 2 <-- 2 keyframes 331 2 <-- 2 keyframes
332 0 332 0
333 0 333 0
@@ -428,8 +428,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
428 } 428 }
429 return m_keys; 429 return m_keys;
430 } 430 }
431 431
432 432
433 433
434 } 434 }
435 /// <summary> 435 /// <summary>
@@ -443,7 +443,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
443 public string Name; 443 public string Name;
444 444
445 /// <summary> 445 /// <summary>
446 /// Joint Animation Override? Was the same as the Priority in testing.. 446 /// Joint Animation Override? Was the same as the Priority in testing..
447 /// </summary> 447 /// </summary>
448 public int Priority; 448 public int Priority;
449 449
@@ -523,7 +523,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
523 public static class BinBVHUtil 523 public static class BinBVHUtil
524 { 524 {
525 public const float ONE_OVER_U16_MAX = 1.0f / UInt16.MaxValue; 525 public const float ONE_OVER_U16_MAX = 1.0f / UInt16.MaxValue;
526 526
527 public static UInt16 FloatToUInt16(float val, float lower, float upper) 527 public static UInt16 FloatToUInt16(float val, float lower, float upper)
528 { 528 {
529 UInt16 uival = 0; 529 UInt16 uival = 0;
@@ -536,7 +536,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
536 { 536 {
537 upper -= lower; 537 upper -= lower;
538 val = val - lower; 538 val = val - lower;
539 539
540 // start with 500 upper and 200 lower.. subtract 200 from the upper and the value 540 // start with 500 upper and 200 lower.. subtract 200 from the upper and the value
541 } 541 }
542 else //if (lower < 0 && upper > 0) 542 else //if (lower < 0 && upper > 0)
@@ -558,8 +558,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
558 558
559 return uival; 559 return uival;
560 } 560 }
561 561
562 562
563 /// <summary> 563 /// <summary>
564 /// Endian Swap 564 /// Endian Swap
565 /// Swaps endianness if necessary 565 /// Swaps endianness if necessary
@@ -590,7 +590,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
590 output[i] = Convert.ToByte(chr[i]); 590 output[i] = Convert.ToByte(chr[i]);
591 591
592 } 592 }
593 593
594 output[i] = Convert.ToByte('\0'); 594 output[i] = Convert.ToByte('\0');
595 return output; 595 return output;
596 } 596 }
diff --git a/OpenSim/Region/Framework/Scenes/Animation/DefaultAvatarAnimations.cs b/OpenSim/Region/Framework/Scenes/Animation/DefaultAvatarAnimations.cs
index b79dd8f..b8db3a9 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/DefaultAvatarAnimations.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/DefaultAvatarAnimations.cs
@@ -55,7 +55,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
55 private static void LoadAnimations(string path) 55 private static void LoadAnimations(string path)
56 { 56 {
57// Dictionary<string, UUID> animations = new Dictionary<string, UUID>(); 57// Dictionary<string, UUID> animations = new Dictionary<string, UUID>();
58 58
59 using (XmlTextReader reader = new XmlTextReader(path)) 59 using (XmlTextReader reader = new XmlTextReader(path))
60 { 60 {
61 XmlDocument doc = new XmlDocument(); 61 XmlDocument doc = new XmlDocument();
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 13d4562..6b31555 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -123,7 +123,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 123 /// </summary>
124 /// <param name='animID'></param> 124 /// <param name='animID'></param>
125 /// <param name='allowNoDefault'> 125 /// <param name='allowNoDefault'>
126 /// If true, then the default animation can be entirely removed. 126 /// If true, then the default animation can be entirely removed.
127 /// If false, then removing the default animation will reset it to the simulator default (currently STAND). 127 /// If false, then removing the default animation will reset it to the simulator default (currently STAND).
128 /// </param> 128 /// </param>
129 public void RemoveAnimation(UUID animID, bool allowNoDefault) 129 public void RemoveAnimation(UUID animID, bool allowNoDefault)
@@ -192,7 +192,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
192 /// that are mutually exclusive, e.g. flying and sitting. 192 /// that are mutually exclusive, e.g. flying and sitting.
193 /// </summary> 193 /// </summary>
194 /// <returns>'true' if the animation was updated</returns> 194 /// <returns>'true' if the animation was updated</returns>
195 /// 195 ///
196 196
197 197
198 198
@@ -488,7 +488,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
488 m_animTickLand = Environment.TickCount; 488 m_animTickLand = Environment.TickCount;
489 // TODO: SOFT_LAND support 489 // TODO: SOFT_LAND support
490 float fallVsq = m_lastFallVelocity * m_lastFallVelocity; 490 float fallVsq = m_lastFallVelocity * m_lastFallVelocity;
491 if (fallVsq > 300f) // aprox 20*h 491 if (fallVsq > 300f) // aprox 20*h
492 return "STANDUP"; 492 return "STANDUP";
493 else if (fallVsq > 160f) 493 else if (fallVsq > 160f)
494 return "SOFT_LAND"; 494 return "SOFT_LAND";
diff --git a/OpenSim/Region/Framework/Scenes/AsyncInventorySender.cs b/OpenSim/Region/Framework/Scenes/AsyncInventorySender.cs
index 4362e28..c874fdb 100644
--- a/OpenSim/Region/Framework/Scenes/AsyncInventorySender.cs
+++ b/OpenSim/Region/Framework/Scenes/AsyncInventorySender.cs
@@ -144,10 +144,10 @@ namespace OpenSim.Region.Framework.Scenes
144// "[ASYNC INVENTORY SENDER]: Handling request from {0} for {1} on queue", fh.Client.Name, fh.ItemID); 144// "[ASYNC INVENTORY SENDER]: Handling request from {0} for {1} on queue", fh.Client.Name, fh.ItemID);
145 145
146 InventoryItemBase item = m_scene.InventoryService.GetItem(fh.Client.AgentId, fh.ItemID); 146 InventoryItemBase item = m_scene.InventoryService.GetItem(fh.Client.AgentId, fh.ItemID);
147 147
148 if (item != null) 148 if (item != null)
149 fh.Client.SendInventoryItemDetails(item.Owner, item); 149 fh.Client.SendInventoryItemDetails(item.Owner, item);
150 150
151 // TODO: Possibly log any failure 151 // TODO: Possibly log any failure
152 } 152 }
153 } 153 }
diff --git a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
index 11a0146..7509686 100644
--- a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
+++ b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
@@ -44,29 +44,29 @@ namespace OpenSim.Region.Framework.Scenes
44 public UUID folderID; 44 public UUID folderID;
45 public bool permissionToDelete; 45 public bool permissionToDelete;
46 } 46 }
47 47
48 /// <summary> 48 /// <summary>
49 /// Asynchronously derez objects. This is used to derez large number of objects to inventory without holding 49 /// Asynchronously derez objects. This is used to derez large number of objects to inventory without holding
50 /// up the main client thread. 50 /// up the main client thread.
51 /// </summary> 51 /// </summary>
52 public class AsyncSceneObjectGroupDeleter 52 public class AsyncSceneObjectGroupDeleter
53 { 53 {
54 private static readonly ILog m_log 54 private static readonly ILog m_log
55 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 55 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
56 56
57 /// <value> 57 /// <value>
58 /// Is the deleter currently enabled? 58 /// Is the deleter currently enabled?
59 /// </value> 59 /// </value>
60 public bool Enabled; 60 public bool Enabled;
61 61
62 private Timer m_inventoryTicker = new Timer(2000); 62 private Timer m_inventoryTicker = new Timer(2000);
63 private readonly Queue<DeleteToInventoryHolder> m_inventoryDeletes = new Queue<DeleteToInventoryHolder>(); 63 private readonly Queue<DeleteToInventoryHolder> m_inventoryDeletes = new Queue<DeleteToInventoryHolder>();
64 private Scene m_scene; 64 private Scene m_scene;
65 65
66 public AsyncSceneObjectGroupDeleter(Scene scene) 66 public AsyncSceneObjectGroupDeleter(Scene scene)
67 { 67 {
68 m_scene = scene; 68 m_scene = scene;
69 69
70 m_inventoryTicker.AutoReset = false; 70 m_inventoryTicker.AutoReset = false;
71 m_inventoryTicker.Elapsed += InventoryRunDeleteTimer; 71 m_inventoryTicker.Elapsed += InventoryRunDeleteTimer;
72 } 72 }
@@ -75,7 +75,7 @@ namespace OpenSim.Region.Framework.Scenes
75 /// Delete the given object from the scene 75 /// Delete the given object from the scene
76 /// </summary> 76 /// </summary>
77 public void DeleteToInventory(DeRezAction action, UUID folderID, 77 public void DeleteToInventory(DeRezAction action, UUID folderID,
78 List<SceneObjectGroup> objectGroups, IClientAPI remoteClient, 78 List<SceneObjectGroup> objectGroups, IClientAPI remoteClient,
79 bool permissionToDelete) 79 bool permissionToDelete)
80 { 80 {
81 if (Enabled) 81 if (Enabled)
@@ -97,7 +97,7 @@ namespace OpenSim.Region.Framework.Scenes
97 if (Enabled) 97 if (Enabled)
98 lock (m_inventoryTicker) 98 lock (m_inventoryTicker)
99 m_inventoryTicker.Start(); 99 m_inventoryTicker.Start();
100 100
101 // Visually remove it, even if it isnt really gone yet. This means that if we crash before the object 101 // Visually remove it, even if it isnt really gone yet. This means that if we crash before the object
102 // has gone to inventory, it will reappear in the region again on restart instead of being lost. 102 // has gone to inventory, it will reappear in the region again on restart instead of being lost.
103 // This is not ideal since the object will still be available for manipulation when it should be, but it's 103 // This is not ideal since the object will still be available for manipulation when it should be, but it's
@@ -108,7 +108,7 @@ namespace OpenSim.Region.Framework.Scenes
108 g.DeleteGroupFromScene(false); 108 g.DeleteGroupFromScene(false);
109 } 109 }
110 } 110 }
111 111
112 private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e) 112 private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e)
113 { 113 {
114// m_log.Debug("[ASYNC DELETER]: Starting send to inventory loop"); 114// m_log.Debug("[ASYNC DELETER]: Starting send to inventory loop");
@@ -116,8 +116,8 @@ namespace OpenSim.Region.Framework.Scenes
116 // We must set appearance parameters in the en_US culture in order to avoid issues where values are saved 116 // We must set appearance parameters in the en_US culture in order to avoid issues where values are saved
117 // in a culture where decimal points are commas and then reloaded in a culture which just treats them as 117 // in a culture where decimal points are commas and then reloaded in a culture which just treats them as
118 // number seperators. 118 // number seperators.
119 Culture.SetCurrentCulture(); 119 Culture.SetCurrentCulture();
120 120
121 while (InventoryDeQueueAndDelete()) 121 while (InventoryDeQueueAndDelete())
122 { 122 {
123 //m_log.Debug("[ASYNC DELETER]: Sent item successfully to inventory, continuing..."); 123 //m_log.Debug("[ASYNC DELETER]: Sent item successfully to inventory, continuing...");
@@ -131,7 +131,7 @@ namespace OpenSim.Region.Framework.Scenes
131 public bool InventoryDeQueueAndDelete() 131 public bool InventoryDeQueueAndDelete()
132 { 132 {
133 DeleteToInventoryHolder x = null; 133 DeleteToInventoryHolder x = null;
134 134
135 try 135 try
136 { 136 {
137 lock (m_inventoryDeletes) 137 lock (m_inventoryDeletes)
@@ -144,13 +144,13 @@ namespace OpenSim.Region.Framework.Scenes
144// m_log.DebugFormat( 144// m_log.DebugFormat(
145// "[ASYNC DELETER]: Sending object to user's inventory, action {1}, count {2}, {0} item(s) remaining.", 145// "[ASYNC DELETER]: Sending object to user's inventory, action {1}, count {2}, {0} item(s) remaining.",
146// left, x.action, x.objectGroups.Count); 146// left, x.action, x.objectGroups.Count);
147 147
148 try 148 try
149 { 149 {
150 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); 150 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
151 if (invAccess != null) 151 if (invAccess != null)
152 invAccess.CopyToInventory(x.action, x.folderID, x.objectGroups, x.remoteClient, false); 152 invAccess.CopyToInventory(x.action, x.folderID, x.objectGroups, x.remoteClient, false);
153 153
154 if (x.permissionToDelete) 154 if (x.permissionToDelete)
155 { 155 {
156 foreach (SceneObjectGroup g in x.objectGroups) 156 foreach (SceneObjectGroup g in x.objectGroups)
@@ -162,7 +162,7 @@ namespace OpenSim.Region.Framework.Scenes
162 m_log.ErrorFormat( 162 m_log.ErrorFormat(
163 "[ASYNC DELETER]: Exception background sending object: {0}{1}", e.Message, e.StackTrace); 163 "[ASYNC DELETER]: Exception background sending object: {0}{1}", e.Message, e.StackTrace);
164 } 164 }
165 165
166 return true; 166 return true;
167 } 167 }
168 } 168 }
@@ -173,14 +173,14 @@ namespace OpenSim.Region.Framework.Scenes
173 // FIXME: This needs to be fixed. 173 // FIXME: This needs to be fixed.
174 m_log.ErrorFormat( 174 m_log.ErrorFormat(
175 "[ASYNC DELETER]: Queued sending of scene object to agent {0} {1} failed: {2} {3}", 175 "[ASYNC DELETER]: Queued sending of scene object to agent {0} {1} failed: {2} {3}",
176 (x != null ? x.remoteClient.Name : "unavailable"), 176 (x != null ? x.remoteClient.Name : "unavailable"),
177 (x != null ? x.remoteClient.AgentId.ToString() : "unavailable"), 177 (x != null ? x.remoteClient.AgentId.ToString() : "unavailable"),
178 e.Message, 178 e.Message,
179 e.StackTrace); 179 e.StackTrace);
180 } 180 }
181 181
182// m_log.Debug("[ASYNC DELETER]: No objects left in inventory send queue."); 182// m_log.Debug("[ASYNC DELETER]: No objects left in inventory send queue.");
183 183
184 return false; 184 return false;
185 } 185 }
186 } 186 }
diff --git a/OpenSim/Region/Framework/Scenes/CoalescedSceneObjects.cs b/OpenSim/Region/Framework/Scenes/CoalescedSceneObjects.cs
index af8ccda..8831764 100644
--- a/OpenSim/Region/Framework/Scenes/CoalescedSceneObjects.cs
+++ b/OpenSim/Region/Framework/Scenes/CoalescedSceneObjects.cs
@@ -37,12 +37,12 @@ namespace OpenSim.Region.Framework.Scenes
37 /// are grouped together. 37 /// are grouped together.
38 /// </summary> 38 /// </summary>
39 public class CoalescedSceneObjects 39 public class CoalescedSceneObjects
40 { 40 {
41 /// <summary> 41 /// <summary>
42 /// The creator of this coalesence, though not necessarily the objects within it. 42 /// The creator of this coalesence, though not necessarily the objects within it.
43 /// </summary> 43 /// </summary>
44 public UUID CreatorId { get; set; } 44 public UUID CreatorId { get; set; }
45 45
46 /// <summary> 46 /// <summary>
47 /// The number of objects in this coalesence 47 /// The number of objects in this coalesence
48 /// </summary> 48 /// </summary>
@@ -54,12 +54,12 @@ namespace OpenSim.Region.Framework.Scenes
54 return m_memberObjects.Count; 54 return m_memberObjects.Count;
55 } 55 }
56 } 56 }
57 57
58 /// <summary> 58 /// <summary>
59 /// Does this coalesence have any member objects? 59 /// Does this coalesence have any member objects?
60 /// </summary> 60 /// </summary>
61 public bool HasObjects { get { return Count > 0; } } 61 public bool HasObjects { get { return Count > 0; } }
62 62
63 /// <summary> 63 /// <summary>
64 /// Get the objects currently in this coalescence 64 /// Get the objects currently in this coalescence
65 /// </summary> 65 /// </summary>
@@ -70,13 +70,13 @@ namespace OpenSim.Region.Framework.Scenes
70 lock (m_memberObjects) 70 lock (m_memberObjects)
71 return new List<SceneObjectGroup>(m_memberObjects); 71 return new List<SceneObjectGroup>(m_memberObjects);
72 } 72 }
73 } 73 }
74 74
75 /// <summary> 75 /// <summary>
76 /// Get the scene that contains the objects in this coalescence. If there are no objects then null is returned. 76 /// Get the scene that contains the objects in this coalescence. If there are no objects then null is returned.
77 /// </summary> 77 /// </summary>
78 public Scene Scene 78 public Scene Scene
79 { 79 {
80 get 80 get
81 { 81 {
82 if (!HasObjects) 82 if (!HasObjects)
@@ -85,24 +85,24 @@ namespace OpenSim.Region.Framework.Scenes
85 return Objects[0].Scene; 85 return Objects[0].Scene;
86 } 86 }
87 } 87 }
88 88
89 /// <summary> 89 /// <summary>
90 /// At this point, we need to preserve the order of objects added to the coalescence, since the first 90 /// At this point, we need to preserve the order of objects added to the coalescence, since the first
91 /// one will end up matching the item name when rerezzed. 91 /// one will end up matching the item name when rerezzed.
92 /// </summary> 92 /// </summary>
93 protected List<SceneObjectGroup> m_memberObjects = new List<SceneObjectGroup>(); 93 protected List<SceneObjectGroup> m_memberObjects = new List<SceneObjectGroup>();
94 94
95 public CoalescedSceneObjects(UUID creatorId) 95 public CoalescedSceneObjects(UUID creatorId)
96 { 96 {
97 CreatorId = creatorId; 97 CreatorId = creatorId;
98 } 98 }
99 99
100 public CoalescedSceneObjects(UUID creatorId, params SceneObjectGroup[] objs) : this(creatorId) 100 public CoalescedSceneObjects(UUID creatorId, params SceneObjectGroup[] objs) : this(creatorId)
101 { 101 {
102 foreach (SceneObjectGroup obj in objs) 102 foreach (SceneObjectGroup obj in objs)
103 Add(obj); 103 Add(obj);
104 } 104 }
105 105
106 /// <summary> 106 /// <summary>
107 /// Add an object to the coalescence. 107 /// Add an object to the coalescence.
108 /// </summary> 108 /// </summary>
@@ -113,7 +113,7 @@ namespace OpenSim.Region.Framework.Scenes
113 lock (m_memberObjects) 113 lock (m_memberObjects)
114 m_memberObjects.Add(obj); 114 m_memberObjects.Add(obj);
115 } 115 }
116 116
117 /// <summary> 117 /// <summary>
118 /// Removes a scene object from the coalescene 118 /// Removes a scene object from the coalescene
119 /// </summary> 119 /// </summary>
@@ -124,7 +124,7 @@ namespace OpenSim.Region.Framework.Scenes
124 lock (m_memberObjects) 124 lock (m_memberObjects)
125 return m_memberObjects.Remove(obj); 125 return m_memberObjects.Remove(obj);
126 } 126 }
127 127
128 /// <summary> 128 /// <summary>
129 /// Get the total size of the coalescence (the size required to cover all the objects within it) and the 129 /// Get the total size of the coalescence (the size required to cover all the objects within it) and the
130 /// offsets of each of those objects. 130 /// offsets of each of those objects.
@@ -138,16 +138,16 @@ namespace OpenSim.Region.Framework.Scenes
138 float minX, minY, minZ; 138 float minX, minY, minZ;
139 float maxX, maxY, maxZ; 139 float maxX, maxY, maxZ;
140 140
141 Vector3[] offsets 141 Vector3[] offsets
142 = Scene.GetCombinedBoundingBox( 142 = Scene.GetCombinedBoundingBox(
143 Objects, out minX, out maxX, out minY, out maxY, out minZ, out maxZ); 143 Objects, out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
144 144
145 float sizeX = maxX - minX; 145 float sizeX = maxX - minX;
146 float sizeY = maxY - minY; 146 float sizeY = maxY - minY;
147 float sizeZ = maxZ - minZ; 147 float sizeZ = maxZ - minZ;
148 148
149 size = new Vector3(sizeX, sizeY, sizeZ); 149 size = new Vector3(sizeX, sizeY, sizeZ);
150 150
151 return offsets; 151 return offsets;
152 } 152 }
153 } 153 }
diff --git a/OpenSim/Region/Framework/Scenes/CollisionSounds.cs b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
index 84817a0..e76fef4 100644
--- a/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
+++ b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
@@ -113,7 +113,7 @@ namespace OpenSim.Region.Framework.Scenes
113 snd_StonePlastic, snd_MetalPlastic, snd_GlassPlastic, snd_WoodPlastic, snd_FleshPlastic, snd_PlasticPlastic, snd_PlasticRubber, 113 snd_StonePlastic, snd_MetalPlastic, snd_GlassPlastic, snd_WoodPlastic, snd_FleshPlastic, snd_PlasticPlastic, snd_PlasticRubber,
114 snd_StoneRubber, snd_MetalRubber, snd_GlassRubber, snd_WoodRubber, snd_FleshRubber, snd_PlasticRubber, snd_RubberRubber 114 snd_StoneRubber, snd_MetalRubber, snd_GlassRubber, snd_WoodRubber, snd_FleshRubber, snd_PlasticRubber, snd_RubberRubber
115 }; 115 };
116 116
117 public static void PartCollisionSound(SceneObjectPart part, List<CollisionForSoundInfo> collidersinfolist) 117 public static void PartCollisionSound(SceneObjectPart part, List<CollisionForSoundInfo> collidersinfolist)
118 { 118 {
119 if (collidersinfolist.Count == 0 || part == null) 119 if (collidersinfolist.Count == 0 || part == null)
diff --git a/OpenSim/Region/Framework/Scenes/EntityManager.cs b/OpenSim/Region/Framework/Scenes/EntityManager.cs
index 7181313..4654efe 100644
--- a/OpenSim/Region/Framework/Scenes/EntityManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EntityManager.cs
@@ -38,8 +38,8 @@ namespace OpenSim.Region.Framework.Scenes
38 public class EntityManager 38 public class EntityManager
39 { 39 {
40// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 40// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
41 41
42 private readonly DoubleDictionaryThreadAbortSafe<UUID, uint, EntityBase> m_entities 42 private readonly DoubleDictionaryThreadAbortSafe<UUID, uint, EntityBase> m_entities
43 = new DoubleDictionaryThreadAbortSafe<UUID, uint, EntityBase>(); 43 = new DoubleDictionaryThreadAbortSafe<UUID, uint, EntityBase>();
44 44
45 public int Count 45 public int Count
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 6ff3049..1e9711d 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -44,7 +44,7 @@ namespace OpenSim.Region.Framework.Scenes
44 public class EventManager 44 public class EventManager
45 { 45 {
46 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 46 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
47 47
48 public delegate void OnFrameDelegate(); 48 public delegate void OnFrameDelegate();
49 49
50 /// <summary> 50 /// <summary>
@@ -121,7 +121,7 @@ namespace OpenSim.Region.Framework.Scenes
121 public event OnClientConnectCoreDelegate OnClientConnect; 121 public event OnClientConnectCoreDelegate OnClientConnect;
122 122
123 public delegate void OnNewClientDelegate(IClientAPI client); 123 public delegate void OnNewClientDelegate(IClientAPI client);
124 124
125 /// <summary> 125 /// <summary>
126 /// Triggered when a new client is added to the scene. 126 /// Triggered when a new client is added to the scene.
127 /// </summary> 127 /// </summary>
@@ -163,7 +163,7 @@ namespace OpenSim.Region.Framework.Scenes
163 /// <remarks> 163 /// <remarks>
164 /// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewAgent"/> which is used by both 164 /// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewAgent"/> which is used by both
165 /// <see cref="OpenSim.Framework.PresenceType.User">users</see> and <see cref="OpenSim.Framework.PresenceType.Npc">NPCs</see> 165 /// <see cref="OpenSim.Framework.PresenceType.User">users</see> and <see cref="OpenSim.Framework.PresenceType.Npc">NPCs</see>
166 /// 166 ///
167 /// Triggered under per-agent lock. So if you want to perform any long-running operations, please 167 /// Triggered under per-agent lock. So if you want to perform any long-running operations, please
168 /// do this on a separate thread. 168 /// do this on a separate thread.
169 /// </remarks> 169 /// </remarks>
@@ -223,7 +223,7 @@ namespace OpenSim.Region.Framework.Scenes
223 /// Triggered when the entire simulator is shutdown. 223 /// Triggered when the entire simulator is shutdown.
224 /// </summary> 224 /// </summary>
225 public event Action OnShutdown; 225 public event Action OnShutdown;
226 226
227 public delegate void ObjectDeGrabDelegate(uint localID, uint originalID, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs); 227 public delegate void ObjectDeGrabDelegate(uint localID, uint originalID, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs);
228 public delegate void ScriptResetDelegate(uint localID, UUID itemID); 228 public delegate void ScriptResetDelegate(uint localID, UUID itemID);
229 229
@@ -276,7 +276,7 @@ namespace OpenSim.Region.Framework.Scenes
276 /// </remarks> 276 /// </remarks>
277 public event ObjectGrabDelegate OnObjectGrab; 277 public event ObjectGrabDelegate OnObjectGrab;
278 public delegate void ObjectGrabDelegate(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs); 278 public delegate void ObjectGrabDelegate(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs);
279 279
280 /// <summary> 280 /// <summary>
281 /// Triggered when an object is being touched/grabbed continuously. 281 /// Triggered when an object is being touched/grabbed continuously.
282 /// </summary> 282 /// </summary>
@@ -503,7 +503,7 @@ namespace OpenSim.Region.Framework.Scenes
503 /// via <see cref="OpenSim.Region.ClientStack.Linden.TaskInventoryScriptUpdater.uploaderCaps"/> 503 /// via <see cref="OpenSim.Region.ClientStack.Linden.TaskInventoryScriptUpdater.uploaderCaps"/>
504 /// </remarks> 504 /// </remarks>
505 public event UpdateScript OnUpdateScript; 505 public event UpdateScript OnUpdateScript;
506 506
507 public virtual void TriggerUpdateScript(UUID clientId, UUID itemId, UUID primId, bool isScriptRunning, UUID newAssetID) 507 public virtual void TriggerUpdateScript(UUID clientId, UUID itemId, UUID primId, bool isScriptRunning, UUID newAssetID)
508 { 508 {
509 UpdateScript handlerUpdateScript = OnUpdateScript; 509 UpdateScript handlerUpdateScript = OnUpdateScript;
@@ -523,16 +523,16 @@ namespace OpenSim.Region.Framework.Scenes
523 } 523 }
524 } 524 }
525 } 525 }
526 } 526 }
527 527
528 /// <summary> 528 /// <summary>
529 /// Triggered when some scene object properties change. 529 /// Triggered when some scene object properties change.
530 /// </summary> 530 /// </summary>
531 /// <remarks> 531 /// <remarks>
532 /// ScriptChangedEvent is fired when a scene object property that a script might be interested 532 /// ScriptChangedEvent is fired when a scene object property that a script might be interested
533 /// in (such as color, scale or inventory) changes. Only enough information sent is for the LSL changed event. 533 /// in (such as color, scale or inventory) changes. Only enough information sent is for the LSL changed event.
534 /// This is not an indication that the script has changed (see OnUpdateScript for that). 534 /// This is not an indication that the script has changed (see OnUpdateScript for that).
535 /// This event is sent to a script to tell it that some property changed on 535 /// This event is sent to a script to tell it that some property changed on
536 /// the object the script is in. See http://lslwiki.net/lslwiki/wakka.php?wakka=changed . 536 /// the object the script is in. See http://lslwiki.net/lslwiki/wakka.php?wakka=changed .
537 /// Triggered by <see cref="TriggerOnScriptChangedEvent"/> 537 /// Triggered by <see cref="TriggerOnScriptChangedEvent"/>
538 /// in <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.TeleportAgentWithinRegion"/>, 538 /// in <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.TeleportAgentWithinRegion"/>,
@@ -561,7 +561,7 @@ namespace OpenSim.Region.Framework.Scenes
561 /// TODO: Should be triggered when a physics object starts moving. 561 /// TODO: Should be triggered when a physics object starts moving.
562 /// </summary> 562 /// </summary>
563 public event ScriptMovingStartEvent OnScriptMovingStartEvent; 563 public event ScriptMovingStartEvent OnScriptMovingStartEvent;
564 564
565 public delegate void ScriptMovingEndEvent(uint localID); 565 public delegate void ScriptMovingEndEvent(uint localID);
566 566
567 /// <summary> 567 /// <summary>
@@ -738,7 +738,7 @@ namespace OpenSim.Region.Framework.Scenes
738 /// and <see cref="ScenePresence.CompleteMovement"/> 738 /// and <see cref="ScenePresence.CompleteMovement"/>
739 /// </remarks> 739 /// </remarks>
740 public event Action<ScenePresence> OnMakeRootAgent; 740 public event Action<ScenePresence> OnMakeRootAgent;
741 741
742 public event OnSendNewWindlightProfileTargetedDelegate OnSendNewWindlightProfileTargeted; 742 public event OnSendNewWindlightProfileTargetedDelegate OnSendNewWindlightProfileTargeted;
743 public event OnSaveNewWindlightProfileDelegate OnSaveNewWindlightProfile; 743 public event OnSaveNewWindlightProfileDelegate OnSaveNewWindlightProfile;
744 744
@@ -755,7 +755,7 @@ namespace OpenSim.Region.Framework.Scenes
755 public delegate void RequestChangeWaterHeight(float height); 755 public delegate void RequestChangeWaterHeight(float height);
756 756
757 public event RequestChangeWaterHeight OnRequestChangeWaterHeight; 757 public event RequestChangeWaterHeight OnRequestChangeWaterHeight;
758 758
759 /// <summary> 759 /// <summary>
760 /// Fired if any avatar is 'killed' due to its health falling to zero 760 /// Fired if any avatar is 'killed' due to its health falling to zero
761 /// </summary> 761 /// </summary>
@@ -778,7 +778,7 @@ namespace OpenSim.Region.Framework.Scenes
778 public delegate void GetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID); 778 public delegate void GetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID);
779 779
780 public event EstateToolsSunUpdate OnEstateToolsSunUpdate; 780 public event EstateToolsSunUpdate OnEstateToolsSunUpdate;
781 781
782 /// <summary> 782 /// <summary>
783 /// Triggered when an object is added to the scene. 783 /// Triggered when an object is added to the scene.
784 /// </summary> 784 /// </summary>
@@ -789,7 +789,7 @@ namespace OpenSim.Region.Framework.Scenes
789 /// <see cref="Scene.doObjectDuplicateOnRay"/> 789 /// <see cref="Scene.doObjectDuplicateOnRay"/>
790 /// </remarks> 790 /// </remarks>
791 public event Action<SceneObjectGroup> OnObjectAddedToScene; 791 public event Action<SceneObjectGroup> OnObjectAddedToScene;
792 792
793 /// <summary> 793 /// <summary>
794 /// When a client sends a derez request for an object inworld 794 /// When a client sends a derez request for an object inworld
795 /// but before the object is deleted 795 /// but before the object is deleted
@@ -872,21 +872,21 @@ namespace OpenSim.Region.Framework.Scenes
872 /// </summary> 872 /// </summary>
873 public delegate void RegisterCapsEvent(UUID agentID, Caps caps); 873 public delegate void RegisterCapsEvent(UUID agentID, Caps caps);
874 public event RegisterCapsEvent OnRegisterCaps; 874 public event RegisterCapsEvent OnRegisterCaps;
875 875
876 /// <summary> 876 /// <summary>
877 /// DeregisterCapsEvent is called by Scene when the caps 877 /// DeregisterCapsEvent is called by Scene when the caps
878 /// handler for an agent are removed. 878 /// handler for an agent are removed.
879 /// </summary> 879 /// </summary>
880 public delegate void DeregisterCapsEvent(UUID agentID, Caps caps); 880 public delegate void DeregisterCapsEvent(UUID agentID, Caps caps);
881 public event DeregisterCapsEvent OnDeregisterCaps; 881 public event DeregisterCapsEvent OnDeregisterCaps;
882 882
883 /// <summary> 883 /// <summary>
884 /// ChatFromWorldEvent is called via Scene when a chat message 884 /// ChatFromWorldEvent is called via Scene when a chat message
885 /// from world comes in. 885 /// from world comes in.
886 /// </summary> 886 /// </summary>
887 public delegate void ChatFromWorldEvent(Object sender, OSChatMessage chat); 887 public delegate void ChatFromWorldEvent(Object sender, OSChatMessage chat);
888 public event ChatFromWorldEvent OnChatFromWorld; 888 public event ChatFromWorldEvent OnChatFromWorld;
889 889
890 /// <summary> 890 /// <summary>
891 /// ChatFromClientEvent is triggered via ChatModule (or 891 /// ChatFromClientEvent is triggered via ChatModule (or
892 /// substitutes thereof) when a chat message 892 /// substitutes thereof) when a chat message
@@ -894,18 +894,18 @@ namespace OpenSim.Region.Framework.Scenes
894 /// </summary> 894 /// </summary>
895 public delegate void ChatFromClientEvent(Object sender, OSChatMessage chat); 895 public delegate void ChatFromClientEvent(Object sender, OSChatMessage chat);
896 public event ChatFromClientEvent OnChatFromClient; 896 public event ChatFromClientEvent OnChatFromClient;
897 897
898 /// <summary> 898 /// <summary>
899 /// ChatToClientsEvent is triggered via ChatModule (or 899 /// ChatToClientsEvent is triggered via ChatModule (or
900 /// substitutes thereof) when a chat message is actually sent to clients. Clients will only be sent a 900 /// substitutes thereof) when a chat message is actually sent to clients. Clients will only be sent a
901 /// received chat message if they satisfy various conditions (within audible range, etc.) 901 /// received chat message if they satisfy various conditions (within audible range, etc.)
902 /// </summary> 902 /// </summary>
903 public delegate void ChatToClientsEvent( 903 public delegate void ChatToClientsEvent(
904 UUID senderID, HashSet<UUID> receiverIDs, 904 UUID senderID, HashSet<UUID> receiverIDs,
905 string message, ChatTypeEnum type, Vector3 fromPos, string fromName, 905 string message, ChatTypeEnum type, Vector3 fromPos, string fromName,
906 ChatSourceType src, ChatAudibleLevel level); 906 ChatSourceType src, ChatAudibleLevel level);
907 public event ChatToClientsEvent OnChatToClients; 907 public event ChatToClientsEvent OnChatToClients;
908 908
909 /// <summary> 909 /// <summary>
910 /// ChatBroadcastEvent is called via Scene when a broadcast chat message 910 /// ChatBroadcastEvent is called via Scene when a broadcast chat message
911 /// from world comes in 911 /// from world comes in
@@ -923,11 +923,11 @@ namespace OpenSim.Region.Framework.Scenes
923 /// </summary> 923 /// </summary>
924 public delegate void OarFileLoaded(Guid guid, List<UUID> loadedScenes, string message); 924 public delegate void OarFileLoaded(Guid guid, List<UUID> loadedScenes, string message);
925 public event OarFileLoaded OnOarFileLoaded; 925 public event OarFileLoaded OnOarFileLoaded;
926 926
927 /// <summary> 927 /// <summary>
928 /// Called when an oar file has finished saving 928 /// Called when an oar file has finished saving
929 /// Message is non empty string if there were problems saving the oar file 929 /// Message is non empty string if there were problems saving the oar file
930 /// If a guid was supplied on the original call to identify, the request, this is returned. Otherwise 930 /// If a guid was supplied on the original call to identify, the request, this is returned. Otherwise
931 /// Guid.Empty is returned. 931 /// Guid.Empty is returned.
932 /// </summary> 932 /// </summary>
933 public delegate void OarFileSaved(Guid guid, string message); 933 public delegate void OarFileSaved(Guid guid, string message);
@@ -947,14 +947,14 @@ namespace OpenSim.Region.Framework.Scenes
947 /// the avatarID is UUID.Zero (I know, this doesn't make much sense but now it's historical). 947 /// the avatarID is UUID.Zero (I know, this doesn't make much sense but now it's historical).
948 public delegate void Attach(uint localID, UUID itemID, UUID avatarID); 948 public delegate void Attach(uint localID, UUID itemID, UUID avatarID);
949 public event Attach OnAttach; 949 public event Attach OnAttach;
950 950
951 951
952 /// <summary> 952 /// <summary>
953 /// Called immediately after an object is loaded from storage. 953 /// Called immediately after an object is loaded from storage.
954 /// </summary> 954 /// </summary>
955 public event SceneObjectDelegate OnSceneObjectLoaded; 955 public event SceneObjectDelegate OnSceneObjectLoaded;
956 public delegate void SceneObjectDelegate(SceneObjectGroup so); 956 public delegate void SceneObjectDelegate(SceneObjectGroup so);
957 957
958 /// <summary> 958 /// <summary>
959 /// Called immediately before an object is saved to storage. 959 /// Called immediately before an object is saved to storage.
960 /// </summary> 960 /// </summary>
@@ -967,7 +967,7 @@ namespace OpenSim.Region.Framework.Scenes
967 /// </param> 967 /// </param>
968 public event SceneObjectPreSaveDelegate OnSceneObjectPreSave; 968 public event SceneObjectPreSaveDelegate OnSceneObjectPreSave;
969 public delegate void SceneObjectPreSaveDelegate(SceneObjectGroup persistingSo, SceneObjectGroup originalSo); 969 public delegate void SceneObjectPreSaveDelegate(SceneObjectGroup persistingSo, SceneObjectGroup originalSo);
970 970
971 /// <summary> 971 /// <summary>
972 /// Called when a scene object part is cloned within the region. 972 /// Called when a scene object part is cloned within the region.
973 /// </summary> 973 /// </summary>
@@ -1001,7 +1001,7 @@ namespace OpenSim.Region.Framework.Scenes
1001 /// Fired when logins to a region are enabled or disabled. 1001 /// Fired when logins to a region are enabled or disabled.
1002 /// </summary> 1002 /// </summary>
1003 /// <remarks> 1003 /// <remarks>
1004 /// 1004 ///
1005 /// </remarks> 1005 /// </remarks>
1006 /// Fired 1006 /// Fired
1007 public event RegionLoginsStatusChange OnRegionLoginsStatusChange; 1007 public event RegionLoginsStatusChange OnRegionLoginsStatusChange;
@@ -1157,7 +1157,7 @@ namespace OpenSim.Region.Framework.Scenes
1157 catch (Exception e) 1157 catch (Exception e)
1158 { 1158 {
1159 m_log.ErrorFormat( 1159 m_log.ErrorFormat(
1160 "[EVENT MANAGER]: Delegate for TriggerOnAttach failed - continuing. {0} {1}", 1160 "[EVENT MANAGER]: Delegate for TriggerOnAttach failed - continuing. {0} {1}",
1161 e.Message, e.StackTrace); 1161 e.Message, e.StackTrace);
1162 } 1162 }
1163 } 1163 }
@@ -1178,7 +1178,7 @@ namespace OpenSim.Region.Framework.Scenes
1178 catch (Exception e) 1178 catch (Exception e)
1179 { 1179 {
1180 m_log.ErrorFormat( 1180 m_log.ErrorFormat(
1181 "[EVENT MANAGER]: Delegate for TriggerGetScriptRunning failed - continuing. {0} {1}", 1181 "[EVENT MANAGER]: Delegate for TriggerGetScriptRunning failed - continuing. {0} {1}",
1182 e.Message, e.StackTrace); 1182 e.Message, e.StackTrace);
1183 } 1183 }
1184 } 1184 }
@@ -1199,7 +1199,7 @@ namespace OpenSim.Region.Framework.Scenes
1199 catch (Exception e) 1199 catch (Exception e)
1200 { 1200 {
1201 m_log.ErrorFormat( 1201 m_log.ErrorFormat(
1202 "[EVENT MANAGER]: Delegate for TriggerOnScriptChangedEvent failed - continuing. {0} {1}", 1202 "[EVENT MANAGER]: Delegate for TriggerOnScriptChangedEvent failed - continuing. {0} {1}",
1203 e.Message, e.StackTrace); 1203 e.Message, e.StackTrace);
1204 } 1204 }
1205 } 1205 }
@@ -1220,7 +1220,7 @@ namespace OpenSim.Region.Framework.Scenes
1220 catch (Exception e) 1220 catch (Exception e)
1221 { 1221 {
1222 m_log.ErrorFormat( 1222 m_log.ErrorFormat(
1223 "[EVENT MANAGER]: Delegate for TriggerOnClientMovement failed - continuing. {0} {1}", 1223 "[EVENT MANAGER]: Delegate for TriggerOnClientMovement failed - continuing. {0} {1}",
1224 e.Message, e.StackTrace); 1224 e.Message, e.StackTrace);
1225 } 1225 }
1226 } 1226 }
@@ -1241,7 +1241,7 @@ namespace OpenSim.Region.Framework.Scenes
1241 catch (Exception e) 1241 catch (Exception e)
1242 { 1242 {
1243 m_log.ErrorFormat( 1243 m_log.ErrorFormat(
1244 "[EVENT MANAGER]: Delegate for TriggerPermissionError failed - continuing. {0} {1}", 1244 "[EVENT MANAGER]: Delegate for TriggerPermissionError failed - continuing. {0} {1}",
1245 e.Message, e.StackTrace); 1245 e.Message, e.StackTrace);
1246 } 1246 }
1247 } 1247 }
@@ -1262,7 +1262,7 @@ namespace OpenSim.Region.Framework.Scenes
1262 catch (Exception e) 1262 catch (Exception e)
1263 { 1263 {
1264 m_log.ErrorFormat( 1264 m_log.ErrorFormat(
1265 "[EVENT MANAGER]: Delegate for TriggerOnPluginConsole failed - continuing. {0} {1}", 1265 "[EVENT MANAGER]: Delegate for TriggerOnPluginConsole failed - continuing. {0} {1}",
1266 e.Message, e.StackTrace); 1266 e.Message, e.StackTrace);
1267 } 1267 }
1268 } 1268 }
@@ -1283,7 +1283,7 @@ namespace OpenSim.Region.Framework.Scenes
1283 catch (Exception e) 1283 catch (Exception e)
1284 { 1284 {
1285 m_log.ErrorFormat( 1285 m_log.ErrorFormat(
1286 "[EVENT MANAGER]: Delegate for TriggerOnFrame failed - continuing. {0} {1}", 1286 "[EVENT MANAGER]: Delegate for TriggerOnFrame failed - continuing. {0} {1}",
1287 e.Message, e.StackTrace); 1287 e.Message, e.StackTrace);
1288 } 1288 }
1289 } 1289 }
@@ -1304,7 +1304,7 @@ namespace OpenSim.Region.Framework.Scenes
1304 catch (Exception e) 1304 catch (Exception e)
1305 { 1305 {
1306 m_log.ErrorFormat( 1306 m_log.ErrorFormat(
1307 "[EVENT MANAGER]: Delegate for TriggerOnNewClient failed - continuing. {0} {1}", 1307 "[EVENT MANAGER]: Delegate for TriggerOnNewClient failed - continuing. {0} {1}",
1308 e.Message, e.StackTrace); 1308 e.Message, e.StackTrace);
1309 } 1309 }
1310 } 1310 }
@@ -1324,7 +1324,7 @@ namespace OpenSim.Region.Framework.Scenes
1324 catch (Exception e) 1324 catch (Exception e)
1325 { 1325 {
1326 m_log.ErrorFormat( 1326 m_log.ErrorFormat(
1327 "[EVENT MANAGER]: Delegate for TriggerOnNewClient (IClientCore) failed - continuing. {0} {1}", 1327 "[EVENT MANAGER]: Delegate for TriggerOnNewClient (IClientCore) failed - continuing. {0} {1}",
1328 e.Message, e.StackTrace); 1328 e.Message, e.StackTrace);
1329 } 1329 }
1330 } 1330 }
@@ -1368,7 +1368,7 @@ namespace OpenSim.Region.Framework.Scenes
1368 catch (Exception e) 1368 catch (Exception e)
1369 { 1369 {
1370 m_log.ErrorFormat( 1370 m_log.ErrorFormat(
1371 "[EVENT MANAGER]: Delegate for TriggerOnNewPresence failed - continuing. {0} {1}", 1371 "[EVENT MANAGER]: Delegate for TriggerOnNewPresence failed - continuing. {0} {1}",
1372 e.Message, e.StackTrace); 1372 e.Message, e.StackTrace);
1373 } 1373 }
1374 } 1374 }
@@ -1391,7 +1391,7 @@ namespace OpenSim.Region.Framework.Scenes
1391 catch (Exception e) 1391 catch (Exception e)
1392 { 1392 {
1393 m_log.ErrorFormat( 1393 m_log.ErrorFormat(
1394 "[EVENT MANAGER]: Delegate for TriggerOnRemovePresence failed - continuing. {0} {1}", 1394 "[EVENT MANAGER]: Delegate for TriggerOnRemovePresence failed - continuing. {0} {1}",
1395 e.Message, e.StackTrace); 1395 e.Message, e.StackTrace);
1396 } 1396 }
1397 } 1397 }
@@ -1412,7 +1412,7 @@ namespace OpenSim.Region.Framework.Scenes
1412 catch (Exception e) 1412 catch (Exception e)
1413 { 1413 {
1414 m_log.ErrorFormat( 1414 m_log.ErrorFormat(
1415 "[EVENT MANAGER]: Delegate for TriggerOnBackup failed - continuing. {0} {1}", 1415 "[EVENT MANAGER]: Delegate for TriggerOnBackup failed - continuing. {0} {1}",
1416 e.Message, e.StackTrace); 1416 e.Message, e.StackTrace);
1417 } 1417 }
1418 } 1418 }
@@ -1433,7 +1433,7 @@ namespace OpenSim.Region.Framework.Scenes
1433 catch (Exception e) 1433 catch (Exception e)
1434 { 1434 {
1435 m_log.ErrorFormat( 1435 m_log.ErrorFormat(
1436 "[EVENT MANAGER]: Delegate for TriggerParcelPrimCountUpdate failed - continuing. {0} {1}", 1436 "[EVENT MANAGER]: Delegate for TriggerParcelPrimCountUpdate failed - continuing. {0} {1}",
1437 e.Message, e.StackTrace); 1437 e.Message, e.StackTrace);
1438 } 1438 }
1439 } 1439 }
@@ -1454,7 +1454,7 @@ namespace OpenSim.Region.Framework.Scenes
1454 catch (Exception e) 1454 catch (Exception e)
1455 { 1455 {
1456 m_log.ErrorFormat( 1456 m_log.ErrorFormat(
1457 "[EVENT MANAGER]: Delegate for TriggerMoneyTransfer failed - continuing. {0} {1}", 1457 "[EVENT MANAGER]: Delegate for TriggerMoneyTransfer failed - continuing. {0} {1}",
1458 e.Message, e.StackTrace); 1458 e.Message, e.StackTrace);
1459 } 1459 }
1460 } 1460 }
@@ -1495,7 +1495,7 @@ namespace OpenSim.Region.Framework.Scenes
1495 catch (Exception e) 1495 catch (Exception e)
1496 { 1496 {
1497 m_log.ErrorFormat( 1497 m_log.ErrorFormat(
1498 "[EVENT MANAGER]: Delegate for TriggerTerrainTick failed - continuing. {0} {1}", 1498 "[EVENT MANAGER]: Delegate for TriggerTerrainTick failed - continuing. {0} {1}",
1499 e.Message, e.StackTrace); 1499 e.Message, e.StackTrace);
1500 } 1500 }
1501 } 1501 }
@@ -1558,7 +1558,7 @@ namespace OpenSim.Region.Framework.Scenes
1558 catch (Exception e) 1558 catch (Exception e)
1559 { 1559 {
1560 m_log.ErrorFormat( 1560 m_log.ErrorFormat(
1561 "[EVENT MANAGER]: Delegate for TriggerParcelPrimCountAdd failed - continuing. {0} {1}", 1561 "[EVENT MANAGER]: Delegate for TriggerParcelPrimCountAdd failed - continuing. {0} {1}",
1562 e.Message, e.StackTrace); 1562 e.Message, e.StackTrace);
1563 } 1563 }
1564 } 1564 }
@@ -1579,7 +1579,7 @@ namespace OpenSim.Region.Framework.Scenes
1579 catch (Exception e) 1579 catch (Exception e)
1580 { 1580 {
1581 m_log.ErrorFormat( 1581 m_log.ErrorFormat(
1582 "[EVENT MANAGER]: Delegate for TriggerObjectAddedToScene failed - continuing. {0} {1}", 1582 "[EVENT MANAGER]: Delegate for TriggerObjectAddedToScene failed - continuing. {0} {1}",
1583 e.Message, e.StackTrace); 1583 e.Message, e.StackTrace);
1584 } 1584 }
1585 } 1585 }
@@ -1625,7 +1625,7 @@ namespace OpenSim.Region.Framework.Scenes
1625 catch (Exception e) 1625 catch (Exception e)
1626 { 1626 {
1627 m_log.ErrorFormat( 1627 m_log.ErrorFormat(
1628 "[EVENT MANAGER]: Delegate for TriggerObjectBeingRemovedFromScene failed - continuing. {0} {1}", 1628 "[EVENT MANAGER]: Delegate for TriggerObjectBeingRemovedFromScene failed - continuing. {0} {1}",
1629 e.Message, e.StackTrace); 1629 e.Message, e.StackTrace);
1630 } 1630 }
1631 } 1631 }
@@ -1646,7 +1646,7 @@ namespace OpenSim.Region.Framework.Scenes
1646 catch (Exception e) 1646 catch (Exception e)
1647 { 1647 {
1648 m_log.ErrorFormat( 1648 m_log.ErrorFormat(
1649 "[EVENT MANAGER]: Delegate for TriggerObjectAddedToPhysicalScene failed - continuing. {0} {1}", 1649 "[EVENT MANAGER]: Delegate for TriggerObjectAddedToPhysicalScene failed - continuing. {0} {1}",
1650 e.Message, e.StackTrace); 1650 e.Message, e.StackTrace);
1651 } 1651 }
1652 } 1652 }
@@ -1667,7 +1667,7 @@ namespace OpenSim.Region.Framework.Scenes
1667 catch (Exception e) 1667 catch (Exception e)
1668 { 1668 {
1669 m_log.ErrorFormat( 1669 m_log.ErrorFormat(
1670 "[EVENT MANAGER]: Delegate for TriggerObjectRemovedFromPhysicalScene failed - continuing. {0} {1}", 1670 "[EVENT MANAGER]: Delegate for TriggerObjectRemovedFromPhysicalScene failed - continuing. {0} {1}",
1671 e.Message, e.StackTrace); 1671 e.Message, e.StackTrace);
1672 } 1672 }
1673 } 1673 }
@@ -1688,7 +1688,7 @@ namespace OpenSim.Region.Framework.Scenes
1688 catch (Exception e) 1688 catch (Exception e)
1689 { 1689 {
1690 m_log.ErrorFormat( 1690 m_log.ErrorFormat(
1691 "[EVENT MANAGER]: Delegate for TriggerShutdown failed - continuing. {0} {1}", 1691 "[EVENT MANAGER]: Delegate for TriggerShutdown failed - continuing. {0} {1}",
1692 e.Message, e.StackTrace); 1692 e.Message, e.StackTrace);
1693 } 1693 }
1694 } 1694 }
@@ -1709,7 +1709,7 @@ namespace OpenSim.Region.Framework.Scenes
1709 catch (Exception e) 1709 catch (Exception e)
1710 { 1710 {
1711 m_log.ErrorFormat( 1711 m_log.ErrorFormat(
1712 "[EVENT MANAGER]: Delegate for TriggerObjectGrab failed - continuing. {0} {1}", 1712 "[EVENT MANAGER]: Delegate for TriggerObjectGrab failed - continuing. {0} {1}",
1713 e.Message, e.StackTrace); 1713 e.Message, e.StackTrace);
1714 } 1714 }
1715 } 1715 }
@@ -1730,7 +1730,7 @@ namespace OpenSim.Region.Framework.Scenes
1730 catch (Exception e) 1730 catch (Exception e)
1731 { 1731 {
1732 m_log.ErrorFormat( 1732 m_log.ErrorFormat(
1733 "[EVENT MANAGER]: Delegate for TriggerObjectGrabbing failed - continuing. {0} {1}", 1733 "[EVENT MANAGER]: Delegate for TriggerObjectGrabbing failed - continuing. {0} {1}",
1734 e.Message, e.StackTrace); 1734 e.Message, e.StackTrace);
1735 } 1735 }
1736 } 1736 }
@@ -1751,7 +1751,7 @@ namespace OpenSim.Region.Framework.Scenes
1751 catch (Exception e) 1751 catch (Exception e)
1752 { 1752 {
1753 m_log.ErrorFormat( 1753 m_log.ErrorFormat(
1754 "[EVENT MANAGER]: Delegate for TriggerObjectDeGrab failed - continuing. {0} {1}", 1754 "[EVENT MANAGER]: Delegate for TriggerObjectDeGrab failed - continuing. {0} {1}",
1755 e.Message, e.StackTrace); 1755 e.Message, e.StackTrace);
1756 } 1756 }
1757 } 1757 }
@@ -1772,7 +1772,7 @@ namespace OpenSim.Region.Framework.Scenes
1772 catch (Exception e) 1772 catch (Exception e)
1773 { 1773 {
1774 m_log.ErrorFormat( 1774 m_log.ErrorFormat(
1775 "[EVENT MANAGER]: Delegate for TriggerScriptReset failed - continuing. {0} {1}", 1775 "[EVENT MANAGER]: Delegate for TriggerScriptReset failed - continuing. {0} {1}",
1776 e.Message, e.StackTrace); 1776 e.Message, e.StackTrace);
1777 } 1777 }
1778 } 1778 }
@@ -1793,7 +1793,7 @@ namespace OpenSim.Region.Framework.Scenes
1793 catch (Exception e) 1793 catch (Exception e)
1794 { 1794 {
1795 m_log.ErrorFormat( 1795 m_log.ErrorFormat(
1796 "[EVENT MANAGER]: Delegate for TriggerRezScript failed - continuing. {0} {1}", 1796 "[EVENT MANAGER]: Delegate for TriggerRezScript failed - continuing. {0} {1}",
1797 e.Message, e.StackTrace); 1797 e.Message, e.StackTrace);
1798 } 1798 }
1799 } 1799 }
@@ -1814,7 +1814,7 @@ namespace OpenSim.Region.Framework.Scenes
1814 catch (Exception e) 1814 catch (Exception e)
1815 { 1815 {
1816 m_log.ErrorFormat( 1816 m_log.ErrorFormat(
1817 "[EVENT MANAGER]: Delegate for TriggerStartScript failed - continuing. {0} {1}", 1817 "[EVENT MANAGER]: Delegate for TriggerStartScript failed - continuing. {0} {1}",
1818 e.Message, e.StackTrace); 1818 e.Message, e.StackTrace);
1819 } 1819 }
1820 } 1820 }
@@ -1835,7 +1835,7 @@ namespace OpenSim.Region.Framework.Scenes
1835 catch (Exception e) 1835 catch (Exception e)
1836 { 1836 {
1837 m_log.ErrorFormat( 1837 m_log.ErrorFormat(
1838 "[EVENT MANAGER]: Delegate for TriggerStopScript failed - continuing. {0} {1}", 1838 "[EVENT MANAGER]: Delegate for TriggerStopScript failed - continuing. {0} {1}",
1839 e.Message, e.StackTrace); 1839 e.Message, e.StackTrace);
1840 } 1840 }
1841 } 1841 }
@@ -1856,7 +1856,7 @@ namespace OpenSim.Region.Framework.Scenes
1856 catch (Exception e) 1856 catch (Exception e)
1857 { 1857 {
1858 m_log.ErrorFormat( 1858 m_log.ErrorFormat(
1859 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}", 1859 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}",
1860 e.Message, e.StackTrace); 1860 e.Message, e.StackTrace);
1861 m_log.ErrorFormat(Environment.StackTrace); 1861 m_log.ErrorFormat(Environment.StackTrace);
1862 } 1862 }
@@ -1867,7 +1867,7 @@ namespace OpenSim.Region.Framework.Scenes
1867 public bool TriggerGroupMove(UUID groupID, Vector3 delta) 1867 public bool TriggerGroupMove(UUID groupID, Vector3 delta)
1868 { 1868 {
1869 bool result = true; 1869 bool result = true;
1870 1870
1871 SceneGroupMoved handlerSceneGroupMove = OnSceneGroupMove; 1871 SceneGroupMoved handlerSceneGroupMove = OnSceneGroupMove;
1872 if (handlerSceneGroupMove != null) 1872 if (handlerSceneGroupMove != null)
1873 { 1873 {
@@ -1881,19 +1881,19 @@ namespace OpenSim.Region.Framework.Scenes
1881 catch (Exception e) 1881 catch (Exception e)
1882 { 1882 {
1883 m_log.ErrorFormat( 1883 m_log.ErrorFormat(
1884 "[EVENT MANAGER]: Delegate for TriggerGroupMove failed - continuing. {0} {1}", 1884 "[EVENT MANAGER]: Delegate for TriggerGroupMove failed - continuing. {0} {1}",
1885 e.Message, e.StackTrace); 1885 e.Message, e.StackTrace);
1886 } 1886 }
1887 } 1887 }
1888 } 1888 }
1889 1889
1890 return result; 1890 return result;
1891 } 1891 }
1892 1892
1893 public bool TriggerGroupSpinStart(UUID groupID) 1893 public bool TriggerGroupSpinStart(UUID groupID)
1894 { 1894 {
1895 bool result = true; 1895 bool result = true;
1896 1896
1897 SceneGroupSpinStarted handlerSceneGroupSpinStarted = OnSceneGroupSpinStart; 1897 SceneGroupSpinStarted handlerSceneGroupSpinStarted = OnSceneGroupSpinStart;
1898 if (handlerSceneGroupSpinStarted != null) 1898 if (handlerSceneGroupSpinStarted != null)
1899 { 1899 {
@@ -1907,19 +1907,19 @@ namespace OpenSim.Region.Framework.Scenes
1907 catch (Exception e) 1907 catch (Exception e)
1908 { 1908 {
1909 m_log.ErrorFormat( 1909 m_log.ErrorFormat(
1910 "[EVENT MANAGER]: Delegate for TriggerGroupSpinStart failed - continuing. {0} {1}", 1910 "[EVENT MANAGER]: Delegate for TriggerGroupSpinStart failed - continuing. {0} {1}",
1911 e.Message, e.StackTrace); 1911 e.Message, e.StackTrace);
1912 } 1912 }
1913 } 1913 }
1914 } 1914 }
1915 1915
1916 return result; 1916 return result;
1917 } 1917 }
1918 1918
1919 public bool TriggerGroupSpin(UUID groupID, Quaternion rotation) 1919 public bool TriggerGroupSpin(UUID groupID, Quaternion rotation)
1920 { 1920 {
1921 bool result = true; 1921 bool result = true;
1922 1922
1923 SceneGroupSpun handlerSceneGroupSpin = OnSceneGroupSpin; 1923 SceneGroupSpun handlerSceneGroupSpin = OnSceneGroupSpin;
1924 if (handlerSceneGroupSpin != null) 1924 if (handlerSceneGroupSpin != null)
1925 { 1925 {
@@ -1933,12 +1933,12 @@ namespace OpenSim.Region.Framework.Scenes
1933 catch (Exception e) 1933 catch (Exception e)
1934 { 1934 {
1935 m_log.ErrorFormat( 1935 m_log.ErrorFormat(
1936 "[EVENT MANAGER]: Delegate for TriggerGroupSpin failed - continuing. {0} {1}", 1936 "[EVENT MANAGER]: Delegate for TriggerGroupSpin failed - continuing. {0} {1}",
1937 e.Message, e.StackTrace); 1937 e.Message, e.StackTrace);
1938 } 1938 }
1939 } 1939 }
1940 } 1940 }
1941 1941
1942 return result; 1942 return result;
1943 } 1943 }
1944 1944
@@ -1956,7 +1956,7 @@ namespace OpenSim.Region.Framework.Scenes
1956 catch (Exception e) 1956 catch (Exception e)
1957 { 1957 {
1958 m_log.ErrorFormat( 1958 m_log.ErrorFormat(
1959 "[EVENT MANAGER]: Delegate for TriggerGroupGrab failed - continuing. {0} {1}", 1959 "[EVENT MANAGER]: Delegate for TriggerGroupGrab failed - continuing. {0} {1}",
1960 e.Message, e.StackTrace); 1960 e.Message, e.StackTrace);
1961 } 1961 }
1962 } 1962 }
@@ -1977,7 +1977,7 @@ namespace OpenSim.Region.Framework.Scenes
1977 catch (Exception e) 1977 catch (Exception e)
1978 { 1978 {
1979 m_log.ErrorFormat( 1979 m_log.ErrorFormat(
1980 "[EVENT MANAGER]: Delegate for TriggerLandObjectAdded failed - continuing. {0} {1}", 1980 "[EVENT MANAGER]: Delegate for TriggerLandObjectAdded failed - continuing. {0} {1}",
1981 e.Message, e.StackTrace); 1981 e.Message, e.StackTrace);
1982 } 1982 }
1983 } 1983 }
@@ -1998,7 +1998,7 @@ namespace OpenSim.Region.Framework.Scenes
1998 catch (Exception e) 1998 catch (Exception e)
1999 { 1999 {
2000 m_log.ErrorFormat( 2000 m_log.ErrorFormat(
2001 "[EVENT MANAGER]: Delegate for TriggerLandObjectRemoved failed - continuing. {0} {1}", 2001 "[EVENT MANAGER]: Delegate for TriggerLandObjectRemoved failed - continuing. {0} {1}",
2002 e.Message, e.StackTrace); 2002 e.Message, e.StackTrace);
2003 } 2003 }
2004 } 2004 }
@@ -2024,7 +2024,7 @@ namespace OpenSim.Region.Framework.Scenes
2024 catch (Exception e) 2024 catch (Exception e)
2025 { 2025 {
2026 m_log.ErrorFormat( 2026 m_log.ErrorFormat(
2027 "[EVENT MANAGER]: Delegate for TriggerAvatarEnteringNewParcel failed - continuing. {0} {1}", 2027 "[EVENT MANAGER]: Delegate for TriggerAvatarEnteringNewParcel failed - continuing. {0} {1}",
2028 e.Message, e.StackTrace); 2028 e.Message, e.StackTrace);
2029 } 2029 }
2030 } 2030 }
@@ -2045,7 +2045,7 @@ namespace OpenSim.Region.Framework.Scenes
2045 catch (Exception e) 2045 catch (Exception e)
2046 { 2046 {
2047 m_log.ErrorFormat( 2047 m_log.ErrorFormat(
2048 "[EVENT MANAGER]: Delegate for TriggerAvatarAppearanceChanged failed - continuing. {0} {1}", 2048 "[EVENT MANAGER]: Delegate for TriggerAvatarAppearanceChanged failed - continuing. {0} {1}",
2049 e.Message, e.StackTrace); 2049 e.Message, e.StackTrace);
2050 } 2050 }
2051 } 2051 }
@@ -2087,7 +2087,7 @@ namespace OpenSim.Region.Framework.Scenes
2087 catch (Exception e) 2087 catch (Exception e)
2088 { 2088 {
2089 m_log.ErrorFormat( 2089 m_log.ErrorFormat(
2090 "[EVENT MANAGER]: Delegate for TriggerIncomingInstantMessage failed - continuing. {0} {1}", 2090 "[EVENT MANAGER]: Delegate for TriggerIncomingInstantMessage failed - continuing. {0} {1}",
2091 e.Message, e.StackTrace); 2091 e.Message, e.StackTrace);
2092 } 2092 }
2093 } 2093 }
@@ -2108,7 +2108,7 @@ namespace OpenSim.Region.Framework.Scenes
2108 catch (Exception e) 2108 catch (Exception e)
2109 { 2109 {
2110 m_log.ErrorFormat( 2110 m_log.ErrorFormat(
2111 "[EVENT MANAGER]: Delegate for TriggerOnAttach failed - continuing. {0} {1}", 2111 "[EVENT MANAGER]: Delegate for TriggerOnAttach failed - continuing. {0} {1}",
2112 e.Message, e.StackTrace); 2112 e.Message, e.StackTrace);
2113 } 2113 }
2114 } 2114 }
@@ -2127,12 +2127,12 @@ namespace OpenSim.Region.Framework.Scenes
2127// m_log.ErrorFormat("[EVENT MANAGER]: TriggerClientClosed: {0}", d.Target.ToString()); 2127// m_log.ErrorFormat("[EVENT MANAGER]: TriggerClientClosed: {0}", d.Target.ToString());
2128 d(ClientID, scene); 2128 d(ClientID, scene);
2129// m_log.ErrorFormat("[EVENT MANAGER]: TriggerClientClosed done "); 2129// m_log.ErrorFormat("[EVENT MANAGER]: TriggerClientClosed done ");
2130 2130
2131 } 2131 }
2132 catch (Exception e) 2132 catch (Exception e)
2133 { 2133 {
2134 m_log.ErrorFormat( 2134 m_log.ErrorFormat(
2135 "[EVENT MANAGER]: Delegate for TriggerClientClosed failed - continuing. {0} {1}", 2135 "[EVENT MANAGER]: Delegate for TriggerClientClosed failed - continuing. {0} {1}",
2136 e.Message, e.StackTrace); 2136 e.Message, e.StackTrace);
2137 } 2137 }
2138 } 2138 }
@@ -2153,7 +2153,7 @@ namespace OpenSim.Region.Framework.Scenes
2153 catch (Exception e) 2153 catch (Exception e)
2154 { 2154 {
2155 m_log.ErrorFormat( 2155 m_log.ErrorFormat(
2156 "[EVENT MANAGER]: Delegate for TriggerOnMakeChildAgent failed - continuing. {0} {1}", 2156 "[EVENT MANAGER]: Delegate for TriggerOnMakeChildAgent failed - continuing. {0} {1}",
2157 e.Message, e.StackTrace); 2157 e.Message, e.StackTrace);
2158 } 2158 }
2159 } 2159 }
@@ -2192,7 +2192,7 @@ namespace OpenSim.Region.Framework.Scenes
2192 catch (Exception e) 2192 catch (Exception e)
2193 { 2193 {
2194 m_log.ErrorFormat( 2194 m_log.ErrorFormat(
2195 "[EVENT MANAGER]: Delegate for TriggerOnMakeRootAgent failed - continuing. {0} {1}", 2195 "[EVENT MANAGER]: Delegate for TriggerOnMakeRootAgent failed - continuing. {0} {1}",
2196 e.Message, e.StackTrace); 2196 e.Message, e.StackTrace);
2197 } 2197 }
2198 } 2198 }
@@ -2213,7 +2213,7 @@ namespace OpenSim.Region.Framework.Scenes
2213 catch (Exception e) 2213 catch (Exception e)
2214 { 2214 {
2215 m_log.ErrorFormat( 2215 m_log.ErrorFormat(
2216 "[EVENT MANAGER]: Delegate for TriggerOnIncomingSceneObject failed - continuing. {0} {1}", 2216 "[EVENT MANAGER]: Delegate for TriggerOnIncomingSceneObject failed - continuing. {0} {1}",
2217 e.Message, e.StackTrace); 2217 e.Message, e.StackTrace);
2218 } 2218 }
2219 } 2219 }
@@ -2234,7 +2234,7 @@ namespace OpenSim.Region.Framework.Scenes
2234 catch (Exception e) 2234 catch (Exception e)
2235 { 2235 {
2236 m_log.ErrorFormat( 2236 m_log.ErrorFormat(
2237 "[EVENT MANAGER]: Delegate for TriggerOnRegisterCaps failed - continuing. {0} {1}", 2237 "[EVENT MANAGER]: Delegate for TriggerOnRegisterCaps failed - continuing. {0} {1}",
2238 e.Message, e.StackTrace); 2238 e.Message, e.StackTrace);
2239 } 2239 }
2240 } 2240 }
@@ -2255,7 +2255,7 @@ namespace OpenSim.Region.Framework.Scenes
2255 catch (Exception e) 2255 catch (Exception e)
2256 { 2256 {
2257 m_log.ErrorFormat( 2257 m_log.ErrorFormat(
2258 "[EVENT MANAGER]: Delegate for TriggerOnDeregisterCaps failed - continuing. {0} {1}", 2258 "[EVENT MANAGER]: Delegate for TriggerOnDeregisterCaps failed - continuing. {0} {1}",
2259 e.Message, e.StackTrace); 2259 e.Message, e.StackTrace);
2260 } 2260 }
2261 } 2261 }
@@ -2276,7 +2276,7 @@ namespace OpenSim.Region.Framework.Scenes
2276 catch (Exception e) 2276 catch (Exception e)
2277 { 2277 {
2278 m_log.ErrorFormat( 2278 m_log.ErrorFormat(
2279 "[EVENT MANAGER]: Delegate for TriggerOnNewInventoryItemUploadComplete failed - continuing. {0} {1}", 2279 "[EVENT MANAGER]: Delegate for TriggerOnNewInventoryItemUploadComplete failed - continuing. {0} {1}",
2280 e.Message, e.StackTrace); 2280 e.Message, e.StackTrace);
2281 } 2281 }
2282 } 2282 }
@@ -2297,7 +2297,7 @@ namespace OpenSim.Region.Framework.Scenes
2297 catch (Exception e) 2297 catch (Exception e)
2298 { 2298 {
2299 m_log.ErrorFormat( 2299 m_log.ErrorFormat(
2300 "[EVENT MANAGER]: Delegate for TriggerLandBuy failed - continuing. {0} {1}", 2300 "[EVENT MANAGER]: Delegate for TriggerLandBuy failed - continuing. {0} {1}",
2301 e.Message, e.StackTrace); 2301 e.Message, e.StackTrace);
2302 } 2302 }
2303 } 2303 }
@@ -2318,7 +2318,7 @@ namespace OpenSim.Region.Framework.Scenes
2318 catch (Exception e) 2318 catch (Exception e)
2319 { 2319 {
2320 m_log.ErrorFormat( 2320 m_log.ErrorFormat(
2321 "[EVENT MANAGER]: Delegate for TriggerValidateLandBuy failed - continuing. {0} {1}", 2321 "[EVENT MANAGER]: Delegate for TriggerValidateLandBuy failed - continuing. {0} {1}",
2322 e.Message, e.StackTrace); 2322 e.Message, e.StackTrace);
2323 } 2323 }
2324 } 2324 }
@@ -2339,7 +2339,7 @@ namespace OpenSim.Region.Framework.Scenes
2339 catch (Exception e) 2339 catch (Exception e)
2340 { 2340 {
2341 m_log.ErrorFormat( 2341 m_log.ErrorFormat(
2342 "[EVENT MANAGER]: Delegate for TriggerAtTargetEvent failed - continuing. {0} {1}", 2342 "[EVENT MANAGER]: Delegate for TriggerAtTargetEvent failed - continuing. {0} {1}",
2343 e.Message, e.StackTrace); 2343 e.Message, e.StackTrace);
2344 } 2344 }
2345 } 2345 }
@@ -2360,7 +2360,7 @@ namespace OpenSim.Region.Framework.Scenes
2360 catch (Exception e) 2360 catch (Exception e)
2361 { 2361 {
2362 m_log.ErrorFormat( 2362 m_log.ErrorFormat(
2363 "[EVENT MANAGER]: Delegate for TriggerNotAtTargetEvent failed - continuing. {0} {1}", 2363 "[EVENT MANAGER]: Delegate for TriggerNotAtTargetEvent failed - continuing. {0} {1}",
2364 e.Message, e.StackTrace); 2364 e.Message, e.StackTrace);
2365 } 2365 }
2366 } 2366 }
@@ -2381,7 +2381,7 @@ namespace OpenSim.Region.Framework.Scenes
2381 catch (Exception e) 2381 catch (Exception e)
2382 { 2382 {
2383 m_log.ErrorFormat( 2383 m_log.ErrorFormat(
2384 "[EVENT MANAGER]: Delegate for TriggerAtRotTargetEvent failed - continuing. {0} {1}", 2384 "[EVENT MANAGER]: Delegate for TriggerAtRotTargetEvent failed - continuing. {0} {1}",
2385 e.Message, e.StackTrace); 2385 e.Message, e.StackTrace);
2386 } 2386 }
2387 } 2387 }
@@ -2402,7 +2402,7 @@ namespace OpenSim.Region.Framework.Scenes
2402 catch (Exception e) 2402 catch (Exception e)
2403 { 2403 {
2404 m_log.ErrorFormat( 2404 m_log.ErrorFormat(
2405 "[EVENT MANAGER]: Delegate for TriggerNotAtRotTargetEvent failed - continuing. {0} {1}", 2405 "[EVENT MANAGER]: Delegate for TriggerNotAtRotTargetEvent failed - continuing. {0} {1}",
2406 e.Message, e.StackTrace); 2406 e.Message, e.StackTrace);
2407 } 2407 }
2408 } 2408 }
@@ -2471,7 +2471,7 @@ namespace OpenSim.Region.Framework.Scenes
2471 catch (Exception e) 2471 catch (Exception e)
2472 { 2472 {
2473 m_log.ErrorFormat( 2473 m_log.ErrorFormat(
2474 "[EVENT MANAGER]: Delegate for TriggerRequestChangeWaterHeight failed - continuing. {0} {1}", 2474 "[EVENT MANAGER]: Delegate for TriggerRequestChangeWaterHeight failed - continuing. {0} {1}",
2475 e.Message, e.StackTrace); 2475 e.Message, e.StackTrace);
2476 } 2476 }
2477 } 2477 }
@@ -2492,7 +2492,7 @@ namespace OpenSim.Region.Framework.Scenes
2492 catch (Exception e) 2492 catch (Exception e)
2493 { 2493 {
2494 m_log.ErrorFormat( 2494 m_log.ErrorFormat(
2495 "[EVENT MANAGER]: Delegate for TriggerAvatarKill failed - continuing. {0} {1}", 2495 "[EVENT MANAGER]: Delegate for TriggerAvatarKill failed - continuing. {0} {1}",
2496 e.Message, e.StackTrace); 2496 e.Message, e.StackTrace);
2497 } 2497 }
2498 } 2498 }
@@ -2513,7 +2513,7 @@ namespace OpenSim.Region.Framework.Scenes
2513 catch (Exception e) 2513 catch (Exception e)
2514 { 2514 {
2515 m_log.ErrorFormat( 2515 m_log.ErrorFormat(
2516 "[EVENT MANAGER]: Delegate for TriggerSignificantClientMovement failed - continuing. {0} {1}", 2516 "[EVENT MANAGER]: Delegate for TriggerSignificantClientMovement failed - continuing. {0} {1}",
2517 e.Message, e.StackTrace); 2517 e.Message, e.StackTrace);
2518 } 2518 }
2519 } 2519 }
@@ -2534,7 +2534,7 @@ namespace OpenSim.Region.Framework.Scenes
2534 catch (Exception e) 2534 catch (Exception e)
2535 { 2535 {
2536 m_log.ErrorFormat( 2536 m_log.ErrorFormat(
2537 "[EVENT MANAGER]: Delegate for TriggerOnChatFromWorld failed - continuing. {0} {1}", 2537 "[EVENT MANAGER]: Delegate for TriggerOnChatFromWorld failed - continuing. {0} {1}",
2538 e.Message, e.StackTrace); 2538 e.Message, e.StackTrace);
2539 } 2539 }
2540 } 2540 }
@@ -2555,16 +2555,16 @@ namespace OpenSim.Region.Framework.Scenes
2555 catch (Exception e) 2555 catch (Exception e)
2556 { 2556 {
2557 m_log.ErrorFormat( 2557 m_log.ErrorFormat(
2558 "[EVENT MANAGER]: Delegate for TriggerOnChatFromClient failed - continuing. {0} {1}", 2558 "[EVENT MANAGER]: Delegate for TriggerOnChatFromClient failed - continuing. {0} {1}",
2559 e.Message, e.StackTrace); 2559 e.Message, e.StackTrace);
2560 } 2560 }
2561 } 2561 }
2562 } 2562 }
2563 } 2563 }
2564 2564
2565 public void TriggerOnChatToClients( 2565 public void TriggerOnChatToClients(
2566 UUID senderID, HashSet<UUID> receiverIDs, 2566 UUID senderID, HashSet<UUID> receiverIDs,
2567 string message, ChatTypeEnum type, Vector3 fromPos, string fromName, 2567 string message, ChatTypeEnum type, Vector3 fromPos, string fromName,
2568 ChatSourceType src, ChatAudibleLevel level) 2568 ChatSourceType src, ChatAudibleLevel level)
2569 { 2569 {
2570 ChatToClientsEvent handler = OnChatToClients; 2570 ChatToClientsEvent handler = OnChatToClients;
@@ -2579,7 +2579,7 @@ namespace OpenSim.Region.Framework.Scenes
2579 catch (Exception e) 2579 catch (Exception e)
2580 { 2580 {
2581 m_log.ErrorFormat( 2581 m_log.ErrorFormat(
2582 "[EVENT MANAGER]: Delegate for TriggerOnChatToClients failed - continuing. {0} {1}", 2582 "[EVENT MANAGER]: Delegate for TriggerOnChatToClients failed - continuing. {0} {1}",
2583 e.Message, e.StackTrace); 2583 e.Message, e.StackTrace);
2584 } 2584 }
2585 } 2585 }
@@ -2600,7 +2600,7 @@ namespace OpenSim.Region.Framework.Scenes
2600 catch (Exception e) 2600 catch (Exception e)
2601 { 2601 {
2602 m_log.ErrorFormat( 2602 m_log.ErrorFormat(
2603 "[EVENT MANAGER]: Delegate for TriggerOnChatBroadcast failed - continuing. {0} {1}", 2603 "[EVENT MANAGER]: Delegate for TriggerOnChatBroadcast failed - continuing. {0} {1}",
2604 e.Message, e.StackTrace); 2604 e.Message, e.StackTrace);
2605 } 2605 }
2606 } 2606 }
@@ -2621,7 +2621,7 @@ namespace OpenSim.Region.Framework.Scenes
2621 catch (Exception e) 2621 catch (Exception e)
2622 { 2622 {
2623 m_log.ErrorFormat( 2623 m_log.ErrorFormat(
2624 "[EVENT MANAGER]: Delegate for TriggerControlEvent failed - continuing. {0} {1}", 2624 "[EVENT MANAGER]: Delegate for TriggerControlEvent failed - continuing. {0} {1}",
2625 e.Message, e.StackTrace); 2625 e.Message, e.StackTrace);
2626 } 2626 }
2627 } 2627 }
@@ -2642,7 +2642,7 @@ namespace OpenSim.Region.Framework.Scenes
2642 catch (Exception e) 2642 catch (Exception e)
2643 { 2643 {
2644 m_log.ErrorFormat( 2644 m_log.ErrorFormat(
2645 "[EVENT MANAGER]: Delegate for TriggerNoticeNoLandDataFromStorage failed - continuing. {0} {1}", 2645 "[EVENT MANAGER]: Delegate for TriggerNoticeNoLandDataFromStorage failed - continuing. {0} {1}",
2646 e.Message, e.StackTrace); 2646 e.Message, e.StackTrace);
2647 } 2647 }
2648 } 2648 }
@@ -2663,7 +2663,7 @@ namespace OpenSim.Region.Framework.Scenes
2663 catch (Exception e) 2663 catch (Exception e)
2664 { 2664 {
2665 m_log.ErrorFormat( 2665 m_log.ErrorFormat(
2666 "[EVENT MANAGER]: Delegate for TriggerIncomingLandDataFromStorage failed - continuing. {0} {1}", 2666 "[EVENT MANAGER]: Delegate for TriggerIncomingLandDataFromStorage failed - continuing. {0} {1}",
2667 e.Message, e.StackTrace); 2667 e.Message, e.StackTrace);
2668 } 2668 }
2669 } 2669 }
@@ -2684,7 +2684,7 @@ namespace OpenSim.Region.Framework.Scenes
2684 catch (Exception e) 2684 catch (Exception e)
2685 { 2685 {
2686 m_log.ErrorFormat( 2686 m_log.ErrorFormat(
2687 "[EVENT MANAGER]: Delegate for TriggerSetAllowForcefulBan failed - continuing. {0} {1}", 2687 "[EVENT MANAGER]: Delegate for TriggerSetAllowForcefulBan failed - continuing. {0} {1}",
2688 e.Message, e.StackTrace); 2688 e.Message, e.StackTrace);
2689 } 2689 }
2690 } 2690 }
@@ -2705,7 +2705,7 @@ namespace OpenSim.Region.Framework.Scenes
2705 catch (Exception e) 2705 catch (Exception e)
2706 { 2706 {
2707 m_log.ErrorFormat( 2707 m_log.ErrorFormat(
2708 "[EVENT MANAGER]: Delegate for TriggerRequestParcelPrimCountUpdate failed - continuing. {0} {1}", 2708 "[EVENT MANAGER]: Delegate for TriggerRequestParcelPrimCountUpdate failed - continuing. {0} {1}",
2709 e.Message, e.StackTrace); 2709 e.Message, e.StackTrace);
2710 } 2710 }
2711 } 2711 }
@@ -2726,7 +2726,7 @@ namespace OpenSim.Region.Framework.Scenes
2726 catch (Exception e) 2726 catch (Exception e)
2727 { 2727 {
2728 m_log.ErrorFormat( 2728 m_log.ErrorFormat(
2729 "[EVENT MANAGER]: Delegate for TriggerParcelPrimCountTainted failed - continuing. {0} {1}", 2729 "[EVENT MANAGER]: Delegate for TriggerParcelPrimCountTainted failed - continuing. {0} {1}",
2730 e.Message, e.StackTrace); 2730 e.Message, e.StackTrace);
2731 } 2731 }
2732 } 2732 }
@@ -2766,7 +2766,7 @@ namespace OpenSim.Region.Framework.Scenes
2766 catch (Exception e) 2766 catch (Exception e)
2767 { 2767 {
2768 m_log.ErrorFormat( 2768 m_log.ErrorFormat(
2769 "[EVENT MANAGER]: Delegate for TriggerEstateToolsSunUpdate failed - continuing. {0} {1}", 2769 "[EVENT MANAGER]: Delegate for TriggerEstateToolsSunUpdate failed - continuing. {0} {1}",
2770 e.Message, e.StackTrace); 2770 e.Message, e.StackTrace);
2771 } 2771 }
2772 } 2772 }
@@ -2787,12 +2787,12 @@ namespace OpenSim.Region.Framework.Scenes
2787 catch (Exception e) 2787 catch (Exception e)
2788 { 2788 {
2789 m_log.ErrorFormat( 2789 m_log.ErrorFormat(
2790 "[EVENT MANAGER]: Delegate for TriggerOnAttach failed - continuing. {0} {1}", 2790 "[EVENT MANAGER]: Delegate for TriggerOnAttach failed - continuing. {0} {1}",
2791 e.Message, e.StackTrace); 2791 e.Message, e.StackTrace);
2792 } 2792 }
2793 } 2793 }
2794 } 2794 }
2795 2795
2796 return 6; 2796 return 6;
2797 } 2797 }
2798 2798
@@ -2810,13 +2810,13 @@ namespace OpenSim.Region.Framework.Scenes
2810 catch (Exception e) 2810 catch (Exception e)
2811 { 2811 {
2812 m_log.ErrorFormat( 2812 m_log.ErrorFormat(
2813 "[EVENT MANAGER]: Delegate for TriggerOarFileLoaded failed - continuing. {0} {1}", 2813 "[EVENT MANAGER]: Delegate for TriggerOarFileLoaded failed - continuing. {0} {1}",
2814 e.Message, e.StackTrace); 2814 e.Message, e.StackTrace);
2815 } 2815 }
2816 } 2816 }
2817 } 2817 }
2818 } 2818 }
2819 2819
2820 public void TriggerOarFileSaved(Guid requestId, string message) 2820 public void TriggerOarFileSaved(Guid requestId, string message)
2821 { 2821 {
2822 OarFileSaved handlerOarFileSaved = OnOarFileSaved; 2822 OarFileSaved handlerOarFileSaved = OnOarFileSaved;
@@ -2831,7 +2831,7 @@ namespace OpenSim.Region.Framework.Scenes
2831 catch (Exception e) 2831 catch (Exception e)
2832 { 2832 {
2833 m_log.ErrorFormat( 2833 m_log.ErrorFormat(
2834 "[EVENT MANAGER]: Delegate for TriggerOarFileSaved failed - continuing. {0} {1}", 2834 "[EVENT MANAGER]: Delegate for TriggerOarFileSaved failed - continuing. {0} {1}",
2835 e.Message, e.StackTrace); 2835 e.Message, e.StackTrace);
2836 } 2836 }
2837 } 2837 }
@@ -2852,7 +2852,7 @@ namespace OpenSim.Region.Framework.Scenes
2852 catch (Exception e) 2852 catch (Exception e)
2853 { 2853 {
2854 m_log.ErrorFormat( 2854 m_log.ErrorFormat(
2855 "[EVENT MANAGER]: Delegate for TriggerEmptyScriptCompileQueue failed - continuing. {0} {1}", 2855 "[EVENT MANAGER]: Delegate for TriggerEmptyScriptCompileQueue failed - continuing. {0} {1}",
2856 e.Message, e.StackTrace); 2856 e.Message, e.StackTrace);
2857 } 2857 }
2858 } 2858 }
@@ -2873,7 +2873,7 @@ namespace OpenSim.Region.Framework.Scenes
2873 catch (Exception e) 2873 catch (Exception e)
2874 { 2874 {
2875 m_log.ErrorFormat( 2875 m_log.ErrorFormat(
2876 "[EVENT MANAGER]: Delegate for TriggerScriptCollidingStart failed - continuing. {0} {1}", 2876 "[EVENT MANAGER]: Delegate for TriggerScriptCollidingStart failed - continuing. {0} {1}",
2877 e.Message, e.StackTrace); 2877 e.Message, e.StackTrace);
2878 } 2878 }
2879 } 2879 }
@@ -2894,7 +2894,7 @@ namespace OpenSim.Region.Framework.Scenes
2894 catch (Exception e) 2894 catch (Exception e)
2895 { 2895 {
2896 m_log.ErrorFormat( 2896 m_log.ErrorFormat(
2897 "[EVENT MANAGER]: Delegate for TriggerScriptColliding failed - continuing. {0} {1}", 2897 "[EVENT MANAGER]: Delegate for TriggerScriptColliding failed - continuing. {0} {1}",
2898 e.Message, e.StackTrace); 2898 e.Message, e.StackTrace);
2899 } 2899 }
2900 } 2900 }
@@ -2915,7 +2915,7 @@ namespace OpenSim.Region.Framework.Scenes
2915 catch (Exception e) 2915 catch (Exception e)
2916 { 2916 {
2917 m_log.ErrorFormat( 2917 m_log.ErrorFormat(
2918 "[EVENT MANAGER]: Delegate for TriggerScriptCollidingEnd failed - continuing. {0} {1}", 2918 "[EVENT MANAGER]: Delegate for TriggerScriptCollidingEnd failed - continuing. {0} {1}",
2919 e.Message, e.StackTrace); 2919 e.Message, e.StackTrace);
2920 } 2920 }
2921 } 2921 }
@@ -2936,7 +2936,7 @@ namespace OpenSim.Region.Framework.Scenes
2936 catch (Exception e) 2936 catch (Exception e)
2937 { 2937 {
2938 m_log.ErrorFormat( 2938 m_log.ErrorFormat(
2939 "[EVENT MANAGER]: Delegate for TriggerScriptLandCollidingStart failed - continuing. {0} {1}", 2939 "[EVENT MANAGER]: Delegate for TriggerScriptLandCollidingStart failed - continuing. {0} {1}",
2940 e.Message, e.StackTrace); 2940 e.Message, e.StackTrace);
2941 } 2941 }
2942 } 2942 }
@@ -2957,7 +2957,7 @@ namespace OpenSim.Region.Framework.Scenes
2957 catch (Exception e) 2957 catch (Exception e)
2958 { 2958 {
2959 m_log.ErrorFormat( 2959 m_log.ErrorFormat(
2960 "[EVENT MANAGER]: Delegate for TriggerScriptLandColliding failed - continuing. {0} {1}", 2960 "[EVENT MANAGER]: Delegate for TriggerScriptLandColliding failed - continuing. {0} {1}",
2961 e.Message, e.StackTrace); 2961 e.Message, e.StackTrace);
2962 } 2962 }
2963 } 2963 }
@@ -2978,7 +2978,7 @@ namespace OpenSim.Region.Framework.Scenes
2978 catch (Exception e) 2978 catch (Exception e)
2979 { 2979 {
2980 m_log.ErrorFormat( 2980 m_log.ErrorFormat(
2981 "[EVENT MANAGER]: Delegate for TriggerScriptLandCollidingEnd failed - continuing. {0} {1}", 2981 "[EVENT MANAGER]: Delegate for TriggerScriptLandCollidingEnd failed - continuing. {0} {1}",
2982 e.Message, e.StackTrace); 2982 e.Message, e.StackTrace);
2983 } 2983 }
2984 } 2984 }
@@ -2999,7 +2999,7 @@ namespace OpenSim.Region.Framework.Scenes
2999 catch (Exception e) 2999 catch (Exception e)
3000 { 3000 {
3001 m_log.ErrorFormat( 3001 m_log.ErrorFormat(
3002 "[EVENT MANAGER]: Delegate for TriggerSetRootAgentScene failed - continuing. {0} {1}", 3002 "[EVENT MANAGER]: Delegate for TriggerSetRootAgentScene failed - continuing. {0} {1}",
3003 e.Message, e.StackTrace); 3003 e.Message, e.StackTrace);
3004 } 3004 }
3005 } 3005 }
@@ -3020,13 +3020,13 @@ namespace OpenSim.Region.Framework.Scenes
3020 catch (Exception e) 3020 catch (Exception e)
3021 { 3021 {
3022 m_log.ErrorFormat( 3022 m_log.ErrorFormat(
3023 "[EVENT MANAGER]: Delegate for TriggerOnRegionUp failed - continuing. {0} {1}", 3023 "[EVENT MANAGER]: Delegate for TriggerOnRegionUp failed - continuing. {0} {1}",
3024 e.Message, e.StackTrace); 3024 e.Message, e.StackTrace);
3025 } 3025 }
3026 } 3026 }
3027 } 3027 }
3028 } 3028 }
3029 3029
3030 public void TriggerOnSceneObjectLoaded(SceneObjectGroup so) 3030 public void TriggerOnSceneObjectLoaded(SceneObjectGroup so)
3031 { 3031 {
3032 SceneObjectDelegate handler = OnSceneObjectLoaded; 3032 SceneObjectDelegate handler = OnSceneObjectLoaded;
@@ -3041,13 +3041,13 @@ namespace OpenSim.Region.Framework.Scenes
3041 catch (Exception e) 3041 catch (Exception e)
3042 { 3042 {
3043 m_log.ErrorFormat( 3043 m_log.ErrorFormat(
3044 "[EVENT MANAGER]: Delegate for TriggerOnSceneObjectLoaded failed - continuing. {0} {1}", 3044 "[EVENT MANAGER]: Delegate for TriggerOnSceneObjectLoaded failed - continuing. {0} {1}",
3045 e.Message, e.StackTrace); 3045 e.Message, e.StackTrace);
3046 } 3046 }
3047 } 3047 }
3048 } 3048 }
3049 } 3049 }
3050 3050
3051 public void TriggerOnSceneObjectPreSave(SceneObjectGroup persistingSo, SceneObjectGroup originalSo) 3051 public void TriggerOnSceneObjectPreSave(SceneObjectGroup persistingSo, SceneObjectGroup originalSo)
3052 { 3052 {
3053 SceneObjectPreSaveDelegate handler = OnSceneObjectPreSave; 3053 SceneObjectPreSaveDelegate handler = OnSceneObjectPreSave;
@@ -3062,13 +3062,13 @@ namespace OpenSim.Region.Framework.Scenes
3062 catch (Exception e) 3062 catch (Exception e)
3063 { 3063 {
3064 m_log.ErrorFormat( 3064 m_log.ErrorFormat(
3065 "[EVENT MANAGER]: Delegate for TriggerOnSceneObjectPreSave failed - continuing. {0} {1}", 3065 "[EVENT MANAGER]: Delegate for TriggerOnSceneObjectPreSave failed - continuing. {0} {1}",
3066 e.Message, e.StackTrace); 3066 e.Message, e.StackTrace);
3067 } 3067 }
3068 } 3068 }
3069 } 3069 }
3070 } 3070 }
3071 3071
3072 public void TriggerOnSceneObjectPartCopy(SceneObjectPart copy, SceneObjectPart original, bool userExposed) 3072 public void TriggerOnSceneObjectPartCopy(SceneObjectPart copy, SceneObjectPart original, bool userExposed)
3073 { 3073 {
3074 SceneObjectPartCopyDelegate handler = OnSceneObjectPartCopy; 3074 SceneObjectPartCopyDelegate handler = OnSceneObjectPartCopy;
@@ -3083,7 +3083,7 @@ namespace OpenSim.Region.Framework.Scenes
3083 catch (Exception e) 3083 catch (Exception e)
3084 { 3084 {
3085 m_log.ErrorFormat( 3085 m_log.ErrorFormat(
3086 "[EVENT MANAGER]: Delegate for TriggerOnSceneObjectPartCopy failed - continuing. {0} {1}", 3086 "[EVENT MANAGER]: Delegate for TriggerOnSceneObjectPartCopy failed - continuing. {0} {1}",
3087 e.Message, e.StackTrace); 3087 e.Message, e.StackTrace);
3088 } 3088 }
3089 } 3089 }
@@ -3104,7 +3104,7 @@ namespace OpenSim.Region.Framework.Scenes
3104 catch (Exception e) 3104 catch (Exception e)
3105 { 3105 {
3106 m_log.ErrorFormat( 3106 m_log.ErrorFormat(
3107 "[EVENT MANAGER]: Delegate for TriggerSceneObjectPartUpdated failed - continuing. {0} {1}", 3107 "[EVENT MANAGER]: Delegate for TriggerSceneObjectPartUpdated failed - continuing. {0} {1}",
3108 e.Message, e.StackTrace); 3108 e.Message, e.StackTrace);
3109 } 3109 }
3110 } 3110 }
@@ -3147,7 +3147,7 @@ namespace OpenSim.Region.Framework.Scenes
3147 catch (Exception e) 3147 catch (Exception e)
3148 { 3148 {
3149 m_log.ErrorFormat( 3149 m_log.ErrorFormat(
3150 "[EVENT MANAGER]: Delegate for TriggerOnSceneObjectPartCopy failed - continuing. {0} {1}", 3150 "[EVENT MANAGER]: Delegate for TriggerOnSceneObjectPartCopy failed - continuing. {0} {1}",
3151 e.Message, e.StackTrace); 3151 e.Message, e.StackTrace);
3152 } 3152 }
3153 } 3153 }
@@ -3169,7 +3169,7 @@ namespace OpenSim.Region.Framework.Scenes
3169 catch (Exception e) 3169 catch (Exception e)
3170 { 3170 {
3171 m_log.ErrorFormat( 3171 m_log.ErrorFormat(
3172 "[EVENT MANAGER]: Delegate for TriggerSceneShuttingDown failed - continuing. {0} {1}", 3172 "[EVENT MANAGER]: Delegate for TriggerSceneShuttingDown failed - continuing. {0} {1}",
3173 e.Message, e.StackTrace); 3173 e.Message, e.StackTrace);
3174 } 3174 }
3175 } 3175 }
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
index cdd8d2d..e4aa196 100644
--- a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -140,7 +140,7 @@ namespace OpenSim.Region.Framework.Scenes
140 timer.Start(); 140 timer.Start();
141 }; 141 };
142 } 142 }
143 143
144 // Check again, in case the regions were started while we were adding the event handler 144 // Check again, in case the regions were started while we were adding the event handler
145 if (SceneManager.Instance.AllRegionsReady) 145 if (SceneManager.Instance.AllRegionsReady)
146 { 146 {
@@ -821,7 +821,7 @@ namespace OpenSim.Region.Framework.Scenes
821 821
822 SceneObjectGroup tmp = m_group; 822 SceneObjectGroup tmp = m_group;
823 m_group = null; 823 m_group = null;
824 824
825 using (MemoryStream ms = new MemoryStream()) 825 using (MemoryStream ms = new MemoryStream())
826 { 826 {
827 BinaryFormatter fmt = new BinaryFormatter(); 827 BinaryFormatter fmt = new BinaryFormatter();
@@ -839,10 +839,10 @@ namespace OpenSim.Region.Framework.Scenes
839 public void StartCrossingCheck() 839 public void StartCrossingCheck()
840 { 840 {
841 // timer will be restart by crossingFailure 841 // timer will be restart by crossingFailure
842 // or never since crossing worked and this 842 // or never since crossing worked and this
843 // should be deleted 843 // should be deleted
844 StopTimer(); 844 StopTimer();
845 845
846 m_isCrossing = true; 846 m_isCrossing = true;
847 m_waitingCrossing = true; 847 m_waitingCrossing = true;
848 848
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 97009a0..cbf40c8 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -35,7 +35,7 @@ using OpenSim.Region.PhysicsModules.SharedBase;
35 35
36/* 36/*
37 * Steps to add a new prioritization policy: 37 * Steps to add a new prioritization policy:
38 * 38 *
39 * - Add a new value to the UpdatePrioritizationSchemes enum. 39 * - Add a new value to the UpdatePrioritizationSchemes enum.
40 * - Specify this new value in the [InterestManagement] section of your 40 * - Specify this new value in the [InterestManagement] section of your
41 * OpenSim.ini. The name in the config file must match the enum value name 41 * OpenSim.ini. The name in the config file must match the enum value name
@@ -59,7 +59,7 @@ namespace OpenSim.Region.Framework.Scenes
59 public class Prioritizer 59 public class Prioritizer
60 { 60 {
61 private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); 61 private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
62 62
63 private Scene m_scene; 63 private Scene m_scene;
64 64
65 public Prioritizer(Scene scene) 65 public Prioritizer(Scene scene)
@@ -91,7 +91,7 @@ namespace OpenSim.Region.Framework.Scenes
91 return 0; 91 return 0;
92 92
93 uint priority; 93 uint priority;
94 94
95 switch (m_scene.UpdatePrioritizationScheme) 95 switch (m_scene.UpdatePrioritizationScheme)
96 { 96 {
97/* 97/*
@@ -116,7 +116,7 @@ namespace OpenSim.Region.Framework.Scenes
116 priority = GetPriorityByBestAvatarResponsiveness(client, entity); 116 priority = GetPriorityByBestAvatarResponsiveness(client, entity);
117 break; 117 break;
118 } 118 }
119 119
120 return priority; 120 return priority;
121 } 121 }
122 122
@@ -145,7 +145,7 @@ namespace OpenSim.Region.Framework.Scenes
145 145
146 return ComputeDistancePriority(client,entity,false); 146 return ComputeDistancePriority(client,entity,false);
147 } 147 }
148 148
149 private uint GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) 149 private uint GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
150 { 150 {
151 // And anything attached to this avatar gets top priority as well 151 // And anything attached to this avatar gets top priority as well
@@ -172,7 +172,7 @@ namespace OpenSim.Region.Framework.Scenes
172 172
173 if (entity is SceneObjectPart) 173 if (entity is SceneObjectPart)
174 { 174 {
175 // Attachments are high priority, 175 // Attachments are high priority,
176 if (((SceneObjectPart)entity).ParentGroup.IsAttachment) 176 if (((SceneObjectPart)entity).ParentGroup.IsAttachment)
177 return 2; 177 return 2;
178 178
@@ -196,7 +196,7 @@ namespace OpenSim.Region.Framework.Scenes
196 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 196 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
197 if (presence == null) 197 if (presence == null)
198 { 198 {
199 // this shouldn't happen, it basically means that we are prioritizing 199 // this shouldn't happen, it basically means that we are prioritizing
200 // updates to send to a client that doesn't have a presence in the scene 200 // updates to send to a client that doesn't have a presence in the scene
201 // seems like there's race condition here... 201 // seems like there's race condition here...
202 202
@@ -204,7 +204,7 @@ namespace OpenSim.Region.Framework.Scenes
204 // throw new InvalidOperationException("Prioritization agent not defined"); 204 // throw new InvalidOperationException("Prioritization agent not defined");
205 return PriorityQueue.NumberOfQueues - 1; 205 return PriorityQueue.NumberOfQueues - 1;
206 } 206 }
207 207
208 // Use group position for child prims, since we are putting child prims in 208 // Use group position for child prims, since we are putting child prims in
209 // the same queue with the root of the group, the root prim (which goes into 209 // the same queue with the root of the group, the root prim (which goes into
210 // the queue first) should always be sent first, no need to adjust child prim 210 // the queue first) should always be sent first, no need to adjust child prim
@@ -227,14 +227,14 @@ namespace OpenSim.Region.Framework.Scenes
227 227
228 Vector3 presencePos = presence.AbsolutePosition; 228 Vector3 presencePos = presence.AbsolutePosition;
229 229
230 // Compute the distance... 230 // Compute the distance...
231 double distance = Vector3.Distance(presencePos, entityPos); 231 double distance = Vector3.Distance(presencePos, entityPos);
232 232
233 // And convert the distance to a priority queue, this computation gives queues 233 // And convert the distance to a priority queue, this computation gives queues
234 // at 10, 20, 40, 80, 160, 320, 640, and 1280m 234 // at 10, 20, 40, 80, 160, 320, 640, and 1280m
235 uint pqueue = PriorityQueue.NumberOfImmediateQueues + 1; // reserve attachments queue 235 uint pqueue = PriorityQueue.NumberOfImmediateQueues + 1; // reserve attachments queue
236 uint queues = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues; 236 uint queues = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues;
237/* 237/*
238 for (int i = 0; i < queues - 1; i++) 238 for (int i = 0; i < queues - 1; i++)
239 { 239 {
240 if (distance < 30 * Math.Pow(2.0,i)) 240 if (distance < 30 * Math.Pow(2.0,i))
@@ -246,7 +246,7 @@ namespace OpenSim.Region.Framework.Scenes
246 { 246 {
247 float tmp = (float)Math.Log((double)distance) * 1.442695f - 3.321928f; 247 float tmp = (float)Math.Log((double)distance) * 1.442695f - 3.321928f;
248 // for a map identical to original: 248 // for a map identical to original:
249 // now 249 // now
250 // 1st constant is 1/(log(2)) (natural log) so we get log2(distance) 250 // 1st constant is 1/(log(2)) (natural log) so we get log2(distance)
251 // 2st constant makes it be log2(distance/10) 251 // 2st constant makes it be log2(distance/10)
252 pqueue += (uint)tmp; 252 pqueue += (uint)tmp;
@@ -265,7 +265,7 @@ namespace OpenSim.Region.Framework.Scenes
265 // Plane equation 265 // Plane equation
266 float d = -Vector3.Dot(camPosition, camAtAxis); 266 float d = -Vector3.Dot(camPosition, camAtAxis);
267 float p = Vector3.Dot(camAtAxis, entityPos) + d; 267 float p = Vector3.Dot(camAtAxis, entityPos) + d;
268 if (p < 0.0f) 268 if (p < 0.0f)
269 pqueue++; 269 pqueue++;
270 } 270 }
271 271
@@ -291,7 +291,7 @@ namespace OpenSim.Region.Framework.Scenes
291// uint pqueue = minpqueue; 291// uint pqueue = minpqueue;
292 uint pqueue = PriorityQueue.NumberOfImmediateQueues; 292 uint pqueue = PriorityQueue.NumberOfImmediateQueues;
293 float distance; 293 float distance;
294 294
295 Vector3 presencePos = presence.AbsolutePosition; 295 Vector3 presencePos = presence.AbsolutePosition;
296 if(entity is ScenePresence) 296 if(entity is ScenePresence)
297 { 297 {
@@ -319,10 +319,10 @@ namespace OpenSim.Region.Framework.Scenes
319 { 319 {
320 float tmp = (float)Math.Log(distance) * 1.442695f - 3.321928f; 320 float tmp = (float)Math.Log(distance) * 1.442695f - 3.321928f;
321 // for a map identical to original: 321 // for a map identical to original:
322 // now 322 // now
323 // 1st constant is 1/(log(2)) (natural log) so we get log2(distance) 323 // 1st constant is 1/(log(2)) (natural log) so we get log2(distance)
324 // 2st constant makes it be log2(distance/10) 324 // 2st constant makes it be log2(distance/10)
325 325
326 pqueue += (uint)tmp; 326 pqueue += (uint)tmp;
327 if (pqueue > maxqueue) 327 if (pqueue > maxqueue)
328 pqueue = maxqueue; 328 pqueue = maxqueue;
diff --git a/OpenSim/Region/Framework/Scenes/RegionStatsHandler.cs b/OpenSim/Region/Framework/Scenes/RegionStatsHandler.cs
index 3b31281..bf58885 100644
--- a/OpenSim/Region/Framework/Scenes/RegionStatsHandler.cs
+++ b/OpenSim/Region/Framework/Scenes/RegionStatsHandler.cs
@@ -55,13 +55,13 @@ namespace OpenSim.Region.Framework.Scenes
55 public string localZone = TimeZone.CurrentTimeZone.StandardName; 55 public string localZone = TimeZone.CurrentTimeZone.StandardName;
56 public TimeSpan utcOffset = TimeZone.CurrentTimeZone.GetUtcOffset(DateTime.Now); 56 public TimeSpan utcOffset = TimeZone.CurrentTimeZone.GetUtcOffset(DateTime.Now);
57 57
58 public RegionStatsHandler(RegionInfo region_info) 58 public RegionStatsHandler(RegionInfo region_info)
59 : base("GET", "/" + Util.SHA1Hash(region_info.regionSecret), "RegionStats", "Region Statistics") 59 : base("GET", "/" + Util.SHA1Hash(region_info.regionSecret), "RegionStats", "Region Statistics")
60 { 60 {
61 regionInfo = region_info; 61 regionInfo = region_info;
62 osXStatsURI = Util.SHA1Hash(regionInfo.osSecret); 62 osXStatsURI = Util.SHA1Hash(regionInfo.osSecret);
63 } 63 }
64 64
65 protected override byte[] ProcessRequest( 65 protected override byte[] ProcessRequest(
66 string path, Stream request, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse) 66 string path, Stream request, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse)
67 { 67 {
@@ -72,7 +72,7 @@ namespace OpenSim.Region.Framework.Scenes
72 { 72 {
73 get { return "text/plain"; } 73 get { return "text/plain"; }
74 } 74 }
75 75
76 private string Report() 76 private string Report()
77 { 77 {
78 OSDMap args = new OSDMap(30); 78 OSDMap args = new OSDMap(30);
@@ -83,7 +83,7 @@ namespace OpenSim.Region.Framework.Scenes
83 args["UxTime"] = OSD.FromInteger(Util.ToUnixTime(DateTime.Now)); 83 args["UxTime"] = OSD.FromInteger(Util.ToUnixTime(DateTime.Now));
84 args["Memory"] = OSD.FromReal(Math.Round(GC.GetTotalMemory(false) / 1024.0 / 1024.0)); 84 args["Memory"] = OSD.FromReal(Math.Round(GC.GetTotalMemory(false) / 1024.0 / 1024.0));
85 args["Version"] = OSD.FromString(VersionInfo.Version); 85 args["Version"] = OSD.FromString(VersionInfo.Version);
86 86
87 string strBuffer = ""; 87 string strBuffer = "";
88 strBuffer = OSDParser.SerializeJsonString(args); 88 strBuffer = OSDParser.SerializeJsonString(args);
89 89
diff --git a/OpenSim/Region/Framework/Scenes/SOPMaterial.cs b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
index 10ac37c..651c52e 100644
--- a/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
+++ b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
@@ -34,7 +34,7 @@ namespace OpenSim.Region.Framework.Scenes
34{ 34{
35 public static class SOPMaterialData 35 public static class SOPMaterialData
36 { 36 {
37 public enum SopMaterial : int // redundante and not in use for now 37 public enum SopMaterial : int // redundante and not in use for now
38 { 38 {
39 Stone = 0, 39 Stone = 0,
40 Metal = 1, 40 Metal = 1,
diff --git a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
index 897918a..8d11331 100644
--- a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
+++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
@@ -571,7 +571,7 @@ namespace OpenSim.Region.Framework.Scenes
571 return errors; 571 return errors;
572 } 572 }
573 573
574 574
575 public string ToXml2() 575 public string ToXml2()
576 { 576 {
577 using (StringWriter sw = new StringWriter()) 577 using (StringWriter sw = new StringWriter())
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 61ea8ac..e3ccf96 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -164,7 +164,7 @@ namespace OpenSim.Region.Framework.Scenes
164 m_log.DebugFormat( 164 m_log.DebugFormat(
165 "[AGENT INVENTORY]: Found folder {0} type {1} for item {2}", 165 "[AGENT INVENTORY]: Found folder {0} type {1} for item {2}",
166 f.Name, (AssetType)f.Type, item.Name); 166 f.Name, (AssetType)f.Type, item.Name);
167 167
168 item.Folder = f.ID; 168 item.Folder = f.ID;
169 } 169 }
170 else 170 else
@@ -338,7 +338,7 @@ namespace OpenSim.Region.Framework.Scenes
338 // Update item with new asset 338 // Update item with new asset
339 item.AssetID = asset.FullID; 339 item.AssetID = asset.FullID;
340 group.UpdateInventoryItem(item); 340 group.UpdateInventoryItem(item);
341 341
342 part.SendPropertiesToClient(remoteClient); 342 part.SendPropertiesToClient(remoteClient);
343 343
344 // Trigger rerunning of script (use TriggerRezScript event, see RezScript) 344 // Trigger rerunning of script (use TriggerRezScript event, see RezScript)
@@ -519,7 +519,7 @@ namespace OpenSim.Region.Framework.Scenes
519 // needs to be found. If inventory item flags are updated 519 // needs to be found. If inventory item flags are updated
520 // the viewer's notion of the item needs to be refreshed. 520 // the viewer's notion of the item needs to be refreshed.
521 // 521 //
522 // In other situations we cannot send out a bulk update here, since this will cause editing of clothing to start 522 // In other situations we cannot send out a bulk update here, since this will cause editing of clothing to start
523 // failing frequently. Possibly this is a race with a separate transaction that uploads the asset. 523 // failing frequently. Possibly this is a race with a separate transaction that uploads the asset.
524 if (sendUpdate) 524 if (sendUpdate)
525 remoteClient.SendBulkUpdateInventory(item); 525 remoteClient.SendBulkUpdateInventory(item);
@@ -734,7 +734,7 @@ namespace OpenSim.Region.Framework.Scenes
734 itemCopy.GroupPermissions = item.GroupPermissions & item.NextPermissions; 734 itemCopy.GroupPermissions = item.GroupPermissions & item.NextPermissions;
735 itemCopy.BasePermissions = item.BasePermissions; 735 itemCopy.BasePermissions = item.BasePermissions;
736 } 736 }
737 737
738 if (itemCopy.Folder == UUID.Zero) 738 if (itemCopy.Folder == UUID.Zero)
739 { 739 {
740 InventoryFolderBase folder = null; 740 InventoryFolderBase folder = null;
@@ -826,7 +826,7 @@ namespace OpenSim.Region.Framework.Scenes
826 } 826 }
827 827
828 UUID newFolderId = UUID.Random(); 828 UUID newFolderId = UUID.Random();
829 InventoryFolderBase newFolder 829 InventoryFolderBase newFolder
830 = new InventoryFolderBase( 830 = new InventoryFolderBase(
831 newFolderId, folder.Name, recipientId, folder.Type, recipientParentFolderId, folder.Version); 831 newFolderId, folder.Name, recipientId, folder.Type, recipientParentFolderId, folder.Version);
832 InventoryService.AddFolder(newFolder); 832 InventoryService.AddFolder(newFolder);
@@ -906,7 +906,7 @@ namespace OpenSim.Region.Framework.Scenes
906 item.NextPermissions, item.GroupPermissions, Util.UnixTimeSinceEpoch(), false); 906 item.NextPermissions, item.GroupPermissions, Util.UnixTimeSinceEpoch(), false);
907 } 907 }
908 else 908 else
909 { 909 {
910 // If item is transfer or permissions are off or calling agent is allowed to copy item owner's inventory item. 910 // If item is transfer or permissions are off or calling agent is allowed to copy item owner's inventory item.
911 if (((item.CurrentPermissions & (uint)PermissionMask.Transfer) != 0) 911 if (((item.CurrentPermissions & (uint)PermissionMask.Transfer) != 0)
912 && (m_permissions.BypassPermissions() 912 && (m_permissions.BypassPermissions()
@@ -954,7 +954,7 @@ namespace OpenSim.Region.Framework.Scenes
954 moveitems.Add(n); 954 moveitems.Add(n);
955 remoteClient.SendInventoryItemCreateUpdate(n, 0); 955 remoteClient.SendInventoryItemCreateUpdate(n, 0);
956 } 956 }
957 957
958 MoveInventoryItem(remoteClient, moveitems); 958 MoveInventoryItem(remoteClient, moveitems);
959 } 959 }
960 960
@@ -1308,9 +1308,9 @@ namespace OpenSim.Region.Framework.Scenes
1308 public InventoryItemBase MoveTaskInventoryItem(IClientAPI remoteClient, UUID folderId, SceneObjectPart part, UUID itemId, out string message) 1308 public InventoryItemBase MoveTaskInventoryItem(IClientAPI remoteClient, UUID folderId, SceneObjectPart part, UUID itemId, out string message)
1309 { 1309 {
1310 m_log.DebugFormat( 1310 m_log.DebugFormat(
1311 "[PRIM INVENTORY]: Adding item {0} from {1} to folder {2} for {3}", 1311 "[PRIM INVENTORY]: Adding item {0} from {1} to folder {2} for {3}",
1312 itemId, part.Name, folderId, remoteClient.Name); 1312 itemId, part.Name, folderId, remoteClient.Name);
1313 1313
1314 InventoryItemBase agentItem = CreateAgentInventoryItemFromTask(remoteClient.AgentId, part, itemId, out message); 1314 InventoryItemBase agentItem = CreateAgentInventoryItemFromTask(remoteClient.AgentId, part, itemId, out message);
1315 if (agentItem == null) 1315 if (agentItem == null)
1316 return null; 1316 return null;
@@ -1377,7 +1377,7 @@ namespace OpenSim.Region.Framework.Scenes
1377 1377
1378 string message; 1378 string message;
1379 InventoryItemBase item = MoveTaskInventoryItem(remoteClient, folderId, part, itemId, out message); 1379 InventoryItemBase item = MoveTaskInventoryItem(remoteClient, folderId, part, itemId, out message);
1380 1380
1381 if (item == null) 1381 if (item == null)
1382 remoteClient.SendAgentAlertMessage(message, false); 1382 remoteClient.SendAgentAlertMessage(message, false);
1383 } 1383 }
@@ -1712,7 +1712,7 @@ namespace OpenSim.Region.Framework.Scenes
1712 else // Updating existing item with new perms etc 1712 else // Updating existing item with new perms etc
1713 { 1713 {
1714// m_log.DebugFormat( 1714// m_log.DebugFormat(
1715// "[PRIM INVENTORY]: Updating item {0} in {1} for UpdateTaskInventory()", 1715// "[PRIM INVENTORY]: Updating item {0} in {1} for UpdateTaskInventory()",
1716// currentItem.Name, part.Name); 1716// currentItem.Name, part.Name);
1717 1717
1718 // Only look for an uploaded updated asset if we are passed a transaction ID. This is only the 1718 // Only look for an uploaded updated asset if we are passed a transaction ID. This is only the
@@ -1924,12 +1924,12 @@ namespace OpenSim.Region.Framework.Scenes
1924 return null; 1924 return null;
1925 } 1925 }
1926 1926
1927 AssetBase asset 1927 AssetBase asset
1928 = CreateAsset( 1928 = CreateAsset(
1929 itemBase.Name, 1929 itemBase.Name,
1930 itemBase.Description, 1930 itemBase.Description,
1931 (sbyte)itemBase.AssetType, 1931 (sbyte)itemBase.AssetType,
1932 Encoding.ASCII.GetBytes(scriptText), 1932 Encoding.ASCII.GetBytes(scriptText),
1933 agentID); 1933 agentID);
1934 1934
1935 AssetService.Store(asset); 1935 AssetService.Store(asset);
@@ -2008,8 +2008,8 @@ namespace OpenSim.Region.Framework.Scenes
2008 if ((destPart.GroupID == UUID.Zero) || (destPart.GroupID != srcPart.GroupID) || 2008 if ((destPart.GroupID == UUID.Zero) || (destPart.GroupID != srcPart.GroupID) ||
2009 ((destPart.GroupMask & (uint)PermissionMask.Modify) == 0)) 2009 ((destPart.GroupMask & (uint)PermissionMask.Modify) == 0))
2010 return; 2010 return;
2011 } 2011 }
2012 else 2012 else
2013 { 2013 {
2014 if ((destPart.OwnerMask & (uint)PermissionMask.Modify) == 0) 2014 if ((destPart.OwnerMask & (uint)PermissionMask.Modify) == 0)
2015 return; 2015 return;
@@ -2102,7 +2102,7 @@ namespace OpenSim.Region.Framework.Scenes
2102 List<uint> deleteIDs = new List<uint>(); 2102 List<uint> deleteIDs = new List<uint>();
2103 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 2103 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
2104 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>(); 2104 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
2105 2105
2106 // Start with true for both, then remove the flags if objects 2106 // Start with true for both, then remove the flags if objects
2107 // that we can't derez are part of the selection 2107 // that we can't derez are part of the selection
2108 bool permissionToTake = true; 2108 bool permissionToTake = true;
@@ -2146,7 +2146,7 @@ namespace OpenSim.Region.Framework.Scenes
2146 if (action != DeRezAction.Return) 2146 if (action != DeRezAction.Return)
2147 { 2147 {
2148 m_log.WarnFormat( 2148 m_log.WarnFormat(
2149 "[AGENT INVENTORY]: Ignoring attempt to {0} {1} {2} without a client", 2149 "[AGENT INVENTORY]: Ignoring attempt to {0} {1} {2} without a client",
2150 action, grp.Name, grp.UUID); 2150 action, grp.Name, grp.UUID);
2151 return; 2151 return;
2152 } 2152 }
@@ -2166,7 +2166,7 @@ namespace OpenSim.Region.Framework.Scenes
2166 } 2166 }
2167 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 2167 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
2168 permissionToTake = false; 2168 permissionToTake = false;
2169 2169
2170 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 2170 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
2171 permissionToDelete = false; 2171 permissionToDelete = false;
2172 } 2172 }
@@ -2471,9 +2471,9 @@ namespace OpenSim.Region.Framework.Scenes
2471 bool RezSelected, bool RemoveItem, UUID fromTaskID) 2471 bool RezSelected, bool RemoveItem, UUID fromTaskID)
2472 { 2472 {
2473// m_log.DebugFormat( 2473// m_log.DebugFormat(
2474// "[PRIM INVENTORY]: RezObject from {0} for item {1} from task id {2}", 2474// "[PRIM INVENTORY]: RezObject from {0} for item {1} from task id {2}",
2475// remoteClient.Name, itemID, fromTaskID); 2475// remoteClient.Name, itemID, fromTaskID);
2476 2476
2477 if (fromTaskID == UUID.Zero) 2477 if (fromTaskID == UUID.Zero)
2478 { 2478 {
2479 IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>(); 2479 IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>();
@@ -2483,37 +2483,37 @@ namespace OpenSim.Region.Framework.Scenes
2483 RezSelected, RemoveItem, fromTaskID, false); 2483 RezSelected, RemoveItem, fromTaskID, false);
2484 } 2484 }
2485 else 2485 else
2486 { 2486 {
2487 SceneObjectPart part = GetSceneObjectPart(fromTaskID); 2487 SceneObjectPart part = GetSceneObjectPart(fromTaskID);
2488 if (part == null) 2488 if (part == null)
2489 { 2489 {
2490 m_log.ErrorFormat( 2490 m_log.ErrorFormat(
2491 "[TASK INVENTORY]: {0} tried to rez item id {1} from object id {2} but there is no such scene object", 2491 "[TASK INVENTORY]: {0} tried to rez item id {1} from object id {2} but there is no such scene object",
2492 remoteClient.Name, itemID, fromTaskID); 2492 remoteClient.Name, itemID, fromTaskID);
2493 2493
2494 return; 2494 return;
2495 } 2495 }
2496 2496
2497 TaskInventoryItem item = part.Inventory.GetInventoryItem(itemID); 2497 TaskInventoryItem item = part.Inventory.GetInventoryItem(itemID);
2498 if (item == null) 2498 if (item == null)
2499 { 2499 {
2500 m_log.ErrorFormat( 2500 m_log.ErrorFormat(
2501 "[TASK INVENTORY]: {0} tried to rez item id {1} from object id {2} but there is no such item", 2501 "[TASK INVENTORY]: {0} tried to rez item id {1} from object id {2} but there is no such item",
2502 remoteClient.Name, itemID, fromTaskID); 2502 remoteClient.Name, itemID, fromTaskID);
2503 2503
2504 return; 2504 return;
2505 } 2505 }
2506 2506
2507 byte bRayEndIsIntersection = (byte)(RayEndIsIntersection ? 1 : 0); 2507 byte bRayEndIsIntersection = (byte)(RayEndIsIntersection ? 1 : 0);
2508 Vector3 scale = new Vector3(0.5f, 0.5f, 0.5f); 2508 Vector3 scale = new Vector3(0.5f, 0.5f, 0.5f);
2509 Vector3 pos = GetNewRezLocation( 2509 Vector3 pos = GetNewRezLocation(
2510 RayStart, RayEnd, RayTargetID, Quaternion.Identity, 2510 RayStart, RayEnd, RayTargetID, Quaternion.Identity,
2511 BypassRayCast, bRayEndIsIntersection, true, scale, false); 2511 BypassRayCast, bRayEndIsIntersection, true, scale, false);
2512 2512
2513 RezObject(part, item, pos, null, Vector3.Zero, 0, false); 2513 RezObject(part, item, pos, null, Vector3.Zero, 0, false);
2514 } 2514 }
2515 } 2515 }
2516 2516
2517 /// <summary> 2517 /// <summary>
2518 /// Rez an object into the scene from a prim's inventory. 2518 /// Rez an object into the scene from a prim's inventory.
2519 /// </summary> 2519 /// </summary>
@@ -2691,7 +2691,7 @@ namespace OpenSim.Region.Framework.Scenes
2691 { 2691 {
2692 if (ownerID != UUID.Zero) 2692 if (ownerID != UUID.Zero)
2693 return; 2693 return;
2694 2694
2695 if (!Permissions.CanDeedObject(remoteClient.AgentId, groupID)) 2695 if (!Permissions.CanDeedObject(remoteClient.AgentId, groupID))
2696 return; 2696 return;
2697 } 2697 }
@@ -2701,8 +2701,8 @@ namespace OpenSim.Region.Framework.Scenes
2701 foreach (uint localID in localIDs) 2701 foreach (uint localID in localIDs)
2702 { 2702 {
2703 SceneObjectPart part = GetSceneObjectPart(localID); 2703 SceneObjectPart part = GetSceneObjectPart(localID);
2704 if (part == null) 2704 if (part == null)
2705 continue; 2705 continue;
2706 2706
2707 if (!groups.Contains(part.ParentGroup)) 2707 if (!groups.Contains(part.ParentGroup))
2708 groups.Add(part.ParentGroup); 2708 groups.Add(part.ParentGroup);
@@ -2717,7 +2717,7 @@ namespace OpenSim.Region.Framework.Scenes
2717 sog.ScheduleGroupForFullUpdate(); 2717 sog.ScheduleGroupForFullUpdate();
2718 2718
2719 SceneObjectPart[] partList = sog.Parts; 2719 SceneObjectPart[] partList = sog.Parts;
2720 2720
2721 foreach (SceneObjectPart child in partList) 2721 foreach (SceneObjectPart child in partList)
2722 { 2722 {
2723 child.Inventory.ChangeInventoryOwner(ownerID); 2723 child.Inventory.ChangeInventoryOwner(ownerID);
@@ -2756,8 +2756,8 @@ namespace OpenSim.Region.Framework.Scenes
2756 foreach (uint localID in localIDs) 2756 foreach (uint localID in localIDs)
2757 { 2757 {
2758 SceneObjectPart part = GetSceneObjectPart(localID); 2758 SceneObjectPart part = GetSceneObjectPart(localID);
2759 if (part == null) 2759 if (part == null)
2760 continue; 2760 continue;
2761 part.SendPropertiesToClient(remoteClient); 2761 part.SendPropertiesToClient(remoteClient);
2762 } 2762 }
2763 } 2763 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 24a2db7..2d62b50 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -86,7 +86,7 @@ namespace OpenSim.Region.Framework.Scenes
86 else 86 else
87 EventManager.TriggerOnChatFromWorld(this, args); 87 EventManager.TriggerOnChatFromWorld(this, args);
88 } 88 }
89 89
90 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 90 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
91 UUID fromID, bool fromAgent, bool broadcast) 91 UUID fromID, bool fromAgent, bool broadcast)
92 { 92 {
@@ -212,13 +212,13 @@ namespace OpenSim.Region.Framework.Scenes
212 if (groupID != UUID.Zero) 212 if (groupID != UUID.Zero)
213 { 213 {
214 GroupMembershipData gmd = m_groupsModule.GetMembershipData(groupID, remoteClient.AgentId); 214 GroupMembershipData gmd = m_groupsModule.GetMembershipData(groupID, remoteClient.AgentId);
215 215
216 if (gmd == null) 216 if (gmd == null)
217 { 217 {
218// m_log.WarnFormat( 218// m_log.WarnFormat(
219// "[GROUPS]: User {0} is not a member of group {1} so they can't update {2} to this group", 219// "[GROUPS]: User {0} is not a member of group {1} so they can't update {2} to this group",
220// remoteClient.Name, GroupID, objectLocalID); 220// remoteClient.Name, GroupID, objectLocalID);
221 221
222 return; 222 return;
223 } 223 }
224 } 224 }
@@ -243,7 +243,7 @@ namespace OpenSim.Region.Framework.Scenes
243 SceneObjectPart part = GetSceneObjectPart(primLocalID); 243 SceneObjectPart part = GetSceneObjectPart(primLocalID);
244 if (part == null) 244 if (part == null)
245 return; 245 return;
246 246
247 bool oldgprSelect = part.ParentGroup.IsSelected; 247 bool oldgprSelect = part.ParentGroup.IsSelected;
248 248
249 // This is wrong, wrong, wrong. Selection should not be 249 // This is wrong, wrong, wrong. Selection should not be
@@ -259,14 +259,14 @@ namespace OpenSim.Region.Framework.Scenes
259 259
260 // restore targetOmega 260 // restore targetOmega
261 if (part.AngularVelocity != Vector3.Zero) 261 if (part.AngularVelocity != Vector3.Zero)
262 part.ScheduleTerseUpdate(); 262 part.ScheduleTerseUpdate();
263 } 263 }
264 } 264 }
265 265
266 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount, 266 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount,
267 int transactiontype, string description) 267 int transactiontype, string description)
268 { 268 {
269 EventManager.MoneyTransferArgs args = new EventManager.MoneyTransferArgs(source, destination, amount, 269 EventManager.MoneyTransferArgs args = new EventManager.MoneyTransferArgs(source, destination, amount,
270 transactiontype, description); 270 transactiontype, description);
271 271
272 EventManager.TriggerMoneyTransfer(this, args); 272 EventManager.TriggerMoneyTransfer(this, args);
@@ -275,8 +275,8 @@ namespace OpenSim.Region.Framework.Scenes
275 public virtual void ProcessParcelBuy(UUID agentId, UUID groupId, bool final, bool groupOwned, 275 public virtual void ProcessParcelBuy(UUID agentId, UUID groupId, bool final, bool groupOwned,
276 bool removeContribution, int parcelLocalID, int parcelArea, int parcelPrice, bool authenticated) 276 bool removeContribution, int parcelLocalID, int parcelArea, int parcelPrice, bool authenticated)
277 { 277 {
278 EventManager.LandBuyArgs args = new EventManager.LandBuyArgs(agentId, groupId, final, groupOwned, 278 EventManager.LandBuyArgs args = new EventManager.LandBuyArgs(agentId, groupId, final, groupOwned,
279 removeContribution, parcelLocalID, parcelArea, 279 removeContribution, parcelLocalID, parcelArea,
280 parcelPrice, authenticated); 280 parcelPrice, authenticated);
281 281
282 // First, allow all validators a stab at it 282 // First, allow all validators a stab at it
@@ -289,7 +289,7 @@ namespace OpenSim.Region.Framework.Scenes
289 public virtual void ProcessObjectGrab(uint localID, Vector3 offsetPos, IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs) 289 public virtual void ProcessObjectGrab(uint localID, Vector3 offsetPos, IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs)
290 { 290 {
291 SceneObjectPart part = GetSceneObjectPart(localID); 291 SceneObjectPart part = GetSceneObjectPart(localID);
292 292
293 if (part == null) 293 if (part == null)
294 return; 294 return;
295 295
@@ -302,7 +302,7 @@ namespace OpenSim.Region.Framework.Scenes
302 // Currently only grab/touch for the single prim 302 // Currently only grab/touch for the single prim
303 // the client handles rez correctly 303 // the client handles rez correctly
304 obj.ObjectGrabHandler(localID, offsetPos, remoteClient); 304 obj.ObjectGrabHandler(localID, offsetPos, remoteClient);
305 305
306 // If the touched prim handles touches, deliver it 306 // If the touched prim handles touches, deliver it
307 if ((part.ScriptEvents & scriptEvents.touch_start) != 0) 307 if ((part.ScriptEvents & scriptEvents.touch_start) != 0)
308 EventManager.TriggerObjectGrab(part.LocalId, 0, part.OffsetPosition, remoteClient, surfaceArg); 308 EventManager.TriggerObjectGrab(part.LocalId, 0, part.OffsetPosition, remoteClient, surfaceArg);
@@ -310,7 +310,7 @@ namespace OpenSim.Region.Framework.Scenes
310 // Deliver to the root prim if the touched prim doesn't handle touches 310 // Deliver to the root prim if the touched prim doesn't handle touches
311 // or if we're meant to pass on touches anyway. 311 // or if we're meant to pass on touches anyway.
312 if (((part.ScriptEvents & scriptEvents.touch_start) == 0) || 312 if (((part.ScriptEvents & scriptEvents.touch_start) == 0) ||
313 (part.PassTouches && (part.LocalId != obj.RootPart.LocalId))) 313 (part.PassTouches && (part.LocalId != obj.RootPart.LocalId)))
314 { 314 {
315 EventManager.TriggerObjectGrab(obj.RootPart.LocalId, part.LocalId, part.OffsetPosition, remoteClient, surfaceArg); 315 EventManager.TriggerObjectGrab(obj.RootPart.LocalId, part.LocalId, part.OffsetPosition, remoteClient, surfaceArg);
316 } 316 }
@@ -337,7 +337,7 @@ namespace OpenSim.Region.Framework.Scenes
337 // get's it's position on the simulator even if it was the same as before 337 // get's it's position on the simulator even if it was the same as before
338 // This keeps the moving user's client in sync with the rest of the world. 338 // This keeps the moving user's client in sync with the rest of the world.
339 group.SendGroupTerseUpdate(); 339 group.SendGroupTerseUpdate();
340 340
341 SurfaceTouchEventArgs surfaceArg = null; 341 SurfaceTouchEventArgs surfaceArg = null;
342 if (surfaceArgs != null && surfaceArgs.Count > 0) 342 if (surfaceArgs != null && surfaceArgs.Count > 0)
343 surfaceArg = surfaceArgs[0]; 343 surfaceArg = surfaceArgs[0];
@@ -483,7 +483,7 @@ namespace OpenSim.Region.Framework.Scenes
483 } 483 }
484 }); 484 });
485 } 485 }
486 486
487 private bool ShouldSendDiscardableEffect(IClientAPI thisClient, ScenePresence other) 487 private bool ShouldSendDiscardableEffect(IClientAPI thisClient, ScenePresence other)
488 { 488 {
489 return Vector3.Distance(other.CameraPosition, thisClient.SceneAgent.AbsolutePosition) < 10; 489 return Vector3.Distance(other.CameraPosition, thisClient.SceneAgent.AbsolutePosition) < 10;
@@ -603,7 +603,7 @@ namespace OpenSim.Region.Framework.Scenes
603 m_descendentsRequestProcessing = false; 603 m_descendentsRequestProcessing = false;
604 } 604 }
605 } 605 }
606 606
607 /// <summary> 607 /// <summary>
608 /// Handle an inventory folder creation request from the client. 608 /// Handle an inventory folder creation request from the client.
609 /// </summary> 609 /// </summary>
@@ -657,7 +657,7 @@ namespace OpenSim.Region.Framework.Scenes
657 } 657 }
658 } 658 }
659 } 659 }
660 660
661 public void HandleMoveInventoryFolder(IClientAPI remoteClient, UUID folderID, UUID parentID) 661 public void HandleMoveInventoryFolder(IClientAPI remoteClient, UUID folderID, UUID parentID)
662 { 662 {
663 InventoryFolderBase folder = InventoryService.GetFolder(remoteClient.AgentId, folderID); 663 InventoryFolderBase folder = InventoryService.GetFolder(remoteClient.AgentId, folderID);
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
index b26b789..893b38c 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
@@ -35,7 +35,7 @@ using OpenSim.Framework;
35using OpenSim.Region.Framework.Interfaces; 35using OpenSim.Region.Framework.Interfaces;
36 36
37namespace OpenSim.Region.Framework.Scenes 37namespace OpenSim.Region.Framework.Scenes
38{ 38{
39 #region Delegates 39 #region Delegates
40 public delegate uint GenerateClientFlagsHandler(UUID userID, UUID objectID); 40 public delegate uint GenerateClientFlagsHandler(UUID userID, UUID objectID);
41 public delegate void SetBypassPermissionsHandler(bool value); 41 public delegate void SetBypassPermissionsHandler(bool value);
@@ -98,7 +98,7 @@ namespace OpenSim.Region.Framework.Scenes
98 public class ScenePermissions 98 public class ScenePermissions
99 { 99 {
100// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 100// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
101 101
102 private Scene m_scene; 102 private Scene m_scene;
103 103
104 public ScenePermissions(Scene scene) 104 public ScenePermissions(Scene scene)
@@ -261,7 +261,7 @@ namespace OpenSim.Region.Framework.Scenes
261 public bool CanDeleteObject(UUID objectID, UUID deleter) 261 public bool CanDeleteObject(UUID objectID, UUID deleter)
262 { 262 {
263 bool result = true; 263 bool result = true;
264 264
265 DeleteObjectHandler handler = OnDeleteObject; 265 DeleteObjectHandler handler = OnDeleteObject;
266 if (handler != null) 266 if (handler != null)
267 { 267 {
@@ -275,14 +275,14 @@ namespace OpenSim.Region.Framework.Scenes
275 } 275 }
276 } 276 }
277 } 277 }
278 278
279 return result; 279 return result;
280 } 280 }
281 281
282 public bool CanTransferObject(UUID objectID, UUID recipient) 282 public bool CanTransferObject(UUID objectID, UUID recipient)
283 { 283 {
284 bool result = true; 284 bool result = true;
285 285
286 TransferObjectHandler handler = OnTransferObject; 286 TransferObjectHandler handler = OnTransferObject;
287 if (handler != null) 287 if (handler != null)
288 { 288 {
@@ -296,7 +296,7 @@ namespace OpenSim.Region.Framework.Scenes
296 } 296 }
297 } 297 }
298 } 298 }
299 299
300 return result; 300 return result;
301 } 301 }
302 302
@@ -306,7 +306,7 @@ namespace OpenSim.Region.Framework.Scenes
306 public bool CanTakeObject(UUID objectID, UUID AvatarTakingUUID) 306 public bool CanTakeObject(UUID objectID, UUID AvatarTakingUUID)
307 { 307 {
308 bool result = true; 308 bool result = true;
309 309
310 TakeObjectHandler handler = OnTakeObject; 310 TakeObjectHandler handler = OnTakeObject;
311 if (handler != null) 311 if (handler != null)
312 { 312 {
@@ -320,11 +320,11 @@ namespace OpenSim.Region.Framework.Scenes
320 } 320 }
321 } 321 }
322 } 322 }
323 323
324// m_log.DebugFormat( 324// m_log.DebugFormat(
325// "[SCENE PERMISSIONS]: CanTakeObject() fired for object {0}, taker {1}, result {2}", 325// "[SCENE PERMISSIONS]: CanTakeObject() fired for object {0}, taker {1}, result {2}",
326// objectID, AvatarTakingUUID, result); 326// objectID, AvatarTakingUUID, result);
327 327
328 return result; 328 return result;
329 } 329 }
330 330
@@ -363,7 +363,7 @@ namespace OpenSim.Region.Framework.Scenes
363 public bool CanTakeCopyObject(UUID objectID, UUID userID) 363 public bool CanTakeCopyObject(UUID objectID, UUID userID)
364 { 364 {
365 bool result = true; 365 bool result = true;
366 366
367 TakeCopyObjectHandler handler = OnTakeCopyObject; 367 TakeCopyObjectHandler handler = OnTakeCopyObject;
368 if (handler != null) 368 if (handler != null)
369 { 369 {
@@ -377,11 +377,11 @@ namespace OpenSim.Region.Framework.Scenes
377 } 377 }
378 } 378 }
379 } 379 }
380 380
381// m_log.DebugFormat( 381// m_log.DebugFormat(
382// "[SCENE PERMISSIONS]: CanTakeCopyObject() fired for object {0}, user {1}, result {2}", 382// "[SCENE PERMISSIONS]: CanTakeCopyObject() fired for object {0}, user {1}, result {2}",
383// objectID, userID, result); 383// objectID, userID, result);
384 384
385 return result; 385 return result;
386 } 386 }
387 387
@@ -478,7 +478,7 @@ namespace OpenSim.Region.Framework.Scenes
478 public bool CanReturnObjects(ILandObject land, UUID user, List<SceneObjectGroup> objects) 478 public bool CanReturnObjects(ILandObject land, UUID user, List<SceneObjectGroup> objects)
479 { 479 {
480 bool result = true; 480 bool result = true;
481 481
482 ReturnObjectsHandler handler = OnReturnObjects; 482 ReturnObjectsHandler handler = OnReturnObjects;
483 if (handler != null) 483 if (handler != null)
484 { 484 {
@@ -492,11 +492,11 @@ namespace OpenSim.Region.Framework.Scenes
492 } 492 }
493 } 493 }
494 } 494 }
495 495
496// m_log.DebugFormat( 496// m_log.DebugFormat(
497// "[SCENE PERMISSIONS]: CanReturnObjects() fired for user {0} for {1} objects on {2}, result {3}", 497// "[SCENE PERMISSIONS]: CanReturnObjects() fired for user {0} for {1} objects on {2}, result {3}",
498// user, objects.Count, land.LandData.Name, result); 498// user, objects.Count, land.LandData.Name, result);
499 499
500 return result; 500 return result;
501 } 501 }
502 502
@@ -1004,7 +1004,7 @@ namespace OpenSim.Region.Framework.Scenes
1004 } 1004 }
1005 return true; 1005 return true;
1006 } 1006 }
1007 1007
1008 public bool CanTransferObjectInventory(UUID itemID, UUID objectID, UUID userID) 1008 public bool CanTransferObjectInventory(UUID itemID, UUID objectID, UUID userID)
1009 { 1009 {
1010 TransferObjectInventoryHandler handler = OnTransferObjectInventory; 1010 TransferObjectInventoryHandler handler = OnTransferObjectInventory;
@@ -1019,7 +1019,7 @@ namespace OpenSim.Region.Framework.Scenes
1019 } 1019 }
1020 return true; 1020 return true;
1021 } 1021 }
1022 1022
1023 /// <summary> 1023 /// <summary>
1024 /// Check whether the specified user is allowed to create the given inventory type in their inventory. 1024 /// Check whether the specified user is allowed to create the given inventory type in their inventory.
1025 /// </summary> 1025 /// </summary>
@@ -1039,8 +1039,8 @@ namespace OpenSim.Region.Framework.Scenes
1039 } 1039 }
1040 } 1040 }
1041 return true; 1041 return true;
1042 } 1042 }
1043 1043
1044 /// <summary> 1044 /// <summary>
1045 /// Check whether the specified user is allowed to edit the given inventory item within their own inventory. 1045 /// Check whether the specified user is allowed to edit the given inventory item within their own inventory.
1046 /// </summary> 1046 /// </summary>
@@ -1061,7 +1061,7 @@ namespace OpenSim.Region.Framework.Scenes
1061 } 1061 }
1062 return true; 1062 return true;
1063 } 1063 }
1064 1064
1065 /// <summary> 1065 /// <summary>
1066 /// Check whether the specified user is allowed to copy the given inventory item from their own inventory. 1066 /// Check whether the specified user is allowed to copy the given inventory item from their own inventory.
1067 /// </summary> 1067 /// </summary>
@@ -1082,7 +1082,7 @@ namespace OpenSim.Region.Framework.Scenes
1082 } 1082 }
1083 return true; 1083 return true;
1084 } 1084 }
1085 1085
1086 /// <summary> 1086 /// <summary>
1087 /// Check whether the specified user is allowed to edit the given inventory item within their own inventory. 1087 /// Check whether the specified user is allowed to edit the given inventory item within their own inventory.
1088 /// </summary> 1088 /// </summary>
@@ -1103,7 +1103,7 @@ namespace OpenSim.Region.Framework.Scenes
1103 } 1103 }
1104 return true; 1104 return true;
1105 } 1105 }
1106 1106
1107 public bool CanTransferUserInventory(UUID itemID, UUID userID, UUID recipientID) 1107 public bool CanTransferUserInventory(UUID itemID, UUID userID, UUID recipientID)
1108 { 1108 {
1109 TransferUserInventoryHandler handler = OnTransferUserInventory; 1109 TransferUserInventoryHandler handler = OnTransferUserInventory;
@@ -1118,7 +1118,7 @@ namespace OpenSim.Region.Framework.Scenes
1118 } 1118 }
1119 return true; 1119 return true;
1120 } 1120 }
1121 1121
1122 public bool CanTeleport(UUID userID) 1122 public bool CanTeleport(UUID userID)
1123 { 1123 {
1124 TeleportHandler handler = OnTeleport; 1124 TeleportHandler handler = OnTeleport;
@@ -1133,7 +1133,7 @@ namespace OpenSim.Region.Framework.Scenes
1133 } 1133 }
1134 return true; 1134 return true;
1135 } 1135 }
1136 1136
1137 public bool CanControlPrimMedia(UUID userID, UUID primID, int face) 1137 public bool CanControlPrimMedia(UUID userID, UUID primID, int face)
1138 { 1138 {
1139 ControlPrimMediaHandler handler = OnControlPrimMedia; 1139 ControlPrimMediaHandler handler = OnControlPrimMedia;
@@ -1147,8 +1147,8 @@ namespace OpenSim.Region.Framework.Scenes
1147 } 1147 }
1148 } 1148 }
1149 return true; 1149 return true;
1150 } 1150 }
1151 1151
1152 public bool CanInteractWithPrimMedia(UUID userID, UUID primID, int face) 1152 public bool CanInteractWithPrimMedia(UUID userID, UUID primID, int face)
1153 { 1153 {
1154 InteractWithPrimMediaHandler handler = OnInteractWithPrimMedia; 1154 InteractWithPrimMediaHandler handler = OnInteractWithPrimMedia;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index d7a4ca4..352bc05 100755
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -61,7 +61,7 @@ namespace OpenSim.Region.Framework.Scenes
61 { 61 {
62 private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L; 62 private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L;
63 private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L; 63 private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L;
64 64
65 65
66 public delegate void SynchronizeSceneHandler(Scene scene); 66 public delegate void SynchronizeSceneHandler(Scene scene);
67 67
@@ -88,7 +88,7 @@ namespace OpenSim.Region.Framework.Scenes
88 /// </summary> 88 /// </summary>
89 /// <remarks> 89 /// <remarks>
90 /// Even if false, the scene will still be saved on clean shutdown. 90 /// Even if false, the scene will still be saved on clean shutdown.
91 /// FIXME: Currently, setting this to false will mean that objects are not periodically returned from parcels. 91 /// FIXME: Currently, setting this to false will mean that objects are not periodically returned from parcels.
92 /// This needs to be fixed. 92 /// This needs to be fixed.
93 /// </remarks> 93 /// </remarks>
94 public bool PeriodicBackup { get; set; } 94 public bool PeriodicBackup { get; set; }
@@ -103,9 +103,9 @@ namespace OpenSim.Region.Framework.Scenes
103 /// If false then physical objects are disabled, though collisions will continue as normal. 103 /// If false then physical objects are disabled, though collisions will continue as normal.
104 /// </summary> 104 /// </summary>
105 105
106 public bool PhysicsEnabled 106 public bool PhysicsEnabled
107 { 107 {
108 get 108 get
109 { 109 {
110 return m_physicsEnabled; 110 return m_physicsEnabled;
111 } 111 }
@@ -237,7 +237,7 @@ namespace OpenSim.Region.Framework.Scenes
237 /// to compensate for SL bug 237 /// to compensate for SL bug
238 /// </summary> 238 /// </summary>
239 public bool LegacySitOffsets = true; 239 public bool LegacySitOffsets = true;
240 240
241 /// <summary> 241 /// <summary>
242 /// Can avatars cross from and to this region? 242 /// Can avatars cross from and to this region?
243 /// </summary> 243 /// </summary>
@@ -245,7 +245,7 @@ namespace OpenSim.Region.Framework.Scenes
245 245
246 /// Max prims an Physical object will hold 246 /// Max prims an Physical object will hold
247 /// </summary> 247 /// </summary>
248 /// 248 ///
249 public int m_linksetPhysCapacity = 0; 249 public int m_linksetPhysCapacity = 0;
250 250
251 /// <summary> 251 /// <summary>
@@ -383,9 +383,9 @@ namespace OpenSim.Region.Framework.Scenes
383 /// <summary> 383 /// <summary>
384 /// Frame time 384 /// Frame time
385 /// </remarks> 385 /// </remarks>
386 public float FrameTime { get; private set; } 386 public float FrameTime { get; private set; }
387 public int FrameTimeWarnPercent { get; private set; } 387 public int FrameTimeWarnPercent { get; private set; }
388 public int FrameTimeCritPercent { get; private set; } 388 public int FrameTimeCritPercent { get; private set; }
389 389
390 // Normalize the frame related stats to nominal 55fps for viewer and scripts option 390 // Normalize the frame related stats to nominal 55fps for viewer and scripts option
391 // see SimStatsReporter.cs 391 // see SimStatsReporter.cs
@@ -397,7 +397,7 @@ namespace OpenSim.Region.Framework.Scenes
397 /// <remarks> 397 /// <remarks>
398 /// Always derived from MinFrameTicks. 398 /// Always derived from MinFrameTicks.
399 /// </remarks> 399 /// </remarks>
400 public float MinMaintenanceTime { get; private set; } 400 public float MinMaintenanceTime { get; private set; }
401 401
402 private int m_update_physics = 1; 402 private int m_update_physics = 1;
403 private int m_update_entitymovement = 1; 403 private int m_update_entitymovement = 1;
@@ -529,7 +529,7 @@ namespace OpenSim.Region.Framework.Scenes
529 529
530// private int m_lastUpdate; 530// private int m_lastUpdate;
531 private bool m_firstHeartbeat = true; 531 private bool m_firstHeartbeat = true;
532 532
533// private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 533// private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
534// private bool m_reprioritizationEnabled = true; 534// private bool m_reprioritizationEnabled = true;
535// private double m_reprioritizationInterval = 5000.0; 535// private double m_reprioritizationInterval = 5000.0;
@@ -868,7 +868,7 @@ namespace OpenSim.Region.Framework.Scenes
868 868
869 #region Constructors 869 #region Constructors
870 870
871 public Scene(RegionInfo regInfo, AgentCircuitManager authen, 871 public Scene(RegionInfo regInfo, AgentCircuitManager authen,
872 ISimulationDataService simDataService, IEstateDataService estateDataService, 872 ISimulationDataService simDataService, IEstateDataService estateDataService,
873 IConfigSource config, string simulatorVersion) 873 IConfigSource config, string simulatorVersion)
874 : this(regInfo) 874 : this(regInfo)
@@ -951,7 +951,7 @@ namespace OpenSim.Region.Framework.Scenes
951 951
952 RegisterDefaultSceneEvents(); 952 RegisterDefaultSceneEvents();
953 953
954 // XXX: Don't set the public property since we don't want to activate here. This needs to be handled 954 // XXX: Don't set the public property since we don't want to activate here. This needs to be handled
955 // better in the future. 955 // better in the future.
956 m_scripts_enabled = !RegionInfo.RegionSettings.DisableScripts; 956 m_scripts_enabled = !RegionInfo.RegionSettings.DisableScripts;
957 957
@@ -1212,7 +1212,7 @@ namespace OpenSim.Region.Framework.Scenes
1212 1212
1213 StatsReporter.OnSendStatsResult += SendSimStatsPackets; 1213 StatsReporter.OnSendStatsResult += SendSimStatsPackets;
1214 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; 1214 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
1215 1215
1216 } 1216 }
1217 1217
1218 public Scene(RegionInfo regInfo) 1218 public Scene(RegionInfo regInfo)
@@ -1549,7 +1549,7 @@ namespace OpenSim.Region.Framework.Scenes
1549 /// </summary> 1549 /// </summary>
1550 /// <param name='startScripts'> 1550 /// <param name='startScripts'>
1551 /// Start the scripts within the scene. 1551 /// Start the scripts within the scene.
1552 /// </param> 1552 /// </param>
1553 public void Start(bool startScripts) 1553 public void Start(bool startScripts)
1554 { 1554 {
1555 if (IsRunning) 1555 if (IsRunning)
@@ -1569,7 +1569,7 @@ namespace OpenSim.Region.Framework.Scenes
1569 1569
1570//int pid = System.Diagnostics.Process.GetCurrentProcess().Id; 1570//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1571//System.Diagnostics.Process proc = new System.Diagnostics.Process(); 1571//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1572//proc.EnableRaisingEvents=false; 1572//proc.EnableRaisingEvents=false;
1573//proc.StartInfo.FileName = "/bin/kill"; 1573//proc.StartInfo.FileName = "/bin/kill";
1574//proc.StartInfo.Arguments = "-QUIT " + pid.ToString(); 1574//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1575//proc.Start(); 1575//proc.Start();
@@ -1637,7 +1637,7 @@ namespace OpenSim.Region.Framework.Scenes
1637 Update(-1); 1637 Update(-1);
1638 1638
1639 Watchdog.RemoveThread(); 1639 Watchdog.RemoveThread();
1640 } 1640 }
1641 1641
1642 private void Maintenance() 1642 private void Maintenance()
1643 { 1643 {
@@ -1706,7 +1706,7 @@ namespace OpenSim.Region.Framework.Scenes
1706 previousMaintenanceTick = m_lastMaintenanceTick; 1706 previousMaintenanceTick = m_lastMaintenanceTick;
1707 m_lastMaintenanceTick = Util.EnvironmentTickCount(); 1707 m_lastMaintenanceTick = Util.EnvironmentTickCount();
1708 runtc = Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, runtc); 1708 runtc = Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, runtc);
1709 runtc = (int)(MinMaintenanceTime * 1000) - runtc; 1709 runtc = (int)(MinMaintenanceTime * 1000) - runtc;
1710 1710
1711 if (runtc > 0) 1711 if (runtc > 0)
1712 m_maintenanceWaitEvent.WaitOne(runtc); 1712 m_maintenanceWaitEvent.WaitOne(runtc);
@@ -1783,7 +1783,7 @@ namespace OpenSim.Region.Framework.Scenes
1783 if (Frame % m_update_entitymovement == 0) 1783 if (Frame % m_update_entitymovement == 0)
1784 m_sceneGraph.UpdateScenePresenceMovement(); 1784 m_sceneGraph.UpdateScenePresenceMovement();
1785 1785
1786 // Get the simulation frame time that the avatar force input 1786 // Get the simulation frame time that the avatar force input
1787 // took 1787 // took
1788 tmpMS2 = Util.GetTimeStampMS(); 1788 tmpMS2 = Util.GetTimeStampMS();
1789 agentMS = (float)(tmpMS2 - tmpMS); 1789 agentMS = (float)(tmpMS2 - tmpMS);
@@ -1799,7 +1799,7 @@ namespace OpenSim.Region.Framework.Scenes
1799 if (SynchronizeScene != null) 1799 if (SynchronizeScene != null)
1800 SynchronizeScene(this); 1800 SynchronizeScene(this);
1801 } 1801 }
1802 1802
1803 tmpMS2 = Util.GetTimeStampMS(); 1803 tmpMS2 = Util.GetTimeStampMS();
1804 physicsMS = (float)(tmpMS2 - tmpMS); 1804 physicsMS = (float)(tmpMS2 - tmpMS);
1805 tmpMS = tmpMS2; 1805 tmpMS = tmpMS2;
@@ -1820,17 +1820,17 @@ namespace OpenSim.Region.Framework.Scenes
1820 tmpMS2 = Util.GetTimeStampMS(); 1820 tmpMS2 = Util.GetTimeStampMS();
1821 agentMS += (float)(tmpMS2 - tmpMS); 1821 agentMS += (float)(tmpMS2 - tmpMS);
1822 tmpMS = tmpMS2; 1822 tmpMS = tmpMS2;
1823 1823
1824 // Delete temp-on-rez stuff 1824 // Delete temp-on-rez stuff
1825 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) 1825 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
1826 { 1826 {
1827 m_cleaningTemps = true; 1827 m_cleaningTemps = true;
1828 Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; }); 1828 Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
1829 tmpMS2 = Util.GetTimeStampMS(); 1829 tmpMS2 = Util.GetTimeStampMS();
1830 tempOnRezMS = (float)(tmpMS2 - tmpMS); // bad.. counts the FireAndForget, not CleanTempObjects 1830 tempOnRezMS = (float)(tmpMS2 - tmpMS); // bad.. counts the FireAndForget, not CleanTempObjects
1831 tmpMS = tmpMS2; 1831 tmpMS = tmpMS2;
1832 } 1832 }
1833 1833
1834 if (Frame % m_update_events == 0) 1834 if (Frame % m_update_events == 0)
1835 { 1835 {
1836 UpdateEvents(); 1836 UpdateEvents();
@@ -1916,7 +1916,7 @@ namespace OpenSim.Region.Framework.Scenes
1916 1916
1917 // reuse frameMS as temporary 1917 // reuse frameMS as temporary
1918 frameMS = (float)tmpMS2; 1918 frameMS = (float)tmpMS2;
1919 1919
1920 // sleep if we can 1920 // sleep if we can
1921 if (tmpMS2 > 0) 1921 if (tmpMS2 > 0)
1922 { 1922 {
@@ -1939,9 +1939,9 @@ namespace OpenSim.Region.Framework.Scenes
1939 // script time is not scene frame time, but is displayed per frame 1939 // script time is not scene frame time, but is displayed per frame
1940 float scriptTimeMS = GetAndResetScriptExecutionTime(); 1940 float scriptTimeMS = GetAndResetScriptExecutionTime();
1941 StatsReporter.AddFrameStats(TimeDilation, physicsFPS, agentMS, 1941 StatsReporter.AddFrameStats(TimeDilation, physicsFPS, agentMS,
1942 physicsMS + physicsMS2, otherMS , sleepMS, frameMS, scriptTimeMS); 1942 physicsMS + physicsMS2, otherMS , sleepMS, frameMS, scriptTimeMS);
1943 1943
1944 1944
1945 1945
1946 // if (Frame%m_update_avatars == 0) 1946 // if (Frame%m_update_avatars == 0)
1947 // UpdateInWorldTime(); 1947 // UpdateInWorldTime();
@@ -2129,7 +2129,7 @@ namespace OpenSim.Region.Framework.Scenes
2129 } 2129 }
2130 2130
2131 /// <summary> 2131 /// <summary>
2132 /// Tell an agent that their object has been returned. 2132 /// Tell an agent that their object has been returned.
2133 /// </summary> 2133 /// </summary>
2134 /// <remarks> 2134 /// <remarks>
2135 /// The actual return is handled by the caller. 2135 /// The actual return is handled by the caller.
@@ -2221,7 +2221,7 @@ namespace OpenSim.Region.Framework.Scenes
2221 { 2221 {
2222 if(Bakedmap != null) 2222 if(Bakedmap != null)
2223 { 2223 {
2224 m_log.Warn("[TERRAIN]: terrain not found. Used stored baked terrain."); 2224 m_log.Warn("[TERRAIN]: terrain not found. Used stored baked terrain.");
2225 Heightmap = Bakedmap.MakeCopy(); 2225 Heightmap = Bakedmap.MakeCopy();
2226 SimulationDataService.StoreTerrain(Heightmap.GetTerrainData(), RegionInfo.RegionID); 2226 SimulationDataService.StoreTerrain(Heightmap.GetTerrainData(), RegionInfo.RegionID);
2227 } 2227 }
@@ -2290,7 +2290,7 @@ namespace OpenSim.Region.Framework.Scenes
2290 GridRegion region = new GridRegion(RegionInfo); 2290 GridRegion region = new GridRegion(RegionInfo);
2291 string error = GridService.RegisterRegion(RegionInfo.ScopeID, region); 2291 string error = GridService.RegisterRegion(RegionInfo.ScopeID, region);
2292 // m_log.DebugFormat("[SCENE]: RegisterRegionWithGrid. name={0},id={1},loc=<{2},{3}>,size=<{4},{5}>", 2292 // m_log.DebugFormat("[SCENE]: RegisterRegionWithGrid. name={0},id={1},loc=<{2},{3}>,size=<{4},{5}>",
2293 // m_regionName, 2293 // m_regionName,
2294 // RegionInfo.RegionID, 2294 // RegionInfo.RegionID,
2295 // RegionInfo.RegionLocX, RegionInfo.RegionLocY, 2295 // RegionInfo.RegionLocX, RegionInfo.RegionLocY,
2296 // RegionInfo.RegionSizeX, RegionInfo.RegionSizeY); 2296 // RegionInfo.RegionSizeX, RegionInfo.RegionSizeY);
@@ -2369,7 +2369,7 @@ namespace OpenSim.Region.Framework.Scenes
2369 return PhysicsScene.SupportsRaycastWorldFiltered(); 2369 return PhysicsScene.SupportsRaycastWorldFiltered();
2370 } 2370 }
2371 2371
2372 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter) 2372 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
2373 { 2373 {
2374 if (PhysicsScene == null) 2374 if (PhysicsScene == null)
2375 return null; 2375 return null;
@@ -2463,7 +2463,7 @@ namespace OpenSim.Region.Framework.Scenes
2463 if (wpos.Z > pos.Z) pos = wpos; 2463 if (wpos.Z > pos.Z) pos = wpos;
2464 return pos; 2464 return pos;
2465 } 2465 }
2466 } 2466 }
2467 } 2467 }
2468 // else the first we got 2468 // else the first we got
2469 pos = physresults[0].Normal * scale; 2469 pos = physresults[0].Normal * scale;
@@ -2775,7 +2775,7 @@ namespace OpenSim.Region.Framework.Scenes
2775 } 2775 }
2776 else 2776 else
2777 { 2777 {
2778 toReturn.Add((SceneObjectGroup)e); 2778 toReturn.Add((SceneObjectGroup)e);
2779 } 2779 }
2780 } 2780 }
2781 } 2781 }
@@ -2847,7 +2847,7 @@ namespace OpenSim.Region.Framework.Scenes
2847 if (removeScripts) 2847 if (removeScripts)
2848 group.Clear(); 2848 group.Clear();
2849 partList = null; 2849 partList = null;
2850 // m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2850 // m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2851 } 2851 }
2852 2852
2853 /// <summary> 2853 /// <summary>
@@ -3023,7 +3023,7 @@ namespace OpenSim.Region.Framework.Scenes
3023 sceneObject.RootPart.AddFlag(PrimFlags.TemporaryOnRez); 3023 sceneObject.RootPart.AddFlag(PrimFlags.TemporaryOnRez);
3024// sceneObject.RootPart.AddFlag(PrimFlags.Phantom); 3024// sceneObject.RootPart.AddFlag(PrimFlags.Phantom);
3025 3025
3026 // Don't sent a full update here because this will cause full updates to be sent twice for 3026 // Don't sent a full update here because this will cause full updates to be sent twice for
3027 // attachments on region crossings, resulting in viewer glitches. 3027 // attachments on region crossings, resulting in viewer glitches.
3028 AddRestoredSceneObject(sceneObject, false, false, false); 3028 AddRestoredSceneObject(sceneObject, false, false, false);
3029 3029
@@ -3044,7 +3044,7 @@ namespace OpenSim.Region.Framework.Scenes
3044 3044
3045 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 3045 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
3046 3046
3047 // We must currently not resume scripts at this stage since AttachmentsModule does not have the 3047 // We must currently not resume scripts at this stage since AttachmentsModule does not have the
3048 // information that this is due to a teleport/border cross rather than an ordinary attachment. 3048 // information that this is due to a teleport/border cross rather than an ordinary attachment.
3049 // We currently do this in Scene.MakeRootAgent() instead. 3049 // We currently do this in Scene.MakeRootAgent() instead.
3050 if (AttachmentsModule != null) 3050 if (AttachmentsModule != null)
@@ -3141,7 +3141,7 @@ namespace OpenSim.Region.Framework.Scenes
3141 vialogin 3141 vialogin
3142 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 3142 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
3143 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 3143 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
3144 3144
3145 CheckHeartbeat(); 3145 CheckHeartbeat();
3146 3146
3147 sp = GetScenePresence(client.AgentId); 3147 sp = GetScenePresence(client.AgentId);
@@ -3152,10 +3152,10 @@ namespace OpenSim.Region.Framework.Scenes
3152 "[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}, tpflags: {4}", 3152 "[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}, tpflags: {4}",
3153 client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos, 3153 client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos,
3154 ((TPFlags)aCircuit.teleportFlags).ToString()); 3154 ((TPFlags)aCircuit.teleportFlags).ToString());
3155 3155
3156 m_clientManager.Add(client); 3156 m_clientManager.Add(client);
3157 SubscribeToClientEvents(client); 3157 SubscribeToClientEvents(client);
3158 3158
3159 sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type); 3159 sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type);
3160 3160
3161 sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags; 3161 sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags;
@@ -3167,9 +3167,9 @@ namespace OpenSim.Region.Framework.Scenes
3167 // We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the 3167 // We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the
3168 // client is for a root or child agent. 3168 // client is for a root or child agent.
3169 // XXX: This may be better set for a new client before that client is added to the client manager. 3169 // XXX: This may be better set for a new client before that client is added to the client manager.
3170 // But need to know what happens in the case where a ScenePresence is already present (and if this 3170 // But need to know what happens in the case where a ScenePresence is already present (and if this
3171 // actually occurs). 3171 // actually occurs).
3172 3172
3173 3173
3174 m_log.WarnFormat( 3174 m_log.WarnFormat(
3175 "[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence", 3175 "[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence",
@@ -3177,9 +3177,9 @@ namespace OpenSim.Region.Framework.Scenes
3177 3177
3178 reallyNew = false; 3178 reallyNew = false;
3179 } 3179 }
3180 client.SceneAgent = sp; 3180 client.SceneAgent = sp;
3181 3181
3182 // This is currently also being done earlier in NewUserConnection for real users to see if this 3182 // This is currently also being done earlier in NewUserConnection for real users to see if this
3183 // resolves problems where HG agents are occasionally seen by others as "Unknown user" in chat and other 3183 // resolves problems where HG agents are occasionally seen by others as "Unknown user" in chat and other
3184 // places. However, we still need to do it here for NPCs. 3184 // places. However, we still need to do it here for NPCs.
3185 CacheUserName(sp, aCircuit); 3185 CacheUserName(sp, aCircuit);
@@ -3610,7 +3610,7 @@ namespace OpenSim.Region.Framework.Scenes
3610 } 3610 }
3611 3611
3612 /// <summary> 3612 /// <summary>
3613 /// Duplicates object specified by localID at position raycasted against RayTargetObject using 3613 /// Duplicates object specified by localID at position raycasted against RayTargetObject using
3614 /// RayEnd and RayStart to determine what the angle of the ray is 3614 /// RayEnd and RayStart to determine what the angle of the ray is
3615 /// </summary> 3615 /// </summary>
3616 /// <param name="localID">ID of object to duplicate</param> 3616 /// <param name="localID">ID of object to duplicate</param>
@@ -3637,7 +3637,7 @@ namespace OpenSim.Region.Framework.Scenes
3637 if (target != null && target2 != null) 3637 if (target != null && target2 != null)
3638 { 3638 {
3639 Vector3 direction = Vector3.Normalize(RayEnd - RayStart); 3639 Vector3 direction = Vector3.Normalize(RayEnd - RayStart);
3640 3640
3641 pos = target2.AbsolutePosition; 3641 pos = target2.AbsolutePosition;
3642 //m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString()); 3642 //m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString());
3643 3643
@@ -3715,7 +3715,7 @@ namespace OpenSim.Region.Framework.Scenes
3715 } 3715 }
3716 3716
3717 /// <summary> 3717 /// <summary>
3718 /// Remove the given client from the scene. 3718 /// Remove the given client from the scene.
3719 /// </summary> 3719 /// </summary>
3720 /// <remarks> 3720 /// <remarks>
3721 /// Only clientstack code should call this directly. All other code should call IncomingCloseAgent() instead 3721 /// Only clientstack code should call this directly. All other code should call IncomingCloseAgent() instead
@@ -3726,7 +3726,7 @@ namespace OpenSim.Region.Framework.Scenes
3726 /// <param name='closeChildAgents'> 3726 /// <param name='closeChildAgents'>
3727 /// Close the neighbour child agents associated with this client. 3727 /// Close the neighbour child agents associated with this client.
3728 /// </param> 3728 /// </param>
3729 /// 3729 ///
3730 3730
3731 private object m_removeClientPrivLock = new Object(); 3731 private object m_removeClientPrivLock = new Object();
3732 3732
@@ -3734,7 +3734,7 @@ namespace OpenSim.Region.Framework.Scenes
3734 { 3734 {
3735 AgentCircuitData acd = m_authenticateHandler.GetAgentCircuitData(agentID); 3735 AgentCircuitData acd = m_authenticateHandler.GetAgentCircuitData(agentID);
3736 3736
3737 // Shouldn't be necessary since RemoveClient() is currently only called by IClientAPI.Close() which 3737 // Shouldn't be necessary since RemoveClient() is currently only called by IClientAPI.Close() which
3738 // in turn is only called by Scene.IncomingCloseAgent() which checks whether the presence exists or not 3738 // in turn is only called by Scene.IncomingCloseAgent() which checks whether the presence exists or not
3739 // However, will keep for now just in case. 3739 // However, will keep for now just in case.
3740 if (acd == null) 3740 if (acd == null)
@@ -3747,12 +3747,12 @@ namespace OpenSim.Region.Framework.Scenes
3747 3747
3748 // TODO: Can we now remove this lock? 3748 // TODO: Can we now remove this lock?
3749 lock (m_removeClientPrivLock) 3749 lock (m_removeClientPrivLock)
3750 { 3750 {
3751 bool isChildAgent = false; 3751 bool isChildAgent = false;
3752 3752
3753 ScenePresence avatar = GetScenePresence(agentID); 3753 ScenePresence avatar = GetScenePresence(agentID);
3754 3754
3755 // Shouldn't be necessary since RemoveClient() is currently only called by IClientAPI.Close() which 3755 // Shouldn't be necessary since RemoveClient() is currently only called by IClientAPI.Close() which
3756 // in turn is only called by Scene.IncomingCloseAgent() which checks whether the presence exists or not 3756 // in turn is only called by Scene.IncomingCloseAgent() which checks whether the presence exists or not
3757 // However, will keep for now just in case. 3757 // However, will keep for now just in case.
3758 if (avatar == null) 3758 if (avatar == null)
@@ -3792,7 +3792,7 @@ namespace OpenSim.Region.Framework.Scenes
3792 // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI 3792 // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI
3793 if (closeChildAgents && CapsModule != null) 3793 if (closeChildAgents && CapsModule != null)
3794 CapsModule.RemoveCaps(agentID, avatar.ControllingClient.CircuitCode); 3794 CapsModule.RemoveCaps(agentID, avatar.ControllingClient.CircuitCode);
3795 3795
3796 if (closeChildAgents && !isChildAgent) 3796 if (closeChildAgents && !isChildAgent)
3797 { 3797 {
3798 List<ulong> regions = avatar.KnownRegionHandles; 3798 List<ulong> regions = avatar.KnownRegionHandles;
@@ -3806,7 +3806,7 @@ namespace OpenSim.Region.Framework.Scenes
3806// m_log.Debug("[Scene]TriggerClientClosed done"); 3806// m_log.Debug("[Scene]TriggerClientClosed done");
3807 m_eventManager.TriggerOnRemovePresence(agentID); 3807 m_eventManager.TriggerOnRemovePresence(agentID);
3808// m_log.Debug("[Scene]TriggerOnRemovePresence done"); 3808// m_log.Debug("[Scene]TriggerOnRemovePresence done");
3809 3809
3810 if (!isChildAgent) 3810 if (!isChildAgent)
3811 { 3811 {
3812 if (AttachmentsModule != null) 3812 if (AttachmentsModule != null)
@@ -3865,7 +3865,7 @@ namespace OpenSim.Region.Framework.Scenes
3865 3865
3866 /// <summary> 3866 /// <summary>
3867 /// Removes region from an avatar's known region list. This coincides with child agents. For each child agent, there will be a known region entry. 3867 /// Removes region from an avatar's known region list. This coincides with child agents. For each child agent, there will be a known region entry.
3868 /// 3868 ///
3869 /// </summary> 3869 /// </summary>
3870 /// <param name="avatarID"></param> 3870 /// <param name="avatarID"></param>
3871 /// <param name="regionslst"></param> 3871 /// <param name="regionslst"></param>
@@ -3914,7 +3914,7 @@ namespace OpenSim.Region.Framework.Scenes
3914 /// <param name="teleportFlags"></param> 3914 /// <param name="teleportFlags"></param>
3915 /// <param name="source">Source region (may be null)</param> 3915 /// <param name="source">Source region (may be null)</param>
3916 /// <param name="reason">Outputs the reason for the false response on this string</param> 3916 /// <param name="reason">Outputs the reason for the false response on this string</param>
3917 /// <returns>True if the region accepts this agent. False if it does not. False will 3917 /// <returns>True if the region accepts this agent. False if it does not. False will
3918 /// also return a reason.</returns> 3918 /// also return a reason.</returns>
3919 public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, GridRegion source, out string reason) 3919 public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, GridRegion source, out string reason)
3920 { 3920 {
@@ -3942,9 +3942,9 @@ namespace OpenSim.Region.Framework.Scenes
3942 /// <param name="reason">Outputs the reason for the false response on this string</param> 3942 /// <param name="reason">Outputs the reason for the false response on this string</param>
3943 /// <param name="requirePresenceLookup">True for normal presence. False for NPC 3943 /// <param name="requirePresenceLookup">True for normal presence. False for NPC
3944 /// or other applications where a full grid/Hypergrid presence may not be required.</param> 3944 /// or other applications where a full grid/Hypergrid presence may not be required.</param>
3945 /// <returns>True if the region accepts this agent. False if it does not. False will 3945 /// <returns>True if the region accepts this agent. False if it does not. False will
3946 /// also return a reason.</returns> 3946 /// also return a reason.</returns>
3947 /// 3947 ///
3948 private object m_newUserConnLock = new object(); 3948 private object m_newUserConnLock = new object();
3949 3949
3950 public bool NewUserConnection(AgentCircuitData acd, uint teleportFlags, GridRegion source, out string reason, bool requirePresenceLookup) 3950 public bool NewUserConnection(AgentCircuitData acd, uint teleportFlags, GridRegion source, out string reason, bool requirePresenceLookup)
@@ -4037,7 +4037,7 @@ namespace OpenSim.Region.Framework.Scenes
4037 { 4037 {
4038 sp = GetScenePresence(acd.AgentID); 4038 sp = GetScenePresence(acd.AgentID);
4039 4039
4040 // We need to ensure that we are not already removing the scene presence before we ask it not to be 4040 // We need to ensure that we are not already removing the scene presence before we ask it not to be
4041 // closed. 4041 // closed.
4042 if (sp != null && sp.IsChildAgent 4042 if (sp != null && sp.IsChildAgent
4043 && (sp.LifecycleState == ScenePresenceState.Running 4043 && (sp.LifecycleState == ScenePresenceState.Running
@@ -4051,16 +4051,16 @@ namespace OpenSim.Region.Framework.Scenes
4051 // teleport from A -> D, but then -> C before A has asked B to close its old child agent. When C 4051 // teleport from A -> D, but then -> C before A has asked B to close its old child agent. When C
4052 // renews the lease on the child agent at B, we must make sure that the close from A does not succeed. 4052 // renews the lease on the child agent at B, we must make sure that the close from A does not succeed.
4053 // 4053 //
4054 // XXX: In the end, this should not be necessary if child agents are closed without delay on 4054 // XXX: In the end, this should not be necessary if child agents are closed without delay on
4055 // teleport, since realistically, the close request should always be processed before any other 4055 // teleport, since realistically, the close request should always be processed before any other
4056 // region tried to re-establish a child agent. This is much simpler since the logic below is 4056 // region tried to re-establish a child agent. This is much simpler since the logic below is
4057 // vulnerable to an issue when a viewer quits a region without sending a proper logout but then 4057 // vulnerable to an issue when a viewer quits a region without sending a proper logout but then
4058 // re-establishes the connection on a relogin. This could wrongly set the DoNotCloseAfterTeleport 4058 // re-establishes the connection on a relogin. This could wrongly set the DoNotCloseAfterTeleport
4059 // flag when no teleport had taken place (and hence no close was going to come). 4059 // flag when no teleport had taken place (and hence no close was going to come).
4060// if (!acd.ChildrenCapSeeds.ContainsKey(RegionInfo.RegionHandle)) 4060// if (!acd.ChildrenCapSeeds.ContainsKey(RegionInfo.RegionHandle))
4061// { 4061// {
4062// m_log.DebugFormat( 4062// m_log.DebugFormat(
4063// "[SCENE]: Setting DoNotCloseAfterTeleport for child scene presence {0} in {1} because source will attempt close.", 4063// "[SCENE]: Setting DoNotCloseAfterTeleport for child scene presence {0} in {1} because source will attempt close.",
4064// sp.Name, Name); 4064// sp.Name, Name);
4065// 4065//
4066// sp.DoNotCloseAfterTeleport = true; 4066// sp.DoNotCloseAfterTeleport = true;
@@ -4074,7 +4074,7 @@ namespace OpenSim.Region.Framework.Scenes
4074 sp.DoNotCloseAfterTeleport = true; 4074 sp.DoNotCloseAfterTeleport = true;
4075 4075
4076 m_log.DebugFormat( 4076 m_log.DebugFormat(
4077 "[SCENE]: Set DoNotCloseAfterTeleport for child scene presence {0} in {1} because this region will attempt end-of-teleport close from a previous close.", 4077 "[SCENE]: Set DoNotCloseAfterTeleport for child scene presence {0} in {1} because this region will attempt end-of-teleport close from a previous close.",
4078 sp.Name, Name); 4078 sp.Name, Name);
4079 } 4079 }
4080 } 4080 }
@@ -4094,7 +4094,7 @@ namespace OpenSim.Region.Framework.Scenes
4094 if (sp.LifecycleState == ScenePresenceState.Removing) 4094 if (sp.LifecycleState == ScenePresenceState.Removing)
4095 { 4095 {
4096 m_log.WarnFormat( 4096 m_log.WarnFormat(
4097 "[SCENE]: Agent {0} in {1} was still being removed after {2}s. Aborting NewUserConnection.", 4097 "[SCENE]: Agent {0} in {1} was still being removed after {2}s. Aborting NewUserConnection.",
4098 sp.Name, Name, polls * pollInterval / 1000); 4098 sp.Name, Name, polls * pollInterval / 1000);
4099 4099
4100 return false; 4100 return false;
@@ -4115,7 +4115,7 @@ namespace OpenSim.Region.Framework.Scenes
4115 // We have a root agent. Is it in transit? 4115 // We have a root agent. Is it in transit?
4116 if (!EntityTransferModule.IsInTransit(sp.UUID)) 4116 if (!EntityTransferModule.IsInTransit(sp.UUID))
4117 { 4117 {
4118 // We have a zombie from a crashed session. 4118 // We have a zombie from a crashed session.
4119 // Or the same user is trying to be root twice here, won't work. 4119 // Or the same user is trying to be root twice here, won't work.
4120 // Kill it. 4120 // Kill it.
4121 m_log.WarnFormat( 4121 m_log.WarnFormat(
@@ -4210,7 +4210,7 @@ namespace OpenSim.Region.Framework.Scenes
4210 { 4210 {
4211 m_log.DebugFormat( 4211 m_log.DebugFormat(
4212 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", 4212 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}",
4213 acd.AgentID, RegionInfo.RegionName); 4213 acd.AgentID, RegionInfo.RegionName);
4214 4214
4215 if (CapsModule != null) 4215 if (CapsModule != null)
4216 { 4216 {
@@ -4253,7 +4253,7 @@ namespace OpenSim.Region.Framework.Scenes
4253 // only check access, actual relocations will happen later on ScenePresence MakeRoot 4253 // only check access, actual relocations will happen later on ScenePresence MakeRoot
4254 // allow child agents creation 4254 // allow child agents creation
4255 if(!godlike && teleportFlags != (uint) TPFlags.Default) 4255 if(!godlike && teleportFlags != (uint) TPFlags.Default)
4256 { 4256 {
4257 bool checkTeleHub; 4257 bool checkTeleHub;
4258 4258
4259 // don't check hubs if via home or via lure 4259 // don't check hubs if via home or via lure
@@ -4264,7 +4264,7 @@ namespace OpenSim.Region.Framework.Scenes
4264 checkTeleHub = vialogin 4264 checkTeleHub = vialogin
4265 || (TelehubAllowLandmarks == true ? false : ((teleportFlags & (uint)TPFlags.ViaLandmark) != 0 )) 4265 || (TelehubAllowLandmarks == true ? false : ((teleportFlags & (uint)TPFlags.ViaLandmark) != 0 ))
4266 || (teleportFlags & (uint) TPFlags.ViaLocation) != 0; 4266 || (teleportFlags & (uint) TPFlags.ViaLocation) != 0;
4267 4267
4268 if(!CheckLandPositionAccess(acd.AgentID, true, checkTeleHub, acd.startpos, out reason)) 4268 if(!CheckLandPositionAccess(acd.AgentID, true, checkTeleHub, acd.startpos, out reason))
4269 { 4269 {
4270 m_authenticateHandler.RemoveCircuit(acd.circuitcode); 4270 m_authenticateHandler.RemoveCircuit(acd.circuitcode);
@@ -4351,7 +4351,7 @@ namespace OpenSim.Region.Framework.Scenes
4351 /// </summary> 4351 /// </summary>
4352 /// <param name="agent">Circuit Data of the Agent we're verifying</param> 4352 /// <param name="agent">Circuit Data of the Agent we're verifying</param>
4353 /// <param name="reason">Outputs the reason for the false response on this string</param> 4353 /// <param name="reason">Outputs the reason for the false response on this string</param>
4354 /// <returns>True if the user has a session on the grid. False if it does not. False will 4354 /// <returns>True if the user has a session on the grid. False if it does not. False will
4355 /// also return a reason.</returns> 4355 /// also return a reason.</returns>
4356 public virtual bool VerifyUserPresence(AgentCircuitData agent, out string reason) 4356 public virtual bool VerifyUserPresence(AgentCircuitData agent, out string reason)
4357 { 4357 {
@@ -4380,7 +4380,7 @@ namespace OpenSim.Region.Framework.Scenes
4380 /// </summary> 4380 /// </summary>
4381 /// <param name="agent">The circuit data for the agent</param> 4381 /// <param name="agent">The circuit data for the agent</param>
4382 /// <param name="reason">outputs the reason to this string</param> 4382 /// <param name="reason">outputs the reason to this string</param>
4383 /// <returns>True if the region accepts this agent. False if it does not. False will 4383 /// <returns>True if the region accepts this agent. False if it does not. False will
4384 /// also return a reason.</returns> 4384 /// also return a reason.</returns>
4385 protected virtual bool AuthorizeUser(AgentCircuitData agent, bool bypassAccessControl, out string reason) 4385 protected virtual bool AuthorizeUser(AgentCircuitData agent, bool bypassAccessControl, out string reason)
4386 { 4386 {
@@ -4434,7 +4434,7 @@ namespace OpenSim.Region.Framework.Scenes
4434 // in access list / owner / manager 4434 // in access list / owner / manager
4435 if (RegionInfo.EstateSettings.HasAccess(agent.AgentID)) 4435 if (RegionInfo.EstateSettings.HasAccess(agent.AgentID))
4436 return true; 4436 return true;
4437 4437
4438 // finally test groups 4438 // finally test groups
4439 bool groupAccess = false; 4439 bool groupAccess = false;
4440 4440
@@ -4576,7 +4576,7 @@ Label_GroupsDone:
4576// } 4576// }
4577 4577
4578 /// <summary> 4578 /// <summary>
4579 /// We've got an update about an agent that sees into this region, 4579 /// We've got an update about an agent that sees into this region,
4580 /// send it to ScenePresence for processing It's the full data. 4580 /// send it to ScenePresence for processing It's the full data.
4581 /// </summary> 4581 /// </summary>
4582 /// <param name="cAgentData">Agent that contains all of the relevant things about an agent. 4582 /// <param name="cAgentData">Agent that contains all of the relevant things about an agent.
@@ -4604,7 +4604,7 @@ Label_GroupsDone:
4604 } 4604 }
4605 4605
4606 // TODO: This check should probably be in QueryAccess(). 4606 // TODO: This check should probably be in QueryAccess().
4607 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, 4607 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID,
4608 (float)RegionInfo.RegionSizeX * 0.5f, (float)RegionInfo.RegionSizeY * 0.5f); 4608 (float)RegionInfo.RegionSizeX * 0.5f, (float)RegionInfo.RegionSizeY * 0.5f);
4609 if (nearestParcel == null) 4609 if (nearestParcel == null)
4610 { 4610 {
@@ -4616,12 +4616,12 @@ Label_GroupsDone:
4616 } 4616 }
4617 4617
4618 // We have to wait until the viewer contacts this region 4618 // We have to wait until the viewer contacts this region
4619 // after receiving the EnableSimulator HTTP Event Queue message (for the v1 teleport protocol) 4619 // after receiving the EnableSimulator HTTP Event Queue message (for the v1 teleport protocol)
4620 // or TeleportFinish (for the v2 teleport protocol). This triggers the viewer to send 4620 // or TeleportFinish (for the v2 teleport protocol). This triggers the viewer to send
4621 // a UseCircuitCode packet which in turn calls AddNewAgent which finally creates the ScenePresence. 4621 // a UseCircuitCode packet which in turn calls AddNewAgent which finally creates the ScenePresence.
4622 ScenePresence sp = WaitGetScenePresence(cAgentData.AgentID); 4622 ScenePresence sp = WaitGetScenePresence(cAgentData.AgentID);
4623 4623
4624 if (sp != null) 4624 if (sp != null)
4625 { 4625 {
4626 if (!sp.IsChildAgent) 4626 if (!sp.IsChildAgent)
4627 { 4627 {
@@ -4632,10 +4632,10 @@ Label_GroupsDone:
4632 if (cAgentData.SessionID != sp.ControllingClient.SessionId) 4632 if (cAgentData.SessionID != sp.ControllingClient.SessionId)
4633 { 4633 {
4634 m_log.WarnFormat( 4634 m_log.WarnFormat(
4635 "[SCENE]: Attempt to update agent {0} with invalid session id {1} (possibly from simulator in older version; tell them to update).", 4635 "[SCENE]: Attempt to update agent {0} with invalid session id {1} (possibly from simulator in older version; tell them to update).",
4636 sp.UUID, cAgentData.SessionID); 4636 sp.UUID, cAgentData.SessionID);
4637 4637
4638 Console.WriteLine(String.Format("[SCENE]: Attempt to update agent {0} ({1}) with invalid session id {2}", 4638 Console.WriteLine(String.Format("[SCENE]: Attempt to update agent {0} ({1}) with invalid session id {2}",
4639 sp.UUID, sp.ControllingClient.SessionId, cAgentData.SessionID)); 4639 sp.UUID, sp.ControllingClient.SessionId, cAgentData.SessionID));
4640 } 4640 }
4641 4641
@@ -4667,7 +4667,7 @@ Label_GroupsDone:
4667 } 4667 }
4668 4668
4669 /// <summary> 4669 /// <summary>
4670 /// We've got an update about an agent that sees into this region, 4670 /// We've got an update about an agent that sees into this region,
4671 /// send it to ScenePresence for processing It's only positional data 4671 /// send it to ScenePresence for processing It's only positional data
4672 /// </summary> 4672 /// </summary>
4673 /// <param name="cAgentData">AgentPosition that contains agent positional data so we can know what to send</param> 4673 /// <param name="cAgentData">AgentPosition that contains agent positional data so we can know what to send</param>
@@ -4675,7 +4675,7 @@ Label_GroupsDone:
4675 public virtual bool IncomingUpdateChildAgent(AgentPosition cAgentData) 4675 public virtual bool IncomingUpdateChildAgent(AgentPosition cAgentData)
4676 { 4676 {
4677// m_log.DebugFormat( 4677// m_log.DebugFormat(
4678// "[SCENE PRESENCE]: IncomingChildAgentDataUpdate POSITION for {0} in {1}, position {2}", 4678// "[SCENE PRESENCE]: IncomingChildAgentDataUpdate POSITION for {0} in {1}, position {2}",
4679// cAgentData.AgentID, Name, cAgentData.Position); 4679// cAgentData.AgentID, Name, cAgentData.Position);
4680 4680
4681 ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID); 4681 ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID);
@@ -4683,7 +4683,7 @@ Label_GroupsDone:
4683 { 4683 {
4684// if (childAgentUpdate.ControllingClient.SessionId != cAgentData.SessionID) 4684// if (childAgentUpdate.ControllingClient.SessionId != cAgentData.SessionID)
4685// // Only warn for now 4685// // Only warn for now
4686// m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}. Neighbor running older version?", 4686// m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}. Neighbor running older version?",
4687// childAgentUpdate.UUID, cAgentData.SessionID); 4687// childAgentUpdate.UUID, cAgentData.SessionID);
4688 4688
4689 // I can't imagine *yet* why we would get an update if the agent is a root agent.. 4689 // I can't imagine *yet* why we would get an update if the agent is a root agent..
@@ -4743,7 +4743,7 @@ Label_GroupsDone:
4743 if (acd == null) 4743 if (acd == null)
4744 { 4744 {
4745 m_log.DebugFormat( 4745 m_log.DebugFormat(
4746 "[SCENE]: Request to close agent {0} but no such agent in scene {1}. May have been closed previously.", 4746 "[SCENE]: Request to close agent {0} but no such agent in scene {1}. May have been closed previously.",
4747 agentID, Name); 4747 agentID, Name);
4748 4748
4749 return false; 4749 return false;
@@ -4756,7 +4756,7 @@ Label_GroupsDone:
4756 else 4756 else
4757 { 4757 {
4758 m_log.WarnFormat( 4758 m_log.WarnFormat(
4759 "[SCENE]: Request to close agent {0} with invalid authorization token {1} in {2}", 4759 "[SCENE]: Request to close agent {0} with invalid authorization token {1} in {2}",
4760 agentID, auth_token, Name); 4760 agentID, auth_token, Name);
4761 } 4761 }
4762 4762
@@ -4850,7 +4850,7 @@ Label_GroupsDone:
4850 return true; 4850 return true;
4851 } 4851 }
4852 m_log.DebugFormat( 4852 m_log.DebugFormat(
4853 "[SCENE]: Called CloseClient() with agent ID {0} but no such presence is in {1}", 4853 "[SCENE]: Called CloseClient() with agent ID {0} but no such presence is in {1}",
4854 agentID, Name); 4854 agentID, Name);
4855 4855
4856 return false; 4856 return false;
@@ -5361,7 +5361,7 @@ Label_GroupsDone:
5361 /// Get a scene object group that contains the prim with the given local id 5361 /// Get a scene object group that contains the prim with the given local id
5362 /// </summary> 5362 /// </summary>
5363 /// <param name="localID"></param> 5363 /// <param name="localID"></param>
5364 /// <returns>null if no scene object group containing that prim is found</returns> 5364 /// <returns>null if no scene object group containing that prim is found</returns>
5365 public SceneObjectGroup GetGroupByPrim(uint localID) 5365 public SceneObjectGroup GetGroupByPrim(uint localID)
5366 { 5366 {
5367 return m_sceneGraph.GetGroupByPrim(localID); 5367 return m_sceneGraph.GetGroupByPrim(localID);
@@ -5371,7 +5371,7 @@ Label_GroupsDone:
5371 /// Get a scene object group that contains the prim with the given uuid 5371 /// Get a scene object group that contains the prim with the given uuid
5372 /// </summary> 5372 /// </summary>
5373 /// <param name="fullID"></param> 5373 /// <param name="fullID"></param>
5374 /// <returns>null if no scene object group containing that prim is found</returns> 5374 /// <returns>null if no scene object group containing that prim is found</returns>
5375 public SceneObjectGroup GetGroupByPrim(UUID fullID) 5375 public SceneObjectGroup GetGroupByPrim(UUID fullID)
5376 { 5376 {
5377 return m_sceneGraph.GetGroupByPrim(fullID); 5377 return m_sceneGraph.GetGroupByPrim(fullID);
@@ -5484,7 +5484,7 @@ Label_GroupsDone:
5484 // 1 = sim is up and accepting http requests. The heartbeat has 5484 // 1 = sim is up and accepting http requests. The heartbeat has
5485 // stopped and the sim is probably locked up, but a remote 5485 // stopped and the sim is probably locked up, but a remote
5486 // admin restart may succeed 5486 // admin restart may succeed
5487 // 5487 //
5488 // 2 = Sim is up and the heartbeat is running. The sim is likely 5488 // 2 = Sim is up and the heartbeat is running. The sim is likely
5489 // usable for people within 5489 // usable for people within
5490 // 5490 //
@@ -5533,7 +5533,7 @@ Label_GroupsDone:
5533 { 5533 {
5534int pid = System.Diagnostics.Process.GetCurrentProcess().Id; 5534int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
5535System.Diagnostics.Process proc = new System.Diagnostics.Process(); 5535System.Diagnostics.Process proc = new System.Diagnostics.Process();
5536proc.EnableRaisingEvents=false; 5536proc.EnableRaisingEvents=false;
5537proc.StartInfo.FileName = "/bin/kill"; 5537proc.StartInfo.FileName = "/bin/kill";
5538proc.StartInfo.Arguments = "-QUIT " + pid.ToString(); 5538proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
5539proc.Start(); 5539proc.Start();
@@ -5979,7 +5979,7 @@ Environment.Exit(1);
5979 g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ); 5979 g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ);
5980 5980
5981// m_log.DebugFormat( 5981// m_log.DebugFormat(
5982// "[SCENE]: For {0} found AxisAlignedBoundingBoxRaw {1}, {2}", 5982// "[SCENE]: For {0} found AxisAlignedBoundingBoxRaw {1}, {2}",
5983// g.Name, new Vector3(ominX, ominY, ominZ), new Vector3(omaxX, omaxY, omaxZ)); 5983// g.Name, new Vector3(ominX, ominY, ominZ), new Vector3(omaxX, omaxY, omaxZ));
5984 5984
5985 ominX += vec.X; 5985 ominX += vec.X;
@@ -6175,11 +6175,11 @@ Environment.Exit(1);
6175 reason = "Error authorizing agent: " + e.Message; 6175 reason = "Error authorizing agent: " + e.Message;
6176 return false; 6176 return false;
6177 } 6177 }
6178 6178
6179 // last check aditional land access restrictions and relocations 6179 // last check aditional land access restrictions and relocations
6180 // if crossing (viaTeleport false) check only the specified parcel 6180 // if crossing (viaTeleport false) check only the specified parcel
6181 return CheckLandPositionAccess(agentID, viaTeleport, true, position, out reason); 6181 return CheckLandPositionAccess(agentID, viaTeleport, true, position, out reason);
6182 } 6182 }
6183 6183
6184 // check access to land. 6184 // check access to land.
6185 public bool CheckLandPositionAccess(UUID agentID, bool NotCrossing, bool checkTeleHub, Vector3 position, out string reason) 6185 public bool CheckLandPositionAccess(UUID agentID, bool NotCrossing, bool checkTeleHub, Vector3 position, out string reason)
@@ -6192,7 +6192,7 @@ Environment.Exit(1);
6192 bool isAdmin = Permissions.IsAdministrator(agentID); 6192 bool isAdmin = Permissions.IsAdministrator(agentID);
6193 if(isAdmin) 6193 if(isAdmin)
6194 return true; 6194 return true;
6195 6195
6196 // also honor estate managers access rights 6196 // also honor estate managers access rights
6197 bool isManager = Permissions.IsEstateManager(agentID); 6197 bool isManager = Permissions.IsEstateManager(agentID);
6198 if(isManager) 6198 if(isManager)
@@ -6204,14 +6204,14 @@ Environment.Exit(1);
6204 { 6204 {
6205 SceneObjectGroup telehub; 6205 SceneObjectGroup telehub;
6206 if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = GetSceneObjectGroup (RegionInfo.RegionSettings.TelehubObject)) != null && checkTeleHub) 6206 if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = GetSceneObjectGroup (RegionInfo.RegionSettings.TelehubObject)) != null && checkTeleHub)
6207 { 6207 {
6208 bool banned = true; 6208 bool banned = true;
6209 bool validTelehub = false; 6209 bool validTelehub = false;
6210 List<SpawnPoint> spawnPoints = RegionInfo.RegionSettings.SpawnPoints(); 6210 List<SpawnPoint> spawnPoints = RegionInfo.RegionSettings.SpawnPoints();
6211 Vector3 spawnPoint; 6211 Vector3 spawnPoint;
6212 ILandObject land = null; 6212 ILandObject land = null;
6213 Vector3 telehubPosition = telehub.AbsolutePosition; 6213 Vector3 telehubPosition = telehub.AbsolutePosition;
6214 6214
6215 if(spawnPoints.Count == 0) 6215 if(spawnPoints.Count == 0)
6216 { 6216 {
6217 // will this ever happen? 6217 // will this ever happen?
@@ -6225,7 +6225,7 @@ Environment.Exit(1);
6225 } 6225 }
6226 } 6226 }
6227 else 6227 else
6228 { 6228 {
6229 Quaternion telehubRotation = telehub.GroupRotation; 6229 Quaternion telehubRotation = telehub.GroupRotation;
6230 foreach (SpawnPoint spawn in spawnPoints) 6230 foreach (SpawnPoint spawn in spawnPoints)
6231 { 6231 {
@@ -6293,7 +6293,7 @@ Environment.Exit(1);
6293 return true; 6293 return true;
6294 } 6294 }
6295 6295
6296 public void StartTimerWatchdog() 6296 public void StartTimerWatchdog()
6297 { 6297 {
6298 m_timerWatchdog.Interval = 1000; 6298 m_timerWatchdog.Interval = 1000;
6299 m_timerWatchdog.Elapsed += TimerWatchdog; 6299 m_timerWatchdog.Elapsed += TimerWatchdog;
@@ -6304,7 +6304,7 @@ Environment.Exit(1);
6304 public void TimerWatchdog(object sender, ElapsedEventArgs e) 6304 public void TimerWatchdog(object sender, ElapsedEventArgs e)
6305 { 6305 {
6306 CheckHeartbeat(); 6306 CheckHeartbeat();
6307 } 6307 }
6308 6308
6309 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 6309 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
6310 /// autopilot that moves an avatar to a sit target!. 6310 /// autopilot that moves an avatar to a sit target!.
@@ -6391,7 +6391,7 @@ Environment.Exit(1);
6391 } 6391 }
6392 6392
6393 /// <summary> 6393 /// <summary>
6394 /// Wrappers to get physics modules retrieve assets. 6394 /// Wrappers to get physics modules retrieve assets.
6395 /// </summary> 6395 /// </summary>
6396 /// <remarks> 6396 /// <remarks>
6397 /// Has to be done this way 6397 /// Has to be done this way
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index d406625..e3e54e2 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -57,7 +57,7 @@ namespace OpenSim.Region.Framework.Scenes
57 #region Fields 57 #region Fields
58 58
59 public string Name { get { return RegionInfo.RegionName; } } 59 public string Name { get { return RegionInfo.RegionName; } }
60 60
61 public IConfigSource Config 61 public IConfigSource Config
62 { 62 {
63 get { return GetConfig(); } 63 get { return GetConfig(); }
@@ -95,7 +95,7 @@ namespace OpenSim.Region.Framework.Scenes
95 /// The module commanders available from this scene 95 /// The module commanders available from this scene
96 /// </value> 96 /// </value>
97 protected Dictionary<string, ICommander> m_moduleCommanders = new Dictionary<string, ICommander>(); 97 protected Dictionary<string, ICommander> m_moduleCommanders = new Dictionary<string, ICommander>();
98 98
99 /// <value> 99 /// <value>
100 /// Registered classes that are capable of creating entities. 100 /// Registered classes that are capable of creating entities.
101 /// </value> 101 /// </value>
@@ -108,7 +108,7 @@ namespace OpenSim.Region.Framework.Scenes
108 protected uint m_lastAllocatedLocalId = 720000; 108 protected uint m_lastAllocatedLocalId = 720000;
109 109
110 private readonly Mutex _primAllocateMutex = new Mutex(false); 110 private readonly Mutex _primAllocateMutex = new Mutex(false);
111 111
112 protected readonly ClientManager m_clientManager = new ClientManager(); 112 protected readonly ClientManager m_clientManager = new ClientManager();
113 113
114 public bool LoginsEnabled 114 public bool LoginsEnabled
@@ -264,7 +264,7 @@ namespace OpenSim.Region.Framework.Scenes
264 public virtual RegionInfo RegionInfo { get; private set; } 264 public virtual RegionInfo RegionInfo { get; private set; }
265 265
266 #region admin stuff 266 #region admin stuff
267 267
268 public abstract void OtherRegionUp(GridRegion otherRegion); 268 public abstract void OtherRegionUp(GridRegion otherRegion);
269 269
270 public virtual string GetSimulatorVersion() 270 public virtual string GetSimulatorVersion()
@@ -307,7 +307,7 @@ namespace OpenSim.Region.Framework.Scenes
307 307
308 return myID; 308 return myID;
309 } 309 }
310 310
311 #region Module Methods 311 #region Module Methods
312 312
313 /// <summary> 313 /// <summary>
@@ -366,7 +366,7 @@ namespace OpenSim.Region.Framework.Scenes
366 if (m_moduleCommanders.ContainsKey(name)) 366 if (m_moduleCommanders.ContainsKey(name))
367 return m_moduleCommanders[name]; 367 return m_moduleCommanders[name];
368 } 368 }
369 369
370 return null; 370 return null;
371 } 371 }
372 372
@@ -416,7 +416,7 @@ namespace OpenSim.Region.Framework.Scenes
416 public void RegisterModuleInterface<M>(M mod) 416 public void RegisterModuleInterface<M>(M mod)
417 { 417 {
418// m_log.DebugFormat("[SCENE BASE]: Registering interface {0}", typeof(M)); 418// m_log.DebugFormat("[SCENE BASE]: Registering interface {0}", typeof(M));
419 419
420 List<Object> l = null; 420 List<Object> l = null;
421 if (!ModuleInterfaces.TryGetValue(typeof(M), out l)) 421 if (!ModuleInterfaces.TryGetValue(typeof(M), out l))
422 { 422 {
@@ -527,9 +527,9 @@ namespace OpenSim.Region.Framework.Scenes
527 return new T[] {}; 527 return new T[] {};
528 } 528 }
529 } 529 }
530 530
531 #endregion 531 #endregion
532 532
533 /// <summary> 533 /// <summary>
534 /// Call this from a region module to add a command to the OpenSim console. 534 /// Call this from a region module to add a command to the OpenSim console.
535 /// </summary> 535 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 3eefd3c..6304778 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -115,7 +115,7 @@ namespace OpenSim.Region.Framework.Scenes
115 OpenSim.Framework.RegionFlags? regionFlags = n.RegionFlags; 115 OpenSim.Framework.RegionFlags? regionFlags = n.RegionFlags;
116 116
117 // m_log.DebugFormat( 117 // m_log.DebugFormat(
118 // "{0}: Region flags for {1} as seen by {2} are {3}", 118 // "{0}: Region flags for {1} as seen by {2} are {3}",
119 // LogHeader, n.RegionName, m_scene.Name, regionFlags != null ? regionFlags.ToString() : "not present"); 119 // LogHeader, n.RegionName, m_scene.Name, regionFlags != null ? regionFlags.ToString() : "not present");
120 120
121 // Robust services before 2015-01-14 do not return the regionFlags information. In this case, we could 121 // Robust services before 2015-01-14 do not return the regionFlags information. In this case, we could
@@ -175,7 +175,7 @@ namespace OpenSim.Region.Framework.Scenes
175 public void SendChildAgentDataUpdate(AgentPosition cAgentData, ScenePresence presence) 175 public void SendChildAgentDataUpdate(AgentPosition cAgentData, ScenePresence presence)
176 { 176 {
177 // m_log.DebugFormat( 177 // m_log.DebugFormat(
178 // "[SCENE COMMUNICATION SERVICE]: Sending child agent position updates for {0} in {1}", 178 // "[SCENE COMMUNICATION SERVICE]: Sending child agent position updates for {0} in {1}",
179 // presence.Name, m_scene.Name); 179 // presence.Name, m_scene.Name);
180 180
181 // This assumes that we know what our neighbors are. 181 // This assumes that we know what our neighbors are.
@@ -248,7 +248,7 @@ namespace OpenSim.Region.Framework.Scenes
248 } 248 }
249 249
250 /// <summary> 250 /// <summary>
251 /// Closes a child agents in a collection of regions. Does so asynchronously 251 /// Closes a child agents in a collection of regions. Does so asynchronously
252 /// so that the caller doesn't wait. 252 /// so that the caller doesn't wait.
253 /// </summary> 253 /// </summary>
254 /// <param name="agentID"></param> 254 /// <param name="agentID"></param>
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 579874a..2f65ce2 100755
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -87,21 +87,21 @@ namespace OpenSim.Region.Framework.Scenes
87 protected int m_scriptLPS = 0; 87 protected int m_scriptLPS = 0;
88 88
89 protected internal PhysicsScene _PhyScene; 89 protected internal PhysicsScene _PhyScene;
90 90
91 /// <summary> 91 /// <summary>
92 /// Index the SceneObjectGroup for each part by the root part's UUID. 92 /// Index the SceneObjectGroup for each part by the root part's UUID.
93 /// </summary> 93 /// </summary>
94 protected internal Dictionary<UUID, SceneObjectGroup> SceneObjectGroupsByFullID = new Dictionary<UUID, SceneObjectGroup>(); 94 protected internal Dictionary<UUID, SceneObjectGroup> SceneObjectGroupsByFullID = new Dictionary<UUID, SceneObjectGroup>();
95 95
96 /// <summary> 96 /// <summary>
97 /// Index the SceneObjectGroup for each part by that part's UUID. 97 /// Index the SceneObjectGroup for each part by that part's UUID.
98 /// </summary> 98 /// </summary>
99 protected internal Dictionary<UUID, SceneObjectGroup> SceneObjectGroupsByFullPartID = new Dictionary<UUID, SceneObjectGroup>(); 99 protected internal Dictionary<UUID, SceneObjectGroup> SceneObjectGroupsByFullPartID = new Dictionary<UUID, SceneObjectGroup>();
100 100
101 /// <summary> 101 /// <summary>
102 /// Index the SceneObjectGroup for each part by that part's local ID. 102 /// Index the SceneObjectGroup for each part by that part's local ID.
103 /// </summary> 103 /// </summary>
104 protected internal Dictionary<uint, SceneObjectGroup> SceneObjectGroupsByLocalPartID = new Dictionary<uint, SceneObjectGroup>(); 104 protected internal Dictionary<uint, SceneObjectGroup> SceneObjectGroupsByLocalPartID = new Dictionary<uint, SceneObjectGroup>();
105 105
106 /// <summary> 106 /// <summary>
107 /// Lock to prevent object group update, linking, delinking and duplication operations from running concurrently. 107 /// Lock to prevent object group update, linking, delinking and duplication operations from running concurrently.
@@ -121,11 +121,11 @@ namespace OpenSim.Region.Framework.Scenes
121 121
122 public PhysicsScene PhysicsScene 122 public PhysicsScene PhysicsScene
123 { 123 {
124 get 124 get
125 { 125 {
126 if (_PhyScene == null) 126 if (_PhyScene == null)
127 _PhyScene = m_parentScene.RequestModuleInterface<PhysicsScene>(); 127 _PhyScene = m_parentScene.RequestModuleInterface<PhysicsScene>();
128 return _PhyScene; 128 return _PhyScene;
129 } 129 }
130 set 130 set
131 { 131 {
@@ -215,7 +215,7 @@ namespace OpenSim.Region.Framework.Scenes
215 // the joint in the Scene does not exist in the PhysicsScene. 215 // the joint in the Scene does not exist in the PhysicsScene.
216 // 216 //
217 // To solve this, we have an event in the PhysicsScene that is fired when a joint 217 // To solve this, we have an event in the PhysicsScene that is fired when a joint
218 // has changed position (because one of its associated PhysicsActors has changed 218 // has changed position (because one of its associated PhysicsActors has changed
219 // position). 219 // position).
220 // 220 //
221 // Therefore, JointMoved and JointDeactivated events will be fired as a result of the following Simulate(). 221 // Therefore, JointMoved and JointDeactivated events will be fired as a result of the following Simulate().
@@ -244,7 +244,7 @@ namespace OpenSim.Region.Framework.Scenes
244 244
245 // coarse locations are sent as BYTE, so limited to the 255m max of normal regions 245 // coarse locations are sent as BYTE, so limited to the 255m max of normal regions
246 // try to work around that scale down X and Y acording to region size, so reducing the resolution 246 // try to work around that scale down X and Y acording to region size, so reducing the resolution
247 // 247 //
248 // viewers need to scale up 248 // viewers need to scale up
249 float scaleX = (float)m_parentScene.RegionInfo.RegionSizeX / (float)Constants.RegionSize; 249 float scaleX = (float)m_parentScene.RegionInfo.RegionSizeX / (float)Constants.RegionSize;
250 if (scaleX == 0) 250 if (scaleX == 0)
@@ -259,7 +259,7 @@ namespace OpenSim.Region.Framework.Scenes
259 for (int i = 0; i < Math.Min(presences.Count, maxLocations); ++i) 259 for (int i = 0; i < Math.Min(presences.Count, maxLocations); ++i)
260 { 260 {
261 ScenePresence sp = presences[i]; 261 ScenePresence sp = presences[i];
262 262
263 // If this presence is a child agent, we don't want its coarse locations 263 // If this presence is a child agent, we don't want its coarse locations
264 if (sp.IsChildAgent) 264 if (sp.IsChildAgent)
265 continue; 265 continue;
@@ -346,7 +346,7 @@ namespace OpenSim.Region.Framework.Scenes
346 346
347 return ret; 347 return ret;
348 } 348 }
349 349
350 /// <summary> 350 /// <summary>
351 /// Add a newly created object to the scene. This will both update the scene, and send information about the 351 /// Add a newly created object to the scene. This will both update the scene, and send information about the
352 /// new object to all clients interested in the scene. 352 /// new object to all clients interested in the scene.
@@ -372,11 +372,11 @@ namespace OpenSim.Region.Framework.Scenes
372 372
373 return ret; 373 return ret;
374 } 374 }
375 375
376 /// <summary> 376 /// <summary>
377 /// Add a newly created object to the scene. 377 /// Add a newly created object to the scene.
378 /// </summary> 378 /// </summary>
379 /// 379 ///
380 /// This method does not send updates to the client - callers need to handle this themselves. 380 /// This method does not send updates to the client - callers need to handle this themselves.
381 /// Caller should also trigger EventManager.TriggerObjectAddedToScene 381 /// Caller should also trigger EventManager.TriggerObjectAddedToScene
382 /// <param name="sceneObject"></param> 382 /// <param name="sceneObject"></param>
@@ -630,7 +630,7 @@ namespace OpenSim.Region.Framework.Scenes
630 { 630 {
631 List<SceneObjectGroup> updates; 631 List<SceneObjectGroup> updates;
632 632
633 // Some updates add more updates to the updateList. 633 // Some updates add more updates to the updateList.
634 // Get the current list of updates and clear the list before iterating 634 // Get the current list of updates and clear the list before iterating
635 lock (m_updateList) 635 lock (m_updateList)
636 { 636 {
@@ -762,7 +762,7 @@ namespace OpenSim.Region.Framework.Scenes
762 { 762 {
763 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 763 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
764 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 764 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
765 765
766 // Remove the presence reference from the dictionary 766 // Remove the presence reference from the dictionary
767 if (newmap.ContainsKey(agentID)) 767 if (newmap.ContainsKey(agentID))
768 { 768 {
@@ -874,7 +874,7 @@ namespace OpenSim.Region.Framework.Scenes
874 #endregion 874 #endregion
875 875
876 #region Get Methods 876 #region Get Methods
877 877
878 /// <summary> 878 /// <summary>
879 /// Get the controlling client for the given avatar, if there is one. 879 /// Get the controlling client for the given avatar, if there is one.
880 /// 880 ///
@@ -1190,7 +1190,7 @@ namespace OpenSim.Region.Framework.Scenes
1190 return null; 1190 return null;
1191 return group.GetPart(localID); 1191 return group.GetPart(localID);
1192 } 1192 }
1193 1193
1194 /// <summary> 1194 /// <summary>
1195 /// Get a prim by name from the scene (will return the first 1195 /// Get a prim by name from the scene (will return the first
1196 /// found, if there are more than one prim with the same name) 1196 /// found, if there are more than one prim with the same name)
@@ -1209,7 +1209,7 @@ namespace OpenSim.Region.Framework.Scenes
1209 foreach (SceneObjectPart p in ((SceneObjectGroup)entity).Parts) 1209 foreach (SceneObjectPart p in ((SceneObjectGroup)entity).Parts)
1210 { 1210 {
1211// m_log.DebugFormat("[SCENE GRAPH]: Part {0} has name {1}", p.UUID, p.Name); 1211// m_log.DebugFormat("[SCENE GRAPH]: Part {0} has name {1}", p.UUID, p.Name);
1212 1212
1213 if (p.Name == name) 1213 if (p.Name == name)
1214 { 1214 {
1215 sop = p; 1215 sop = p;
@@ -1308,7 +1308,7 @@ namespace OpenSim.Region.Framework.Scenes
1308 /// <summary> 1308 /// <summary>
1309 /// Performs action on all scene presences. This can ultimately run the actions in parallel but 1309 /// Performs action on all scene presences. This can ultimately run the actions in parallel but
1310 /// any delegates passed in will need to implement their own locking on data they reference and 1310 /// any delegates passed in will need to implement their own locking on data they reference and
1311 /// modify outside of the scope of the delegate. 1311 /// modify outside of the scope of the delegate.
1312 /// </summary> 1312 /// </summary>
1313 /// <param name="action"></param> 1313 /// <param name="action"></param>
1314 public void ForEachScenePresence(Action<ScenePresence> action) 1314 public void ForEachScenePresence(Action<ScenePresence> action)
@@ -1343,7 +1343,7 @@ namespace OpenSim.Region.Framework.Scenes
1343 } 1343 }
1344 } 1344 }
1345 } 1345 }
1346 1346
1347 #endregion 1347 #endregion
1348 1348
1349 #region Client Event handlers 1349 #region Client Event handlers
@@ -1574,7 +1574,7 @@ namespace OpenSim.Region.Framework.Scenes
1574 public void UpdatePrimGroupPosition(uint localId, Vector3 pos, UUID updatingAgentId) 1574 public void UpdatePrimGroupPosition(uint localId, Vector3 pos, UUID updatingAgentId)
1575 { 1575 {
1576 SceneObjectGroup group = GetGroupByPrim(localId); 1576 SceneObjectGroup group = GetGroupByPrim(localId);
1577 1577
1578 if (group != null) 1578 if (group != null)
1579 { 1579 {
1580 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1580 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
@@ -1589,7 +1589,7 @@ namespace OpenSim.Region.Framework.Scenes
1589 } 1589 }
1590 else 1590 else
1591 { 1591 {
1592 if (m_parentScene.Permissions.CanMoveObject(group.UUID, updatingAgentId) 1592 if (m_parentScene.Permissions.CanMoveObject(group.UUID, updatingAgentId)
1593 && m_parentScene.Permissions.CanObjectEntry(group.UUID, false, pos)) 1593 && m_parentScene.Permissions.CanObjectEntry(group.UUID, false, pos))
1594 { 1594 {
1595 group.UpdateGroupPosition(pos); 1595 group.UpdateGroupPosition(pos);
@@ -1611,7 +1611,7 @@ namespace OpenSim.Region.Framework.Scenes
1611 protected internal void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient) 1611 protected internal void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient)
1612 { 1612 {
1613 SceneObjectGroup group = GetGroupByPrim(localID); 1613 SceneObjectGroup group = GetGroupByPrim(localID);
1614 1614
1615 if (group != null) 1615 if (group != null)
1616 { 1616 {
1617 if (m_parentScene.Permissions.CanEditObject(group.UUID,remoteClient.AgentId)) 1617 if (m_parentScene.Permissions.CanEditObject(group.UUID,remoteClient.AgentId))
@@ -1730,8 +1730,8 @@ namespace OpenSim.Region.Framework.Scenes
1730 SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID); 1730 SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID);
1731 if (part != null) 1731 if (part != null)
1732 { 1732 {
1733 part.ClickAction = Convert.ToByte(clickAction); 1733 part.ClickAction = Convert.ToByte(clickAction);
1734 group.HasGroupChanged = true; 1734 group.HasGroupChanged = true;
1735 } 1735 }
1736 } 1736 }
1737 } 1737 }
@@ -1966,7 +1966,7 @@ namespace OpenSim.Region.Framework.Scenes
1966 // However, editing linked parts and unlinking may be different 1966 // However, editing linked parts and unlinking may be different
1967 // 1967 //
1968 SceneObjectGroup group = root.ParentGroup; 1968 SceneObjectGroup group = root.ParentGroup;
1969 1969
1970 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1970 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1971 1971
1972 newSet.Remove(root); 1972 newSet.Remove(root);
@@ -1978,7 +1978,7 @@ namespace OpenSim.Region.Framework.Scenes
1978 group.DelinkFromGroup(p, false); 1978 group.DelinkFromGroup(p, false);
1979 1979
1980 SceneObjectPart newRoot = newSet[0]; 1980 SceneObjectPart newRoot = newSet[0];
1981 1981
1982 // If there is more than one prim remaining, we 1982 // If there is more than one prim remaining, we
1983 // need to re-link 1983 // need to re-link
1984 // 1984 //
@@ -1996,7 +1996,7 @@ namespace OpenSim.Region.Framework.Scenes
1996 { 1996 {
1997 newRoot.TriggerScriptChangedEvent(Changed.LINK); 1997 newRoot.TriggerScriptChangedEvent(Changed.LINK);
1998 newRoot.ParentGroup.HasGroupChanged = true; 1998 newRoot.ParentGroup.HasGroupChanged = true;
1999 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 1999 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
2000 } 2000 }
2001 } 2001 }
2002 2002
@@ -2089,7 +2089,7 @@ namespace OpenSim.Region.Framework.Scenes
2089 public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) 2089 public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
2090 { 2090 {
2091// m_log.DebugFormat( 2091// m_log.DebugFormat(
2092// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", 2092// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
2093// originalPrimID, offset, AgentID); 2093// originalPrimID, offset, AgentID);
2094 2094
2095 SceneObjectGroup original = GetGroupByPrim(originalPrimID); 2095 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
@@ -2194,6 +2194,6 @@ namespace OpenSim.Region.Framework.Scenes
2194 2194
2195 #endregion 2195 #endregion
2196 2196
2197 2197
2198 } 2198 }
2199} 2199}
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index c5c083a..1e418df 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -91,12 +91,12 @@ namespace OpenSim.Region.Framework.Scenes
91 91
92 private static SceneManager m_instance = null; 92 private static SceneManager m_instance = null;
93 public static SceneManager Instance 93 public static SceneManager Instance
94 { 94 {
95 get { 95 get {
96 if (m_instance == null) 96 if (m_instance == null)
97 m_instance = new SceneManager(); 97 m_instance = new SceneManager();
98 return m_instance; 98 return m_instance;
99 } 99 }
100 } 100 }
101 101
102 private readonly DoubleDictionary<UUID, string, Scene> m_localScenes = new DoubleDictionary<UUID, string, Scene>(); 102 private readonly DoubleDictionary<UUID, string, Scene> m_localScenes = new DoubleDictionary<UUID, string, Scene>();
@@ -340,7 +340,7 @@ namespace OpenSim.Region.Framework.Scenes
340 340
341 public bool TrySetCurrentScene(string regionName) 341 public bool TrySetCurrentScene(string regionName)
342 { 342 {
343 if ((String.Compare(regionName, "root") == 0) 343 if ((String.Compare(regionName, "root") == 0)
344 || (String.Compare(regionName, "..") == 0) 344 || (String.Compare(regionName, "..") == 0)
345 || (String.Compare(regionName, "/") == 0)) 345 || (String.Compare(regionName, "/") == 0))
346 { 346 {
@@ -398,7 +398,7 @@ namespace OpenSim.Region.Framework.Scenes
398 return true; 398 return true;
399 } 399 }
400 } 400 }
401 401
402 scene = null; 402 scene = null;
403 return false; 403 return false;
404 } 404 }
@@ -415,7 +415,7 @@ namespace OpenSim.Region.Framework.Scenes
415 return true; 415 return true;
416 } 416 }
417 } 417 }
418 418
419 scene = null; 419 scene = null;
420 return false; 420 return false;
421 } 421 }
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 98617d1..9f98554 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -114,9 +114,9 @@ namespace OpenSim.Region.Framework.Scenes
114 public bool AddInventoryItem(UUID agentID, uint localID, InventoryItemBase item, UUID copyItemID) 114 public bool AddInventoryItem(UUID agentID, uint localID, InventoryItemBase item, UUID copyItemID)
115 { 115 {
116// m_log.DebugFormat( 116// m_log.DebugFormat(
117// "[PRIM INVENTORY]: Adding inventory item {0} from {1} to part with local ID {2}", 117// "[PRIM INVENTORY]: Adding inventory item {0} from {1} to part with local ID {2}",
118// item.Name, remoteClient.Name, localID); 118// item.Name, remoteClient.Name, localID);
119 119
120 UUID newItemId = (copyItemID != UUID.Zero) ? copyItemID : item.ID; 120 UUID newItemId = (copyItemID != UUID.Zero) ? copyItemID : item.ID;
121 121
122 SceneObjectPart part = GetPart(localID); 122 SceneObjectPart part = GetPart(localID);
@@ -147,8 +147,8 @@ namespace OpenSim.Region.Framework.Scenes
147 // We're adding this to a prim we don't own. Force 147 // We're adding this to a prim we don't own. Force
148 // owner change 148 // owner change
149 taskItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm; 149 taskItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
150 } 150 }
151 else 151 else
152 { 152 {
153 taskItem.BasePermissions = item.BasePermissions; 153 taskItem.BasePermissions = item.BasePermissions;
154 taskItem.CurrentPermissions = item.CurrentPermissions; 154 taskItem.CurrentPermissions = item.CurrentPermissions;
@@ -156,13 +156,13 @@ namespace OpenSim.Region.Framework.Scenes
156 taskItem.GroupPermissions = item.GroupPermissions; 156 taskItem.GroupPermissions = item.GroupPermissions;
157 taskItem.NextPermissions = item.NextPermissions; 157 taskItem.NextPermissions = item.NextPermissions;
158 } 158 }
159 159
160 taskItem.Flags = item.Flags; 160 taskItem.Flags = item.Flags;
161 161
162// m_log.DebugFormat( 162// m_log.DebugFormat(
163// "[PRIM INVENTORY]: Flags are 0x{0:X} for item {1} added to part {2} by {3}", 163// "[PRIM INVENTORY]: Flags are 0x{0:X} for item {1} added to part {2} by {3}",
164// taskItem.Flags, taskItem.Name, localID, remoteClient.Name); 164// taskItem.Flags, taskItem.Name, localID, remoteClient.Name);
165 165
166 // TODO: These are pending addition of those fields to TaskInventoryItem 166 // TODO: These are pending addition of those fields to TaskInventoryItem
167// taskItem.SalePrice = item.SalePrice; 167// taskItem.SalePrice = item.SalePrice;
168// taskItem.SaleType = item.SaleType; 168// taskItem.SaleType = item.SaleType;
@@ -328,13 +328,13 @@ namespace OpenSim.Region.Framework.Scenes
328 xmldoc.AppendChild(xmlnode); 328 xmldoc.AppendChild(xmlnode);
329 XmlElement rootElement = xmldoc.CreateElement("", "ScriptData", 329 XmlElement rootElement = xmldoc.CreateElement("", "ScriptData",
330 String.Empty); 330 String.Empty);
331 331
332 xmldoc.AppendChild(rootElement); 332 xmldoc.AppendChild(rootElement);
333 333
334 334
335 XmlElement wrapper = xmldoc.CreateElement("", "ScriptStates", 335 XmlElement wrapper = xmldoc.CreateElement("", "ScriptStates",
336 String.Empty); 336 String.Empty);
337 337
338 rootElement.AppendChild(wrapper); 338 rootElement.AppendChild(wrapper);
339 339
340 foreach (KeyValuePair<UUID, string> state in states) 340 foreach (KeyValuePair<UUID, string> state in states)
@@ -362,7 +362,7 @@ namespace OpenSim.Region.Framework.Scenes
362 return; 362 return;
363 363
364 IScriptModule scriptModule = null; 364 IScriptModule scriptModule = null;
365 365
366 foreach (IScriptModule sm in s.RequestModuleInterfaces<IScriptModule>()) 366 foreach (IScriptModule sm in s.RequestModuleInterfaces<IScriptModule>())
367 { 367 {
368 if (sm.ScriptEngineName == s.DefaultScriptEngine) 368 if (sm.ScriptEngineName == s.DefaultScriptEngine)
@@ -401,7 +401,7 @@ namespace OpenSim.Region.Framework.Scenes
401 return; 401 return;
402 402
403 XmlElement dataE = (XmlElement)dataL[0]; 403 XmlElement dataE = (XmlElement)dataL[0];
404 404
405 foreach (XmlNode n in dataE.ChildNodes) 405 foreach (XmlNode n in dataE.ChildNodes)
406 { 406 {
407 XmlElement stateE = (XmlElement)n; 407 XmlElement stateE = (XmlElement)n;
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index e42b675..8fdb0f1 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,7 +24,7 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.ComponentModel; 29using System.ComponentModel;
30using System.Collections.Generic; 30using System.Collections.Generic;
@@ -46,7 +46,7 @@ using OpenSim.Services.Interfaces;
46 46
47namespace OpenSim.Region.Framework.Scenes 47namespace OpenSim.Region.Framework.Scenes
48{ 48{
49 49
50 [Flags] 50 [Flags]
51 public enum scriptEvents 51 public enum scriptEvents
52 { 52 {
@@ -148,7 +148,7 @@ namespace OpenSim.Region.Framework.Scenes
148 { 148 {
149 if (value) 149 if (value)
150 { 150 {
151 151
152 if (Backup) 152 if (Backup)
153 { 153 {
154 m_scene.SceneGraph.FireChangeBackup(this); 154 m_scene.SceneGraph.FireChangeBackup(this);
@@ -188,7 +188,7 @@ namespace OpenSim.Region.Framework.Scenes
188 } 188 }
189 } 189 }
190 m_hasGroupChanged = value; 190 m_hasGroupChanged = value;
191 191
192// m_log.DebugFormat( 192// m_log.DebugFormat(
193// "[SCENE OBJECT GROUP]: HasGroupChanged set to {0} for {1} {2}", m_hasGroupChanged, Name, LocalId); 193// "[SCENE OBJECT GROUP]: HasGroupChanged set to {0} for {1} {2}", m_hasGroupChanged, Name, LocalId);
194 } 194 }
@@ -197,7 +197,7 @@ namespace OpenSim.Region.Framework.Scenes
197 } 197 }
198 198
199 private bool m_groupContainsForeignPrims = false; 199 private bool m_groupContainsForeignPrims = false;
200 200
201 /// <summary> 201 /// <summary>
202 /// Whether the group contains prims that came from a different group. This happens when 202 /// Whether the group contains prims that came from a different group. This happens when
203 /// linking or delinking groups. The implication is that until the group is persisted, 203 /// linking or delinking groups. The implication is that until the group is persisted,
@@ -232,7 +232,7 @@ namespace OpenSim.Region.Framework.Scenes
232 m_maxPersistTime = m_scene.m_persistAfter; 232 m_maxPersistTime = m_scene.m_persistAfter;
233 m_minPersistTime = m_scene.m_dontPersistBefore; 233 m_minPersistTime = m_scene.m_dontPersistBefore;
234 } 234 }
235 235
236 long currentTime = DateTime.UtcNow.Ticks; 236 long currentTime = DateTime.UtcNow.Ticks;
237 237
238 if (timeLastChanged == 0) timeLastChanged = currentTime; 238 if (timeLastChanged == 0) timeLastChanged = currentTime;
@@ -419,7 +419,7 @@ namespace OpenSim.Region.Framework.Scenes
419// { 419// {
420// get { return m_rotation; } 420// get { return m_rotation; }
421// set { 421// set {
422// m_rotation = value; 422// m_rotation = value;
423// } 423// }
424// } 424// }
425 425
@@ -435,27 +435,27 @@ namespace OpenSim.Region.Framework.Scenes
435 Vector3 minScale = new Vector3(Constants.MaximumRegionSize, Constants.MaximumRegionSize, Constants.MaximumRegionSize); 435 Vector3 minScale = new Vector3(Constants.MaximumRegionSize, Constants.MaximumRegionSize, Constants.MaximumRegionSize);
436 Vector3 maxScale = Vector3.Zero; 436 Vector3 maxScale = Vector3.Zero;
437 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); 437 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
438 438
439 SceneObjectPart[] parts = m_parts.GetArray(); 439 SceneObjectPart[] parts = m_parts.GetArray();
440 for (int i = 0; i < parts.Length; i++) 440 for (int i = 0; i < parts.Length; i++)
441 { 441 {
442 SceneObjectPart part = parts[i]; 442 SceneObjectPart part = parts[i];
443 Vector3 partscale = part.Scale; 443 Vector3 partscale = part.Scale;
444 Vector3 partoffset = part.OffsetPosition; 444 Vector3 partoffset = part.OffsetPosition;
445 445
446 minScale.X = (partscale.X + partoffset.X < minScale.X) ? partscale.X + partoffset.X : minScale.X; 446 minScale.X = (partscale.X + partoffset.X < minScale.X) ? partscale.X + partoffset.X : minScale.X;
447 minScale.Y = (partscale.Y + partoffset.Y < minScale.Y) ? partscale.Y + partoffset.Y : minScale.Y; 447 minScale.Y = (partscale.Y + partoffset.Y < minScale.Y) ? partscale.Y + partoffset.Y : minScale.Y;
448 minScale.Z = (partscale.Z + partoffset.Z < minScale.Z) ? partscale.Z + partoffset.Z : minScale.Z; 448 minScale.Z = (partscale.Z + partoffset.Z < minScale.Z) ? partscale.Z + partoffset.Z : minScale.Z;
449 449
450 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; 450 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
451 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; 451 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
452 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; 452 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
453 } 453 }
454 454
455 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; 455 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
456 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; 456 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
457 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; 457 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
458 458
459 return finalScale; 459 return finalScale;
460 } 460 }
461 } 461 }
@@ -520,7 +520,7 @@ namespace OpenSim.Region.Framework.Scenes
520 /// <remarks> 520 /// <remarks>
521 /// This is necessary in some cases, particularly when a scene object has just crossed into a region and doesn't 521 /// This is necessary in some cases, particularly when a scene object has just crossed into a region and doesn't
522 /// have the IsAttachment property yet checked. 522 /// have the IsAttachment property yet checked.
523 /// 523 ///
524 /// FIXME: However, this should be fixed so that this property 524 /// FIXME: However, this should be fixed so that this property
525 /// propertly reflects the underlying status. 525 /// propertly reflects the underlying status.
526 /// </remarks> 526 /// </remarks>
@@ -530,7 +530,7 @@ namespace OpenSim.Region.Framework.Scenes
530 return (IsAttachment || 530 return (IsAttachment ||
531 (m_rootPart.Shape.PCode == (byte)PCodeEnum.Primitive && m_rootPart.Shape.State != 0)); 531 (m_rootPart.Shape.PCode == (byte)PCodeEnum.Primitive && m_rootPart.Shape.State != 0));
532 } 532 }
533 533
534 private struct avtocrossInfo 534 private struct avtocrossInfo
535 { 535 {
536 public ScenePresence av; 536 public ScenePresence av;
@@ -627,7 +627,7 @@ namespace OpenSim.Region.Framework.Scenes
627 OpenSim.Services.Interfaces.GridRegion destination = null; 627 OpenSim.Services.Interfaces.GridRegion destination = null;
628 628
629 if (sog.RootPart.DIE_AT_EDGE) 629 if (sog.RootPart.DIE_AT_EDGE)
630 { 630 {
631 try 631 try
632 { 632 {
633 sogScene.DeleteSceneObject(sog, false); 633 sogScene.DeleteSceneObject(sog, false);
@@ -648,7 +648,7 @@ namespace OpenSim.Region.Framework.Scenes
648 localIDs.Add(sog.RootPart.LocalId); 648 localIDs.Add(sog.RootPart.LocalId);
649 sogScene.AddReturn(sog.OwnerID, sog.Name, sog.AbsolutePosition, 649 sogScene.AddReturn(sog.OwnerID, sog.Name, sog.AbsolutePosition,
650 "Returned at region cross"); 650 "Returned at region cross");
651 sogScene.DeRezObjects(null, localIDs, UUID.Zero, DeRezAction.Return, UUID.Zero); 651 sogScene.DeRezObjects(null, localIDs, UUID.Zero, DeRezAction.Return, UUID.Zero);
652 } 652 }
653 catch (Exception) 653 catch (Exception)
654 { 654 {
@@ -754,7 +754,7 @@ namespace OpenSim.Region.Framework.Scenes
754 // avatar cross failed we need do dedicated standUp 754 // avatar cross failed we need do dedicated standUp
755 // part of it was done at CrossAgentToNewRegionAsync 755 // part of it was done at CrossAgentToNewRegionAsync
756 // so for now just remove the sog controls 756 // so for now just remove the sog controls
757 // this may need extra care 757 // this may need extra care
758 av.UnRegisterSeatControls(sog.UUID); 758 av.UnRegisterSeatControls(sog.UUID);
759 } 759 }
760 760
@@ -869,7 +869,7 @@ namespace OpenSim.Region.Framework.Scenes
869 public override UUID UUID 869 public override UUID UUID
870 { 870 {
871 get { return m_rootPart.UUID; } 871 get { return m_rootPart.UUID; }
872 set 872 set
873 { 873 {
874 lock (m_parts.SyncRoot) 874 lock (m_parts.SyncRoot)
875 { 875 {
@@ -931,7 +931,7 @@ namespace OpenSim.Region.Framework.Scenes
931 { 931 {
932 get { return true; } 932 get { return true; }
933 } 933 }
934 934
935 public bool IsSelected 935 public bool IsSelected
936 { 936 {
937 get { return m_isSelected; } 937 get { return m_isSelected; }
@@ -944,7 +944,7 @@ namespace OpenSim.Region.Framework.Scenes
944 // but ode engines should only really need to know about root part 944 // but ode engines should only really need to know about root part
945 // so they can put entire object simulation on hold and not colliding 945 // so they can put entire object simulation on hold and not colliding
946 // keep as was for now 946 // keep as was for now
947 947
948 PhysicsActor pa = m_rootPart.PhysActor; 948 PhysicsActor pa = m_rootPart.PhysActor;
949 if (pa != null) 949 if (pa != null)
950 { 950 {
@@ -1107,7 +1107,7 @@ namespace OpenSim.Region.Framework.Scenes
1107 /// </summary> 1107 /// </summary>
1108 public SceneObjectGroup() 1108 public SceneObjectGroup()
1109 { 1109 {
1110 1110
1111 } 1111 }
1112 1112
1113 /// <summary> 1113 /// <summary>
@@ -1152,7 +1152,7 @@ namespace OpenSim.Region.Framework.Scenes
1152 if (itemid != UUID.Zero) 1152 if (itemid != UUID.Zero)
1153 m_savedScriptState[itemid] = node.InnerXml; 1153 m_savedScriptState[itemid] = node.InnerXml;
1154 } 1154 }
1155 } 1155 }
1156 } 1156 }
1157 } 1157 }
1158 1158
@@ -1211,11 +1211,11 @@ namespace OpenSim.Region.Framework.Scenes
1211 1211
1212 if (!Backup) 1212 if (!Backup)
1213 m_scene.EventManager.OnBackup += ProcessBackup; 1213 m_scene.EventManager.OnBackup += ProcessBackup;
1214 1214
1215 Backup = true; 1215 Backup = true;
1216 } 1216 }
1217 } 1217 }
1218 1218
1219 /// <summary> 1219 /// <summary>
1220 /// Attach this object to a scene. It will also now appear to agents. 1220 /// Attach this object to a scene. It will also now appear to agents.
1221 /// </summary> 1221 /// </summary>
@@ -1378,7 +1378,7 @@ namespace OpenSim.Region.Framework.Scenes
1378 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1378 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
1379 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1379 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
1380 1380
1381 1381
1382 1382
1383 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); 1383 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1384 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); 1384 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
@@ -1675,7 +1675,7 @@ namespace OpenSim.Region.Framework.Scenes
1675 } 1675 }
1676 1676
1677 int nparts = parts.Length; 1677 int nparts = parts.Length;
1678 1678
1679 1679
1680 for (int i = 0; i < nparts; i++) 1680 for (int i = 0; i < nparts; i++)
1681 { 1681 {
@@ -1692,7 +1692,7 @@ namespace OpenSim.Region.Framework.Scenes
1692 { 1692 {
1693 linksetResCost = 0; 1693 linksetResCost = 0;
1694 linksetPhysCost = 0; 1694 linksetPhysCost = 0;
1695 partCost = 0; 1695 partCost = 0;
1696 partPhysCost = 0; 1696 partPhysCost = 0;
1697 1697
1698 for (int i = 0; i < nparts; i++) 1698 for (int i = 0; i < nparts; i++)
@@ -1838,7 +1838,7 @@ namespace OpenSim.Region.Framework.Scenes
1838 else 1838 else
1839 { 1839 {
1840 m_log.WarnFormat( 1840 m_log.WarnFormat(
1841 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present", 1841 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1842 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName); 1842 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1843 } 1843 }
1844 } 1844 }
@@ -1925,7 +1925,7 @@ namespace OpenSim.Region.Framework.Scenes
1925 { 1925 {
1926 return Utils.FloatToUInt16(m_scene.TimeDilation, 0.0f, 1.0f); 1926 return Utils.FloatToUInt16(m_scene.TimeDilation, 0.0f, 1.0f);
1927 } 1927 }
1928 1928
1929 /// <summary> 1929 /// <summary>
1930 /// Set a part to act as the root part for this scene object 1930 /// Set a part to act as the root part for this scene object
1931 /// </summary> 1931 /// </summary>
@@ -1940,7 +1940,7 @@ namespace OpenSim.Region.Framework.Scenes
1940 if (!IsAttachment) 1940 if (!IsAttachment)
1941 part.ParentID = 0; 1941 part.ParentID = 0;
1942 part.LinkNum = 0; 1942 part.LinkNum = 0;
1943 1943
1944 m_parts.Add(m_rootPart.UUID, m_rootPart); 1944 m_parts.Add(m_rootPart.UUID, m_rootPart);
1945 } 1945 }
1946 1946
@@ -1991,19 +1991,19 @@ namespace OpenSim.Region.Framework.Scenes
1991 // justincc: I don't believe this hack is needed any longer, especially since the physics 1991 // justincc: I don't believe this hack is needed any longer, especially since the physics
1992 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false 1992 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false
1993 // this method was preventing proper reload of scene objects. 1993 // this method was preventing proper reload of scene objects.
1994 1994
1995 // dahlia: I had to uncomment it, without it meshing was failing on some prims and objects 1995 // dahlia: I had to uncomment it, without it meshing was failing on some prims and objects
1996 // at region startup 1996 // at region startup
1997 1997
1998 // teravus: After this was removed from the linking algorithm, Linked prims no longer collided 1998 // teravus: After this was removed from the linking algorithm, Linked prims no longer collided
1999 // properly when non-physical if they havn't been moved. This breaks ALL builds. 1999 // properly when non-physical if they havn't been moved. This breaks ALL builds.
2000 // see: http://opensimulator.org/mantis/view.php?id=3108 2000 // see: http://opensimulator.org/mantis/view.php?id=3108
2001 2001
2002 // Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the 2002 // Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the
2003 // position of linkset prims. IF YOU CHANGE THIS, YOU MUST TEST colliding with just linked and 2003 // position of linkset prims. IF YOU CHANGE THIS, YOU MUST TEST colliding with just linked and
2004 // unmoved prims! As soon as you move a Prim/group, it will collide properly because Absolute 2004 // unmoved prims! As soon as you move a Prim/group, it will collide properly because Absolute
2005 // Position has been set! 2005 // Position has been set!
2006 2006
2007 public void ResetChildPrimPhysicsPositions() 2007 public void ResetChildPrimPhysicsPositions()
2008 { 2008 {
2009 // Setting this SOG's absolute position also loops through and sets the positions 2009 // Setting this SOG's absolute position also loops through and sets the positions
@@ -2219,9 +2219,9 @@ namespace OpenSim.Region.Framework.Scenes
2219 2219
2220 if (m_rootPart.PhysActor != null) 2220 if (m_rootPart.PhysActor != null)
2221 m_rootPart.PhysActor.Building = false; 2221 m_rootPart.PhysActor.Building = false;
2222 } 2222 }
2223 else 2223 else
2224 { 2224 {
2225 // Apply physics to the root prim 2225 // Apply physics to the root prim
2226 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false); 2226 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
2227 } 2227 }
@@ -2309,7 +2309,7 @@ namespace OpenSim.Region.Framework.Scenes
2309 2309
2310 DetachFromBackup(); 2310 DetachFromBackup();
2311 m_log.DebugFormat( 2311 m_log.DebugFormat(
2312 "[SCENE OBJECT GROUP]: Returning object {0} due to parcel autoreturn", 2312 "[SCENE OBJECT GROUP]: Returning object {0} due to parcel autoreturn",
2313 RootPart.UUID); 2313 RootPart.UUID);
2314 m_scene.AddReturn(OwnerID == GroupID ? LastOwnerID : OwnerID, Name, AbsolutePosition, "parcel autoreturn"); 2314 m_scene.AddReturn(OwnerID == GroupID ? LastOwnerID : OwnerID, Name, AbsolutePosition, "parcel autoreturn");
2315 m_scene.DeRezObjects(null, new List<uint>() { RootPart.LocalId }, UUID.Zero, 2315 m_scene.DeRezObjects(null, new List<uint>() { RootPart.LocalId }, UUID.Zero,
@@ -2364,9 +2364,9 @@ namespace OpenSim.Region.Framework.Scenes
2364 2364
2365 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); 2365 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
2366 2366
2367 backup_group.ForEachPart(delegate(SceneObjectPart part) 2367 backup_group.ForEachPart(delegate(SceneObjectPart part)
2368 { 2368 {
2369 part.Inventory.ProcessInventoryBackup(datastore); 2369 part.Inventory.ProcessInventoryBackup(datastore);
2370 2370
2371 if(part.KeyframeMotion != null) 2371 if(part.KeyframeMotion != null)
2372 { 2372 {
@@ -2389,7 +2389,7 @@ namespace OpenSim.Region.Framework.Scenes
2389 catch (Exception e) 2389 catch (Exception e)
2390 { 2390 {
2391 m_log.ErrorFormat( 2391 m_log.ErrorFormat(
2392 "[SCENE]: Storing of {0}, {1} in {2} failed with exception {3}{4}", 2392 "[SCENE]: Storing of {0}, {1} in {2} failed with exception {3}{4}",
2393 Name, UUID, m_scene.RegionInfo.RegionName, e.Message, e.StackTrace); 2393 Name, UUID, m_scene.RegionInfo.RegionName, e.Message, e.StackTrace);
2394 } 2394 }
2395 } 2395 }
@@ -2427,22 +2427,22 @@ namespace OpenSim.Region.Framework.Scenes
2427 { 2427 {
2428 m_dupeInProgress = true; 2428 m_dupeInProgress = true;
2429 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2429 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
2430 2430
2431 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2431 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
2432 2432
2433 // a copy isnt backedup 2433 // a copy isnt backedup
2434 dupe.Backup = false; 2434 dupe.Backup = false;
2435 dupe.InvalidBoundsRadius(); 2435 dupe.InvalidBoundsRadius();
2436 2436
2437 // a copy is not in transit hopefully 2437 // a copy is not in transit hopefully
2438 dupe.inTransit = false; 2438 dupe.inTransit = false;
2439 2439
2440 // new group as no sitting avatars 2440 // new group as no sitting avatars
2441 dupe.m_sittingAvatars = new List<ScenePresence>(); 2441 dupe.m_sittingAvatars = new List<ScenePresence>();
2442 2442
2443 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 2443 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
2444 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 2444 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
2445 2445
2446 2446
2447 if (userExposed) 2447 if (userExposed)
2448 dupe.m_rootPart.TrimPermissions(); 2448 dupe.m_rootPart.TrimPermissions();
@@ -2587,7 +2587,7 @@ namespace OpenSim.Region.Framework.Scenes
2587 2587
2588 if (pa != null) 2588 if (pa != null)
2589 { 2589 {
2590 // false to be applied as a impulse 2590 // false to be applied as a impulse
2591 pa.AddForce(impulse, false); 2591 pa.AddForce(impulse, false);
2592 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2592 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
2593 } 2593 }
@@ -2723,7 +2723,7 @@ namespace OpenSim.Region.Framework.Scenes
2723 if(IsAttachment) 2723 if(IsAttachment)
2724 { 2724 {
2725 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); 2725 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
2726 if (avatar != null) 2726 if (avatar != null)
2727 pa = avatar.PhysicsActor; 2727 pa = avatar.PhysicsActor;
2728 } 2728 }
2729 else 2729 else
@@ -2813,7 +2813,7 @@ namespace OpenSim.Region.Framework.Scenes
2813 public void ServiceObjectPropertiesFamilyRequest(IClientAPI remoteClient, UUID AgentID, uint RequestFlags) 2813 public void ServiceObjectPropertiesFamilyRequest(IClientAPI remoteClient, UUID AgentID, uint RequestFlags)
2814 { 2814 {
2815 remoteClient.SendObjectPropertiesFamilyData(RootPart, RequestFlags); 2815 remoteClient.SendObjectPropertiesFamilyData(RootPart, RequestFlags);
2816 2816
2817// remoteClient.SendObjectPropertiesFamilyData(RequestFlags, RootPart.UUID, RootPart.OwnerID, RootPart.GroupID, RootPart.BaseMask, 2817// remoteClient.SendObjectPropertiesFamilyData(RequestFlags, RootPart.UUID, RootPart.OwnerID, RootPart.GroupID, RootPart.BaseMask,
2818// RootPart.OwnerMask, RootPart.GroupMask, RootPart.EveryoneMask, RootPart.NextOwnerMask, 2818// RootPart.OwnerMask, RootPart.GroupMask, RootPart.EveryoneMask, RootPart.NextOwnerMask,
2819// RootPart.OwnershipCost, RootPart.ObjectSaleType, RootPart.SalePrice, RootPart.Category, 2819// RootPart.OwnershipCost, RootPart.ObjectSaleType, RootPart.SalePrice, RootPart.Category,
@@ -2844,7 +2844,7 @@ namespace OpenSim.Region.Framework.Scenes
2844 // return; 2844 // return;
2845 2845
2846 // If we somehow got here to updating the SOG and its root part is not scheduled for update, 2846 // If we somehow got here to updating the SOG and its root part is not scheduled for update,
2847 // check to see if the physical position or rotation warrant an update. 2847 // check to see if the physical position or rotation warrant an update.
2848 if (m_rootPart.UpdateFlag == UpdateRequired.NONE) 2848 if (m_rootPart.UpdateFlag == UpdateRequired.NONE)
2849 { 2849 {
2850 // rootpart SendScheduledUpdates will check if a update is needed 2850 // rootpart SendScheduledUpdates will check if a update is needed
@@ -2885,7 +2885,7 @@ namespace OpenSim.Region.Framework.Scenes
2885 { 2885 {
2886// if (IsAttachment) 2886// if (IsAttachment)
2887// m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId); 2887// m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId);
2888 2888
2889 checkAtTargets(); 2889 checkAtTargets();
2890 RootPart.ScheduleFullUpdate(); 2890 RootPart.ScheduleFullUpdate();
2891 2891
@@ -2919,11 +2919,11 @@ namespace OpenSim.Region.Framework.Scenes
2919 /// Immediately send a full update for this scene object. 2919 /// Immediately send a full update for this scene object.
2920 /// </summary> 2920 /// </summary>
2921 public void SendGroupFullUpdate() 2921 public void SendGroupFullUpdate()
2922 { 2922 {
2923 if (IsDeleted) 2923 if (IsDeleted)
2924 return; 2924 return;
2925 2925
2926// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2926// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
2927 2927
2928 if (IsAttachment) 2928 if (IsAttachment)
2929 { 2929 {
@@ -2964,7 +2964,7 @@ namespace OpenSim.Region.Framework.Scenes
2964 { 2964 {
2965 if (m_scene == null) // Need to check here as it's null during object creation 2965 if (m_scene == null) // Need to check here as it's null during object creation
2966 return; 2966 return;
2967 2967
2968 m_scene.SceneGraph.AddToUpdateList(this); 2968 m_scene.SceneGraph.AddToUpdateList(this);
2969 } 2969 }
2970 2970
@@ -3139,7 +3139,7 @@ namespace OpenSim.Region.Framework.Scenes
3139 Vector3 oldGroupPosition = linkPart.GroupPosition; 3139 Vector3 oldGroupPosition = linkPart.GroupPosition;
3140 Quaternion oldRootRotation = linkPart.RotationOffset; 3140 Quaternion oldRootRotation = linkPart.RotationOffset;
3141 3141
3142 // A linked SOP remembers its location and rotation relative to the root of a group. 3142 // A linked SOP remembers its location and rotation relative to the root of a group.
3143 // Convert the root of the group being linked to be relative to the 3143 // Convert the root of the group being linked to be relative to the
3144 // root of the group being linked to. 3144 // root of the group being linked to.
3145 // Note: Some of the assignments have complex side effects. 3145 // Note: Some of the assignments have complex side effects.
@@ -3247,7 +3247,7 @@ namespace OpenSim.Region.Framework.Scenes
3247 objectGroup.IsDeleted = true; 3247 objectGroup.IsDeleted = true;
3248 3248
3249 objectGroup.m_parts.Clear(); 3249 objectGroup.m_parts.Clear();
3250 3250
3251 // Can't do this yet since backup still makes use of the root part without any synchronization 3251 // Can't do this yet since backup still makes use of the root part without any synchronization
3252// objectGroup.m_rootPart = null; 3252// objectGroup.m_rootPart = null;
3253 3253
@@ -3258,8 +3258,8 @@ namespace OpenSim.Region.Framework.Scenes
3258 3258
3259 AttachToBackup(); 3259 AttachToBackup();
3260 3260
3261 // Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the 3261 // Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the
3262 // position of linkset prims. IF YOU CHANGE THIS, YOU MUST TEST colliding with just linked and 3262 // position of linkset prims. IF YOU CHANGE THIS, YOU MUST TEST colliding with just linked and
3263 // unmoved prims! 3263 // unmoved prims!
3264 ResetChildPrimPhysicsPositions(); 3264 ResetChildPrimPhysicsPositions();
3265 3265
@@ -3453,7 +3453,7 @@ namespace OpenSim.Region.Framework.Scenes
3453 lock (m_parts.SyncRoot) 3453 lock (m_parts.SyncRoot)
3454 if(!m_parts.Remove(linkPart.UUID)) 3454 if(!m_parts.Remove(linkPart.UUID))
3455 continue; 3455 continue;
3456 3456
3457 linkPart.ClearUndoState(); 3457 linkPart.ClearUndoState();
3458 3458
3459 Vector3 worldPos = linkPart.GetWorldPosition(); 3459 Vector3 worldPos = linkPart.GetWorldPosition();
@@ -3580,7 +3580,7 @@ namespace OpenSim.Region.Framework.Scenes
3580 part.setOffsetPosition(newPos - AbsolutePosition); 3580 part.setOffsetPosition(newPos - AbsolutePosition);
3581 3581
3582 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. 3582 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times.
3583 // It would have the affect of setting the physics engine position multiple 3583 // It would have the affect of setting the physics engine position multiple
3584 // times. In theory, that is not necessary but I don't have a good linkset 3584 // times. In theory, that is not necessary but I don't have a good linkset
3585 // test to know that cleaning up this code wouldn't break things.) 3585 // test to know that cleaning up this code wouldn't break things.)
3586 3586
@@ -3685,29 +3685,29 @@ namespace OpenSim.Region.Framework.Scenes
3685 /// <param name="remoteClient"></param> 3685 /// <param name="remoteClient"></param>
3686 public void SpinMovement(Quaternion newOrientation, IClientAPI remoteClient) 3686 public void SpinMovement(Quaternion newOrientation, IClientAPI remoteClient)
3687 { 3687 {
3688 // The incoming newOrientation, sent by the client, "seems" to be the 3688 // The incoming newOrientation, sent by the client, "seems" to be the
3689 // desired target orientation. This needs further verification; in particular, 3689 // desired target orientation. This needs further verification; in particular,
3690 // one would expect that the initial incoming newOrientation should be 3690 // one would expect that the initial incoming newOrientation should be
3691 // fairly close to the original prim's physical orientation, 3691 // fairly close to the original prim's physical orientation,
3692 // m_rootPart.PhysActor.Orientation. This however does not seem to be the 3692 // m_rootPart.PhysActor.Orientation. This however does not seem to be the
3693 // case (might just be an issue with different quaternions representing the 3693 // case (might just be an issue with different quaternions representing the
3694 // same rotation, or it might be a coordinate system issue). 3694 // same rotation, or it might be a coordinate system issue).
3695 // 3695 //
3696 // Since it's not clear what the relationship is between the PhysActor.Orientation 3696 // Since it's not clear what the relationship is between the PhysActor.Orientation
3697 // and the incoming orientations sent by the client, we take an alternative approach 3697 // and the incoming orientations sent by the client, we take an alternative approach
3698 // of calculating the delta rotation between the orientations being sent by the 3698 // of calculating the delta rotation between the orientations being sent by the
3699 // client. (Since a spin is invoked by ctrl+shift+drag in the client, we expect 3699 // client. (Since a spin is invoked by ctrl+shift+drag in the client, we expect
3700 // a steady stream of several new orientations coming in from the client.) 3700 // a steady stream of several new orientations coming in from the client.)
3701 // This ensures that the delta rotations are being calculated from self-consistent 3701 // This ensures that the delta rotations are being calculated from self-consistent
3702 // pairs of old/new rotations. Given the delta rotation, we apply a torque around 3702 // pairs of old/new rotations. Given the delta rotation, we apply a torque around
3703 // the delta rotation axis, scaled by the object mass times an arbitrary scaling 3703 // the delta rotation axis, scaled by the object mass times an arbitrary scaling
3704 // factor (to ensure the resulting torque is not "too strong" or "too weak"). 3704 // factor (to ensure the resulting torque is not "too strong" or "too weak").
3705 // 3705 //
3706 // Ideally we need to calculate (probably iteratively) the exact torque or series 3706 // Ideally we need to calculate (probably iteratively) the exact torque or series
3707 // of torques needed to arrive exactly at the destination orientation. However, since 3707 // of torques needed to arrive exactly at the destination orientation. However, since
3708 // it is not yet clear how to map the destination orientation (provided by the viewer) 3708 // it is not yet clear how to map the destination orientation (provided by the viewer)
3709 // into PhysActor orientations (needed by the physics engine), we omit this step. 3709 // into PhysActor orientations (needed by the physics engine), we omit this step.
3710 // This means that the resulting torque will at least be in the correct direction, 3710 // This means that the resulting torque will at least be in the correct direction,
3711 // but it will result in over-shoot or under-shoot of the target orientation. 3711 // but it will result in over-shoot or under-shoot of the target orientation.
3712 // For the end user, this means that ctrl+shift+drag can be used for relative, 3712 // For the end user, this means that ctrl+shift+drag can be used for relative,
3713 // but not absolute, adjustments of orientation for physical prims. 3713 // but not absolute, adjustments of orientation for physical prims.
@@ -3750,7 +3750,7 @@ namespace OpenSim.Region.Framework.Scenes
3750 if(rotationAngle > 0) 3750 if(rotationAngle > 0)
3751 spinforce = spinforce * pa.Mass * 0.1f; // 0.1 is an arbitrary torque scaling factor 3751 spinforce = spinforce * pa.Mass * 0.1f; // 0.1 is an arbitrary torque scaling factor
3752 else 3752 else
3753 spinforce = spinforce * pa.Mass * -0.1f; // 0.1 is an arbitrary torque scaling 3753 spinforce = spinforce * pa.Mass * -0.1f; // 0.1 is an arbitrary torque scaling
3754 pa.AddAngularForce(spinforce,true); 3754 pa.AddAngularForce(spinforce,true);
3755 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 3755 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
3756 } 3756 }
@@ -3870,8 +3870,8 @@ namespace OpenSim.Region.Framework.Scenes
3870 if (selectionPart != null) 3870 if (selectionPart != null)
3871 { 3871 {
3872 SceneObjectPart[] parts = m_parts.GetArray(); 3872 SceneObjectPart[] parts = m_parts.GetArray();
3873 3873
3874 if (Scene != null && UsePhysics) 3874 if (Scene != null && UsePhysics)
3875 { 3875 {
3876 int maxprims = m_scene.m_linksetPhysCapacity; 3876 int maxprims = m_scene.m_linksetPhysCapacity;
3877 bool checkShape = (maxprims > 0 && 3877 bool checkShape = (maxprims > 0 &&
@@ -3975,7 +3975,7 @@ namespace OpenSim.Region.Framework.Scenes
3975 RootPart.OwnerMask = (RootPart.OwnerMask & lockBit) | ((newOwnerMask | foldedPerms) & lockMask); 3975 RootPart.OwnerMask = (RootPart.OwnerMask & lockBit) | ((newOwnerMask | foldedPerms) & lockMask);
3976 3976
3977// m_log.DebugFormat( 3977// m_log.DebugFormat(
3978// "[SCENE OBJECT GROUP]: RootPart.OwnerMask now {0} for {1} in {2}", 3978// "[SCENE OBJECT GROUP]: RootPart.OwnerMask now {0} for {1} in {2}",
3979// (OpenMetaverse.PermissionMask)RootPart.OwnerMask, Name, Scene.Name); 3979// (OpenMetaverse.PermissionMask)RootPart.OwnerMask, Name, Scene.Name);
3980 3980
3981 RootPart.ScheduleFullUpdate(); 3981 RootPart.ScheduleFullUpdate();
@@ -4273,7 +4273,7 @@ namespace OpenSim.Region.Framework.Scenes
4273 { 4273 {
4274 if (Scene == null || IsDeleted || inTransit) 4274 if (Scene == null || IsDeleted || inTransit)
4275 return 1.0f; 4275 return 1.0f;
4276 4276
4277 float maxsize = Scene.m_maxNonphys; 4277 float maxsize = Scene.m_maxNonphys;
4278 PhysicsActor pa = m_rootPart.PhysActor; 4278 PhysicsActor pa = m_rootPart.PhysActor;
4279 // assuming physics is more restrictive 4279 // assuming physics is more restrictive
@@ -4282,7 +4282,7 @@ namespace OpenSim.Region.Framework.Scenes
4282 4282
4283 SceneObjectPart[] parts = m_parts.GetArray(); 4283 SceneObjectPart[] parts = m_parts.GetArray();
4284 float larger = float.MinValue; 4284 float larger = float.MinValue;
4285 4285
4286 for(int i = 0; i < parts.Length; i++) 4286 for(int i = 0; i < parts.Length; i++)
4287 { 4287 {
4288 SceneObjectPart obPart = parts[i]; 4288 SceneObjectPart obPart = parts[i];
@@ -4310,7 +4310,7 @@ namespace OpenSim.Region.Framework.Scenes
4310 { 4310 {
4311 if (Scene == null || IsDeleted || inTransit) 4311 if (Scene == null || IsDeleted || inTransit)
4312 return 1.0f; 4312 return 1.0f;
4313 4313
4314 float minsize = Scene.m_minNonphys; 4314 float minsize = Scene.m_minNonphys;
4315 PhysicsActor pa = m_rootPart.PhysActor; 4315 PhysicsActor pa = m_rootPart.PhysActor;
4316 // assuming physics is more restrictive 4316 // assuming physics is more restrictive
@@ -4319,7 +4319,7 @@ namespace OpenSim.Region.Framework.Scenes
4319 4319
4320 SceneObjectPart[] parts = m_parts.GetArray(); 4320 SceneObjectPart[] parts = m_parts.GetArray();
4321 float smaller = float.MaxValue; 4321 float smaller = float.MaxValue;
4322 4322
4323 for(int i = 0; i < parts.Length; i++) 4323 for(int i = 0; i < parts.Length; i++)
4324 { 4324 {
4325 SceneObjectPart obPart = parts[i]; 4325 SceneObjectPart obPart = parts[i];
@@ -4388,7 +4388,7 @@ namespace OpenSim.Region.Framework.Scenes
4388 /// </summary> 4388 /// </summary>
4389 /// <param name="pos"></param> 4389 /// <param name="pos"></param>
4390 /// <param name="localID"></param> 4390 /// <param name="localID"></param>
4391 /// 4391 ///
4392 4392
4393 public void UpdateSinglePosition(Vector3 pos, uint localID) 4393 public void UpdateSinglePosition(Vector3 pos, uint localID)
4394 { 4394 {
@@ -4443,7 +4443,7 @@ namespace OpenSim.Region.Framework.Scenes
4443 } 4443 }
4444 4444
4445 AbsolutePosition = newPos; 4445 AbsolutePosition = newPos;
4446 4446
4447 if (IsAttachment) 4447 if (IsAttachment)
4448 m_rootPart.AttachedPos = newPos; 4448 m_rootPart.AttachedPos = newPos;
4449 4449
@@ -4469,7 +4469,7 @@ namespace OpenSim.Region.Framework.Scenes
4469 public void UpdateGroupRotationR(Quaternion rot) 4469 public void UpdateGroupRotationR(Quaternion rot)
4470 { 4470 {
4471 m_rootPart.UpdateRotation(rot); 4471 m_rootPart.UpdateRotation(rot);
4472 4472
4473/* this is done by rootpart RotationOffset set called by UpdateRotation 4473/* this is done by rootpart RotationOffset set called by UpdateRotation
4474 PhysicsActor actor = m_rootPart.PhysActor; 4474 PhysicsActor actor = m_rootPart.PhysActor;
4475 if (actor != null) 4475 if (actor != null)
@@ -4747,7 +4747,7 @@ namespace OpenSim.Region.Framework.Scenes
4747 if (setX || setY || setZ) 4747 if (setX || setY || setZ)
4748 { 4748 {
4749 bool lockaxis = (rotate10 == 0); // zero means axis locked 4749 bool lockaxis = (rotate10 == 0); // zero means axis locked
4750 4750
4751 byte locks = RootPart.RotationAxisLocks; 4751 byte locks = RootPart.RotationAxisLocks;
4752 4752
4753 if (setX) 4753 if (setX)
@@ -4757,7 +4757,7 @@ namespace OpenSim.Region.Framework.Scenes
4757 else 4757 else
4758 locks &= (byte)SceneObjectGroup.axisSelect.NOT_STATUS_ROTATE_X; 4758 locks &= (byte)SceneObjectGroup.axisSelect.NOT_STATUS_ROTATE_X;
4759 } 4759 }
4760 4760
4761 if (setY) 4761 if (setY)
4762 { 4762 {
4763 if(lockaxis) 4763 if(lockaxis)
@@ -4791,7 +4791,7 @@ namespace OpenSim.Region.Framework.Scenes
4791 if (axis == (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_X) 4791 if (axis == (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_X)
4792 return (rotAxislocks & (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_X) == 0 ? 1:0; 4792 return (rotAxislocks & (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_X) == 0 ? 1:0;
4793 4793
4794 return 0; 4794 return 0;
4795 } 4795 }
4796 4796
4797 public int registerRotTargetWaypoint(Quaternion target, float tolerance) 4797 public int registerRotTargetWaypoint(Quaternion target, float tolerance)
@@ -4837,7 +4837,7 @@ namespace OpenSim.Region.Framework.Scenes
4837 m_scene.AddGroupTarget(this); 4837 m_scene.AddGroupTarget(this);
4838 return (int)handle; 4838 return (int)handle;
4839 } 4839 }
4840 4840
4841 public void unregisterTargetWaypoint(int handle) 4841 public void unregisterTargetWaypoint(int handle)
4842 { 4842 {
4843 lock (m_targets) 4843 lock (m_targets)
@@ -4879,14 +4879,14 @@ namespace OpenSim.Region.Framework.Scenes
4879 } 4879 }
4880 } 4880 }
4881 } 4881 }
4882 4882
4883 if (atTargets.Count > 0) 4883 if (atTargets.Count > 0)
4884 { 4884 {
4885 SceneObjectPart[] parts = m_parts.GetArray(); 4885 SceneObjectPart[] parts = m_parts.GetArray();
4886 uint[] localids = new uint[parts.Length]; 4886 uint[] localids = new uint[parts.Length];
4887 for (int i = 0; i < parts.Length; i++) 4887 for (int i = 0; i < parts.Length; i++)
4888 localids[i] = parts[i].LocalId; 4888 localids[i] = parts[i].LocalId;
4889 4889
4890 for (int ctr = 0; ctr < localids.Length; ctr++) 4890 for (int ctr = 0; ctr < localids.Length; ctr++)
4891 { 4891 {
4892 foreach (uint target in atTargets.Keys) 4892 foreach (uint target in atTargets.Keys)
@@ -4896,10 +4896,10 @@ namespace OpenSim.Region.Framework.Scenes
4896 localids[ctr], att.handle, att.targetPos, m_rootPart.GroupPosition); 4896 localids[ctr], att.handle, att.targetPos, m_rootPart.GroupPosition);
4897 } 4897 }
4898 } 4898 }
4899 4899
4900 return; 4900 return;
4901 } 4901 }
4902 4902
4903 if (m_scriptListens_notAtTarget && !at_target) 4903 if (m_scriptListens_notAtTarget && !at_target)
4904 { 4904 {
4905 //trigger not_at_target 4905 //trigger not_at_target
@@ -4907,7 +4907,7 @@ namespace OpenSim.Region.Framework.Scenes
4907 uint[] localids = new uint[parts.Length]; 4907 uint[] localids = new uint[parts.Length];
4908 for (int i = 0; i < parts.Length; i++) 4908 for (int i = 0; i < parts.Length; i++)
4909 localids[i] = parts[i].LocalId; 4909 localids[i] = parts[i].LocalId;
4910 4910
4911 for (int ctr = 0; ctr < localids.Length; ctr++) 4911 for (int ctr = 0; ctr < localids.Length; ctr++)
4912 { 4912 {
4913 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); 4913 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
@@ -4994,7 +4994,7 @@ namespace OpenSim.Region.Framework.Scenes
4994 // http://wiki.secondlife.com/wiki/llGetGeometricCenter 4994 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
4995 // ignoring tortured prims details since sl also seems to ignore 4995 // ignoring tortured prims details since sl also seems to ignore
4996 // so no real use in doing it on physics 4996 // so no real use in doing it on physics
4997 4997
4998 Vector3 gc = Vector3.Zero; 4998 Vector3 gc = Vector3.Zero;
4999 4999
5000 SceneObjectPart[] parts = m_parts.GetArray(); 5000 SceneObjectPart[] parts = m_parts.GetArray();
@@ -5034,7 +5034,7 @@ namespace OpenSim.Region.Framework.Scenes
5034 Vector3 tmp = pa.CenterOfMass; 5034 Vector3 tmp = pa.CenterOfMass;
5035 return tmp; 5035 return tmp;
5036 } 5036 }
5037 5037
5038 Vector3 Ptot = Vector3.Zero; 5038 Vector3 Ptot = Vector3.Zero;
5039 float totmass = 0f; 5039 float totmass = 0f;
5040 float m; 5040 float m;
@@ -5072,7 +5072,7 @@ namespace OpenSim.Region.Framework.Scenes
5072 } 5072 }
5073 5073
5074 HasGroupChanged = true; 5074 HasGroupChanged = true;
5075 5075
5076 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 5076 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
5077 // for the same object with very different properties. The caller must schedule the update. 5077 // for the same object with very different properties. The caller must schedule the update.
5078 //ScheduleGroupForFullUpdate(); 5078 //ScheduleGroupForFullUpdate();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index b95b5be..b97cceb 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -134,7 +134,7 @@ namespace OpenSim.Region.Framework.Scenes
134 ); 134 );
135 private const scriptEvents PhyscicsVolumeDtcSubsEvents = ( 135 private const scriptEvents PhyscicsVolumeDtcSubsEvents = (
136 scriptEvents.collision_start | scriptEvents.collision_end 136 scriptEvents.collision_start | scriptEvents.collision_end
137 ); 137 );
138 138
139 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 139 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
140 140
@@ -148,8 +148,8 @@ namespace OpenSim.Region.Framework.Scenes
148 /// <summary> 148 /// <summary>
149 /// Dynamic objects that can be created and deleted as required. 149 /// Dynamic objects that can be created and deleted as required.
150 /// </summary> 150 /// </summary>
151 public DOMap DynObjs 151 public DOMap DynObjs
152 { 152 {
153 get 153 get
154 { 154 {
155 if (m_dynObjs == null) 155 if (m_dynObjs == null)
@@ -163,16 +163,16 @@ namespace OpenSim.Region.Framework.Scenes
163 m_dynObjs = value; 163 m_dynObjs = value;
164 } 164 }
165 } 165 }
166 166
167 /// <value> 167 /// <value>
168 /// Is this a root part? 168 /// Is this a root part?
169 /// </value> 169 /// </value>
170 /// <remarks> 170 /// <remarks>
171 /// This will return true even if the whole object is attached to an avatar. 171 /// This will return true even if the whole object is attached to an avatar.
172 /// </remarks> 172 /// </remarks>
173 public bool IsRoot 173 public bool IsRoot
174 { 174 {
175 get { return Object.ReferenceEquals(ParentGroup.RootPart, this); } 175 get { return Object.ReferenceEquals(ParentGroup.RootPart, this); }
176 } 176 }
177 177
178 /// <summary> 178 /// <summary>
@@ -192,11 +192,11 @@ namespace OpenSim.Region.Framework.Scenes
192 #region Fields 192 #region Fields
193 193
194 public bool AllowedDrop; 194 public bool AllowedDrop;
195 195
196 public bool DIE_AT_EDGE; 196 public bool DIE_AT_EDGE;
197 197
198 public bool RETURN_AT_EDGE; 198 public bool RETURN_AT_EDGE;
199 199
200 public bool BlockGrab { get; set; } 200 public bool BlockGrab { get; set; }
201 201
202 public bool StatusSandbox; 202 public bool StatusSandbox;
@@ -221,7 +221,7 @@ namespace OpenSim.Region.Framework.Scenes
221 // Note: This isn't persisted in the database right now, as the fields for that aren't just there yet. 221 // Note: This isn't persisted in the database right now, as the fields for that aren't just there yet.
222 // Not a big problem as long as the script that sets it remains in the prim on startup. 222 // Not a big problem as long as the script that sets it remains in the prim on startup.
223 // for SL compatibility it should be persisted though (set sound / displaytext / particlesystem, kill script) 223 // for SL compatibility it should be persisted though (set sound / displaytext / particlesystem, kill script)
224 224
225 public UUID Sound; 225 public UUID Sound;
226 226
227 public byte SoundFlags; 227 public byte SoundFlags;
@@ -254,7 +254,7 @@ namespace OpenSim.Region.Framework.Scenes
254 254
255 [XmlIgnore] 255 [XmlIgnore]
256 public int STATUS_ROTATE_X; // this should not be used 256 public int STATUS_ROTATE_X; // this should not be used
257 257
258 [XmlIgnore] 258 [XmlIgnore]
259 public int STATUS_ROTATE_Y; // this should not be used 259 public int STATUS_ROTATE_Y; // this should not be used
260 260
@@ -262,13 +262,13 @@ namespace OpenSim.Region.Framework.Scenes
262 public int STATUS_ROTATE_Z; // this should not be used 262 public int STATUS_ROTATE_Z; // this should not be used
263 263
264 private Dictionary<int, string> m_CollisionFilter = new Dictionary<int, string>(); 264 private Dictionary<int, string> m_CollisionFilter = new Dictionary<int, string>();
265 265
266 /// <value> 266 /// <value>
267 /// The UUID of the user inventory item from which this object was rezzed if this is a root part. 267 /// The UUID of the user inventory item from which this object was rezzed if this is a root part.
268 /// If UUID.Zero then either this is not a root part or there is no connection with a user inventory item. 268 /// If UUID.Zero then either this is not a root part or there is no connection with a user inventory item.
269 /// </value> 269 /// </value>
270 private UUID m_fromUserInventoryItemID; 270 private UUID m_fromUserInventoryItemID;
271 271
272 public UUID FromUserInventoryItemID 272 public UUID FromUserInventoryItemID
273 { 273 {
274 get { return m_fromUserInventoryItemID; } 274 get { return m_fromUserInventoryItemID; }
@@ -289,7 +289,7 @@ namespace OpenSim.Region.Framework.Scenes
289 289
290 public bool VolumeDetectActive 290 public bool VolumeDetectActive
291 { 291 {
292 get 292 get
293 { 293 {
294 return (Flags & (PrimFlags)primFlagVolumeDetect) != 0; 294 return (Flags & (PrimFlags)primFlagVolumeDetect) != 0;
295 } 295 }
@@ -313,7 +313,7 @@ namespace OpenSim.Region.Framework.Scenes
313 313
314 /// <summary> 314 /// <summary>
315 /// This part's inventory 315 /// This part's inventory
316 /// </summary> 316 /// </summary>
317 public IEntityInventory Inventory 317 public IEntityInventory Inventory
318 { 318 {
319 get { return m_inventory; } 319 get { return m_inventory; }
@@ -321,20 +321,20 @@ namespace OpenSim.Region.Framework.Scenes
321 protected SceneObjectPartInventory m_inventory; 321 protected SceneObjectPartInventory m_inventory;
322 322
323 public bool Undoing; 323 public bool Undoing;
324 324
325 public bool IgnoreUndoUpdate = false; 325 public bool IgnoreUndoUpdate = false;
326 326
327 public PrimFlags LocalFlags; 327 public PrimFlags LocalFlags;
328 328
329 private float m_damage = -1.0f; 329 private float m_damage = -1.0f;
330 private byte[] m_TextureAnimation; 330 private byte[] m_TextureAnimation;
331 private byte m_clickAction; 331 private byte m_clickAction;
332 private Color m_color = Color.Black; 332 private Color m_color = Color.Black;
333 private readonly List<uint> m_lastColliders = new List<uint>(); 333 private readonly List<uint> m_lastColliders = new List<uint>();
334 private int m_linkNum; 334 private int m_linkNum;
335 335
336 private int m_scriptAccessPin; 336 private int m_scriptAccessPin;
337 337
338 private readonly Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>(); 338 private readonly Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>();
339 private string m_sitName = String.Empty; 339 private string m_sitName = String.Empty;
340 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 340 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
@@ -403,7 +403,7 @@ namespace OpenSim.Region.Framework.Scenes
403 private UUID m_collisionSound; 403 private UUID m_collisionSound;
404 private float m_collisionSoundVolume; 404 private float m_collisionSoundVolume;
405 405
406 private int LastColSoundSentTime; 406 private int LastColSoundSentTime;
407 407
408 private SOPVehicle m_vehicleParams = null; 408 private SOPVehicle m_vehicleParams = null;
409 409
@@ -454,7 +454,7 @@ namespace OpenSim.Region.Framework.Scenes
454 /// <param name="rotationOffset"></param> 454 /// <param name="rotationOffset"></param>
455 /// <param name="offsetPosition"></param> 455 /// <param name="offsetPosition"></param>
456 public SceneObjectPart( 456 public SceneObjectPart(
457 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 457 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
458 Quaternion rotationOffset, Vector3 offsetPosition) : this() 458 Quaternion rotationOffset, Vector3 offsetPosition) : this()
459 { 459 {
460 m_name = "Object"; 460 m_name = "Object";
@@ -505,7 +505,7 @@ namespace OpenSim.Region.Framework.Scenes
505 private bool m_createSelected = false; 505 private bool m_createSelected = false;
506 506
507 private UUID _creatorID; 507 private UUID _creatorID;
508 public UUID CreatorID 508 public UUID CreatorID
509 { 509 {
510 get { return _creatorID; } 510 get { return _creatorID; }
511 set { _creatorID = value; } 511 set { _creatorID = value; }
@@ -515,7 +515,7 @@ namespace OpenSim.Region.Framework.Scenes
515 /// <summary> 515 /// <summary>
516 /// Data about the creator in the form home_url;name 516 /// Data about the creator in the form home_url;name
517 /// </summary> 517 /// </summary>
518 public string CreatorData 518 public string CreatorData
519 { 519 {
520 get { return m_creatorData; } 520 get { return m_creatorData; }
521 set { m_creatorData = value; } 521 set { m_creatorData = value; }
@@ -565,7 +565,7 @@ namespace OpenSim.Region.Framework.Scenes
565 } 565 }
566 566
567 /// <summary> 567 /// <summary>
568 /// A relic from when we we thought that prims contained folder objects. In 568 /// A relic from when we we thought that prims contained folder objects. In
569 /// reality, prim == folder 569 /// reality, prim == folder
570 /// Exposing this is not particularly good, but it's one of the least evils at the moment to see 570 /// Exposing this is not particularly good, but it's one of the least evils at the moment to see
571 /// folder id from prim inventory item data, since it's not (yet) actually stored with the prim. 571 /// folder id from prim inventory item data, since it's not (yet) actually stored with the prim.
@@ -611,10 +611,10 @@ namespace OpenSim.Region.Framework.Scenes
611 public UUID UUID 611 public UUID UUID
612 { 612 {
613 get { return m_uuid; } 613 get { return m_uuid; }
614 set 614 set
615 { 615 {
616 m_uuid = value; 616 m_uuid = value;
617 617
618 // This is necessary so that TaskInventoryItem parent ids correctly reference the new uuid of this part 618 // This is necessary so that TaskInventoryItem parent ids correctly reference the new uuid of this part
619 if (Inventory != null) 619 if (Inventory != null)
620 Inventory.ResetObjectID(); 620 Inventory.ResetObjectID();
@@ -634,8 +634,8 @@ namespace OpenSim.Region.Framework.Scenes
634 public virtual string Name 634 public virtual string Name
635 { 635 {
636 get { return m_name; } 636 get { return m_name; }
637 set 637 set
638 { 638 {
639 m_name = value; 639 m_name = value;
640 640
641 PhysicsActor pa = PhysActor; 641 PhysicsActor pa = PhysActor;
@@ -678,11 +678,11 @@ namespace OpenSim.Region.Framework.Scenes
678 m_isSelected = value; 678 m_isSelected = value;
679 if (ParentGroup != null) 679 if (ParentGroup != null)
680 ParentGroup.PartSelectChanged(value); 680 ParentGroup.PartSelectChanged(value);
681 681
682 } 682 }
683 } 683 }
684 684
685 685
686 public Dictionary<int, string> CollisionFilter 686 public Dictionary<int, string> CollisionFilter
687 { 687 {
688 get { return m_CollisionFilter; } 688 get { return m_CollisionFilter; }
@@ -704,14 +704,14 @@ namespace OpenSim.Region.Framework.Scenes
704 set { m_APIDTarget = value; } 704 set { m_APIDTarget = value; }
705 } 705 }
706 706
707 707
708 protected float APIDDamp 708 protected float APIDDamp
709 { 709 {
710 get { return m_APIDDamp; } 710 get { return m_APIDDamp; }
711 set { m_APIDDamp = value; } 711 set { m_APIDDamp = value; }
712 } 712 }
713 713
714 714
715 protected float APIDStrength 715 protected float APIDStrength
716 { 716 {
717 get { return m_APIDStrength; } 717 get { return m_APIDStrength; }
@@ -769,21 +769,21 @@ namespace OpenSim.Region.Framework.Scenes
769 set { m_particleSystem = value; } 769 set { m_particleSystem = value; }
770 } 770 }
771 771
772 772
773 public DateTime Expires 773 public DateTime Expires
774 { 774 {
775 get { return m_expires; } 775 get { return m_expires; }
776 set { m_expires = value; } 776 set { m_expires = value; }
777 } 777 }
778 778
779 779
780 public DateTime Rezzed 780 public DateTime Rezzed
781 { 781 {
782 get { return m_rezzed; } 782 get { return m_rezzed; }
783 set { m_rezzed = value; } 783 set { m_rezzed = value; }
784 } 784 }
785 785
786 786
787 public float Damage 787 public float Damage
788 { 788 {
789 get { return m_damage; } 789 get { return m_damage; }
@@ -798,7 +798,7 @@ namespace OpenSim.Region.Framework.Scenes
798 /// <summary> 798 /// <summary>
799 /// The position of the entire group that this prim belongs to. 799 /// The position of the entire group that this prim belongs to.
800 /// </summary> 800 /// </summary>
801 /// 801 ///
802 802
803 public Vector3 GroupPosition 803 public Vector3 GroupPosition
804 { 804 {
@@ -837,7 +837,7 @@ namespace OpenSim.Region.Framework.Scenes
837 // Root prim actually goes at Position 837 // Root prim actually goes at Position
838 if (ParentID == 0) 838 if (ParentID == 0)
839 { 839 {
840 actor.Position = value; 840 actor.Position = value;
841 } 841 }
842 else 842 else
843 { 843 {
@@ -955,7 +955,7 @@ namespace OpenSim.Region.Framework.Scenes
955 955
956 return m_rotationOffset; 956 return m_rotationOffset;
957 } 957 }
958 958
959 set 959 set
960 { 960 {
961// StoreUndoState(); 961// StoreUndoState();
@@ -1066,24 +1066,24 @@ namespace OpenSim.Region.Framework.Scenes
1066 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE) 1066 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE)
1067 { 1067 {
1068 actor.RotationalVelocity = m_angularVelocity; 1068 actor.RotationalVelocity = m_angularVelocity;
1069 } 1069 }
1070 } 1070 }
1071 } 1071 }
1072 1072
1073 /// <summary></summary> 1073 /// <summary></summary>
1074 public Vector3 Acceleration 1074 public Vector3 Acceleration
1075 { 1075 {
1076 get 1076 get
1077 { 1077 {
1078 PhysicsActor actor = PhysActor; 1078 PhysicsActor actor = PhysActor;
1079 if (actor != null) 1079 if (actor != null)
1080 { 1080 {
1081 m_acceleration = actor.Acceleration; 1081 m_acceleration = actor.Acceleration;
1082 } 1082 }
1083 return m_acceleration; 1083 return m_acceleration;
1084 } 1084 }
1085 1085
1086 set 1086 set
1087 { 1087 {
1088 if (Util.IsNanOrInfinity(value)) 1088 if (Util.IsNanOrInfinity(value))
1089 m_acceleration = Vector3.Zero; 1089 m_acceleration = Vector3.Zero;
@@ -1217,23 +1217,23 @@ namespace OpenSim.Region.Framework.Scenes
1217 else 1217 else
1218 b = sz; 1218 b = sz;
1219 } 1219 }
1220 1220
1221 return a * b; 1221 return a * b;
1222 } 1222 }
1223 1223
1224 public UpdateRequired UpdateFlag { get; set; } 1224 public UpdateRequired UpdateFlag { get; set; }
1225 1225
1226 /// <summary> 1226 /// <summary>
1227 /// Used for media on a prim. 1227 /// Used for media on a prim.
1228 /// </summary> 1228 /// </summary>
1229 /// Do not change this value directly - always do it through an IMoapModule. 1229 /// Do not change this value directly - always do it through an IMoapModule.
1230 public string MediaUrl 1230 public string MediaUrl
1231 { 1231 {
1232 get 1232 get
1233 { 1233 {
1234 return m_mediaUrl; 1234 return m_mediaUrl;
1235 } 1235 }
1236 1236
1237 set 1237 set
1238 { 1238 {
1239 m_mediaUrl = value; 1239 m_mediaUrl = value;
@@ -1246,10 +1246,10 @@ namespace OpenSim.Region.Framework.Scenes
1246 public bool CreateSelected 1246 public bool CreateSelected
1247 { 1247 {
1248 get { return m_createSelected; } 1248 get { return m_createSelected; }
1249 set 1249 set
1250 { 1250 {
1251// m_log.DebugFormat("[SOP]: Setting CreateSelected to {0} for {1} {2}", value, Name, UUID); 1251// m_log.DebugFormat("[SOP]: Setting CreateSelected to {0} for {1} {2}", value, Name, UUID);
1252 m_createSelected = value; 1252 m_createSelected = value;
1253 } 1253 }
1254 } 1254 }
1255 1255
@@ -1423,7 +1423,7 @@ namespace OpenSim.Region.Framework.Scenes
1423 } 1423 }
1424 1424
1425 /// <summary> 1425 /// <summary>
1426 /// Property flags. See OpenMetaverse.PrimFlags 1426 /// Property flags. See OpenMetaverse.PrimFlags
1427 /// </summary> 1427 /// </summary>
1428 /// <remarks> 1428 /// <remarks>
1429 /// Example properties are PrimFlags.Phantom and PrimFlags.DieAtEdge 1429 /// Example properties are PrimFlags.Phantom and PrimFlags.DieAtEdge
@@ -1431,18 +1431,18 @@ namespace OpenSim.Region.Framework.Scenes
1431 public PrimFlags Flags 1431 public PrimFlags Flags
1432 { 1432 {
1433 get { return _flags; } 1433 get { return _flags; }
1434 set 1434 set
1435 { 1435 {
1436// m_log.DebugFormat("[SOP]: Setting flags for {0} {1} to {2}", UUID, Name, value); 1436// m_log.DebugFormat("[SOP]: Setting flags for {0} {1} to {2}", UUID, Name, value);
1437 _flags = value; 1437 _flags = value;
1438 } 1438 }
1439 } 1439 }
1440 1440
1441 [XmlIgnore] 1441 [XmlIgnore]
1442 public bool IsOccupied // KF If an av is sittingon this prim 1442 public bool IsOccupied // KF If an av is sittingon this prim
1443 { 1443 {
1444 get { return m_occupied; } 1444 get { return m_occupied; }
1445 set { m_occupied = value; } 1445 set { m_occupied = value; }
1446 } 1446 }
1447 1447
1448 /// <summary> 1448 /// <summary>
@@ -1474,7 +1474,7 @@ namespace OpenSim.Region.Framework.Scenes
1474 } 1474 }
1475 1475
1476 private UUID _parentUUID = UUID.Zero; 1476 private UUID _parentUUID = UUID.Zero;
1477 1477
1478 public UUID ParentUUID 1478 public UUID ParentUUID
1479 { 1479 {
1480 get 1480 get
@@ -1487,7 +1487,7 @@ namespace OpenSim.Region.Framework.Scenes
1487 1487
1488 set { _parentUUID = value; } 1488 set { _parentUUID = value; }
1489 } 1489 }
1490 1490
1491 public string SitAnimation 1491 public string SitAnimation
1492 { 1492 {
1493 get { return m_sitAnimation; } 1493 get { return m_sitAnimation; }
@@ -1519,7 +1519,7 @@ namespace OpenSim.Region.Framework.Scenes
1519 { 1519 {
1520 get { return m_collisionSound; } 1520 get { return m_collisionSound; }
1521 set 1521 set
1522 { 1522 {
1523 m_collisionSound = value; 1523 m_collisionSound = value;
1524 1524
1525 if (value == invalidCollisionSoundUUID) 1525 if (value == invalidCollisionSoundUUID)
@@ -1589,7 +1589,7 @@ namespace OpenSim.Region.Framework.Scenes
1589 { 1589 {
1590 if (ParentGroup.RootPart == this) 1590 if (ParentGroup.RootPart == this)
1591 return m_torque; 1591 return m_torque;
1592 1592
1593 return ParentGroup.RootPart.Torque; 1593 return ParentGroup.RootPart.Torque;
1594 } 1594 }
1595 1595
@@ -1733,7 +1733,7 @@ namespace OpenSim.Region.Framework.Scenes
1733 set 1733 set
1734 { 1734 {
1735 byte oldv = m_physicsShapeType; 1735 byte oldv = m_physicsShapeType;
1736 1736
1737 if (value >= 0 && value <= (byte)PhysShapeType.convex) 1737 if (value >= 0 && value <= (byte)PhysShapeType.convex)
1738 { 1738 {
1739 if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this) 1739 if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this)
@@ -1966,7 +1966,7 @@ namespace OpenSim.Region.Framework.Scenes
1966 Utils.FloatToBytes(pTexAnim.Start).CopyTo(data, pos); 1966 Utils.FloatToBytes(pTexAnim.Start).CopyTo(data, pos);
1967 Utils.FloatToBytes(pTexAnim.Length).CopyTo(data, pos + 4); 1967 Utils.FloatToBytes(pTexAnim.Length).CopyTo(data, pos + 4);
1968 Utils.FloatToBytes(pTexAnim.Rate).CopyTo(data, pos + 8); 1968 Utils.FloatToBytes(pTexAnim.Rate).CopyTo(data, pos + 8);
1969 1969
1970 } 1970 }
1971 m_TextureAnimation = data; 1971 m_TextureAnimation = data;
1972 } 1972 }
@@ -2063,7 +2063,7 @@ namespace OpenSim.Region.Framework.Scenes
2063 2063
2064 root.AngularVelocity = pAngVel; 2064 root.AngularVelocity = pAngVel;
2065 } 2065 }
2066 2066
2067 2067
2068 /// <summary> 2068 /// <summary>
2069 /// hook to the physics scene to apply angular impulse 2069 /// hook to the physics scene to apply angular impulse
@@ -2095,7 +2095,7 @@ namespace OpenSim.Region.Framework.Scenes
2095 /// </summary> 2095 /// </summary>
2096 /// <param name="impulsei">Vector force</param> 2096 /// <param name="impulsei">Vector force</param>
2097 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 2097 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
2098 2098
2099 // this is actualy Set Torque.. keeping naming so not to edit lslapi also 2099 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
2100 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF) 2100 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
2101 { 2101 {
@@ -2116,7 +2116,7 @@ namespace OpenSim.Region.Framework.Scenes
2116 /// <param name="VolumeDetectActive"></param> 2116 /// <param name="VolumeDetectActive"></param>
2117 /// <param name="building"></param> 2117 /// <param name="building"></param>
2118 2118
2119 public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building) 2119 public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
2120 { 2120 {
2121 VolumeDetectActive = _VolumeDetectActive; 2121 VolumeDetectActive = _VolumeDetectActive;
2122 2122
@@ -2177,7 +2177,7 @@ namespace OpenSim.Region.Framework.Scenes
2177 /// <returns></returns> 2177 /// <returns></returns>
2178 public SceneObjectPart Copy(uint plocalID, UUID AgentID, UUID GroupID, int linkNum, bool userExposed) 2178 public SceneObjectPart Copy(uint plocalID, UUID AgentID, UUID GroupID, int linkNum, bool userExposed)
2179 { 2179 {
2180 // FIXME: This is dangerous since it's easy to forget to reset some references when necessary and end up 2180 // FIXME: This is dangerous since it's easy to forget to reset some references when necessary and end up
2181 // with bugs that only occur in some circumstances (e.g. crossing between regions on the same simulator 2181 // with bugs that only occur in some circumstances (e.g. crossing between regions on the same simulator
2182 // but not between regions on different simulators). Really, all copying should be done explicitly. 2182 // but not between regions on different simulators). Really, all copying should be done explicitly.
2183 SceneObjectPart dupe = (SceneObjectPart)MemberwiseClone(); 2183 SceneObjectPart dupe = (SceneObjectPart)MemberwiseClone();
@@ -2242,20 +2242,20 @@ namespace OpenSim.Region.Framework.Scenes
2242 dupe.PayPrice = (int[])PayPrice.Clone(); 2242 dupe.PayPrice = (int[])PayPrice.Clone();
2243 2243
2244 dupe.DynAttrs.CopyFrom(DynAttrs); 2244 dupe.DynAttrs.CopyFrom(DynAttrs);
2245 2245
2246 if (userExposed) 2246 if (userExposed)
2247 { 2247 {
2248 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); 2248 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
2249 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 2249 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
2250 } 2250 }
2251 2251
2252 if (dupe.PhysActor != null) 2252 if (dupe.PhysActor != null)
2253 dupe.PhysActor.LocalID = plocalID; 2253 dupe.PhysActor.LocalID = plocalID;
2254 2254
2255 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 2255 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
2256 2256
2257// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 2257// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
2258 2258
2259 return dupe; 2259 return dupe;
2260 } 2260 }
2261 2261
@@ -2428,7 +2428,7 @@ namespace OpenSim.Region.Framework.Scenes
2428 pa.link(parentPa); 2428 pa.link(parentPa);
2429 } 2429 }
2430 } 2430 }
2431 } 2431 }
2432 } 2432 }
2433 2433
2434 bool phan = ((Flags & PrimFlags.Phantom) != 0); 2434 bool phan = ((Flags & PrimFlags.Phantom) != 0);
@@ -2528,7 +2528,7 @@ namespace OpenSim.Region.Framework.Scenes
2528 2528
2529 public uint GetEffectiveObjectFlags() 2529 public uint GetEffectiveObjectFlags()
2530 { 2530 {
2531 // Commenting this section of code out since it doesn't actually do anything, as enums are handled by 2531 // Commenting this section of code out since it doesn't actually do anything, as enums are handled by
2532 // value rather than reference 2532 // value rather than reference
2533// PrimFlags f = _flags; 2533// PrimFlags f = _flags;
2534// if (m_parentGroup == null || m_parentGroup.RootPart == this) 2534// if (m_parentGroup == null || m_parentGroup.RootPart == this)
@@ -2820,7 +2820,7 @@ namespace OpenSim.Region.Framework.Scenes
2820 2820
2821 ColliderArgs LandCollidingMessage = new ColliderArgs(); 2821 ColliderArgs LandCollidingMessage = new ColliderArgs();
2822 List<DetectedObject> colliding = new List<DetectedObject>(); 2822 List<DetectedObject> colliding = new List<DetectedObject>();
2823 2823
2824 colliding.Add(CreateDetObjectForGround()); 2824 colliding.Add(CreateDetObjectForGround());
2825 LandCollidingMessage.Colliders = colliding; 2825 LandCollidingMessage.Colliders = colliding;
2826 2826
@@ -2969,9 +2969,9 @@ namespace OpenSim.Region.Framework.Scenes
2969 // Note: This is only being called on the root prim at this time. 2969 // Note: This is only being called on the root prim at this time.
2970 2970
2971 m_log.ErrorFormat( 2971 m_log.ErrorFormat(
2972 "[SCENE OBJECT PART]: Physical object {0}, localID {1} went out of bounds at {2} in {3}. Stopping at {4} and making non-physical.", 2972 "[SCENE OBJECT PART]: Physical object {0}, localID {1} went out of bounds at {2} in {3}. Stopping at {4} and making non-physical.",
2973 Name, LocalId, pos, ParentGroup.Scene.Name, AbsolutePosition); 2973 Name, LocalId, pos, ParentGroup.Scene.Name, AbsolutePosition);
2974 2974
2975 RemFlag(PrimFlags.Physics); 2975 RemFlag(PrimFlags.Physics);
2976 DoPhysicsPropertyUpdate(false, true); 2976 DoPhysicsPropertyUpdate(false, true);
2977 } 2977 }
@@ -3026,7 +3026,7 @@ namespace OpenSim.Region.Framework.Scenes
3026 //m_log.Debug("prev: " + prevflag.ToString() + " curr: " + Flags.ToString()); 3026 //m_log.Debug("prev: " + prevflag.ToString() + " curr: " + Flags.ToString());
3027 //ScheduleFullUpdate(); 3027 //ScheduleFullUpdate();
3028 } 3028 }
3029 3029
3030 public void RemoveScriptEvents(UUID scriptid) 3030 public void RemoveScriptEvents(UUID scriptid)
3031 { 3031 {
3032 lock (m_scriptEvents) 3032 lock (m_scriptEvents)
@@ -3089,7 +3089,7 @@ namespace OpenSim.Region.Framework.Scenes
3089 ParentGroup.HasGroupChanged = true; 3089 ParentGroup.HasGroupChanged = true;
3090 ScheduleFullUpdate(); 3090 ScheduleFullUpdate();
3091 } 3091 }
3092 3092
3093 public void RotLookAt(Quaternion target, float strength, float damping) 3093 public void RotLookAt(Quaternion target, float strength, float damping)
3094 { 3094 {
3095 if(ParentGroup.IsDeleted) 3095 if(ParentGroup.IsDeleted)
@@ -3115,7 +3115,7 @@ namespace OpenSim.Region.Framework.Scenes
3115 m_log.WarnFormat("[SceneObjectPart] Invalid rotation strength {0}",APIDStrength); 3115 m_log.WarnFormat("[SceneObjectPart] Invalid rotation strength {0}",APIDStrength);
3116 return; 3116 return;
3117 } 3117 }
3118 3118
3119 APIDActive = true; 3119 APIDActive = true;
3120 3120
3121 // Necessary to get the lookat deltas applied 3121 // Necessary to get the lookat deltas applied
@@ -3357,7 +3357,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
3357 // sl Does send them 3357 // sl Does send them
3358 // if (ParentGroup.IsSelected && ParentGroup.IsAttachment) 3358 // if (ParentGroup.IsSelected && ParentGroup.IsAttachment)
3359 // return; 3359 // return;
3360 3360
3361 if (ParentGroup.IsDeleted) 3361 if (ParentGroup.IsDeleted)
3362 return; 3362 return;
3363 3363
@@ -3487,7 +3487,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
3487 public void SetBuoyancy(float fvalue) 3487 public void SetBuoyancy(float fvalue)
3488 { 3488 {
3489 Buoyancy = fvalue; 3489 Buoyancy = fvalue;
3490/* 3490/*
3491 if (PhysActor != null) 3491 if (PhysActor != null)
3492 { 3492 {
3493 PhysActor.Buoyancy = fvalue; 3493 PhysActor.Buoyancy = fvalue;
@@ -3547,7 +3547,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
3547 public void SetVehicleType(int type) 3547 public void SetVehicleType(int type)
3548 { 3548 {
3549 m_vehicleParams = null; 3549 m_vehicleParams = null;
3550 3550
3551 if (type == (int)Vehicle.TYPE_NONE) 3551 if (type == (int)Vehicle.TYPE_NONE)
3552 { 3552 {
3553 if (_parentID ==0 && PhysActor != null) 3553 if (_parentID ==0 && PhysActor != null)
@@ -3754,7 +3754,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
3754 { 3754 {
3755 if (Shape.SculptEntry) 3755 if (Shape.SculptEntry)
3756 return PrimType.SCULPT; 3756 return PrimType.SCULPT;
3757 3757
3758 if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.Square) 3758 if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
3759 { 3759 {
3760 if (Shape.PathCurve == (byte)Extrusion.Straight) 3760 if (Shape.PathCurve == (byte)Extrusion.Straight)
@@ -3782,12 +3782,12 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
3782 else if (Shape.PathCurve == (byte)Extrusion.Curve1) 3782 else if (Shape.PathCurve == (byte)Extrusion.Curve1)
3783 return PrimType.RING; 3783 return PrimType.RING;
3784 } 3784 }
3785 3785
3786 return PrimType.BOX; 3786 return PrimType.BOX;
3787 } 3787 }
3788 3788
3789 /// <summary> 3789 /// <summary>
3790 /// Tell us if this object has cut, hollow, dimple, and other factors affecting the number of faces 3790 /// Tell us if this object has cut, hollow, dimple, and other factors affecting the number of faces
3791 /// </summary> 3791 /// </summary>
3792 /// <param name="primType"></param> 3792 /// <param name="primType"></param>
3793 /// <param name="shape"></param> 3793 /// <param name="shape"></param>
@@ -3812,7 +3812,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
3812 hasDimple = (shape.ProfileBegin > 0) || (shape.ProfileEnd > 0); // taken from llSetPrimitiveParms 3812 hasDimple = (shape.ProfileBegin > 0) || (shape.ProfileEnd > 0); // taken from llSetPrimitiveParms
3813 hasProfileCut = hasDimple; // is it the same thing? 3813 hasProfileCut = hasDimple; // is it the same thing?
3814 } 3814 }
3815 3815
3816 public void SetGroup(UUID groupID, IClientAPI client) 3816 public void SetGroup(UUID groupID, IClientAPI client)
3817 { 3817 {
3818 // Scene.AddNewPrims() calls with client == null so can't use this. 3818 // Scene.AddNewPrims() calls with client == null so can't use this.
@@ -3859,7 +3859,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
3859 public void SetScriptEvents(UUID scriptid, int events) 3859 public void SetScriptEvents(UUID scriptid, int events)
3860 { 3860 {
3861// m_log.DebugFormat( 3861// m_log.DebugFormat(
3862// "[SCENE OBJECT PART]: Set script events for script with id {0} on {1}/{2} to {3} in {4}", 3862// "[SCENE OBJECT PART]: Set script events for script with id {0} on {1}/{2} to {3} in {4}",
3863// scriptid, Name, ParentGroup.Name, events, ParentGroup.Scene.Name); 3863// scriptid, Name, ParentGroup.Name, events, ParentGroup.Scene.Name);
3864 3864
3865 // scriptEvents oldparts; 3865 // scriptEvents oldparts;
@@ -3896,7 +3896,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
3896 ScheduleFullUpdate(); 3896 ScheduleFullUpdate();
3897 } 3897 }
3898 } 3898 }
3899 3899
3900 /// <summary> 3900 /// <summary>
3901 /// Set the text displayed for this part. 3901 /// Set the text displayed for this part.
3902 /// </summary> 3902 /// </summary>
@@ -4491,7 +4491,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
4491 public bool IsHingeJoint() 4491 public bool IsHingeJoint()
4492 { 4492 {
4493 // For now, we use the NINJA naming scheme for identifying joints. 4493 // For now, we use the NINJA naming scheme for identifying joints.
4494 // In the future, we can support other joint specification schemes such as a 4494 // In the future, we can support other joint specification schemes such as a
4495 // custom checkbox in the viewer GUI. 4495 // custom checkbox in the viewer GUI.
4496 if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints) 4496 if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
4497 { 4497 {
@@ -4507,7 +4507,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
4507 public bool IsBallJoint() 4507 public bool IsBallJoint()
4508 { 4508 {
4509 // For now, we use the NINJA naming scheme for identifying joints. 4509 // For now, we use the NINJA naming scheme for identifying joints.
4510 // In the future, we can support other joint specification schemes such as a 4510 // In the future, we can support other joint specification schemes such as a
4511 // custom checkbox in the viewer GUI. 4511 // custom checkbox in the viewer GUI.
4512 if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints) 4512 if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
4513 { 4513 {
@@ -4523,7 +4523,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
4523 public bool IsJoint() 4523 public bool IsJoint()
4524 { 4524 {
4525 // For now, we use the NINJA naming scheme for identifying joints. 4525 // For now, we use the NINJA naming scheme for identifying joints.
4526 // In the future, we can support other joint specification schemes such as a 4526 // In the future, we can support other joint specification schemes such as a
4527 // custom checkbox in the viewer GUI. 4527 // custom checkbox in the viewer GUI.
4528 if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints) 4528 if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
4529 { 4529 {
@@ -4616,8 +4616,8 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
4616 4616
4617 Stop(); 4617 Stop();
4618 } 4618 }
4619 4619
4620 else 4620 else
4621 { 4621 {
4622 if (ParentGroup.Scene.CollidablePrims) 4622 if (ParentGroup.Scene.CollidablePrims)
4623 { 4623 {
@@ -4649,7 +4649,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
4649 4649
4650 UpdatePhysicsSubscribedEvents(); 4650 UpdatePhysicsSubscribedEvents();
4651 } 4651 }
4652 } 4652 }
4653 4653
4654 // and last in case we have a new actor and not building 4654 // and last in case we have a new actor and not building
4655 4655
@@ -4658,7 +4658,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
4658 ParentGroup.HasGroupChanged = true; 4658 ParentGroup.HasGroupChanged = true;
4659 ScheduleFullUpdate(); 4659 ScheduleFullUpdate();
4660 } 4660 }
4661 4661
4662// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4662// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4663 } 4663 }
4664 4664
@@ -4671,10 +4671,10 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
4671 /// <param name="building">tells physics to delay full construction of object</param> 4671 /// <param name="building">tells physics to delay full construction of object</param>
4672 /// <param name="applyDynamics">applies velocities, force and torque</param> 4672 /// <param name="applyDynamics">applies velocities, force and torque</param>
4673 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics) 4673 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
4674 { 4674 {
4675 PhysicsActor pa; 4675 PhysicsActor pa;
4676 4676
4677 Vector3 velocity = Velocity; 4677 Vector3 velocity = Velocity;
4678 Vector3 rotationalVelocity = AngularVelocity;; 4678 Vector3 rotationalVelocity = AngularVelocity;;
4679 4679
4680 try 4680 try
@@ -4695,7 +4695,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
4695 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e); 4695 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e);
4696 pa = null; 4696 pa = null;
4697 } 4697 }
4698 4698
4699 if (pa != null) 4699 if (pa != null)
4700 { 4700 {
4701 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 4701 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
@@ -4709,7 +4709,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
4709 4709
4710 if(LocalId == ParentGroup.RootPart.LocalId) 4710 if(LocalId == ParentGroup.RootPart.LocalId)
4711 { 4711 {
4712 pa.LockAngularMotion(RotationAxisLocks); 4712 pa.LockAngularMotion(RotationAxisLocks);
4713 } 4713 }
4714 4714
4715 if (VolumeDetectActive) // change if not the default only 4715 if (VolumeDetectActive) // change if not the default only
@@ -4722,7 +4722,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
4722 AddFlag(PrimFlags.CameraDecoupled); 4722 AddFlag(PrimFlags.CameraDecoupled);
4723 else 4723 else
4724 RemFlag(PrimFlags.CameraDecoupled); 4724 RemFlag(PrimFlags.CameraDecoupled);
4725 } 4725 }
4726 else 4726 else
4727 RemFlag(PrimFlags.CameraDecoupled); 4727 RemFlag(PrimFlags.CameraDecoupled);
4728 // we are going to tell rest of code about physics so better have this here 4728 // we are going to tell rest of code about physics so better have this here
@@ -4752,8 +4752,8 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
4752 } 4752 }
4753 } 4753 }
4754 4754
4755 if (applyDynamics && LocalId == ParentGroup.RootPart.LocalId) 4755 if (applyDynamics && LocalId == ParentGroup.RootPart.LocalId)
4756 // do independent of isphysical so parameters get setted (at least some) 4756 // do independent of isphysical so parameters get setted (at least some)
4757 { 4757 {
4758 Velocity = velocity; 4758 Velocity = velocity;
4759 AngularVelocity = rotationalVelocity; 4759 AngularVelocity = rotationalVelocity;
@@ -4941,8 +4941,8 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
4941 4941
4942 Primitive.TextureEntryFace fallbackNewFace = newTex.DefaultTexture; 4942 Primitive.TextureEntryFace fallbackNewFace = newTex.DefaultTexture;
4943 Primitive.TextureEntryFace fallbackOldFace = oldTex.DefaultTexture; 4943 Primitive.TextureEntryFace fallbackOldFace = oldTex.DefaultTexture;
4944 4944
4945 // On Incoming packets, sometimes newText.DefaultTexture is null. The assumption is that all 4945 // On Incoming packets, sometimes newText.DefaultTexture is null. The assumption is that all
4946 // other prim-sides are set, but apparently that's not always the case. Lets assume packet/data corruption at this point. 4946 // other prim-sides are set, but apparently that's not always the case. Lets assume packet/data corruption at this point.
4947 if (fallbackNewFace == null) 4947 if (fallbackNewFace == null)
4948 { 4948 {
@@ -4958,7 +4958,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
4958 // Materials capable viewers can send a ObjectImage packet 4958 // Materials capable viewers can send a ObjectImage packet
4959 // when nothing in TE has changed. MaterialID should be updated 4959 // when nothing in TE has changed. MaterialID should be updated
4960 // by the RenderMaterials CAP handler, so updating it here may cause a 4960 // by the RenderMaterials CAP handler, so updating it here may cause a
4961 // race condtion. Therefore, if no non-materials TE fields have changed, 4961 // race condtion. Therefore, if no non-materials TE fields have changed,
4962 // we should ignore any changes and not update Shape.TextureEntry 4962 // we should ignore any changes and not update Shape.TextureEntry
4963 4963
4964 bool otherFieldsChanged = false; 4964 bool otherFieldsChanged = false;
@@ -5140,7 +5140,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
5140 { 5140 {
5141 return m_forceMouselook; 5141 return m_forceMouselook;
5142 } 5142 }
5143 5143
5144 public override string ToString() 5144 public override string ToString()
5145 { 5145 {
5146 return String.Format("{0} {1} (parent {2}))", Name, UUID, ParentGroup); 5146 return String.Format("{0} {1} (parent {2}))", Name, UUID, ParentGroup);
@@ -5157,7 +5157,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
5157 && (ParentGroup.RootPart != this 5157 && (ParentGroup.RootPart != this
5158 || ParentGroup.AttachedAvatar != remoteClient.AgentId && ParentGroup.HasPrivateAttachmentPoint)) 5158 || ParentGroup.AttachedAvatar != remoteClient.AgentId && ParentGroup.HasPrivateAttachmentPoint))
5159 return; 5159 return;
5160 5160
5161 // Causes this thread to dig into the Client Thread Data. 5161 // Causes this thread to dig into the Client Thread Data.
5162 // Remember your locking here! 5162 // Remember your locking here!
5163 remoteClient.SendEntityUpdate( 5163 remoteClient.SendEntityUpdate(
@@ -5165,9 +5165,9 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
5165 PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity 5165 PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
5166 | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity); 5166 | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
5167 5167
5168 ParentGroup.Scene.StatsReporter.AddObjectUpdates(1); 5168 ParentGroup.Scene.StatsReporter.AddObjectUpdates(1);
5169 } 5169 }
5170 5170
5171 public void AddScriptLPS(int count) 5171 public void AddScriptLPS(int count)
5172 { 5172 {
5173 ParentGroup.AddScriptLPS(count); 5173 ParentGroup.AddScriptLPS(count);
@@ -5233,7 +5233,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
5233 { 5233 {
5234 PermissionsUtil.LogPermissions(Name, message, BaseMask, OwnerMask, NextOwnerMask); 5234 PermissionsUtil.LogPermissions(Name, message, BaseMask, OwnerMask, NextOwnerMask);
5235 } 5235 }
5236 5236
5237 public void ApplyNextOwnerPermissions() 5237 public void ApplyNextOwnerPermissions()
5238 { 5238 {
5239 // Export needs to be preserved in the base and everyone 5239 // Export needs to be preserved in the base and everyone
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 5b64aac..a50f162 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -55,7 +55,7 @@ namespace OpenSim.Region.Framework.Scenes
55 private object m_inventoryFileLock = new object(); 55 private object m_inventoryFileLock = new object();
56 56
57 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>(); 57 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
58 58
59 /// <value> 59 /// <value>
60 /// The part to which the inventory belongs. 60 /// The part to which the inventory belongs.
61 /// </value> 61 /// </value>
@@ -76,7 +76,7 @@ namespace OpenSim.Region.Framework.Scenes
76 /// Tracks whether inventory has changed since the last persistent backup 76 /// Tracks whether inventory has changed since the last persistent backup
77 /// </summary> 77 /// </summary>
78 internal bool HasInventoryChanged; 78 internal bool HasInventoryChanged;
79 79
80 /// <value> 80 /// <value>
81 /// Inventory serial number 81 /// Inventory serial number
82 /// </value> 82 /// </value>
@@ -91,8 +91,8 @@ namespace OpenSim.Region.Framework.Scenes
91 /// </value> 91 /// </value>
92 protected internal TaskInventoryDictionary Items 92 protected internal TaskInventoryDictionary Items
93 { 93 {
94 get { 94 get {
95 return m_items; 95 return m_items;
96 } 96 }
97 set 97 set
98 { 98 {
@@ -110,7 +110,7 @@ namespace OpenSim.Region.Framework.Scenes
110 return m_items.Count; 110 return m_items.Count;
111 } 111 }
112 } 112 }
113 113
114 /// <summary> 114 /// <summary>
115 /// Constructor 115 /// Constructor
116 /// </summary> 116 /// </summary>
@@ -393,7 +393,7 @@ namespace OpenSim.Region.Framework.Scenes
393 StoreScriptError(item.ItemID, msg); 393 StoreScriptError(item.ItemID, msg);
394 m_log.ErrorFormat( 394 m_log.ErrorFormat(
395 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 395 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
396 item.Name, item.ItemID, m_part.AbsolutePosition, 396 item.Name, item.ItemID, m_part.AbsolutePosition,
397 m_part.ParentGroup.Scene.RegionInfo.RegionName, item.AssetID); 397 m_part.ParentGroup.Scene.RegionInfo.RegionName, item.AssetID);
398 398
399 return false; 399 return false;
@@ -410,7 +410,7 @@ namespace OpenSim.Region.Framework.Scenes
410 m_items[item.ItemID].PermsGranter = UUID.Zero; 410 m_items[item.ItemID].PermsGranter = UUID.Zero;
411 411
412 m_items.LockItemsForWrite(false); 412 m_items.LockItemsForWrite(false);
413 413
414 string script = Utils.BytesToString(asset.Data); 414 string script = Utils.BytesToString(asset.Data);
415 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 415 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
416 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 416 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
@@ -428,7 +428,7 @@ namespace OpenSim.Region.Framework.Scenes
428 private UUID RestoreSavedScriptState(UUID loadedID, UUID oldID, UUID newID) 428 private UUID RestoreSavedScriptState(UUID loadedID, UUID oldID, UUID newID)
429 { 429 {
430// m_log.DebugFormat( 430// m_log.DebugFormat(
431// "[PRIM INVENTORY]: Restoring scripted state for item {0}, oldID {1}, loadedID {2}", 431// "[PRIM INVENTORY]: Restoring scripted state for item {0}, oldID {1}, loadedID {2}",
432// newID, oldID, loadedID); 432// newID, oldID, loadedID);
433 433
434 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 434 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
@@ -477,7 +477,7 @@ namespace OpenSim.Region.Framework.Scenes
477 477
478 m_part.ParentGroup.m_savedScriptState[stateID] = newDoc.OuterXml; 478 m_part.ParentGroup.m_savedScriptState[stateID] = newDoc.OuterXml;
479 } 479 }
480 480
481 foreach (IScriptModule e in engines) 481 foreach (IScriptModule e in engines)
482 { 482 {
483 if (e != null) 483 if (e != null)
@@ -544,7 +544,7 @@ namespace OpenSim.Region.Framework.Scenes
544 { 544 {
545 ArrayList errors; 545 ArrayList errors;
546 546
547 // Indicate to CreateScriptInstanceInternal() we want it to 547 // Indicate to CreateScriptInstanceInternal() we want it to
548 // post any compilation/loading error messages 548 // post any compilation/loading error messages
549 lock (m_scriptErrors) 549 lock (m_scriptErrors)
550 { 550 {
@@ -641,7 +641,7 @@ namespace OpenSim.Region.Framework.Scenes
641 { 641 {
642 if (!sceneObjectBeingDeleted) 642 if (!sceneObjectBeingDeleted)
643 m_part.RemoveScriptEvents(itemId); 643 m_part.RemoveScriptEvents(itemId);
644 644
645 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemId); 645 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemId);
646 m_part.ParentGroup.AddActiveScriptCount(-1); 646 m_part.ParentGroup.AddActiveScriptCount(-1);
647 } 647 }
@@ -650,7 +650,7 @@ namespace OpenSim.Region.Framework.Scenes
650 m_log.WarnFormat( 650 m_log.WarnFormat(
651 "[PRIM INVENTORY]: " + 651 "[PRIM INVENTORY]: " +
652 "Couldn't stop script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 652 "Couldn't stop script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
653 itemId, m_part.Name, m_part.UUID, 653 itemId, m_part.Name, m_part.UUID,
654 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 654 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
655 } 655 }
656 } 656 }
@@ -679,7 +679,7 @@ namespace OpenSim.Region.Framework.Scenes
679 m_log.WarnFormat( 679 m_log.WarnFormat(
680 "[PRIM INVENTORY]: " + 680 "[PRIM INVENTORY]: " +
681 "Couldn't stop script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 681 "Couldn't stop script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
682 itemId, m_part.Name, m_part.UUID, 682 itemId, m_part.Name, m_part.UUID,
683 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 683 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
684 } 684 }
685 } 685 }
@@ -802,11 +802,11 @@ namespace OpenSim.Region.Framework.Scenes
802 m_items.LockItemsForWrite(true); 802 m_items.LockItemsForWrite(true);
803 m_items.Add(item.ItemID, item); 803 m_items.Add(item.ItemID, item);
804 m_items.LockItemsForWrite(false); 804 m_items.LockItemsForWrite(false);
805 if (allowedDrop) 805 if (allowedDrop)
806 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 806 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
807 else 807 else
808 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 808 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
809 809
810 m_inventorySerial++; 810 m_inventorySerial++;
811 //m_inventorySerial += 2; 811 //m_inventorySerial += 2;
812 HasInventoryChanged = true; 812 HasInventoryChanged = true;
@@ -887,7 +887,7 @@ namespace OpenSim.Region.Framework.Scenes
887 if (null == rezAsset) 887 if (null == rezAsset)
888 { 888 {
889 m_log.WarnFormat( 889 m_log.WarnFormat(
890 "[PRIM INVENTORY]: Could not find asset {0} for inventory item {1} in {2}", 890 "[PRIM INVENTORY]: Could not find asset {0} for inventory item {1} in {2}",
891 item.AssetID, item.Name, m_part.Name); 891 item.AssetID, item.Name, m_part.Name);
892 objlist = null; 892 objlist = null;
893 veclist = null; 893 veclist = null;
@@ -895,7 +895,7 @@ namespace OpenSim.Region.Framework.Scenes
895 offsetHeight = 0; 895 offsetHeight = 0;
896 return false; 896 return false;
897 } 897 }
898 898
899 bool single = m_part.ParentGroup.Scene.GetObjectsToRez(rezAsset.Data, false, out objlist, out veclist, out bbox, out offsetHeight); 899 bool single = m_part.ParentGroup.Scene.GetObjectsToRez(rezAsset.Data, false, out objlist, out veclist, out bbox, out offsetHeight);
900 900
901 for (int i = 0; i < objlist.Count; i++) 901 for (int i = 0; i < objlist.Count; i++)
@@ -985,7 +985,7 @@ namespace OpenSim.Region.Framework.Scenes
985 985
986 return true; 986 return true;
987 } 987 }
988 988
989 /// <summary> 989 /// <summary>
990 /// Update an existing inventory item. 990 /// Update an existing inventory item.
991 /// </summary> 991 /// </summary>
@@ -1009,7 +1009,7 @@ namespace OpenSim.Region.Framework.Scenes
1009 if (m_items.ContainsKey(item.ItemID)) 1009 if (m_items.ContainsKey(item.ItemID))
1010 { 1010 {
1011// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 1011// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
1012 1012
1013 item.ParentID = m_part.UUID; 1013 item.ParentID = m_part.UUID;
1014 item.ParentPartID = m_part.UUID; 1014 item.ParentPartID = m_part.UUID;
1015 1015
@@ -1025,7 +1025,7 @@ namespace OpenSim.Region.Framework.Scenes
1025 m_inventorySerial++; 1025 m_inventorySerial++;
1026 if (fireScriptEvents) 1026 if (fireScriptEvents)
1027 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 1027 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
1028 1028
1029 if (considerChanged) 1029 if (considerChanged)
1030 { 1030 {
1031 HasInventoryChanged = true; 1031 HasInventoryChanged = true;
@@ -1039,7 +1039,7 @@ namespace OpenSim.Region.Framework.Scenes
1039 m_log.ErrorFormat( 1039 m_log.ErrorFormat(
1040 "[PRIM INVENTORY]: " + 1040 "[PRIM INVENTORY]: " +
1041 "Tried to retrieve item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 1041 "Tried to retrieve item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
1042 item.ItemID, m_part.Name, m_part.UUID, 1042 item.ItemID, m_part.Name, m_part.UUID,
1043 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 1043 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
1044 } 1044 }
1045 m_items.LockItemsForWrite(false); 1045 m_items.LockItemsForWrite(false);
@@ -1084,7 +1084,7 @@ namespace OpenSim.Region.Framework.Scenes
1084 } 1084 }
1085 } 1085 }
1086 m_items.LockItemsForRead(false); 1086 m_items.LockItemsForRead(false);
1087 1087
1088 1088
1089 if (scriptcount <= 0) 1089 if (scriptcount <= 0)
1090 { 1090 {
@@ -1381,7 +1381,7 @@ namespace OpenSim.Region.Framework.Scenes
1381 item.CurrentPermissions = perms; 1381 item.CurrentPermissions = perms;
1382 item.BasePermissions = perms; 1382 item.BasePermissions = perms;
1383 } 1383 }
1384 1384
1385 m_inventorySerial++; 1385 m_inventorySerial++;
1386 HasInventoryChanged = true; 1386 HasInventoryChanged = true;
1387 } 1387 }
@@ -1485,7 +1485,7 @@ namespace OpenSim.Region.Framework.Scenes
1485 1485
1486 return ret; 1486 return ret;
1487 } 1487 }
1488 1488
1489 public Dictionary<UUID, string> GetScriptStates() 1489 public Dictionary<UUID, string> GetScriptStates()
1490 { 1490 {
1491 return GetScriptStates(false); 1491 return GetScriptStates(false);
@@ -1493,13 +1493,13 @@ namespace OpenSim.Region.Framework.Scenes
1493 1493
1494 public Dictionary<UUID, string> GetScriptStates(bool oldIDs) 1494 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1495 { 1495 {
1496 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1496 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1497 1497
1498 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1498 if (m_part.ParentGroup.Scene == null) // Group not in a scene
1499 return ret; 1499 return ret;
1500 1500
1501 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1501 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
1502 1502
1503 if (engines.Length == 0) // No engine at all 1503 if (engines.Length == 0) // No engine at all
1504 return ret; 1504 return ret;
1505 1505
@@ -1535,7 +1535,7 @@ namespace OpenSim.Region.Framework.Scenes
1535 } 1535 }
1536 return ret; 1536 return ret;
1537 } 1537 }
1538 1538
1539 public void ResumeScripts() 1539 public void ResumeScripts()
1540 { 1540 {
1541 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1541 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index c1b1a63..29e139b 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -108,8 +108,8 @@ namespace OpenSim.Region.Framework.Scenes
108 /// The current state of this presence. Governs only the existence lifecycle. See ScenePresenceStateMachine 108 /// The current state of this presence. Governs only the existence lifecycle. See ScenePresenceStateMachine
109 /// for more details. 109 /// for more details.
110 /// </summary> 110 /// </summary>
111 public ScenePresenceState LifecycleState 111 public ScenePresenceState LifecycleState
112 { 112 {
113 get 113 get
114 { 114 {
115 return m_stateMachine.GetState(); 115 return m_stateMachine.GetState();
@@ -126,7 +126,7 @@ namespace OpenSim.Region.Framework.Scenes
126 /// the viewer fires these in quick succession. 126 /// the viewer fires these in quick succession.
127 /// </summary> 127 /// </summary>
128 /// <remarks> 128 /// <remarks>
129 /// TODO: The child -> agent transition should be folded into LifecycleState and the CompleteMovement 129 /// TODO: The child -> agent transition should be folded into LifecycleState and the CompleteMovement
130 /// regulation done there. 130 /// regulation done there.
131 /// </remarks> 131 /// </remarks>
132 private object m_completeMovementLock = new object(); 132 private object m_completeMovementLock = new object();
@@ -134,7 +134,7 @@ namespace OpenSim.Region.Framework.Scenes
134// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); 134// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes();
135 private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags)); 135 private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags));
136 private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f); 136 private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f);
137 137
138 /// <summary> 138 /// <summary>
139 /// Experimentally determined "fudge factor" to make sit-target positions 139 /// Experimentally determined "fudge factor" to make sit-target positions
140 /// the same as in SecondLife. Fudge factor was tested for 36 different 140 /// the same as in SecondLife. Fudge factor was tested for 36 different
@@ -241,7 +241,7 @@ namespace OpenSim.Region.Framework.Scenes
241 return m_currentParcelHide; 241 return m_currentParcelHide;
242 } 242 }
243 } 243 }
244 244
245 /// <value> 245 /// <value>
246 /// The animator for this avatar 246 /// The animator for this avatar
247 /// </value> 247 /// </value>
@@ -356,7 +356,7 @@ namespace OpenSim.Region.Framework.Scenes
356 protected bool m_reprioritizationBusy; 356 protected bool m_reprioritizationBusy;
357 protected Vector3 m_reprioritizationLastPosition; 357 protected Vector3 m_reprioritizationLastPosition;
358 protected float m_reprioritizationLastDrawDistance; 358 protected float m_reprioritizationLastDrawDistance;
359 359
360 private Quaternion m_headrotation = Quaternion.Identity; 360 private Quaternion m_headrotation = Quaternion.Identity;
361 361
362 //PauPaw:Proper PID Controler for autopilot************ 362 //PauPaw:Proper PID Controler for autopilot************
@@ -377,7 +377,7 @@ namespace OpenSim.Region.Framework.Scenes
377 377
378 //private bool m_collisionEventFlag = false; 378 //private bool m_collisionEventFlag = false;
379 private object m_collisionEventLock = new Object(); 379 private object m_collisionEventLock = new Object();
380 380
381 private int m_movementAnimationUpdateCounter = 0; 381 private int m_movementAnimationUpdateCounter = 0;
382 382
383 public Vector3 PrevSitOffset { get; set; } 383 public Vector3 PrevSitOffset { get; set; }
@@ -424,7 +424,7 @@ namespace OpenSim.Region.Framework.Scenes
424 DIR_CONTROL_FLAG_UP_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS, 424 DIR_CONTROL_FLAG_UP_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS,
425 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 425 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
426 } 426 }
427 427
428 /// <summary> 428 /// <summary>
429 /// Position at which a significant movement was made 429 /// Position at which a significant movement was made
430 /// </summary> 430 /// </summary>
@@ -528,7 +528,7 @@ namespace OpenSim.Region.Framework.Scenes
528 m_rootRegionHandle = value; 528 m_rootRegionHandle = value;
529 // position rounded to lower multiple of 256m 529 // position rounded to lower multiple of 256m
530 m_rootRegionPosition.X = (float)((m_rootRegionHandle >> 32) & 0xffffff00); 530 m_rootRegionPosition.X = (float)((m_rootRegionHandle >> 32) & 0xffffff00);
531 m_rootRegionPosition.Y = (float)(m_rootRegionHandle & 0xffffff00); 531 m_rootRegionPosition.Y = (float)(m_rootRegionHandle & 0xffffff00);
532 } 532 }
533 } 533 }
534 534
@@ -562,7 +562,7 @@ namespace OpenSim.Region.Framework.Scenes
562 return a; 562 return a;
563 } 563 }
564 } 564 }
565 #endregion 565 #endregion
566 566
567 public string Firstname { get; private set; } 567 public string Firstname { get; private set; }
568 public string Lastname { get; private set; } 568 public string Lastname { get; private set; }
@@ -603,7 +603,7 @@ namespace OpenSim.Region.Framework.Scenes
603 public bool AllowMovement { get; set; } 603 public bool AllowMovement { get; set; }
604 604
605 private bool m_setAlwaysRun; 605 private bool m_setAlwaysRun;
606 606
607 public bool SetAlwaysRun 607 public bool SetAlwaysRun
608 { 608 {
609 get 609 get
@@ -689,7 +689,7 @@ namespace OpenSim.Region.Framework.Scenes
689 return rootPart.AbsolutePosition + (m_pos * rootPart.GetWorldRotation()); 689 return rootPart.AbsolutePosition + (m_pos * rootPart.GetWorldRotation());
690 } 690 }
691 } 691 }
692 692
693 return m_pos; 693 return m_pos;
694 } 694 }
695 set 695 set
@@ -777,7 +777,7 @@ namespace OpenSim.Region.Framework.Scenes
777 777
778// m_log.DebugFormat( 778// m_log.DebugFormat(
779// "[SCENE PRESENCE]: In {0} set velocity of {1} to {2}", 779// "[SCENE PRESENCE]: In {0} set velocity of {1} to {2}",
780// Scene.RegionInfo.RegionName, Name, m_velocity); 780// Scene.RegionInfo.RegionName, Name, m_velocity);
781 } 781 }
782 } 782 }
783 783
@@ -821,9 +821,9 @@ namespace OpenSim.Region.Framework.Scenes
821 /// </remarks> 821 /// </remarks>
822 public Quaternion Rotation 822 public Quaternion Rotation
823 { 823 {
824 get 824 get
825 { 825 {
826 return m_bodyRot; 826 return m_bodyRot;
827 } 827 }
828 828
829 set 829 set
@@ -963,10 +963,10 @@ namespace OpenSim.Region.Framework.Scenes
963 } 963 }
964 964
965 DropOldNeighbours(old); 965 DropOldNeighbours(old);
966 966
967 if (Scene.CapsModule != null) 967 if (Scene.CapsModule != null)
968 Scene.CapsModule.SetChildrenSeed(UUID, seeds); 968 Scene.CapsModule.SetChildrenSeed(UUID, seeds);
969*/ 969*/
970 KnownRegions = seeds; 970 KnownRegions = seeds;
971 //m_log.Debug(" ++++++++++AFTER+++++++++++++ "); 971 //m_log.Debug(" ++++++++++AFTER+++++++++++++ ");
972 //DumpKnownRegions(); 972 //DumpKnownRegions();
@@ -991,13 +991,13 @@ namespace OpenSim.Region.Framework.Scenes
991 /// <summary> 991 /// <summary>
992 /// This signals whether the presence is in transit between neighbouring regions. 992 /// This signals whether the presence is in transit between neighbouring regions.
993 /// </summary> 993 /// </summary>
994 /// <remarks> 994 /// <remarks>
995 /// It is not set when the presence is teleporting or logging in/out directly to a region. 995 /// It is not set when the presence is teleporting or logging in/out directly to a region.
996 /// </remarks> 996 /// </remarks>
997 public bool IsInTransit 997 public bool IsInTransit
998 { 998 {
999 get { return m_inTransit; } 999 get { return m_inTransit; }
1000 set { 1000 set {
1001 if(value) 1001 if(value)
1002 { 1002 {
1003 if (Flying) 1003 if (Flying)
@@ -1051,14 +1051,14 @@ namespace OpenSim.Region.Framework.Scenes
1051 { 1051 {
1052 get { return Util.GetViewerName(m_scene.AuthenticateHandler.GetAgentCircuitData(ControllingClient.CircuitCode)); } 1052 get { return Util.GetViewerName(m_scene.AuthenticateHandler.GetAgentCircuitData(ControllingClient.CircuitCode)); }
1053 } 1053 }
1054 1054
1055 #endregion 1055 #endregion
1056 1056
1057 #region Constructor(s) 1057 #region Constructor(s)
1058 1058
1059 public ScenePresence( 1059 public ScenePresence(
1060 IClientAPI client, Scene world, AvatarAppearance appearance, PresenceType type) 1060 IClientAPI client, Scene world, AvatarAppearance appearance, PresenceType type)
1061 { 1061 {
1062 m_scene = world; 1062 m_scene = world;
1063 AttachmentsSyncLock = new Object(); 1063 AttachmentsSyncLock = new Object();
1064 AllowMovement = true; 1064 AllowMovement = true;
@@ -1092,16 +1092,16 @@ namespace OpenSim.Region.Framework.Scenes
1092 // Grouptitle = gm.GetGroupTitle(m_uuid); 1092 // Grouptitle = gm.GetGroupTitle(m_uuid);
1093 1093
1094 m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>(); 1094 m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>();
1095 1095
1096 AbsolutePosition = posLastMove = posLastSignificantMove = CameraPosition = 1096 AbsolutePosition = posLastMove = posLastSignificantMove = CameraPosition =
1097 m_reprioritizationLastPosition = ControllingClient.StartPos; 1097 m_reprioritizationLastPosition = ControllingClient.StartPos;
1098 1098
1099 m_reprioritizationLastDrawDistance = DrawDistance; 1099 m_reprioritizationLastDrawDistance = DrawDistance;
1100 1100
1101 // disable updates workjobs for now 1101 // disable updates workjobs for now
1102 childUpdatesBusy = true; 1102 childUpdatesBusy = true;
1103 m_reprioritizationBusy = true; 1103 m_reprioritizationBusy = true;
1104 1104
1105 AdjustKnownSeeds(); 1105 AdjustKnownSeeds();
1106 1106
1107 RegisterToClientEvents(); 1107 RegisterToClientEvents();
@@ -1189,7 +1189,7 @@ namespace OpenSim.Region.Framework.Scenes
1189 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); 1189 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
1190 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); 1190 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
1191 } 1191 }
1192 1192
1193 public void RemoveClientEvents() 1193 public void RemoveClientEvents()
1194 { 1194 {
1195 ControllingClient.OnCompleteMovementToRegion -= CompleteMovement; 1195 ControllingClient.OnCompleteMovementToRegion -= CompleteMovement;
@@ -1237,7 +1237,7 @@ namespace OpenSim.Region.Framework.Scenes
1237 /// This method is on the critical path for transferring an avatar from one region to another. Delay here 1237 /// This method is on the critical path for transferring an avatar from one region to another. Delay here
1238 /// delays that crossing. 1238 /// delays that crossing.
1239 /// </remarks> 1239 /// </remarks>
1240 1240
1241 // constants for physics position search 1241 // constants for physics position search
1242 const float PhysSearchHeight = 600f; 1242 const float PhysSearchHeight = 600f;
1243 const float PhysMinSkipGap = 50f; 1243 const float PhysMinSkipGap = 50f;
@@ -1280,7 +1280,7 @@ namespace OpenSim.Region.Framework.Scenes
1280 // if not actually on the target invalidate it 1280 // if not actually on the target invalidate it
1281 if(gotCrossUpdate && (crossingFlags & 0x04) == 0) 1281 if(gotCrossUpdate && (crossingFlags & 0x04) == 0)
1282 part.SitTargetAvatar = UUID.Zero; 1282 part.SitTargetAvatar = UUID.Zero;
1283 1283
1284 ParentID = part.LocalId; 1284 ParentID = part.LocalId;
1285 ParentPart = part; 1285 ParentPart = part;
1286 m_pos = PrevSitOffset; 1286 m_pos = PrevSitOffset;
@@ -1380,7 +1380,7 @@ namespace OpenSim.Region.Framework.Scenes
1380 int physcount = PhysNumberCollisions; 1380 int physcount = PhysNumberCollisions;
1381 1381
1382 float dist = physTestHeight - groundHeight + localAVHalfHeight; 1382 float dist = physTestHeight - groundHeight + localAVHalfHeight;
1383 1383
1384 Vector3 direction = new Vector3(0f, 0f, -1f); 1384 Vector3 direction = new Vector3(0f, 0f, -1f);
1385 Vector3 RayStart = pos; 1385 Vector3 RayStart = pos;
1386 RayStart.Z = physTestHeight; 1386 RayStart.Z = physTestHeight;
@@ -1426,7 +1426,7 @@ namespace OpenSim.Region.Framework.Scenes
1426 AbsolutePosition = pos; 1426 AbsolutePosition = pos;
1427 1427
1428// m_log.DebugFormat( 1428// m_log.DebugFormat(
1429// "Set pos {0}, vel {1} in {1} to {2} from input position of {3} on MakeRootAgent", 1429// "Set pos {0}, vel {1} in {1} to {2} from input position of {3} on MakeRootAgent",
1430// Name, Scene.Name, AbsolutePosition, pos); 1430// Name, Scene.Name, AbsolutePosition, pos);
1431// 1431//
1432 if (m_teleportFlags == TeleportFlags.Default) 1432 if (m_teleportFlags == TeleportFlags.Default)
@@ -1453,8 +1453,8 @@ namespace OpenSim.Region.Framework.Scenes
1453 Flying = false; 1453 Flying = false;
1454 } 1454 }
1455 } 1455 }
1456 1456
1457 1457
1458 m_log.DebugFormat("[MakeRootAgent] position and physical: {0}ms", Util.EnvironmentTickCountSubtract(ts)); 1458 m_log.DebugFormat("[MakeRootAgent] position and physical: {0}ms", Util.EnvironmentTickCountSubtract(ts));
1459 m_scene.SwapRootAgentCount(false); 1459 m_scene.SwapRootAgentCount(false);
1460 1460
@@ -1519,7 +1519,7 @@ namespace OpenSim.Region.Framework.Scenes
1519 m_log.DebugFormat("[SCENE PRESENCE]: Forcing viewers to update the avatar name for " + Name); 1519 m_log.DebugFormat("[SCENE PRESENCE]: Forcing viewers to update the avatar name for " + Name);
1520 1520
1521 UseFakeGroupTitle = true; 1521 UseFakeGroupTitle = true;
1522 1522
1523 1523
1524 Util.FireAndForget(o => 1524 Util.FireAndForget(o =>
1525 { 1525 {
@@ -1587,7 +1587,7 @@ namespace OpenSim.Region.Framework.Scenes
1587 else 1587 else
1588 Animator.ResetAnimations(); 1588 Animator.ResetAnimations();
1589 1589
1590 1590
1591// m_log.DebugFormat( 1591// m_log.DebugFormat(
1592// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 1592// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
1593// Name, UUID, m_scene.RegionInfo.RegionName); 1593// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1595,7 +1595,7 @@ namespace OpenSim.Region.Framework.Scenes
1595 // Don't zero out the velocity since this can cause problems when an avatar is making a region crossing, 1595 // Don't zero out the velocity since this can cause problems when an avatar is making a region crossing,
1596 // depending on the exact timing. This shouldn't matter anyway since child agent positions are not updated. 1596 // depending on the exact timing. This shouldn't matter anyway since child agent positions are not updated.
1597 //Velocity = new Vector3(0, 0, 0); 1597 //Velocity = new Vector3(0, 0, 0);
1598 1598
1599 IsChildAgent = true; 1599 IsChildAgent = true;
1600 m_scene.SwapRootAgentCount(true); 1600 m_scene.SwapRootAgentCount(true);
1601 RemoveFromPhysicalScene(); 1601 RemoveFromPhysicalScene();
@@ -1656,7 +1656,7 @@ namespace OpenSim.Region.Framework.Scenes
1656 bool isFlying = Flying; 1656 bool isFlying = Flying;
1657 Vector3 vel = Velocity; 1657 Vector3 vel = Velocity;
1658 RemoveFromPhysicalScene(); 1658 RemoveFromPhysicalScene();
1659 1659
1660 AbsolutePosition = pos; 1660 AbsolutePosition = pos;
1661 AddToPhysicalScene(isFlying); 1661 AddToPhysicalScene(isFlying);
1662 if (PhysicsActor != null) 1662 if (PhysicsActor != null)
@@ -1709,7 +1709,7 @@ namespace OpenSim.Region.Framework.Scenes
1709 if (IsInTransit) 1709 if (IsInTransit)
1710 return; 1710 return;
1711 1711
1712 Vector3 pos = AbsolutePosition; 1712 Vector3 pos = AbsolutePosition;
1713 if (Appearance.AvatarHeight != 127.0f) 1713 if (Appearance.AvatarHeight != 127.0f)
1714 pos += new Vector3(0f, 0f, (Appearance.AvatarHeight / 6f)); 1714 pos += new Vector3(0f, 0f, (Appearance.AvatarHeight / 6f));
1715 else 1715 else
@@ -1737,7 +1737,7 @@ namespace OpenSim.Region.Framework.Scenes
1737 /// <param name="amount">Postive or negative roll amount in radians</param> 1737 /// <param name="amount">Postive or negative roll amount in radians</param>
1738 private void ApplyFlyingRoll(float amount, bool PressingUp, bool PressingDown) 1738 private void ApplyFlyingRoll(float amount, bool PressingUp, bool PressingDown)
1739 { 1739 {
1740 1740
1741 float rollAmount = Util.Clamp(m_AngularVelocity.Z + amount, -FLY_ROLL_MAX_RADIANS, FLY_ROLL_MAX_RADIANS); 1741 float rollAmount = Util.Clamp(m_AngularVelocity.Z + amount, -FLY_ROLL_MAX_RADIANS, FLY_ROLL_MAX_RADIANS);
1742 m_AngularVelocity.Z = rollAmount; 1742 m_AngularVelocity.Z = rollAmount;
1743 1743
@@ -1789,7 +1789,7 @@ namespace OpenSim.Region.Framework.Scenes
1789 1789
1790 if (m_AngularVelocity.Z > 0) 1790 if (m_AngularVelocity.Z > 0)
1791 { 1791 {
1792 1792
1793 float leftOverToMin = m_AngularVelocity.Z - rollMinRadians; 1793 float leftOverToMin = m_AngularVelocity.Z - rollMinRadians;
1794 if (amount > leftOverToMin) 1794 if (amount > leftOverToMin)
1795 return -leftOverToMin; 1795 return -leftOverToMin;
@@ -1799,7 +1799,7 @@ namespace OpenSim.Region.Framework.Scenes
1799 } 1799 }
1800 else 1800 else
1801 { 1801 {
1802 1802
1803 float leftOverToMin = -m_AngularVelocity.Z - rollMinRadians; 1803 float leftOverToMin = -m_AngularVelocity.Z - rollMinRadians;
1804 if (amount > leftOverToMin) 1804 if (amount > leftOverToMin)
1805 return leftOverToMin; 1805 return leftOverToMin;
@@ -1807,7 +1807,7 @@ namespace OpenSim.Region.Framework.Scenes
1807 return amount; 1807 return amount;
1808 } 1808 }
1809 } 1809 }
1810 1810
1811 1811
1812 1812
1813 // neighbouring regions we have enabled a child agent in 1813 // neighbouring regions we have enabled a child agent in
@@ -1943,15 +1943,15 @@ namespace OpenSim.Region.Framework.Scenes
1943 private bool WaitForUpdateAgent(IClientAPI client) 1943 private bool WaitForUpdateAgent(IClientAPI client)
1944 { 1944 {
1945 // Before the source region executes UpdateAgent 1945 // Before the source region executes UpdateAgent
1946 // (which triggers Scene.IncomingUpdateChildAgent(AgentData cAgentData) here in the destination, 1946 // (which triggers Scene.IncomingUpdateChildAgent(AgentData cAgentData) here in the destination,
1947 // m_originRegionID is UUID.Zero; after, it's non-Zero. The CompleteMovement sequence initiated from the 1947 // m_originRegionID is UUID.Zero; after, it's non-Zero. The CompleteMovement sequence initiated from the
1948 // viewer (in turn triggered by the source region sending it a TeleportFinish event) waits until it's non-zero 1948 // viewer (in turn triggered by the source region sending it a TeleportFinish event) waits until it's non-zero
1949// m_updateAgentReceivedAfterTransferEvent.WaitOne(10000); 1949// m_updateAgentReceivedAfterTransferEvent.WaitOne(10000);
1950 int count = 50; 1950 int count = 50;
1951 UUID originID = UUID.Zero; 1951 UUID originID = UUID.Zero;
1952 1952
1953 lock (m_originRegionIDAccessLock) 1953 lock (m_originRegionIDAccessLock)
1954 originID = m_originRegionID; 1954 originID = m_originRegionID;
1955 1955
1956 1956
1957 while (originID.Equals(UUID.Zero) && count-- > 0) 1957 while (originID.Equals(UUID.Zero) && count-- > 0)
@@ -2014,7 +2014,7 @@ namespace OpenSim.Region.Framework.Scenes
2014 m_log.InfoFormat( 2014 m_log.InfoFormat(
2015 "[SCENE PRESENCE]: Completing movement of {0} into region {1} in position {2}", 2015 "[SCENE PRESENCE]: Completing movement of {0} into region {1} in position {2}",
2016 client.Name, Scene.Name, AbsolutePosition); 2016 client.Name, Scene.Name, AbsolutePosition);
2017 2017
2018 m_inTransit = true; 2018 m_inTransit = true;
2019 2019
2020 try 2020 try
@@ -2110,7 +2110,7 @@ namespace OpenSim.Region.Framework.Scenes
2110// client.Name, client.AgentId, m_scene.RegionInfo.RegionName); 2110// client.Name, client.AgentId, m_scene.RegionInfo.RegionName);
2111// } 2111// }
2112 2112
2113 2113
2114 m_log.DebugFormat("[CompleteMovement] ReleaseAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts)); 2114 m_log.DebugFormat("[CompleteMovement] ReleaseAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts));
2115 2115
2116 2116
@@ -2138,7 +2138,7 @@ namespace OpenSim.Region.Framework.Scenes
2138 m_currentParcelHide = false; 2138 m_currentParcelHide = false;
2139 m_currentParcelUUID = UUID.Zero; 2139 m_currentParcelUUID = UUID.Zero;
2140 2140
2141 // send initial land overlay and parcel 2141 // send initial land overlay and parcel
2142 ILandChannel landch = m_scene.LandChannel; 2142 ILandChannel landch = m_scene.LandChannel;
2143 if (landch != null) 2143 if (landch != null)
2144 landch.sendClientInitialLandInfo(client); 2144 landch.sendClientInitialLandInfo(client);
@@ -2193,7 +2193,7 @@ namespace OpenSim.Region.Framework.Scenes
2193 2193
2194 // send look and animations to others 2194 // send look and animations to others
2195 // if not cached we send greys 2195 // if not cached we send greys
2196 // uncomented if will wait till avatar does baking 2196 // uncomented if will wait till avatar does baking
2197 //if (cachedbaked) 2197 //if (cachedbaked)
2198 { 2198 {
2199 foreach (ScenePresence p in allpresences) 2199 foreach (ScenePresence p in allpresences)
@@ -2292,7 +2292,7 @@ namespace OpenSim.Region.Framework.Scenes
2292 { 2292 {
2293 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); 2293 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
2294 if (friendsModule != null) 2294 if (friendsModule != null)
2295 { 2295 {
2296 if(gotCrossUpdate) 2296 if(gotCrossUpdate)
2297 friendsModule.IsNowRoot(this); 2297 friendsModule.IsNowRoot(this);
2298 else 2298 else
@@ -2331,7 +2331,7 @@ namespace OpenSim.Region.Framework.Scenes
2331 /// <param name="collisionPoint"></param> 2331 /// <param name="collisionPoint"></param>
2332 /// <param name="localid"></param> 2332 /// <param name="localid"></param>
2333 /// <param name="distance"></param> 2333 /// <param name="distance"></param>
2334 /// 2334 ///
2335 2335
2336 private void checkCameraCollision() 2336 private void checkCameraCollision()
2337 { 2337 {
@@ -2486,7 +2486,7 @@ namespace OpenSim.Region.Framework.Scenes
2486 2486
2487 // The Agent's Draw distance setting 2487 // The Agent's Draw distance setting
2488 // When we get to the point of re-computing neighbors everytime this 2488 // When we get to the point of re-computing neighbors everytime this
2489 // changes, then start using the agent's drawdistance rather than the 2489 // changes, then start using the agent's drawdistance rather than the
2490 // region's draw distance. 2490 // region's draw distance.
2491 2491
2492 DrawDistance = agentData.Far; 2492 DrawDistance = agentData.Far;
@@ -2495,7 +2495,7 @@ namespace OpenSim.Region.Framework.Scenes
2495 2495
2496 // FIXME: This does not work as intended because the viewer only sends the lbutton down when the button 2496 // FIXME: This does not work as intended because the viewer only sends the lbutton down when the button
2497 // is first pressed, not whilst it is held down. If this is required in the future then need to look 2497 // is first pressed, not whilst it is held down. If this is required in the future then need to look
2498 // for an AGENT_CONTROL_LBUTTON_UP event and make sure to handle cases where an initial DOWN is not 2498 // for an AGENT_CONTROL_LBUTTON_UP event and make sure to handle cases where an initial DOWN is not
2499 // received (e.g. on holding LMB down on the avatar in a viewer). 2499 // received (e.g. on holding LMB down on the avatar in a viewer).
2500 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; 2500 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0;
2501 2501
@@ -2549,7 +2549,7 @@ namespace OpenSim.Region.Framework.Scenes
2549 2549
2550 if (AllowMovement && !SitGround) 2550 if (AllowMovement && !SitGround)
2551 { 2551 {
2552// m_log.DebugFormat("[SCENE PRESENCE]: Initial body rotation {0} for {1}", agentData.BodyRotation, Name); 2552// m_log.DebugFormat("[SCENE PRESENCE]: Initial body rotation {0} for {1}", agentData.BodyRotation, Name);
2553 bool update_rotation = false; 2553 bool update_rotation = false;
2554 if (agentData.BodyRotation != Rotation) 2554 if (agentData.BodyRotation != Rotation)
2555 { 2555 {
@@ -2617,7 +2617,7 @@ namespace OpenSim.Region.Framework.Scenes
2617 } 2617 }
2618 2618
2619 if (((MovementFlag & (uint)DCF) == 0)) 2619 if (((MovementFlag & (uint)DCF) == 0))
2620 { 2620 {
2621 //m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with {1}", Name, DCF); 2621 //m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with {1}", Name, DCF);
2622 MovementFlag |= (uint)DCF; 2622 MovementFlag |= (uint)DCF;
2623 update_movementflag = true; 2623 update_movementflag = true;
@@ -2715,11 +2715,11 @@ namespace OpenSim.Region.Framework.Scenes
2715 if (m_AngularVelocity.Z != 0) 2715 if (m_AngularVelocity.Z != 0)
2716 m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE); 2716 m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE);
2717 } 2717 }
2718 2718
2719 /* 2719 /*
2720 if (Flying && IsColliding && controlland) 2720 if (Flying && IsColliding && controlland)
2721 { 2721 {
2722 // nesting this check because LengthSquared() is expensive and we don't 2722 // nesting this check because LengthSquared() is expensive and we don't
2723 // want to do it every step when flying. 2723 // want to do it every step when flying.
2724 if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX)) 2724 if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX))
2725 StopFlying(); 2725 StopFlying();
@@ -2730,7 +2730,7 @@ namespace OpenSim.Region.Framework.Scenes
2730 else if (IsColliding && agent_control_v3.Z < 0f) 2730 else if (IsColliding && agent_control_v3.Z < 0f)
2731 agent_control_v3.Z = 0; 2731 agent_control_v3.Z = 0;
2732// else if(AgentControlStopActive %% Velocity.Z <0.01f) 2732// else if(AgentControlStopActive %% Velocity.Z <0.01f)
2733 2733
2734 2734
2735// m_log.DebugFormat("[SCENE PRESENCE]: MovementFlag {0} for {1}", MovementFlag, Name); 2735// m_log.DebugFormat("[SCENE PRESENCE]: MovementFlag {0} for {1}", MovementFlag, Name);
2736 2736
@@ -2738,9 +2738,9 @@ namespace OpenSim.Region.Framework.Scenes
2738 // which occurs later in the main scene loop 2738 // which occurs later in the main scene loop
2739 // We also need to update if the user rotates their avatar whilst it is slow walking/running (if they 2739 // We also need to update if the user rotates their avatar whilst it is slow walking/running (if they
2740 // held down AGENT_CONTROL_STOP whilst normal walking/running). However, we do not want to update 2740 // held down AGENT_CONTROL_STOP whilst normal walking/running). However, we do not want to update
2741 // if the user rotated whilst holding down AGENT_CONTROL_STOP when already still (which locks the 2741 // if the user rotated whilst holding down AGENT_CONTROL_STOP when already still (which locks the
2742 // avatar location in place). 2742 // avatar location in place).
2743 if (update_movementflag 2743 if (update_movementflag
2744 || (update_rotation && DCFlagKeyPressed && (!AgentControlStopActive || MovementFlag != 0))) 2744 || (update_rotation && DCFlagKeyPressed && (!AgentControlStopActive || MovementFlag != 0)))
2745 { 2745 {
2746 2746
@@ -2810,9 +2810,9 @@ namespace OpenSim.Region.Framework.Scenes
2810 2810
2811 // The Agent's Draw distance setting 2811 // The Agent's Draw distance setting
2812 // When we get to the point of re-computing neighbors everytime this 2812 // When we get to the point of re-computing neighbors everytime this
2813 // changes, then start using the agent's drawdistance rather than the 2813 // changes, then start using the agent's drawdistance rather than the
2814 // region's draw distance. 2814 // region's draw distance.
2815 2815
2816 DrawDistance = agentData.Far; 2816 DrawDistance = agentData.Far;
2817 2817
2818 2818
@@ -2839,7 +2839,7 @@ namespace OpenSim.Region.Framework.Scenes
2839 2839
2840 TriggerScenePresenceUpdated(); 2840 TriggerScenePresenceUpdated();
2841 } 2841 }
2842 2842
2843 /// <summary> 2843 /// <summary>
2844 /// Calculate an update to move the presence to the set target. 2844 /// Calculate an update to move the presence to the set target.
2845 /// </summary> 2845 /// </summary>
@@ -2853,7 +2853,7 @@ namespace OpenSim.Region.Framework.Scenes
2853// m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name); 2853// m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name);
2854 2854
2855 bool updated = false; 2855 bool updated = false;
2856 2856
2857 Vector3 LocalVectorToTarget3D = MoveToPositionTarget - AbsolutePosition; 2857 Vector3 LocalVectorToTarget3D = MoveToPositionTarget - AbsolutePosition;
2858 2858
2859// m_log.DebugFormat( 2859// m_log.DebugFormat(
@@ -3030,11 +3030,11 @@ namespace OpenSim.Region.Framework.Scenes
3030 || pos.Y < 0 || pos.Y >= regionSize.Y 3030 || pos.Y < 0 || pos.Y >= regionSize.Y
3031 || pos.Z < 0) 3031 || pos.Z < 0)
3032 return; 3032 return;
3033 3033
3034 float terrainHeight; 3034 float terrainHeight;
3035 Scene targetScene = m_scene; 3035 Scene targetScene = m_scene;
3036 terrainHeight = m_scene.GetGroundHeight(pos.X, pos.Y); 3036 terrainHeight = m_scene.GetGroundHeight(pos.X, pos.Y);
3037 3037
3038 // dont try to land underground 3038 // dont try to land underground
3039 terrainHeight += Appearance.AvatarHeight * 0.5f + 0.2f; 3039 terrainHeight += Appearance.AvatarHeight * 0.5f + 0.2f;
3040 3040
@@ -3044,7 +3044,7 @@ namespace OpenSim.Region.Framework.Scenes
3044// m_log.DebugFormat( 3044// m_log.DebugFormat(
3045// "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", 3045// "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
3046// Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); 3046// Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
3047 3047
3048 if (noFly) 3048 if (noFly)
3049 Flying = false; 3049 Flying = false;
3050 else if (pos.Z > terrainHeight || Flying) 3050 else if (pos.Z > terrainHeight || Flying)
@@ -3068,7 +3068,7 @@ namespace OpenSim.Region.Framework.Scenes
3068 3068
3069 Rotation = Quaternion.CreateFromEulers(angle); 3069 Rotation = Quaternion.CreateFromEulers(angle);
3070// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, Rotation); 3070// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, Rotation);
3071 3071
3072 Vector3 control = Vector3.Zero; 3072 Vector3 control = Vector3.Zero;
3073 if(HandleMoveToTargetUpdate(1f, ref control)) 3073 if(HandleMoveToTargetUpdate(1f, ref control))
3074 AddNewMovement(control); 3074 AddNewMovement(control);
@@ -3162,7 +3162,7 @@ namespace OpenSim.Region.Framework.Scenes
3162 m_pos = standPos; 3162 m_pos = standPos;
3163 } 3163 }
3164 3164
3165 // We need to wait until we have calculated proper stand positions before sitting up the physical 3165 // We need to wait until we have calculated proper stand positions before sitting up the physical
3166 // avatar to avoid race conditions. 3166 // avatar to avoid race conditions.
3167 if (PhysicsActor == null) 3167 if (PhysicsActor == null)
3168 AddToPhysicalScene(false); 3168 AddToPhysicalScene(false);
@@ -3178,7 +3178,7 @@ namespace OpenSim.Region.Framework.Scenes
3178 3178
3179 // reset to default sitAnimation 3179 // reset to default sitAnimation
3180 sitAnimation = "SIT"; 3180 sitAnimation = "SIT";
3181 3181
3182// Animator.TrySetMovementAnimation("STAND"); 3182// Animator.TrySetMovementAnimation("STAND");
3183 Animator.SetMovementAnimations("STAND"); 3183 Animator.SetMovementAnimations("STAND");
3184 3184
@@ -3244,7 +3244,7 @@ namespace OpenSim.Region.Framework.Scenes
3244 } 3244 }
3245 else 3245 else
3246 { 3246 {
3247 if (PhysicsSit(part,offset)) // physics engine 3247 if (PhysicsSit(part,offset)) // physics engine
3248 return; 3248 return;
3249 3249
3250 Vector3 pos = part.AbsolutePosition + offset; 3250 Vector3 pos = part.AbsolutePosition + offset;
@@ -3275,7 +3275,7 @@ namespace OpenSim.Region.Framework.Scenes
3275 3275
3276 cameraAtOffset = part.GetCameraAtOffset(); 3276 cameraAtOffset = part.GetCameraAtOffset();
3277 cameraEyeOffset = part.GetCameraEyeOffset(); 3277 cameraEyeOffset = part.GetCameraEyeOffset();
3278 3278
3279 forceMouselook = part.GetForceMouselook(); 3279 forceMouselook = part.GetForceMouselook();
3280 3280
3281 if (!part.IsRoot) 3281 if (!part.IsRoot)
@@ -3398,7 +3398,7 @@ namespace OpenSim.Region.Framework.Scenes
3398 if (part == null) 3398 if (part == null)
3399 return; 3399 return;
3400 3400
3401 Vector3 targetPos = part.GetWorldPosition() + offset * part.GetWorldRotation(); 3401 Vector3 targetPos = part.GetWorldPosition() + offset * part.GetWorldRotation();
3402 if(!CanEnterLandPosition(targetPos)) 3402 if(!CanEnterLandPosition(targetPos))
3403 { 3403 {
3404 ControllingClient.SendAlertMessage(" Sit position on restricted land, try another spot"); 3404 ControllingClient.SendAlertMessage(" Sit position on restricted land, try another spot");
@@ -3530,7 +3530,7 @@ namespace OpenSim.Region.Framework.Scenes
3530 else 3530 else
3531 { 3531 {
3532 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W; 3532 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
3533 3533
3534 if (Math.Abs(1.0 - m) > 0.000001) 3534 if (Math.Abs(1.0 - m) > 0.000001)
3535 { 3535 {
3536 if(m != 0) 3536 if(m != 0)
@@ -3554,7 +3554,7 @@ namespace OpenSim.Region.Framework.Scenes
3554 x = 2 * (r.X * r.Z + r.Y * r.W); 3554 x = 2 * (r.X * r.Z + r.Y * r.W);
3555 y = 2 * (-r.X * r.W + r.Y * r.Z); 3555 y = 2 * (-r.X * r.W + r.Y * r.Z);
3556 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W; 3556 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
3557 Vector3 up = new Vector3((float)x, (float)y, (float)z); 3557 Vector3 up = new Vector3((float)x, (float)y, (float)z);
3558 sitOffset = up * Appearance.AvatarHeight * 0.02638f; 3558 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
3559 newPos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT; 3559 newPos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
3560 } 3560 }
@@ -3670,7 +3670,7 @@ namespace OpenSim.Region.Framework.Scenes
3670 public void AddNewMovement(Vector3 vec, float thisAddSpeedModifier = 1, bool breaking = false) 3670 public void AddNewMovement(Vector3 vec, float thisAddSpeedModifier = 1, bool breaking = false)
3671 { 3671 {
3672 // m_log.DebugFormat( 3672 // m_log.DebugFormat(
3673 // "[SCENE PRESENCE]: Adding new movement {0} with rotation {1}, thisAddSpeedModifier {2} for {3}", 3673 // "[SCENE PRESENCE]: Adding new movement {0} with rotation {1}, thisAddSpeedModifier {2} for {3}",
3674 // vec, Rotation, thisAddSpeedModifier, Name); 3674 // vec, Rotation, thisAddSpeedModifier, Name);
3675 3675
3676 // rotate from avatar coord space to world 3676 // rotate from avatar coord space to world
@@ -3792,11 +3792,11 @@ namespace OpenSim.Region.Framework.Scenes
3792 Math.Abs(dpos.X) > POSITION_LARGETOLERANCE || 3792 Math.Abs(dpos.X) > POSITION_LARGETOLERANCE ||
3793 Math.Abs(dpos.Y) > POSITION_LARGETOLERANCE || 3793 Math.Abs(dpos.Y) > POSITION_LARGETOLERANCE ||
3794 Math.Abs(dpos.Z) > POSITION_LARGETOLERANCE || 3794 Math.Abs(dpos.Z) > POSITION_LARGETOLERANCE ||
3795 3795
3796 ( (Math.Abs(dpos.X) > POSITION_SMALLTOLERANCE || 3796 ( (Math.Abs(dpos.X) > POSITION_SMALLTOLERANCE ||
3797 Math.Abs(dpos.Y) > POSITION_SMALLTOLERANCE || 3797 Math.Abs(dpos.Y) > POSITION_SMALLTOLERANCE ||
3798 Math.Abs(dpos.Z) > POSITION_SMALLTOLERANCE) 3798 Math.Abs(dpos.Z) > POSITION_SMALLTOLERANCE)
3799 && vel.LengthSquared() < LOWVELOCITYSQ 3799 && vel.LengthSquared() < LOWVELOCITYSQ
3800 )) 3800 ))
3801 { 3801 {
3802*/ 3802*/
@@ -3833,7 +3833,7 @@ namespace OpenSim.Region.Framework.Scenes
3833 } 3833 }
3834 3834
3835 // this is diferente from SendTerseUpdateToClient 3835 // this is diferente from SendTerseUpdateToClient
3836 // this sends bypassing entities updates 3836 // this sends bypassing entities updates
3837 public void SendAgentTerseUpdate(ISceneEntity p) 3837 public void SendAgentTerseUpdate(ISceneEntity p)
3838 { 3838 {
3839 ControllingClient.SendAgentTerseUpdate(p); 3839 ControllingClient.SendAgentTerseUpdate(p);
@@ -3982,7 +3982,7 @@ namespace OpenSim.Region.Framework.Scenes
3982 3982
3983 p.SendAppearanceToAgentNF(this); 3983 p.SendAppearanceToAgentNF(this);
3984 p.SendAnimPackToAgentNF(this); 3984 p.SendAnimPackToAgentNF(this);
3985 p.SendAttachmentsToAgentNF(this); 3985 p.SendAttachmentsToAgentNF(this);
3986 count++; 3986 count++;
3987 }); 3987 });
3988 3988
@@ -3991,7 +3991,7 @@ namespace OpenSim.Region.Framework.Scenes
3991 3991
3992 /// <summary> 3992 /// <summary>
3993 /// Send this agent's avatar data to all other root and child agents in the scene 3993 /// Send this agent's avatar data to all other root and child agents in the scene
3994 /// This agent must be root. This avatar will receive its own update. 3994 /// This agent must be root. This avatar will receive its own update.
3995 /// </summary> 3995 /// </summary>
3996 public void SendAvatarDataToAllAgents() 3996 public void SendAvatarDataToAllAgents()
3997 { 3997 {
@@ -4222,7 +4222,7 @@ namespace OpenSim.Region.Framework.Scenes
4222 posLastMove = pos; 4222 posLastMove = pos;
4223 m_scene.EventManager.TriggerOnClientMovement(this); 4223 m_scene.EventManager.TriggerOnClientMovement(this);
4224 } 4224 }
4225 4225
4226 diff = pos - posLastSignificantMove; 4226 diff = pos - posLastSignificantMove;
4227 if (diff.LengthSquared() > SIGNIFICANT_MOVEMENT) 4227 if (diff.LengthSquared() > SIGNIFICANT_MOVEMENT)
4228 { 4228 {
@@ -4235,18 +4235,18 @@ namespace OpenSim.Region.Framework.Scenes
4235 4235
4236 if(childUpdatesBusy) 4236 if(childUpdatesBusy)
4237 return; 4237 return;
4238 4238
4239 //possible KnownRegionHandles always contains current region and this check is not needed 4239 //possible KnownRegionHandles always contains current region and this check is not needed
4240 int minhandles = 0; 4240 int minhandles = 0;
4241 if(KnownRegionHandles.Contains(RegionHandle)) 4241 if(KnownRegionHandles.Contains(RegionHandle))
4242 minhandles++; 4242 minhandles++;
4243 4243
4244 if(KnownRegionHandles.Count > minhandles) 4244 if(KnownRegionHandles.Count > minhandles)
4245 { 4245 {
4246 int tdiff = Util.EnvironmentTickCountSubtract(lastChildUpdatesTime); 4246 int tdiff = Util.EnvironmentTickCountSubtract(lastChildUpdatesTime);
4247 if(tdiff > CHILDUPDATES_TIME) 4247 if(tdiff > CHILDUPDATES_TIME)
4248 { 4248 {
4249 diff = pos - m_lastChildAgentUpdatePosition; 4249 diff = pos - m_lastChildAgentUpdatePosition;
4250 if (diff.LengthSquared() > CHILDUPDATES_MOVEMENT) 4250 if (diff.LengthSquared() > CHILDUPDATES_MOVEMENT)
4251 { 4251 {
4252 childUpdatesBusy = true; 4252 childUpdatesBusy = true;
@@ -4268,7 +4268,7 @@ namespace OpenSim.Region.Framework.Scenes
4268 Util.FireAndForget( 4268 Util.FireAndForget(
4269 o => 4269 o =>
4270 { 4270 {
4271 m_scene.SendOutChildAgentUpdates(agentpos, this); 4271 m_scene.SendOutChildAgentUpdates(agentpos, this);
4272 lastChildUpdatesTime = Util.EnvironmentTickCount(); 4272 lastChildUpdatesTime = Util.EnvironmentTickCount();
4273 childUpdatesBusy = false; 4273 childUpdatesBusy = false;
4274 }, null, "ScenePresence.SendOutChildAgentUpdates"); 4274 }, null, "ScenePresence.SendOutChildAgentUpdates");
@@ -4309,7 +4309,7 @@ namespace OpenSim.Region.Framework.Scenes
4309 pos2.Z += vel.Z * timeStep; 4309 pos2.Z += vel.Z * timeStep;
4310 4310
4311// m_log.DebugFormat( 4311// m_log.DebugFormat(
4312// "[SCENE PRESENCE]: Testing border check for projected position {0} of {1} in {2}", 4312// "[SCENE PRESENCE]: Testing border check for projected position {0} of {1} in {2}",
4313// pos2, Name, Scene.Name); 4313// pos2, Name, Scene.Name);
4314 4314
4315 if (Scene.PositionIsInCurrentRegion(pos2)) 4315 if (Scene.PositionIsInCurrentRegion(pos2))
@@ -4399,7 +4399,7 @@ namespace OpenSim.Region.Framework.Scenes
4399 // m_log.DebugFormat("[SCENE PRESENCE]: Resetting {0} in {1}", Name, Scene.RegionInfo.RegionName); 4399 // m_log.DebugFormat("[SCENE PRESENCE]: Resetting {0} in {1}", Name, Scene.RegionInfo.RegionName);
4400 4400
4401 // Put the child agent back at the center 4401 // Put the child agent back at the center
4402 AbsolutePosition 4402 AbsolutePosition
4403 = new Vector3(((float)m_scene.RegionInfo.RegionSizeX * 0.5f), ((float)m_scene.RegionInfo.RegionSizeY * 0.5f), 70); 4403 = new Vector3(((float)m_scene.RegionInfo.RegionSizeX * 0.5f), ((float)m_scene.RegionInfo.RegionSizeY * 0.5f), 70);
4404 4404
4405 Animator.ResetAnimations(); 4405 Animator.ResetAnimations();
@@ -4511,7 +4511,7 @@ namespace OpenSim.Region.Framework.Scenes
4511 public void GrantGodlikePowers(UUID token, bool godStatus) 4511 public void GrantGodlikePowers(UUID token, bool godStatus)
4512 { 4512 {
4513 int oldgodlevel = GodLevel; 4513 int oldgodlevel = GodLevel;
4514 4514
4515 if (godStatus && !isNPC && m_scene.Permissions.IsGod(UUID)) 4515 if (godStatus && !isNPC && m_scene.Permissions.IsGod(UUID))
4516 { 4516 {
4517 GodLevel = 200; 4517 GodLevel = 200;
@@ -4519,7 +4519,7 @@ namespace OpenSim.Region.Framework.Scenes
4519 GodLevel = UserLevel; 4519 GodLevel = UserLevel;
4520 } 4520 }
4521 else 4521 else
4522 GodLevel = 0; 4522 GodLevel = 0;
4523 4523
4524 ControllingClient.SendAdminResponse(token, (uint)GodLevel); 4524 ControllingClient.SendAdminResponse(token, (uint)GodLevel);
4525 if(oldgodlevel != GodLevel) 4525 if(oldgodlevel != GodLevel)
@@ -4535,7 +4535,7 @@ namespace OpenSim.Region.Framework.Scenes
4535 return; 4535 return;
4536 4536
4537 CopyFrom(cAgentData); 4537 CopyFrom(cAgentData);
4538 4538
4539 } 4539 }
4540 4540
4541 private static Vector3 marker = new Vector3(-1f, -1f, -1f); 4541 private static Vector3 marker = new Vector3(-1f, -1f, -1f);
@@ -4621,7 +4621,7 @@ namespace OpenSim.Region.Framework.Scenes
4621 4621
4622 cAgent.Far = DrawDistance; 4622 cAgent.Far = DrawDistance;
4623 4623
4624 // Throttles 4624 // Throttles
4625 cAgent.Throttles = ControllingClient.GetThrottlesPacked(1); 4625 cAgent.Throttles = ControllingClient.GetThrottlesPacked(1);
4626 4626
4627 cAgent.HeadRotation = m_headrotation; 4627 cAgent.HeadRotation = m_headrotation;
@@ -4630,7 +4630,7 @@ namespace OpenSim.Region.Framework.Scenes
4630 4630
4631 if (GodLevel > 200 && m_scene.Permissions.IsGod(cAgent.AgentID)) 4631 if (GodLevel > 200 && m_scene.Permissions.IsGod(cAgent.AgentID))
4632 cAgent.GodLevel = (byte)GodLevel; 4632 cAgent.GodLevel = (byte)GodLevel;
4633 else 4633 else
4634 cAgent.GodLevel = (byte) 0; 4634 cAgent.GodLevel = (byte) 0;
4635 4635
4636 cAgent.AlwaysRun = SetAlwaysRun; 4636 cAgent.AlwaysRun = SetAlwaysRun;
@@ -4640,7 +4640,7 @@ namespace OpenSim.Region.Framework.Scenes
4640 4640
4641 cAgent.ParentPart = ParentUUID; 4641 cAgent.ParentPart = ParentUUID;
4642 cAgent.SitOffset = PrevSitOffset; 4642 cAgent.SitOffset = PrevSitOffset;
4643 4643
4644 lock (scriptedcontrols) 4644 lock (scriptedcontrols)
4645 { 4645 {
4646 ControllerData[] controls = new ControllerData[scriptedcontrols.Count]; 4646 ControllerData[] controls = new ControllerData[scriptedcontrols.Count];
@@ -4675,7 +4675,7 @@ namespace OpenSim.Region.Framework.Scenes
4675 cAgent.CrossingFlags |= 1; 4675 cAgent.CrossingFlags |= 1;
4676 } 4676 }
4677 else 4677 else
4678 cAgent.CrossingFlags = 0; 4678 cAgent.CrossingFlags = 0;
4679 4679
4680 if(isCrossUpdate) 4680 if(isCrossUpdate)
4681 { 4681 {
@@ -4708,7 +4708,7 @@ namespace OpenSim.Region.Framework.Scenes
4708 PrevSitOffset = cAgent.SitOffset; 4708 PrevSitOffset = cAgent.SitOffset;
4709 4709
4710 // When we get to the point of re-computing neighbors everytime this 4710 // When we get to the point of re-computing neighbors everytime this
4711 // changes, then start using the agent's drawdistance rather than the 4711 // changes, then start using the agent's drawdistance rather than the
4712 // region's draw distance. 4712 // region's draw distance.
4713 DrawDistance = cAgent.Far; 4713 DrawDistance = cAgent.Far;
4714 //DrawDistance = Scene.DefaultDrawDistance; 4714 //DrawDistance = Scene.DefaultDrawDistance;
@@ -4727,7 +4727,7 @@ namespace OpenSim.Region.Framework.Scenes
4727 4727
4728 m_headrotation = cAgent.HeadRotation; 4728 m_headrotation = cAgent.HeadRotation;
4729 Rotation = cAgent.BodyRotation; 4729 Rotation = cAgent.BodyRotation;
4730 m_AgentControlFlags = (AgentManager.ControlFlags)cAgent.ControlFlags; 4730 m_AgentControlFlags = (AgentManager.ControlFlags)cAgent.ControlFlags;
4731 4731
4732 if (cAgent.GodLevel >200 && m_scene.Permissions.IsGod(cAgent.AgentID)) 4732 if (cAgent.GodLevel >200 && m_scene.Permissions.IsGod(cAgent.AgentID))
4733 GodLevel = cAgent.GodLevel; 4733 GodLevel = cAgent.GodLevel;
@@ -4738,14 +4738,14 @@ namespace OpenSim.Region.Framework.Scenes
4738 4738
4739 Appearance = new AvatarAppearance(cAgent.Appearance); 4739 Appearance = new AvatarAppearance(cAgent.Appearance);
4740/* 4740/*
4741 bool isFlying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 4741 bool isFlying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
4742 4742
4743 if (PhysicsActor != null) 4743 if (PhysicsActor != null)
4744 { 4744 {
4745 RemoveFromPhysicalScene(); 4745 RemoveFromPhysicalScene();
4746 AddToPhysicalScene(isFlying); 4746 AddToPhysicalScene(isFlying);
4747 } 4747 }
4748*/ 4748*/
4749 try 4749 try
4750 { 4750 {
4751 lock (scriptedcontrols) 4751 lock (scriptedcontrols)
@@ -4800,7 +4800,7 @@ namespace OpenSim.Region.Framework.Scenes
4800 ControllingClient.ActiveGroupId = cAgent.ActiveGroupID; 4800 ControllingClient.ActiveGroupId = cAgent.ActiveGroupID;
4801 ControllingClient.ActiveGroupName = cAgent.ActiveGroupName; 4801 ControllingClient.ActiveGroupName = cAgent.ActiveGroupName;
4802 Grouptitle = cAgent.ActiveGroupTitle; 4802 Grouptitle = cAgent.ActiveGroupTitle;
4803 ControllingClient.ActiveGroupPowers = 4803 ControllingClient.ActiveGroupPowers =
4804 ControllingClient.GetGroupPowers(cAgent.ActiveGroupID); 4804 ControllingClient.GetGroupPowers(cAgent.ActiveGroupID);
4805 } 4805 }
4806 else 4806 else
@@ -4871,7 +4871,7 @@ namespace OpenSim.Region.Framework.Scenes
4871// m_forceToApplyValid = false; 4871// m_forceToApplyValid = false;
4872 4872
4873 PhysicsScene scene = m_scene.PhysicsScene; 4873 PhysicsScene scene = m_scene.PhysicsScene;
4874 Vector3 pVec = AbsolutePosition; 4874 Vector3 pVec = AbsolutePosition;
4875 4875
4876 PhysicsActor = scene.AddAvatar( 4876 PhysicsActor = scene.AddAvatar(
4877 LocalId, Firstname + "." + Lastname, pVec, 4877 LocalId, Firstname + "." + Lastname, pVec,
@@ -5007,7 +5007,7 @@ namespace OpenSim.Region.Framework.Scenes
5007 } 5007 }
5008 else 5008 else
5009 { 5009 {
5010 5010
5011 } 5011 }
5012 } 5012 }
5013 5013
@@ -5040,13 +5040,13 @@ namespace OpenSim.Region.Framework.Scenes
5040 { 5040 {
5041 // Clear known regions 5041 // Clear known regions
5042 KnownRegions = new Dictionary<ulong, string>(); 5042 KnownRegions = new Dictionary<ulong, string>();
5043 5043
5044 // I don't get it but mono crashes when you try to dispose of this timer, 5044 // I don't get it but mono crashes when you try to dispose of this timer,
5045 // unsetting the elapsed callback should be enough to allow for cleanup however. 5045 // unsetting the elapsed callback should be enough to allow for cleanup however.
5046 // m_reprioritizationTimer.Dispose(); 5046 // m_reprioritizationTimer.Dispose();
5047 5047
5048 RemoveFromPhysicalScene(); 5048 RemoveFromPhysicalScene();
5049 5049
5050 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd; 5050 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
5051 RemoveClientEvents(); 5051 RemoveClientEvents();
5052 5052
@@ -5106,7 +5106,7 @@ namespace OpenSim.Region.Framework.Scenes
5106 } 5106 }
5107 } 5107 }
5108 } 5108 }
5109 5109
5110 return attachments; 5110 return attachments;
5111 } 5111 }
5112 5112
@@ -5269,7 +5269,7 @@ namespace OpenSim.Region.Framework.Scenes
5269 foreach (SceneObjectGroup sog in m_attachments) 5269 foreach (SceneObjectGroup sog in m_attachments)
5270 { 5270 {
5271 SendAttachmentFullUpdateToAgentNF(sog, p); 5271 SendAttachmentFullUpdateToAgentNF(sog, p);
5272 } 5272 }
5273 } 5273 }
5274 } 5274 }
5275 5275
@@ -5689,14 +5689,14 @@ namespace OpenSim.Region.Framework.Scenes
5689 return; 5689 return;
5690 if(objectID == m_scene.RegionInfo.RegionID) // for all objects 5690 if(objectID == m_scene.RegionInfo.RegionID) // for all objects
5691 { 5691 {
5692 5692
5693 } 5693 }
5694 else 5694 else
5695 { 5695 {
5696 SceneObjectPart part = m_scene.GetSceneObjectPart(objectID); 5696 SceneObjectPart part = m_scene.GetSceneObjectPart(objectID);
5697 if(part != null) 5697 if(part != null)
5698 { 5698 {
5699 5699
5700 } 5700 }
5701 } 5701 }
5702 } 5702 }
@@ -5759,7 +5759,7 @@ namespace OpenSim.Region.Framework.Scenes
5759 return; 5759 return;
5760 5760
5761 ScriptControlled allflags = ScriptControlled.CONTROL_ZERO; 5761 ScriptControlled allflags = ScriptControlled.CONTROL_ZERO;
5762 5762
5763 if (MouseDown) 5763 if (MouseDown)
5764 { 5764 {
5765 allflags = LastCommands & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON); 5765 allflags = LastCommands & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON);
@@ -5769,35 +5769,35 @@ namespace OpenSim.Region.Framework.Scenes
5769 MouseDown = true; 5769 MouseDown = true;
5770 } 5770 }
5771 } 5771 }
5772 5772
5773 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN) != 0) 5773 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN) != 0)
5774 { 5774 {
5775 allflags |= ScriptControlled.CONTROL_ML_LBUTTON; 5775 allflags |= ScriptControlled.CONTROL_ML_LBUTTON;
5776 MouseDown = true; 5776 MouseDown = true;
5777 } 5777 }
5778 5778
5779 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0) 5779 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0)
5780 { 5780 {
5781 allflags |= ScriptControlled.CONTROL_LBUTTON; 5781 allflags |= ScriptControlled.CONTROL_LBUTTON;
5782 MouseDown = true; 5782 MouseDown = true;
5783 } 5783 }
5784 5784
5785 // find all activated controls, whether the scripts are interested in them or not 5785 // find all activated controls, whether the scripts are interested in them or not
5786 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) != 0) 5786 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) != 0)
5787 { 5787 {
5788 allflags |= ScriptControlled.CONTROL_FWD; 5788 allflags |= ScriptControlled.CONTROL_FWD;
5789 } 5789 }
5790 5790
5791 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) != 0) 5791 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) != 0)
5792 { 5792 {
5793 allflags |= ScriptControlled.CONTROL_BACK; 5793 allflags |= ScriptControlled.CONTROL_BACK;
5794 } 5794 }
5795 5795
5796 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS) != 0) 5796 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS) != 0)
5797 { 5797 {
5798 allflags |= ScriptControlled.CONTROL_UP; 5798 allflags |= ScriptControlled.CONTROL_UP;
5799 } 5799 }
5800 5800
5801 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0) 5801 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)
5802 { 5802 {
5803 allflags |= ScriptControlled.CONTROL_DOWN; 5803 allflags |= ScriptControlled.CONTROL_DOWN;
@@ -5807,17 +5807,17 @@ namespace OpenSim.Region.Framework.Scenes
5807 { 5807 {
5808 allflags |= ScriptControlled.CONTROL_LEFT; 5808 allflags |= ScriptControlled.CONTROL_LEFT;
5809 } 5809 }
5810 5810
5811 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) != 0) 5811 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) != 0)
5812 { 5812 {
5813 allflags |= ScriptControlled.CONTROL_RIGHT; 5813 allflags |= ScriptControlled.CONTROL_RIGHT;
5814 } 5814 }
5815 5815
5816 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) 5816 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
5817 { 5817 {
5818 allflags |= ScriptControlled.CONTROL_ROT_RIGHT; 5818 allflags |= ScriptControlled.CONTROL_ROT_RIGHT;
5819 } 5819 }
5820 5820
5821 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0) 5821 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)
5822 { 5822 {
5823 allflags |= ScriptControlled.CONTROL_ROT_LEFT; 5823 allflags |= ScriptControlled.CONTROL_ROT_LEFT;
@@ -5830,7 +5830,7 @@ namespace OpenSim.Region.Framework.Scenes
5830 { 5830 {
5831 UUID scriptUUID = kvp.Key; 5831 UUID scriptUUID = kvp.Key;
5832 ScriptControllers scriptControlData = kvp.Value; 5832 ScriptControllers scriptControlData = kvp.Value;
5833 5833
5834 ScriptControlled localHeld = allflags & scriptControlData.eventControls; // the flags interesting for us 5834 ScriptControlled localHeld = allflags & scriptControlData.eventControls; // the flags interesting for us
5835 ScriptControlled localLast = LastCommands & scriptControlData.eventControls; // the activated controls in the last cycle 5835 ScriptControlled localLast = LastCommands & scriptControlData.eventControls; // the activated controls in the last cycle
5836 ScriptControlled localChange = localHeld ^ localLast; // the changed bits 5836 ScriptControlled localChange = localHeld ^ localLast; // the changed bits
@@ -5842,7 +5842,7 @@ namespace OpenSim.Region.Framework.Scenes
5842 } 5842 }
5843 } 5843 }
5844 } 5844 }
5845 5845
5846 LastCommands = allflags; 5846 LastCommands = allflags;
5847 } 5847 }
5848 } 5848 }
@@ -5885,7 +5885,7 @@ namespace OpenSim.Region.Framework.Scenes
5885 } 5885 }
5886 5886
5887 // returns true it local teleport allowed and sets the destiny position into pos 5887 // returns true it local teleport allowed and sets the destiny position into pos
5888 5888
5889 private bool CheckLocalTPLandingPoint(ref Vector3 pos) 5889 private bool CheckLocalTPLandingPoint(ref Vector3 pos)
5890 { 5890 {
5891 // Never constrain lures 5891 // Never constrain lures
@@ -5930,7 +5930,7 @@ namespace OpenSim.Region.Framework.Scenes
5930 spawnPos = spawnPoints[0].GetLocation(hubPos, hubRot); 5930 spawnPos = spawnPoints[0].GetLocation(hubPos, hubRot);
5931 spawnDistSQ = Vector3.DistanceSquared(spawnPos, pos); 5931 spawnDistSQ = Vector3.DistanceSquared(spawnPos, pos);
5932 5932
5933 float testDistSQ; 5933 float testDistSQ;
5934 Vector3 testSpawnPos; 5934 Vector3 testSpawnPos;
5935 for(int i = 1; i< spawnPoints.Length; i++) 5935 for(int i = 1; i< spawnPoints.Length; i++)
5936 { 5936 {
@@ -5960,7 +5960,7 @@ namespace OpenSim.Region.Framework.Scenes
5960 5960
5961 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); 5961 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
5962 5962
5963 if (land.LandData.LandingType != (byte)LandingType.LandingPoint 5963 if (land.LandData.LandingType != (byte)LandingType.LandingPoint
5964 || land.LandData.OwnerID == m_uuid) 5964 || land.LandData.OwnerID == m_uuid)
5965 return true; 5965 return true;
5966 5966
@@ -5978,7 +5978,7 @@ namespace OpenSim.Region.Framework.Scenes
5978 return true; 5978 return true;
5979 } 5979 }
5980 5980
5981 const TeleportFlags TeleHubTPFlags = TeleportFlags.ViaLogin 5981 const TeleportFlags TeleHubTPFlags = TeleportFlags.ViaLogin
5982 | TeleportFlags.ViaHGLogin | TeleportFlags.ViaLocation; 5982 | TeleportFlags.ViaHGLogin | TeleportFlags.ViaLocation;
5983 5983
5984 private bool CheckAndAdjustTelehub(SceneObjectGroup telehub, ref Vector3 pos, ref bool positionChanged) 5984 private bool CheckAndAdjustTelehub(SceneObjectGroup telehub, ref Vector3 pos, ref bool positionChanged)
@@ -6011,7 +6011,7 @@ namespace OpenSim.Region.Framework.Scenes
6011 bool selected = false; 6011 bool selected = false;
6012 bool validhub = false; 6012 bool validhub = false;
6013 Vector3 spawnPosition; 6013 Vector3 spawnPosition;
6014 6014
6015 Quaternion teleHubRotation = telehub.GroupRotation; 6015 Quaternion teleHubRotation = telehub.GroupRotation;
6016 6016
6017 switch(m_scene.SpawnPointRouting) 6017 switch(m_scene.SpawnPointRouting)
@@ -6033,14 +6033,14 @@ namespace OpenSim.Region.Framework.Scenes
6033 6033
6034 if(tries <= 0) 6034 if(tries <= 0)
6035 goto case "sequence"; 6035 goto case "sequence";
6036 6036
6037 pos = spawnPosition; 6037 pos = spawnPosition;
6038 return true; 6038 return true;
6039 6039
6040 case "sequence": 6040 case "sequence":
6041 tries = spawnPoints.Length; 6041 tries = spawnPoints.Length;
6042 selected = false; 6042 selected = false;
6043 validhub = false; 6043 validhub = false;
6044 do 6044 do
6045 { 6045 {
6046 index = m_scene.SpawnPoint(); 6046 index = m_scene.SpawnPoint();
@@ -6092,7 +6092,7 @@ namespace OpenSim.Region.Framework.Scenes
6092 closest = i; 6092 closest = i;
6093 } 6093 }
6094 6094
6095 if(!validhub) 6095 if(!validhub)
6096 return false; 6096 return false;
6097 6097
6098 if(closest < 0) 6098 if(closest < 0)
@@ -6437,28 +6437,28 @@ namespace OpenSim.Region.Framework.Scenes
6437 } 6437 }
6438 6438
6439 private void TeleportFlagsDebug() { 6439 private void TeleportFlagsDebug() {
6440 6440
6441 // Some temporary debugging help to show all the TeleportFlags we have... 6441 // Some temporary debugging help to show all the TeleportFlags we have...
6442 bool HG = false; 6442 bool HG = false;
6443 if((m_teleportFlags & TeleportFlags.ViaHGLogin) == TeleportFlags.ViaHGLogin) 6443 if((m_teleportFlags & TeleportFlags.ViaHGLogin) == TeleportFlags.ViaHGLogin)
6444 HG = true; 6444 HG = true;
6445 6445
6446 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 6446 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
6447 6447
6448 uint i = 0u; 6448 uint i = 0u;
6449 for (int x = 0; x <= 30 ; x++, i = 1u << x) 6449 for (int x = 0; x <= 30 ; x++, i = 1u << x)
6450 { 6450 {
6451 i = 1u << x; 6451 i = 1u << x;
6452 6452
6453 if((m_teleportFlags & (TeleportFlags)i) == (TeleportFlags)i) 6453 if((m_teleportFlags & (TeleportFlags)i) == (TeleportFlags)i)
6454 if (HG == false) 6454 if (HG == false)
6455 m_log.InfoFormat("[SCENE PRESENCE]: Teleport Flags include {0}", ((TeleportFlags) i).ToString()); 6455 m_log.InfoFormat("[SCENE PRESENCE]: Teleport Flags include {0}", ((TeleportFlags) i).ToString());
6456 else 6456 else
6457 m_log.InfoFormat("[SCENE PRESENCE]: HG Teleport Flags include {0}", ((TeleportFlags)i).ToString()); 6457 m_log.InfoFormat("[SCENE PRESENCE]: HG Teleport Flags include {0}", ((TeleportFlags)i).ToString());
6458 } 6458 }
6459 6459
6460 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 6460 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
6461 6461
6462 } 6462 }
6463 6463
6464 private void parcelGodCheck(UUID currentParcelID, bool isGod) 6464 private void parcelGodCheck(UUID currentParcelID, bool isGod)
@@ -6509,7 +6509,7 @@ namespace OpenSim.Region.Framework.Scenes
6509 6509
6510 // those on not on parcel see me 6510 // those on not on parcel see me
6511 if (currentParcelID != p.currentParcelUUID) 6511 if (currentParcelID != p.currentParcelUUID)
6512 { 6512 {
6513 viewsToSendto.Add(p); // they see me 6513 viewsToSendto.Add(p); // they see me
6514 } 6514 }
6515 } 6515 }
@@ -6584,7 +6584,7 @@ namespace OpenSim.Region.Framework.Scenes
6584 } 6584 }
6585 } 6585 }
6586 allpresences.Clear(); 6586 allpresences.Clear();
6587 } // now on a private parcel end 6587 } // now on a private parcel end
6588 6588
6589 else 6589 else
6590 { 6590 {
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs b/OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs
index cae7fe5..e7b09ea 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs
@@ -40,7 +40,7 @@ namespace OpenSim.Region.Framework.Scenes
40 /// Running => PreRemove, Removing 40 /// Running => PreRemove, Removing
41 /// PreRemove => Running, Removing 41 /// PreRemove => Running, Removing
42 /// Removing => Removed 42 /// Removing => Removed
43 /// 43 ///
44 /// All other methods should only see the scene presence in running state - this is the normal operational state 44 /// All other methods should only see the scene presence in running state - this is the normal operational state
45 /// Removed state occurs when the presence has been removed. This is the end state with no exit. 45 /// Removed state occurs when the presence has been removed. This is the end state with no exit.
46 /// </remarks> 46 /// </remarks>
@@ -89,13 +89,13 @@ namespace OpenSim.Region.Framework.Scenes
89 else if (newState == ScenePresenceState.PreRemove && m_state == ScenePresenceState.Running) 89 else if (newState == ScenePresenceState.PreRemove && m_state == ScenePresenceState.Running)
90 transitionOkay = true; 90 transitionOkay = true;
91 else if (newState == ScenePresenceState.Removing) 91 else if (newState == ScenePresenceState.Removing)
92 { 92 {
93 if (m_state == ScenePresenceState.Running || m_state == ScenePresenceState.PreRemove) 93 if (m_state == ScenePresenceState.Running || m_state == ScenePresenceState.PreRemove)
94 transitionOkay = true; 94 transitionOkay = true;
95 } 95 }
96 else if (newState == ScenePresenceState.Removed && m_state == ScenePresenceState.Removing) 96 else if (newState == ScenePresenceState.Removed && m_state == ScenePresenceState.Removing)
97 transitionOkay = true; 97 transitionOkay = true;
98 } 98 }
99 99
100 if (!transitionOkay) 100 if (!transitionOkay)
101 { 101 {
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/CoalescedSceneObjectsSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/CoalescedSceneObjectsSerializer.cs
index 998789d..7f7977e 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/CoalescedSceneObjectsSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/CoalescedSceneObjectsSerializer.cs
@@ -68,54 +68,54 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
68 /// </param> 68 /// </param>
69 /// <returns></returns> 69 /// <returns></returns>
70 public static string ToXml(CoalescedSceneObjects coa, bool doScriptStates) 70 public static string ToXml(CoalescedSceneObjects coa, bool doScriptStates)
71 { 71 {
72 using (StringWriter sw = new StringWriter()) 72 using (StringWriter sw = new StringWriter())
73 { 73 {
74 using (XmlTextWriter writer = new XmlTextWriter(sw)) 74 using (XmlTextWriter writer = new XmlTextWriter(sw))
75 { 75 {
76 Vector3 size; 76 Vector3 size;
77 77
78 List<SceneObjectGroup> coaObjects = coa.Objects; 78 List<SceneObjectGroup> coaObjects = coa.Objects;
79 79
80// m_log.DebugFormat( 80// m_log.DebugFormat(
81// "[COALESCED SCENE OBJECTS SERIALIZER]: Writing {0} objects for coalesced object", 81// "[COALESCED SCENE OBJECTS SERIALIZER]: Writing {0} objects for coalesced object",
82// coaObjects.Count); 82// coaObjects.Count);
83 83
84 // This is weak - we're relying on the set of coalesced objects still being identical 84 // This is weak - we're relying on the set of coalesced objects still being identical
85 Vector3[] offsets = coa.GetSizeAndOffsets(out size); 85 Vector3[] offsets = coa.GetSizeAndOffsets(out size);
86 86
87 writer.WriteStartElement("CoalescedObject"); 87 writer.WriteStartElement("CoalescedObject");
88 88
89 writer.WriteAttributeString("x", size.X.ToString()); 89 writer.WriteAttributeString("x", size.X.ToString());
90 writer.WriteAttributeString("y", size.Y.ToString()); 90 writer.WriteAttributeString("y", size.Y.ToString());
91 writer.WriteAttributeString("z", size.Z.ToString()); 91 writer.WriteAttributeString("z", size.Z.ToString());
92 92
93 // Embed the offsets into the group XML 93 // Embed the offsets into the group XML
94 for (int i = 0; i < coaObjects.Count; i++) 94 for (int i = 0; i < coaObjects.Count; i++)
95 { 95 {
96 SceneObjectGroup obj = coaObjects[i]; 96 SceneObjectGroup obj = coaObjects[i];
97 97
98// m_log.DebugFormat( 98// m_log.DebugFormat(
99// "[COALESCED SCENE OBJECTS SERIALIZER]: Writing offset for object {0}, {1}", 99// "[COALESCED SCENE OBJECTS SERIALIZER]: Writing offset for object {0}, {1}",
100// i, obj.Name); 100// i, obj.Name);
101 101
102 writer.WriteStartElement("SceneObjectGroup"); 102 writer.WriteStartElement("SceneObjectGroup");
103 writer.WriteAttributeString("offsetx", offsets[i].X.ToString()); 103 writer.WriteAttributeString("offsetx", offsets[i].X.ToString());
104 writer.WriteAttributeString("offsety", offsets[i].Y.ToString()); 104 writer.WriteAttributeString("offsety", offsets[i].Y.ToString());
105 writer.WriteAttributeString("offsetz", offsets[i].Z.ToString()); 105 writer.WriteAttributeString("offsetz", offsets[i].Z.ToString());
106 106
107 SceneObjectSerializer.ToOriginalXmlFormat(obj, writer, doScriptStates); 107 SceneObjectSerializer.ToOriginalXmlFormat(obj, writer, doScriptStates);
108 108
109 writer.WriteEndElement(); // SceneObjectGroup 109 writer.WriteEndElement(); // SceneObjectGroup
110 } 110 }
111 111
112 writer.WriteEndElement(); // CoalescedObject 112 writer.WriteEndElement(); // CoalescedObject
113 } 113 }
114 114
115 string output = sw.ToString(); 115 string output = sw.ToString();
116 116
117// Console.WriteLine(output); 117// Console.WriteLine(output);
118 118
119 return output; 119 return output;
120 } 120 }
121 } 121 }
@@ -123,14 +123,14 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
123 public static bool TryFromXml(string xml, out CoalescedSceneObjects coa) 123 public static bool TryFromXml(string xml, out CoalescedSceneObjects coa)
124 { 124 {
125// m_log.DebugFormat("[COALESCED SCENE OBJECTS SERIALIZER]: TryFromXml() deserializing {0}", xml); 125// m_log.DebugFormat("[COALESCED SCENE OBJECTS SERIALIZER]: TryFromXml() deserializing {0}", xml);
126 126
127 coa = null; 127 coa = null;
128 128
129 try 129 try
130 { 130 {
131 // Quickly check if this is a coalesced object, without fully parsing the XML 131 // Quickly check if this is a coalesced object, without fully parsing the XML
132 using (StringReader sr = new StringReader(xml)) 132 using (StringReader sr = new StringReader(xml))
133 { 133 {
134 using (XmlTextReader reader = new XmlTextReader(sr)) 134 using (XmlTextReader reader = new XmlTextReader(sr))
135 { 135 {
136 reader.MoveToContent(); // skip possible xml declaration 136 reader.MoveToContent(); // skip possible xml declaration
@@ -138,9 +138,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
138 if (reader.Name != "CoalescedObject") 138 if (reader.Name != "CoalescedObject")
139 { 139 {
140 // m_log.DebugFormat( 140 // m_log.DebugFormat(
141 // "[COALESCED SCENE OBJECTS SERIALIZER]: TryFromXml() root element was {0} so returning false", 141 // "[COALESCED SCENE OBJECTS SERIALIZER]: TryFromXml() root element was {0} so returning false",
142 // reader.Name); 142 // reader.Name);
143 143
144 return false; 144 return false;
145 } 145 }
146 } 146 }
@@ -151,12 +151,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
151 XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject"); 151 XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject");
152 if (e == null) 152 if (e == null)
153 return false; 153 return false;
154 154
155 coa = new CoalescedSceneObjects(UUID.Zero); 155 coa = new CoalescedSceneObjects(UUID.Zero);
156 156
157 XmlNodeList groups = e.SelectNodes("SceneObjectGroup"); 157 XmlNodeList groups = e.SelectNodes("SceneObjectGroup");
158 int i = 0; 158 int i = 0;
159 159
160 foreach (XmlNode n in groups) 160 foreach (XmlNode n in groups)
161 { 161 {
162 SceneObjectGroup so = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml); 162 SceneObjectGroup so = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
@@ -166,10 +166,10 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
166 } 166 }
167 else 167 else
168 { 168 {
169 // XXX: Possibly we should fail outright here rather than continuing if a particular component of the 169 // XXX: Possibly we should fail outright here rather than continuing if a particular component of the
170 // coalesced object fails to load. 170 // coalesced object fails to load.
171 m_log.WarnFormat( 171 m_log.WarnFormat(
172 "[COALESCED SCENE OBJECTS SERIALIZER]: Deserialization of xml for component {0} failed. Continuing.", 172 "[COALESCED SCENE OBJECTS SERIALIZER]: Deserialization of xml for component {0} failed. Continuing.",
173 i); 173 i);
174 } 174 }
175 175
@@ -181,8 +181,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
181 m_log.Error("[COALESCED SCENE OBJECTS SERIALIZER]: Deserialization of xml failed ", e); 181 m_log.Error("[COALESCED SCENE OBJECTS SERIALIZER]: Deserialization of xml failed ", e);
182 Util.LogFailedXML("[COALESCED SCENE OBJECTS SERIALIZER]:", xml); 182 Util.LogFailedXML("[COALESCED SCENE OBJECTS SERIALIZER]:", xml);
183 return false; 183 return false;
184 } 184 }
185 185
186 return true; 186 return true;
187 } 187 }
188 } 188 }
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 0b7379b..b8d210c 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -107,7 +107,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
107 part.LinkNum = linkNum; 107 part.LinkNum = linkNum;
108 part.TrimPermissions(); 108 part.TrimPermissions();
109 } 109 }
110 } 110 }
111 while (reader.ReadToNextSibling("Part")); 111 while (reader.ReadToNextSibling("Part"));
112 } 112 }
113 113
@@ -156,7 +156,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
156 { 156 {
157 ToOriginalXmlFormat(sceneObject, writer, doScriptStates, false); 157 ToOriginalXmlFormat(sceneObject, writer, doScriptStates, false);
158 } 158 }
159 159
160 public static string ToOriginalXmlFormat(SceneObjectGroup sceneObject, string scriptedState) 160 public static string ToOriginalXmlFormat(SceneObjectGroup sceneObject, string scriptedState)
161 { 161 {
162 using (StringWriter sw = new StringWriter()) 162 using (StringWriter sw = new StringWriter())
@@ -190,7 +190,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
190 190
191 if (!noRootElement) 191 if (!noRootElement)
192 writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty); 192 writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
193 193
194 writer.WriteStartElement(String.Empty, "RootPart", String.Empty); 194 writer.WriteStartElement(String.Empty, "RootPart", String.Empty);
195 ToXmlFormat(sceneObject.RootPart, writer); 195 ToXmlFormat(sceneObject.RootPart, writer);
196 writer.WriteEndElement(); 196 writer.WriteEndElement();
@@ -212,23 +212,23 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
212 212
213 if (doScriptStates) 213 if (doScriptStates)
214 sceneObject.SaveScriptedState(writer); 214 sceneObject.SaveScriptedState(writer);
215 215
216 if (!noRootElement) 216 if (!noRootElement)
217 writer.WriteEndElement(); // SceneObjectGroup 217 writer.WriteEndElement(); // SceneObjectGroup
218 218
219// m_log.DebugFormat("[SERIALIZER]: Finished serialization of SOG {0}, {1}ms", sceneObject.Name, System.Environment.TickCount - time); 219// m_log.DebugFormat("[SERIALIZER]: Finished serialization of SOG {0}, {1}ms", sceneObject.Name, System.Environment.TickCount - time);
220 } 220 }
221 221
222 protected static void ToXmlFormat(SceneObjectPart part, XmlTextWriter writer) 222 protected static void ToXmlFormat(SceneObjectPart part, XmlTextWriter writer)
223 { 223 {
224 SOPToXml2(writer, part, new Dictionary<string, object>()); 224 SOPToXml2(writer, part, new Dictionary<string, object>());
225 } 225 }
226 226
227 public static SceneObjectGroup FromXml2Format(string xmlData) 227 public static SceneObjectGroup FromXml2Format(string xmlData)
228 { 228 {
229 //m_log.DebugFormat("[SOG]: Starting deserialization of SOG"); 229 //m_log.DebugFormat("[SOG]: Starting deserialization of SOG");
230 //int time = System.Environment.TickCount; 230 //int time = System.Environment.TickCount;
231 231
232 try 232 try
233 { 233 {
234 XmlDocument doc = new XmlDocument(); 234 XmlDocument doc = new XmlDocument();
@@ -780,7 +780,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
780 obj.VehicleParams = vehicle; 780 obj.VehicleParams = vehicle;
781 } 781 }
782 } 782 }
783 783
784 private static void ProcessShape(SceneObjectPart obj, XmlReader reader) 784 private static void ProcessShape(SceneObjectPart obj, XmlReader reader)
785 { 785 {
786 List<string> errorNodeNames; 786 List<string> errorNodeNames;
@@ -1235,7 +1235,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1235 { 1235 {
1236 shp.HollowShape = Util.ReadEnum<HollowShape>(reader, "HollowShape"); 1236 shp.HollowShape = Util.ReadEnum<HollowShape>(reader, "HollowShape");
1237 } 1237 }
1238 1238
1239 private static void ProcessShpSculptTexture(PrimitiveBaseShape shp, XmlReader reader) 1239 private static void ProcessShpSculptTexture(PrimitiveBaseShape shp, XmlReader reader)
1240 { 1240 {
1241 shp.SculptTexture = Util.ReadUUID(reader, "SculptTexture"); 1241 shp.SculptTexture = Util.ReadUUID(reader, "SculptTexture");
@@ -1367,13 +1367,13 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1367 1367
1368 if (sog.RootPart.KeyframeMotion != null) 1368 if (sog.RootPart.KeyframeMotion != null)
1369 { 1369 {
1370 Byte[] data = sog.RootPart.KeyframeMotion.Serialize(); 1370 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1371 1371
1372 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty); 1372 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1373 writer.WriteBase64(data, 0, data.Length); 1373 writer.WriteBase64(data, 0, data.Length);
1374 writer.WriteEndElement(); 1374 writer.WriteEndElement();
1375 } 1375 }
1376 1376
1377 1377
1378 writer.WriteEndElement(); 1378 writer.WriteEndElement();
1379 } 1379 }
@@ -1438,7 +1438,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1438 WriteShape(writer, sop.Shape, options); 1438 WriteShape(writer, sop.Shape, options);
1439 1439
1440 WriteVector(writer, "Scale", sop.Scale); 1440 WriteVector(writer, "Scale", sop.Scale);
1441 WriteQuaternion(writer, "SitTargetOrientation", sop.SitTargetOrientation); 1441 WriteQuaternion(writer, "SitTargetOrientation", sop.SitTargetOrientation);
1442 WriteVector(writer, "SitTargetPosition", sop.SitTargetPosition); 1442 WriteVector(writer, "SitTargetPosition", sop.SitTargetPosition);
1443 WriteVector(writer, "SitTargetPositionLL", sop.SitTargetPositionLL); 1443 WriteVector(writer, "SitTargetPositionLL", sop.SitTargetPositionLL);
1444 WriteQuaternion(writer, "SitTargetOrientationLL", sop.SitTargetOrientationLL); 1444 WriteQuaternion(writer, "SitTargetOrientationLL", sop.SitTargetOrientationLL);
@@ -1472,7 +1472,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1472 if (sop.MediaUrl != null) 1472 if (sop.MediaUrl != null)
1473 writer.WriteElementString("MediaUrl", sop.MediaUrl.ToString()); 1473 writer.WriteElementString("MediaUrl", sop.MediaUrl.ToString());
1474 WriteVector(writer, "AttachedPos", sop.AttachedPos); 1474 WriteVector(writer, "AttachedPos", sop.AttachedPos);
1475 1475
1476 if (sop.DynAttrs.CountNamespaces > 0) 1476 if (sop.DynAttrs.CountNamespaces > 0)
1477 { 1477 {
1478 writer.WriteStartElement("DynAttrs"); 1478 writer.WriteStartElement("DynAttrs");
@@ -1520,7 +1520,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1520 writer.WriteElementString("SoundRadius", sop.SoundRadius.ToString().ToLower()); 1520 writer.WriteElementString("SoundRadius", sop.SoundRadius.ToString().ToLower());
1521 } 1521 }
1522 writer.WriteElementString("SoundQueueing", sop.SoundQueueing.ToString().ToLower()); 1522 writer.WriteElementString("SoundQueueing", sop.SoundQueueing.ToString().ToLower());
1523 1523
1524 writer.WriteEndElement(); 1524 writer.WriteEndElement();
1525 } 1525 }
1526 1526
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index c8f525e..bc440fc 100755
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -113,12 +113,12 @@ namespace OpenSim.Region.Framework.Scenes
113 SimSpareMs = 32, 113 SimSpareMs = 32,
114 SimSleepMs = 33, 114 SimSleepMs = 33,
115 SimIoPumpTime = 34, 115 SimIoPumpTime = 34,
116 SimPCTSscriptsRun = 35, 116 SimPCTSscriptsRun = 35,
117 SimRegionIdle = 36, // dataserver only 117 SimRegionIdle = 36, // dataserver only
118 SimRegionIdlePossible = 37, // dataserver only 118 SimRegionIdlePossible = 37, // dataserver only
119 SimAIStepTimeMS = 38, 119 SimAIStepTimeMS = 38,
120 SimSkippedSillouet_PS = 39, 120 SimSkippedSillouet_PS = 39,
121 SimSkippedCharsPerC = 40, 121 SimSkippedCharsPerC = 40,
122 122
123// extra stats IDs irrelevant, just far from viewer defined ones 123// extra stats IDs irrelevant, just far from viewer defined ones
124 SimExtraCountStart = 1000, 124 SimExtraCountStart = 1000,
@@ -129,7 +129,7 @@ namespace OpenSim.Region.Framework.Scenes
129 TotalGeoPrim = 1003, 129 TotalGeoPrim = 1003,
130 TotalMesh = 1004, 130 TotalMesh = 1004,
131 ThreadCount = 1005, 131 ThreadCount = 1005,
132 132
133 SimExtraCountEnd = 1006 133 SimExtraCountEnd = 1006
134 } 134 }
135 135
@@ -199,7 +199,7 @@ namespace OpenSim.Region.Framework.Scenes
199 /// </remarks> 199 /// </remarks>
200 private float m_statisticsFPSfactor = 5.0f; 200 private float m_statisticsFPSfactor = 5.0f;
201 private float m_targetFrameTime = 0.1f; 201 private float m_targetFrameTime = 0.1f;
202 // saved last reported value so there is something available for llGetRegionFPS 202 // saved last reported value so there is something available for llGetRegionFPS
203 private float lastReportedSimFPS; 203 private float lastReportedSimFPS;
204 private float[] lastReportedSimStats = new float[m_statisticExtraArraySize + m_statisticViewerArraySize]; 204 private float[] lastReportedSimStats = new float[m_statisticExtraArraySize + m_statisticViewerArraySize];
205 private float m_pfps; 205 private float m_pfps;
@@ -336,7 +336,7 @@ namespace OpenSim.Region.Framework.Scenes
336 { 336 {
337 if (!m_scene.Active) 337 if (!m_scene.Active)
338 return; 338 return;
339 339
340 // dont do it if if still been done 340 // dont do it if if still been done
341 341
342 if(Monitor.TryEnter(m_statsLock)) 342 if(Monitor.TryEnter(m_statsLock))
@@ -367,8 +367,8 @@ namespace OpenSim.Region.Framework.Scenes
367 // factor to consider updates integration time 367 // factor to consider updates integration time
368 float updateTimeFactor = 1.0f / updateElapsed; 368 float updateTimeFactor = 1.0f / updateElapsed;
369 369
370 370
371 // scene frame stats 371 // scene frame stats
372 float reportedFPS; 372 float reportedFPS;
373 float physfps; 373 float physfps;
374 float timeDilation; 374 float timeDilation;
@@ -393,7 +393,7 @@ namespace OpenSim.Region.Framework.Scenes
393 sleeptime = m_sleeptimeMS; 393 sleeptime = m_sleeptimeMS;
394 scriptTimeMS = m_scriptTimeMS; 394 scriptTimeMS = m_scriptTimeMS;
395 totalFrameTime = m_frameMS; 395 totalFrameTime = m_frameMS;
396 // still not inv 396 // still not inv
397 invFrameElapsed = (float)((m_FrameStatsTS - m_prevFrameStatsTS) / 1000.0); 397 invFrameElapsed = (float)((m_FrameStatsTS - m_prevFrameStatsTS) / 1000.0);
398 398
399 ResetFrameStats(); 399 ResetFrameStats();
@@ -424,10 +424,10 @@ namespace OpenSim.Region.Framework.Scenes
424 } 424 }
425 425
426 // some engines track frame time with error related to the simulation step size 426 // some engines track frame time with error related to the simulation step size
427 if(physfps > reportedFPS) 427 if(physfps > reportedFPS)
428 physfps = reportedFPS; 428 physfps = reportedFPS;
429 429
430 // save the reported value so there is something available for llGetRegionFPS 430 // save the reported value so there is something available for llGetRegionFPS
431 lastReportedSimFPS = reportedFPS; 431 lastReportedSimFPS = reportedFPS;
432 432
433 // scale frame stats 433 // scale frame stats
@@ -461,13 +461,13 @@ namespace OpenSim.Region.Framework.Scenes
461 461
462 // FIXME: Checking for stat sanity is a complex approach. What we really need to do is fix the code 462 // FIXME: Checking for stat sanity is a complex approach. What we really need to do is fix the code
463 // so that stat numbers are always consistent. 463 // so that stat numbers are always consistent.
464 CheckStatSanity(); 464 CheckStatSanity();
465 465
466 for (int i = 0; i < m_statisticViewerArraySize; i++) 466 for (int i = 0; i < m_statisticViewerArraySize; i++)
467 { 467 {
468 sb[i] = new SimStatsPacket.StatBlock(); 468 sb[i] = new SimStatsPacket.StatBlock();
469 } 469 }
470 470
471 sb[0].StatID = (uint) Stats.TimeDilation; 471 sb[0].StatID = (uint) Stats.TimeDilation;
472 sb[0].StatValue = (Single.IsNaN(timeDilation)) ? 0.0f : (float)Math.Round(timeDilation,3); 472 sb[0].StatValue = (Single.IsNaN(timeDilation)) ? 0.0f : (float)Math.Round(timeDilation,3);
473 473
@@ -546,13 +546,13 @@ namespace OpenSim.Region.Framework.Scenes
546 546
547 sb[24].StatID = (uint)Stats.ResidentSizeKb; 547 sb[24].StatID = (uint)Stats.ResidentSizeKb;
548 sb[24].StatValue = 0; 548 sb[24].StatValue = 0;
549 549
550 sb[25].StatID = (uint)Stats.PendingLocalUploads; 550 sb[25].StatID = (uint)Stats.PendingLocalUploads;
551 sb[25].StatValue = 0; 551 sb[25].StatValue = 0;
552 552
553 sb[26].StatID = (uint)Stats.PhysicsPinnedTasks; 553 sb[26].StatID = (uint)Stats.PhysicsPinnedTasks;
554 sb[26].StatValue = 0; 554 sb[26].StatValue = 0;
555 555
556 sb[27].StatID = (uint)Stats.PhysicsLodTasks; 556 sb[27].StatID = (uint)Stats.PhysicsLodTasks;
557 sb[27].StatValue = 0; 557 sb[27].StatValue = 0;
558 558
@@ -623,7 +623,7 @@ namespace OpenSim.Region.Framework.Scenes
623 sbex[5].StatValue = m_inUseThreads; 623 sbex[5].StatValue = m_inUseThreads;
624 lastReportedSimStats[43] = m_inUseThreads; 624 lastReportedSimStats[43] = m_inUseThreads;
625 625
626 SimStats simStats 626 SimStats simStats
627 = new SimStats( 627 = new SimStats(
628 ReportingRegion.RegionLocX, ReportingRegion.RegionLocY, regionFlags, (uint)m_objectCapacity, 628 ReportingRegion.RegionLocX, ReportingRegion.RegionLocY, regionFlags, (uint)m_objectCapacity,
629 rb, sb, sbex, m_scene.RegionInfo.originRegionID); 629 rb, sb, sbex, m_scene.RegionInfo.originRegionID);
@@ -643,7 +643,7 @@ namespace OpenSim.Region.Framework.Scenes
643 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value; 643 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
644 644
645 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats(); 645 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
646 646
647 if (physicsStats != null) 647 if (physicsStats != null)
648 { 648 {
649 foreach (KeyValuePair<string, float> tuple in physicsStats) 649 foreach (KeyValuePair<string, float> tuple in physicsStats)
@@ -717,7 +717,7 @@ namespace OpenSim.Region.Framework.Scenes
717 717
718 m_FrameStatsTS = Util.GetTimeStampMS(); 718 m_FrameStatsTS = Util.GetTimeStampMS();
719 } 719 }
720 } 720 }
721 721
722 private void ResetFrameStats() 722 private void ResetFrameStats()
723 { 723 {
diff --git a/OpenSim/Region/Framework/Scenes/TerrainChannel.cs b/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
index 1aa1194..89d78cf 100644
--- a/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
+++ b/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
@@ -158,7 +158,7 @@ namespace OpenSim.Region.Framework.Scenes
158 { 158 {
159 if (Double.IsNaN(value) || Double.IsInfinity(value)) 159 if (Double.IsNaN(value) || Double.IsInfinity(value))
160 return; 160 return;
161 161
162 m_terrainData[x, y] = (float)value; 162 m_terrainData[x, y] = (float)value;
163 } 163 }
164 } 164 }
@@ -486,7 +486,7 @@ namespace OpenSim.Region.Framework.Scenes
486 int index = 0; 486 int index = 0;
487 487
488 m_terrainData = new HeightmapTerrainData(Height, Width, (int)Constants.RegionHeight); 488 m_terrainData = new HeightmapTerrainData(Height, Width, (int)Constants.RegionHeight);
489 489
490 for (int y = 0; y < Height; y++) 490 for (int y = 0; y < Height; y++)
491 { 491 {
492 for (int x = 0; x < Width; x++) 492 for (int x = 0; x < Width; x++)
diff --git a/OpenSim/Region/Framework/Scenes/TerrainCompressor.cs b/OpenSim/Region/Framework/Scenes/TerrainCompressor.cs
index fd65735..9d1f815 100644
--- a/OpenSim/Region/Framework/Scenes/TerrainCompressor.cs
+++ b/OpenSim/Region/Framework/Scenes/TerrainCompressor.cs
@@ -400,7 +400,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
400 block[k++] = (terrData[x, y] - sub) * premult; 400 block[k++] = (terrData[x, y] - sub) * premult;
401 } 401 }
402 } 402 }
403 403
404 wbits = (prequant >> 1); 404 wbits = (prequant >> 1);
405 405
406 dct16x16(block, iout, ref wbits); 406 dct16x16(block, iout, ref wbits);
@@ -490,22 +490,22 @@ namespace OpenSim.Region.ClientStack.LindenUDP
490 #region DCT 490 #region DCT
491 491
492 /* DCT (Discrete Cosine Transform) 492 /* DCT (Discrete Cosine Transform)
493 adaptation from 493 adaptation from
494 General Purpose 2D,3D FFT (Fast Fourier Transform) Package 494 General Purpose 2D,3D FFT (Fast Fourier Transform) Package
495 by Takuya OOURA (email: ooura@kurims.kyoto-u.ac.jp) 495 by Takuya OOURA (email: ooura@kurims.kyoto-u.ac.jp)
496 496
497 -------- 16x16 DCT (Discrete Cosine Transform) / Inverse of DCT -------- 497 -------- 16x16 DCT (Discrete Cosine Transform) / Inverse of DCT --------
498 [definition] 498 [definition]
499 <case1> Normalized 16x16 IDCT 499 <case1> Normalized 16x16 IDCT
500 C[k1 + k2] = (1/8) * sum_j1=0^15 sum_j2=0^15 500 C[k1 + k2] = (1/8) * sum_j1=0^15 sum_j2=0^15
501 tmp[j1 + j2] * s[j1] * s[j2] * 501 tmp[j1 + j2] * s[j1] * s[j2] *
502 cos(pi*j1*(k1+1/2)/16) * 502 cos(pi*j1*(k1+1/2)/16) *
503 cos(pi*j2*(k2+1/2)/16), 0<=k1<16, 0<=k2<16 503 cos(pi*j2*(k2+1/2)/16), 0<=k1<16, 0<=k2<16
504 (s[0] = 1/sqrt(2), s[j] = 1, j > 0) 504 (s[0] = 1/sqrt(2), s[j] = 1, j > 0)
505 <case2> Normalized 16x16 DCT 505 <case2> Normalized 16x16 DCT
506 C[k1 + k2] = (1/8) * s[k1] * s[k2] * sum_j1=0^15 sum_j2=0^15 506 C[k1 + k2] = (1/8) * s[k1] * s[k2] * sum_j1=0^15 sum_j2=0^15
507 tmp[j1 + j2] * 507 tmp[j1 + j2] *
508 cos(pi*(j1+1/2)*k1/16) * 508 cos(pi*(j1+1/2)*k1/16) *
509 cos(pi*(j2+1/2)*k2/16), 0<=k1<16, 0<=k2<16 509 cos(pi*(j2+1/2)*k2/16), 0<=k1<16, 0<=k2<16
510 (s[0] = 1/sqrt(2), s[j] = 1, j > 0) 510 (s[0] = 1/sqrt(2), s[j] = 1, j > 0)
511 */ 511 */
diff --git a/OpenSim/Region/Framework/Scenes/Tests/EntityManagerTests.cs b/OpenSim/Region/Framework/Scenes/Tests/EntityManagerTests.cs
index da18941..fa698a9 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/EntityManagerTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/EntityManagerTests.cs
@@ -50,7 +50,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
50 public void T010_AddObjects() 50 public void T010_AddObjects()
51 { 51 {
52 TestHelpers.InMethod(); 52 TestHelpers.InMethod();
53 53
54 random = new Random(); 54 random = new Random();
55 SceneObjectGroup found; 55 SceneObjectGroup found;
56 EntityManager entman = new EntityManager(); 56 EntityManager entman = new EntityManager();
@@ -62,7 +62,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
62 UUID obj2 = sog.UUID; 62 UUID obj2 = sog.UUID;
63 uint li2 = sog.LocalId; 63 uint li2 = sog.LocalId;
64 entman.Add(sog); 64 entman.Add(sog);
65 65
66 found = (SceneObjectGroup)entman[obj1]; 66 found = (SceneObjectGroup)entman[obj1];
67 Assert.That(found.UUID ,Is.EqualTo(obj1)); 67 Assert.That(found.UUID ,Is.EqualTo(obj1));
68 found = (SceneObjectGroup)entman[li1]; 68 found = (SceneObjectGroup)entman[li1];
@@ -85,15 +85,15 @@ namespace OpenSim.Region.Framework.Scenes.Tests
85 public void T011_ThreadAddRemoveTest() 85 public void T011_ThreadAddRemoveTest()
86 { 86 {
87 TestHelpers.InMethod(); 87 TestHelpers.InMethod();
88 88
89 // This test adds and removes with mutiple threads, attempting to break the 89 // This test adds and removes with mutiple threads, attempting to break the
90 // uuid and localid dictionary coherence. 90 // uuid and localid dictionary coherence.
91 EntityManager entman = new EntityManager(); 91 EntityManager entman = new EntityManager();
92 SceneObjectGroup sog = NewSOG(); 92 SceneObjectGroup sog = NewSOG();
93 for (int j=0; j<20; j++) 93 for (int j=0; j<20; j++)
94 { 94 {
95 List<Thread> trdlist = new List<Thread>(); 95 List<Thread> trdlist = new List<Thread>();
96 96
97 for (int i=0; i<4; i++) 97 for (int i=0; i<4; i++)
98 { 98 {
99 // Adds scene object 99 // Adds scene object
@@ -101,14 +101,14 @@ namespace OpenSim.Region.Framework.Scenes.Tests
101 Thread start = new Thread(new ThreadStart(test.TestAddSceneObject)); 101 Thread start = new Thread(new ThreadStart(test.TestAddSceneObject));
102 start.Start(); 102 start.Start();
103 trdlist.Add(start); 103 trdlist.Add(start);
104 104
105 // Removes it 105 // Removes it
106 test = new NewTestThreads(entman,sog); 106 test = new NewTestThreads(entman,sog);
107 start = new Thread(new ThreadStart(test.TestRemoveSceneObject)); 107 start = new Thread(new ThreadStart(test.TestRemoveSceneObject));
108 start.Start(); 108 start.Start();
109 trdlist.Add(start); 109 trdlist.Add(start);
110 } 110 }
111 foreach (Thread thread in trdlist) 111 foreach (Thread thread in trdlist)
112 { 112 {
113 thread.Join(); 113 thread.Join();
114 } 114 }
@@ -133,14 +133,14 @@ namespace OpenSim.Region.Framework.Scenes.Tests
133 133
134 SceneObjectGroup sog = new SceneObjectGroup(sop); 134 SceneObjectGroup sog = new SceneObjectGroup(sop);
135 scene.AddNewSceneObject(sog, false); 135 scene.AddNewSceneObject(sog, false);
136 136
137 return sog; 137 return sog;
138 } 138 }
139 139
140 private static string RandomName() 140 private static string RandomName()
141 { 141 {
142 StringBuilder name = new StringBuilder(); 142 StringBuilder name = new StringBuilder();
143 int size = random.Next(40,80); 143 int size = random.Next(40,80);
144 char ch ; 144 char ch ;
145 for (int i=0; i<size; i++) 145 for (int i=0; i<size; i++)
146 { 146 {
@@ -156,7 +156,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
156 private EntityManager entman; 156 private EntityManager entman;
157 private SceneObjectGroup sog; 157 private SceneObjectGroup sog;
158 private Random random; 158 private Random random;
159 159
160 public NewTestThreads(EntityManager entman, SceneObjectGroup sog) 160 public NewTestThreads(EntityManager entman, SceneObjectGroup sog)
161 { 161 {
162 this.entman = entman; 162 this.entman = entman;
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneGraphTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneGraphTests.cs
index ee7c8a9..56723bf 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneGraphTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneGraphTests.cs
@@ -55,29 +55,29 @@ namespace OpenSim.Region.Framework.Scenes.Tests
55 UUID part2Id = new UUID("00000000-0000-0000-0000-000000000002"); 55 UUID part2Id = new UUID("00000000-0000-0000-0000-000000000002");
56 56
57 SceneObjectPart part1 57 SceneObjectPart part1
58 = new SceneObjectPart(ownerId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero) 58 = new SceneObjectPart(ownerId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
59 { Name = part1Name, UUID = part1Id }; 59 { Name = part1Name, UUID = part1Id };
60 SceneObjectGroup so = new SceneObjectGroup(part1); 60 SceneObjectGroup so = new SceneObjectGroup(part1);
61 SceneObjectPart part2 61 SceneObjectPart part2
62 = new SceneObjectPart(ownerId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero) 62 = new SceneObjectPart(ownerId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
63 { Name = part2Name, UUID = part2Id }; 63 { Name = part2Name, UUID = part2Id };
64 so.AddPart(part2); 64 so.AddPart(part2);
65 65
66 scene.AddNewSceneObject(so, false); 66 scene.AddNewSceneObject(so, false);
67 67
68 SceneObjectGroup dupeSo 68 SceneObjectGroup dupeSo
69 = scene.SceneGraph.DuplicateObject( 69 = scene.SceneGraph.DuplicateObject(
70 part1.LocalId, new Vector3(10, 0, 0), 0, ownerId, UUID.Zero, Quaternion.Identity); 70 part1.LocalId, new Vector3(10, 0, 0), 0, ownerId, UUID.Zero, Quaternion.Identity);
71 Assert.That(dupeSo.Parts.Length, Is.EqualTo(2)); 71 Assert.That(dupeSo.Parts.Length, Is.EqualTo(2));
72 72
73 SceneObjectPart dupePart1 = dupeSo.GetLinkNumPart(1); 73 SceneObjectPart dupePart1 = dupeSo.GetLinkNumPart(1);
74 SceneObjectPart dupePart2 = dupeSo.GetLinkNumPart(2); 74 SceneObjectPart dupePart2 = dupeSo.GetLinkNumPart(2);
75 Assert.That(dupePart1.LocalId, Is.Not.EqualTo(part1.LocalId)); 75 Assert.That(dupePart1.LocalId, Is.Not.EqualTo(part1.LocalId));
76 Assert.That(dupePart2.LocalId, Is.Not.EqualTo(part2.LocalId)); 76 Assert.That(dupePart2.LocalId, Is.Not.EqualTo(part2.LocalId));
77 77
78 Assert.That(dupePart1.Flags, Is.EqualTo(part1.Flags)); 78 Assert.That(dupePart1.Flags, Is.EqualTo(part1.Flags));
79 Assert.That(dupePart2.Flags, Is.EqualTo(part2.Flags)); 79 Assert.That(dupePart2.Flags, Is.EqualTo(part2.Flags));
80 80
81 /* 81 /*
82 Assert.That(part1.PhysActor, Is.Not.Null); 82 Assert.That(part1.PhysActor, Is.Not.Null);
83 Assert.That(part2.PhysActor, Is.Not.Null); 83 Assert.That(part2.PhysActor, Is.Not.Null);
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs
index ac8c32d..8961a26 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs
@@ -99,7 +99,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
99 Assert.That(scene.AddNewSceneObject(so, false), Is.True); 99 Assert.That(scene.AddNewSceneObject(so, false), Is.True);
100 SceneObjectGroup retrievedSo = scene.GetSceneObjectGroup(so.UUID); 100 SceneObjectGroup retrievedSo = scene.GetSceneObjectGroup(so.UUID);
101 SceneObjectPart[] retrievedParts = retrievedSo.Parts; 101 SceneObjectPart[] retrievedParts = retrievedSo.Parts;
102 102
103 //m_log.Debug("retrievedPart : {0}", retrievedPart); 103 //m_log.Debug("retrievedPart : {0}", retrievedPart);
104 // If the parts have the same UUID then we will consider them as one and the same 104 // If the parts have the same UUID then we will consider them as one and the same
105 Assert.That(retrievedSo.PrimCount, Is.EqualTo(partsToTestCount)); 105 Assert.That(retrievedSo.PrimCount, Is.EqualTo(partsToTestCount));
@@ -126,19 +126,19 @@ namespace OpenSim.Region.Framework.Scenes.Tests
126 UUID objUuid = new UUID("00000000-0000-0000-0000-000000000001"); 126 UUID objUuid = new UUID("00000000-0000-0000-0000-000000000001");
127 127
128 SceneObjectPart part1 128 SceneObjectPart part1
129 = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero) 129 = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
130 { Name = obj1Name, UUID = objUuid }; 130 { Name = obj1Name, UUID = objUuid };
131 131
132 Assert.That(scene.AddNewSceneObject(new SceneObjectGroup(part1), false), Is.True); 132 Assert.That(scene.AddNewSceneObject(new SceneObjectGroup(part1), false), Is.True);
133 133
134 SceneObjectPart part2 134 SceneObjectPart part2
135 = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero) 135 = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
136 { Name = obj2Name, UUID = objUuid }; 136 { Name = obj2Name, UUID = objUuid };
137 137
138 Assert.That(scene.AddNewSceneObject(new SceneObjectGroup(part2), false), Is.False); 138 Assert.That(scene.AddNewSceneObject(new SceneObjectGroup(part2), false), Is.False);
139 139
140 SceneObjectPart retrievedPart = scene.GetSceneObjectPart(objUuid); 140 SceneObjectPart retrievedPart = scene.GetSceneObjectPart(objUuid);
141 141
142 //m_log.Debug("retrievedPart : {0}", retrievedPart); 142 //m_log.Debug("retrievedPart : {0}", retrievedPart);
143 // If the parts have the same UUID then we will consider them as one and the same 143 // If the parts have the same UUID then we will consider them as one and the same
144 Assert.That(retrievedPart.Name, Is.EqualTo(obj1Name)); 144 Assert.That(retrievedPart.Name, Is.EqualTo(obj1Name));
@@ -180,7 +180,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
180 Assert.That(scene.GetGroupByPrim(soid), Is.Null); 180 Assert.That(scene.GetGroupByPrim(soid), Is.Null);
181 Assert.That(scene.GetGroupByPrim(spid), Is.Null); 181 Assert.That(scene.GetGroupByPrim(spid), Is.Null);
182 } 182 }
183 183
184 /// <summary> 184 /// <summary>
185 /// Test deleting an object from a scene. 185 /// Test deleting an object from a scene.
186 /// </summary> 186 /// </summary>
@@ -205,10 +205,10 @@ namespace OpenSim.Region.Framework.Scenes.Tests
205 205
206 Assert.That(retrievedPart, Is.Null); 206 Assert.That(retrievedPart, Is.Null);
207 } 207 }
208 208
209 /// <summary> 209 /// <summary>
210 /// Changing a scene object uuid changes the root part uuid. This is a valid operation if the object is not 210 /// Changing a scene object uuid changes the root part uuid. This is a valid operation if the object is not
211 /// in a scene and is useful if one wants to supply a UUID directly rather than use the one generated by 211 /// in a scene and is useful if one wants to supply a UUID directly rather than use the one generated by
212 /// OpenSim. 212 /// OpenSim.
213 /// </summary> 213 /// </summary>
214 [Test] 214 [Test]
@@ -218,24 +218,24 @@ namespace OpenSim.Region.Framework.Scenes.Tests
218 UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001"); 218 UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001");
219 string childPartName = "childPart"; 219 string childPartName = "childPart";
220 UUID childPartUuid = new UUID("00000000-0000-0000-0001-000000000000"); 220 UUID childPartUuid = new UUID("00000000-0000-0000-0001-000000000000");
221 221
222 SceneObjectPart rootPart 222 SceneObjectPart rootPart
223 = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero) 223 = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
224 { Name = rootPartName, UUID = rootPartUuid }; 224 { Name = rootPartName, UUID = rootPartUuid };
225 SceneObjectPart linkPart 225 SceneObjectPart linkPart
226 = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero) 226 = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
227 { Name = childPartName, UUID = childPartUuid }; 227 { Name = childPartName, UUID = childPartUuid };
228 228
229 SceneObjectGroup sog = new SceneObjectGroup(rootPart); 229 SceneObjectGroup sog = new SceneObjectGroup(rootPart);
230 sog.AddPart(linkPart); 230 sog.AddPart(linkPart);
231 231
232 Assert.That(sog.UUID, Is.EqualTo(rootPartUuid)); 232 Assert.That(sog.UUID, Is.EqualTo(rootPartUuid));
233 Assert.That(sog.RootPart.UUID, Is.EqualTo(rootPartUuid)); 233 Assert.That(sog.RootPart.UUID, Is.EqualTo(rootPartUuid));
234 Assert.That(sog.Parts.Length, Is.EqualTo(2)); 234 Assert.That(sog.Parts.Length, Is.EqualTo(2));
235 235
236 UUID newRootPartUuid = new UUID("00000000-0000-0000-0000-000000000002"); 236 UUID newRootPartUuid = new UUID("00000000-0000-0000-0000-000000000002");
237 sog.UUID = newRootPartUuid; 237 sog.UUID = newRootPartUuid;
238 238
239 Assert.That(sog.UUID, Is.EqualTo(newRootPartUuid)); 239 Assert.That(sog.UUID, Is.EqualTo(newRootPartUuid));
240 Assert.That(sog.RootPart.UUID, Is.EqualTo(newRootPartUuid)); 240 Assert.That(sog.RootPart.UUID, Is.EqualTo(newRootPartUuid));
241 Assert.That(sog.Parts.Length, Is.EqualTo(2)); 241 Assert.That(sog.Parts.Length, Is.EqualTo(2));
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectCopyTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectCopyTests.cs
index dc3b717..c27bc1a 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectCopyTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectCopyTests.cs
@@ -87,7 +87,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
87 87
88 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test. 88 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
89 AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter; 89 AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
90 sogd.Enabled = false; 90 sogd.Enabled = false;
91 91
92 SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "so1", ua.PrincipalID); 92 SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "so1", ua.PrincipalID);
93 uint soLocalId = so.LocalId; 93 uint soLocalId = so.LocalId;
@@ -119,11 +119,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
119 119
120 // Check that object is still there. 120 // Check that object is still there.
121 SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId); 121 SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
122 Assert.That(retrievedPart2, Is.Not.Null); 122 Assert.That(retrievedPart2, Is.Not.Null);
123 Assert.That(client.ReceivedKills.Count, Is.EqualTo(0)); 123 Assert.That(client.ReceivedKills.Count, Is.EqualTo(0));
124 124
125 // Check that we have a copy in inventory 125 // Check that we have a copy in inventory
126 InventoryItemBase item 126 InventoryItemBase item
127 = UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Lost And Found/so1"); 127 = UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Lost And Found/so1");
128 Assert.That(item, Is.Not.Null); 128 Assert.That(item, Is.Not.Null);
129 } 129 }
@@ -145,7 +145,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
145 145
146 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test. 146 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
147 AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter; 147 AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
148 sogd.Enabled = false; 148 sogd.Enabled = false;
149 149
150 SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "so1", ua.PrincipalID); 150 SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "so1", ua.PrincipalID);
151 uint soLocalId = so.LocalId; 151 uint soLocalId = so.LocalId;
@@ -168,11 +168,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
168 168
169 // Check that object is still there. 169 // Check that object is still there.
170 SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId); 170 SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
171 Assert.That(retrievedPart2, Is.Not.Null); 171 Assert.That(retrievedPart2, Is.Not.Null);
172 Assert.That(client.ReceivedKills.Count, Is.EqualTo(0)); 172 Assert.That(client.ReceivedKills.Count, Is.EqualTo(0));
173 173
174 // Check that we do not have a copy in inventory 174 // Check that we do not have a copy in inventory
175 InventoryItemBase item 175 InventoryItemBase item
176 = UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Lost And Found/so1"); 176 = UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Lost And Found/so1");
177 Assert.That(item, Is.Null); 177 Assert.That(item, Is.Null);
178 } 178 }
@@ -194,7 +194,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
194 194
195 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test. 195 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
196 AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter; 196 AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
197 sogd.Enabled = false; 197 sogd.Enabled = false;
198 198
199 SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "so1", TestHelpers.ParseTail(0x2)); 199 SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "so1", TestHelpers.ParseTail(0x2));
200 uint soLocalId = so.LocalId; 200 uint soLocalId = so.LocalId;
@@ -219,11 +219,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
219 219
220 // Check that object is still there. 220 // Check that object is still there.
221 SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId); 221 SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
222 Assert.That(retrievedPart2, Is.Not.Null); 222 Assert.That(retrievedPart2, Is.Not.Null);
223 Assert.That(client.ReceivedKills.Count, Is.EqualTo(0)); 223 Assert.That(client.ReceivedKills.Count, Is.EqualTo(0));
224 224
225 // Check that we have a copy in inventory 225 // Check that we have a copy in inventory
226 InventoryItemBase item 226 InventoryItemBase item
227 = UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Objects/so1"); 227 = UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Objects/so1");
228 Assert.That(item, Is.Not.Null); 228 Assert.That(item, Is.Not.Null);
229 } 229 }
@@ -245,7 +245,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
245 245
246 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test. 246 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
247 AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter; 247 AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
248 sogd.Enabled = false; 248 sogd.Enabled = false;
249 249
250 SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "so1", TestHelpers.ParseTail(0x2)); 250 SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "so1", TestHelpers.ParseTail(0x2));
251 uint soLocalId = so.LocalId; 251 uint soLocalId = so.LocalId;
@@ -272,11 +272,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
272 sogd.InventoryDeQueueAndDelete(); 272 sogd.InventoryDeQueueAndDelete();
273 // Check that object is still there. 273 // Check that object is still there.
274 SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId); 274 SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
275 Assert.That(retrievedPart2, Is.Not.Null); 275 Assert.That(retrievedPart2, Is.Not.Null);
276 Assert.That(client.ReceivedKills.Count, Is.EqualTo(0)); 276 Assert.That(client.ReceivedKills.Count, Is.EqualTo(0));
277 277
278 // Check that we have a copy in inventory 278 // Check that we have a copy in inventory
279 InventoryItemBase item 279 InventoryItemBase item
280 = UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Objects/so1"); 280 = UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Objects/so1");
281 Assert.That(item, Is.Null); 281 Assert.That(item, Is.Null);
282 } 282 }
@@ -303,11 +303,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
303 sogd.InventoryDeQueueAndDelete(); 303 sogd.InventoryDeQueueAndDelete();
304 // Check that object is still there. 304 // Check that object is still there.
305 SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId); 305 SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
306 Assert.That(retrievedPart2, Is.Not.Null); 306 Assert.That(retrievedPart2, Is.Not.Null);
307 Assert.That(client.ReceivedKills.Count, Is.EqualTo(0)); 307 Assert.That(client.ReceivedKills.Count, Is.EqualTo(0));
308 308
309 // Check that we have a copy in inventory 309 // Check that we have a copy in inventory
310 InventoryItemBase item 310 InventoryItemBase item
311 = UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Objects/so1"); 311 = UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Objects/so1");
312 Assert.That(item, Is.Null); 312 Assert.That(item, Is.Null);
313 } 313 }
@@ -334,11 +334,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
334 sogd.InventoryDeQueueAndDelete(); 334 sogd.InventoryDeQueueAndDelete();
335 // Check that object is still there. 335 // Check that object is still there.
336 SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId); 336 SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
337 Assert.That(retrievedPart2, Is.Not.Null); 337 Assert.That(retrievedPart2, Is.Not.Null);
338 Assert.That(client.ReceivedKills.Count, Is.EqualTo(0)); 338 Assert.That(client.ReceivedKills.Count, Is.EqualTo(0));
339 339
340 // Check that we have a copy in inventory 340 // Check that we have a copy in inventory
341 InventoryItemBase item 341 InventoryItemBase item
342 = UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Objects/so1"); 342 = UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Objects/so1");
343 Assert.That(item, Is.Null); 343 Assert.That(item, Is.Null);
344 } 344 }
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectCrossingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectCrossingTests.cs
index 4a98746..e1e973c 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectCrossingTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectCrossingTests.cs
@@ -98,7 +98,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
98 98
99 // crossing is async 99 // crossing is async
100 Thread.Sleep(500); 100 Thread.Sleep(500);
101 101
102 Assert.IsNull(sceneA.GetSceneObjectGroup(so1Id)); 102 Assert.IsNull(sceneA.GetSceneObjectGroup(so1Id));
103 Assert.NotNull(sceneB.GetSceneObjectGroup(so1Id)); 103 Assert.NotNull(sceneB.GetSceneObjectGroup(so1Id));
104 } 104 }
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
index f0debd0..b84ecac 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
@@ -77,19 +77,19 @@ namespace OpenSim.Region.Framework.Scenes.Tests
77 public void TestDeRezSceneObject() 77 public void TestDeRezSceneObject()
78 { 78 {
79 TestHelpers.InMethod(); 79 TestHelpers.InMethod();
80 80
81 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); 81 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
82 82
83 TestScene scene = new SceneHelpers().SetupScene(); 83 TestScene scene = new SceneHelpers().SetupScene();
84 IConfigSource configSource = new IniConfigSource(); 84 IConfigSource configSource = new IniConfigSource();
85 IConfig config = configSource.AddConfig("Startup"); 85 IConfig config = configSource.AddConfig("Startup");
86 config.Set("serverside_object_permissions", true); 86 config.Set("serverside_object_permissions", true);
87 SceneHelpers.SetupSceneModules(scene, configSource, new object[] { new DefaultPermissionsModule() }); 87 SceneHelpers.SetupSceneModules(scene, configSource, new object[] { new DefaultPermissionsModule() });
88 IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient; 88 IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
89 89
90 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test. 90 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
91 AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter; 91 AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
92 sogd.Enabled = false; 92 sogd.Enabled = false;
93 93
94 SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "so1", userId); 94 SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "so1", userId);
95 uint soLocalId = so.LocalId; 95 uint soLocalId = so.LocalId;
@@ -104,9 +104,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests
104// Assert.That(retrievedPart.ParentGroup.IsDeleted, Is.False); 104// Assert.That(retrievedPart.ParentGroup.IsDeleted, Is.False);
105 105
106 sogd.InventoryDeQueueAndDelete(); 106 sogd.InventoryDeQueueAndDelete();
107 107
108// SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId); 108// SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
109 Assert.That(retrievedPart, Is.Null); 109 Assert.That(retrievedPart, Is.Null);
110 } 110 }
111 111
112 /// <summary> 112 /// <summary>
@@ -154,48 +154,48 @@ namespace OpenSim.Region.Framework.Scenes.Tests
154 154
155 sceneA.DeleteSceneObject(so, false); 155 sceneA.DeleteSceneObject(so, false);
156 } 156 }
157 157
158 /// <summary> 158 /// <summary>
159 /// Test deleting an object from a scene where the deleter is not the owner 159 /// Test deleting an object from a scene where the deleter is not the owner
160 /// </summary> 160 /// </summary>
161 /// <remarks> 161 /// <remarks>
162 /// This test assumes that the deleter is not a god. 162 /// This test assumes that the deleter is not a god.
163 /// </remarks> 163 /// </remarks>
164 [Test] 164 [Test]
165 public void TestDeRezSceneObjectNotOwner() 165 public void TestDeRezSceneObjectNotOwner()
166 { 166 {
167 TestHelpers.InMethod(); 167 TestHelpers.InMethod();
168// log4net.Config.XmlConfigurator.Configure(); 168// log4net.Config.XmlConfigurator.Configure();
169 169
170 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); 170 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
171 UUID objectOwnerId = UUID.Parse("20000000-0000-0000-0000-000000000001"); 171 UUID objectOwnerId = UUID.Parse("20000000-0000-0000-0000-000000000001");
172 172
173 TestScene scene = new SceneHelpers().SetupScene(); 173 TestScene scene = new SceneHelpers().SetupScene();
174 IConfigSource configSource = new IniConfigSource(); 174 IConfigSource configSource = new IniConfigSource();
175 IConfig config = configSource.AddConfig("Startup"); 175 IConfig config = configSource.AddConfig("Startup");
176 config.Set("serverside_object_permissions", true); 176 config.Set("serverside_object_permissions", true);
177 SceneHelpers.SetupSceneModules(scene, configSource, new object[] { new DefaultPermissionsModule() }); 177 SceneHelpers.SetupSceneModules(scene, configSource, new object[] { new DefaultPermissionsModule() });
178 IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient; 178 IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
179 179
180 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test. 180 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
181 AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter; 181 AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
182 sogd.Enabled = false; 182 sogd.Enabled = false;
183 183
184 SceneObjectPart part 184 SceneObjectPart part
185 = new SceneObjectPart(objectOwnerId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero); 185 = new SceneObjectPart(objectOwnerId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero);
186 part.Name = "obj1"; 186 part.Name = "obj1";
187 scene.AddNewSceneObject(new SceneObjectGroup(part), false); 187 scene.AddNewSceneObject(new SceneObjectGroup(part), false);
188 List<uint> localIds = new List<uint>(); 188 List<uint> localIds = new List<uint>();
189 localIds.Add(part.LocalId); 189 localIds.Add(part.LocalId);
190 190
191 scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.Delete, UUID.Zero); 191 scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.Delete, UUID.Zero);
192 sogd.InventoryDeQueueAndDelete(); 192 sogd.InventoryDeQueueAndDelete();
193 193
194 // Object should still be in the scene. 194 // Object should still be in the scene.
195 SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId); 195 SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
196 Assert.That(retrievedPart.UUID, Is.EqualTo(part.UUID)); 196 Assert.That(retrievedPart.UUID, Is.EqualTo(part.UUID));
197 } 197 }
198 198
199 /// <summary> 199 /// <summary>
200 /// Test deleting an object asynchronously to user inventory. 200 /// Test deleting an object asynchronously to user inventory.
201 /// </summary> 201 /// </summary>
@@ -211,7 +211,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
211 TestScene scene = new SceneHelpers().SetupScene(); 211 TestScene scene = new SceneHelpers().SetupScene();
212 212
213 IConfigSource configSource = new IniConfigSource(); 213 IConfigSource configSource = new IniConfigSource();
214 IConfig config = configSource.AddConfig("Modules"); 214 IConfig config = configSource.AddConfig("Modules");
215 config.Set("InventoryAccessModule", "BasicInventoryAccessModule"); 215 config.Set("InventoryAccessModule", "BasicInventoryAccessModule");
216 SceneHelpers.SetupSceneModules( 216 SceneHelpers.SetupSceneModules(
217 scene, configSource, new object[] { new BasicInventoryAccessModule() }); 217 scene, configSource, new object[] { new BasicInventoryAccessModule() });
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs
index 1718734..41f61ac 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs
@@ -66,8 +66,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
66 public void TestLinkDelink2SceneObjects() 66 public void TestLinkDelink2SceneObjects()
67 { 67 {
68 TestHelpers.InMethod(); 68 TestHelpers.InMethod();
69 69
70 bool debugtest = false; 70 bool debugtest = false;
71 71
72 Scene scene = new SceneHelpers().SetupScene(); 72 Scene scene = new SceneHelpers().SetupScene();
73 SceneObjectGroup grp1 = SceneHelpers.AddSceneObject(scene); 73 SceneObjectGroup grp1 = SceneHelpers.AddSceneObject(scene);
@@ -83,7 +83,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
83 83
84 // <180,0,0> 84 // <180,0,0>
85 grp2.UpdateGroupRotationR(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0)); 85 grp2.UpdateGroupRotationR(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0));
86 86
87 // Required for linking 87 // Required for linking
88 grp1.RootPart.ClearUpdateSchedule(); 88 grp1.RootPart.ClearUpdateSchedule();
89 grp2.RootPart.ClearUpdateSchedule(); 89 grp2.RootPart.ClearUpdateSchedule();
@@ -111,7 +111,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
111 } 111 }
112 112
113 // root part should have no offset position or rotation 113 // root part should have no offset position or rotation
114 Assert.That(part1.OffsetPosition == Vector3.Zero && part1.RotationOffset == Quaternion.Identity, 114 Assert.That(part1.OffsetPosition == Vector3.Zero && part1.RotationOffset == Quaternion.Identity,
115 "root part should have no offset position or rotation"); 115 "root part should have no offset position or rotation");
116 116
117 // offset position should be root part position - part2.absolute position. 117 // offset position should be root part position - part2.absolute position.
@@ -125,13 +125,13 @@ namespace OpenSim.Region.Framework.Scenes.Tests
125 // There's a euler anomoly at 180, 0, 0 so expect 180 to turn into -180. 125 // There's a euler anomoly at 180, 0, 0 so expect 180 to turn into -180.
126 part1.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw); 126 part1.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
127 Vector3 rotEuler1 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG); 127 Vector3 rotEuler1 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);
128 128
129 if (debugtest) 129 if (debugtest)
130 m_log.Debug(rotEuler1); 130 m_log.Debug(rotEuler1);
131 131
132 part2.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw); 132 part2.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
133 Vector3 rotEuler2 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG); 133 Vector3 rotEuler2 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);
134 134
135 if (debugtest) 135 if (debugtest)
136 m_log.Debug(rotEuler2); 136 m_log.Debug(rotEuler2);
137 137
@@ -153,7 +153,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
153 public void TestLinkDelink2groups4SceneObjects() 153 public void TestLinkDelink2groups4SceneObjects()
154 { 154 {
155 TestHelpers.InMethod(); 155 TestHelpers.InMethod();
156 156
157 bool debugtest = false; 157 bool debugtest = false;
158 158
159 Scene scene = new SceneHelpers().SetupScene(); 159 Scene scene = new SceneHelpers().SetupScene();
@@ -194,7 +194,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
194 194
195 // Link grp4 to grp3. 195 // Link grp4 to grp3.
196 grp3.LinkToGroup(grp4); 196 grp3.LinkToGroup(grp4);
197 197
198 // At this point we should have 4 parts total in two groups. 198 // At this point we should have 4 parts total in two groups.
199 Assert.That(grp1.Parts.Length == 2, "Group1 children count should be 2"); 199 Assert.That(grp1.Parts.Length == 2, "Group1 children count should be 2");
200 Assert.That(grp2.IsDeleted, "Group 2 was not registered as deleted after link."); 200 Assert.That(grp2.IsDeleted, "Group 2 was not registered as deleted after link.");
@@ -202,7 +202,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
202 Assert.That(grp3.Parts.Length == 2, "Group3 children count should be 2"); 202 Assert.That(grp3.Parts.Length == 2, "Group3 children count should be 2");
203 Assert.That(grp4.IsDeleted, "Group 4 was not registered as deleted after link."); 203 Assert.That(grp4.IsDeleted, "Group 4 was not registered as deleted after link.");
204 Assert.That(grp4.Parts.Length, Is.EqualTo(0), "Group 4 still contained parts after delink."); 204 Assert.That(grp4.Parts.Length, Is.EqualTo(0), "Group 4 still contained parts after delink.");
205 205
206 if (debugtest) 206 if (debugtest)
207 { 207 {
208 m_log.Debug("--------After Link-------"); 208 m_log.Debug("--------After Link-------");
@@ -273,13 +273,13 @@ namespace OpenSim.Region.Framework.Scenes.Tests
273 Assert.That(part2.AbsolutePosition == Vector3.Zero, "Badness 1"); 273 Assert.That(part2.AbsolutePosition == Vector3.Zero, "Badness 1");
274 Assert.That(part4.OffsetPosition == new Vector3(20, 20, 20), "Badness 2"); 274 Assert.That(part4.OffsetPosition == new Vector3(20, 20, 20), "Badness 2");
275 Quaternion compareQuaternion = new Quaternion(0, 0.7071068f, 0, 0.7071068f); 275 Quaternion compareQuaternion = new Quaternion(0, 0.7071068f, 0, 0.7071068f);
276 Assert.That((part4.RotationOffset.X - compareQuaternion.X < 0.00003) 276 Assert.That((part4.RotationOffset.X - compareQuaternion.X < 0.00003)
277 && (part4.RotationOffset.Y - compareQuaternion.Y < 0.00003) 277 && (part4.RotationOffset.Y - compareQuaternion.Y < 0.00003)
278 && (part4.RotationOffset.Z - compareQuaternion.Z < 0.00003) 278 && (part4.RotationOffset.Z - compareQuaternion.Z < 0.00003)
279 && (part4.RotationOffset.W - compareQuaternion.W < 0.00003), 279 && (part4.RotationOffset.W - compareQuaternion.W < 0.00003),
280 "Badness 3"); 280 "Badness 3");
281 } 281 }
282 282
283 /// <summary> 283 /// <summary>
284 /// Test that a new scene object which is already linked is correctly persisted to the persistence layer. 284 /// Test that a new scene object which is already linked is correctly persisted to the persistence layer.
285 /// </summary> 285 /// </summary>
@@ -288,37 +288,37 @@ namespace OpenSim.Region.Framework.Scenes.Tests
288 { 288 {
289 TestHelpers.InMethod(); 289 TestHelpers.InMethod();
290 //log4net.Config.XmlConfigurator.Configure(); 290 //log4net.Config.XmlConfigurator.Configure();
291 291
292 TestScene scene = new SceneHelpers().SetupScene(); 292 TestScene scene = new SceneHelpers().SetupScene();
293 293
294 string rootPartName = "rootpart"; 294 string rootPartName = "rootpart";
295 UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001"); 295 UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001");
296 string linkPartName = "linkpart"; 296 string linkPartName = "linkpart";
297 UUID linkPartUuid = new UUID("00000000-0000-0000-0001-000000000000"); 297 UUID linkPartUuid = new UUID("00000000-0000-0000-0001-000000000000");
298 298
299 SceneObjectPart rootPart 299 SceneObjectPart rootPart
300 = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero) 300 = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
301 { Name = rootPartName, UUID = rootPartUuid }; 301 { Name = rootPartName, UUID = rootPartUuid };
302 SceneObjectPart linkPart 302 SceneObjectPart linkPart
303 = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero) 303 = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
304 { Name = linkPartName, UUID = linkPartUuid }; 304 { Name = linkPartName, UUID = linkPartUuid };
305 305
306 SceneObjectGroup sog = new SceneObjectGroup(rootPart); 306 SceneObjectGroup sog = new SceneObjectGroup(rootPart);
307 sog.AddPart(linkPart); 307 sog.AddPart(linkPart);
308 scene.AddNewSceneObject(sog, true); 308 scene.AddNewSceneObject(sog, true);
309 309
310 // In a test, we have to crank the backup handle manually. Normally this would be done by the timer invoked 310 // In a test, we have to crank the backup handle manually. Normally this would be done by the timer invoked
311 // scene backup thread. 311 // scene backup thread.
312 scene.Backup(true); 312 scene.Backup(true);
313 313
314 List<SceneObjectGroup> storedObjects = scene.SimulationDataService.LoadObjects(scene.RegionInfo.RegionID); 314 List<SceneObjectGroup> storedObjects = scene.SimulationDataService.LoadObjects(scene.RegionInfo.RegionID);
315 315
316 Assert.That(storedObjects.Count, Is.EqualTo(1)); 316 Assert.That(storedObjects.Count, Is.EqualTo(1));
317 Assert.That(storedObjects[0].Parts.Length, Is.EqualTo(2)); 317 Assert.That(storedObjects[0].Parts.Length, Is.EqualTo(2));
318 Assert.That(storedObjects[0].ContainsPart(rootPartUuid)); 318 Assert.That(storedObjects[0].ContainsPart(rootPartUuid));
319 Assert.That(storedObjects[0].ContainsPart(linkPartUuid)); 319 Assert.That(storedObjects[0].ContainsPart(linkPartUuid));
320 } 320 }
321 321
322 /// <summary> 322 /// <summary>
323 /// Test that a delink of a previously linked object is correctly persisted to the database 323 /// Test that a delink of a previously linked object is correctly persisted to the database
324 /// </summary> 324 /// </summary>
@@ -327,20 +327,20 @@ namespace OpenSim.Region.Framework.Scenes.Tests
327 { 327 {
328 TestHelpers.InMethod(); 328 TestHelpers.InMethod();
329 //log4net.Config.XmlConfigurator.Configure(); 329 //log4net.Config.XmlConfigurator.Configure();
330 330
331 TestScene scene = new SceneHelpers().SetupScene(); 331 TestScene scene = new SceneHelpers().SetupScene();
332 332
333 string rootPartName = "rootpart"; 333 string rootPartName = "rootpart";
334 UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001"); 334 UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001");
335 string linkPartName = "linkpart"; 335 string linkPartName = "linkpart";
336 UUID linkPartUuid = new UUID("00000000-0000-0000-0001-000000000000"); 336 UUID linkPartUuid = new UUID("00000000-0000-0000-0001-000000000000");
337 337
338 SceneObjectPart rootPart 338 SceneObjectPart rootPart
339 = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero) 339 = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
340 { Name = rootPartName, UUID = rootPartUuid }; 340 { Name = rootPartName, UUID = rootPartUuid };
341 341
342 SceneObjectPart linkPart 342 SceneObjectPart linkPart
343 = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero) 343 = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
344 { Name = linkPartName, UUID = linkPartUuid }; 344 { Name = linkPartName, UUID = linkPartUuid };
345 SceneObjectGroup linkGroup = new SceneObjectGroup(linkPart); 345 SceneObjectGroup linkGroup = new SceneObjectGroup(linkPart);
346 scene.AddNewSceneObject(linkGroup, true); 346 scene.AddNewSceneObject(linkGroup, true);
@@ -359,7 +359,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
359 SceneObjectGroup groupToDelete = sog.DelinkFromGroup(linkPart, false); 359 SceneObjectGroup groupToDelete = sog.DelinkFromGroup(linkPart, false);
360 Assert.IsFalse(groupToDelete.GroupContainsForeignPrims); 360 Assert.IsFalse(groupToDelete.GroupContainsForeignPrims);
361 361
362/* backup is async 362/* backup is async
363 scene.DeleteSceneObject(groupToDelete, false); 363 scene.DeleteSceneObject(groupToDelete, false);
364 364
365 List<SceneObjectGroup> storedObjects = scene.SimulationDataService.LoadObjects(scene.RegionInfo.RegionID); 365 List<SceneObjectGroup> storedObjects = scene.SimulationDataService.LoadObjects(scene.RegionInfo.RegionID);
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectSpatialTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectSpatialTests.cs
index ec58a5a..c2c7822 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectSpatialTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectSpatialTests.cs
@@ -137,7 +137,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
137 Vector3 childPosition = new Vector3(rootPartPosition + rotatedChildOffsetPosition); 137 Vector3 childPosition = new Vector3(rootPartPosition + rotatedChildOffsetPosition);
138 138
139 SceneObjectPart childPart = so.Parts[1]; 139 SceneObjectPart childPart = so.Parts[1];
140 140
141 Assert.That(childPart.AbsolutePosition, Is.EqualTo(childPosition)); 141 Assert.That(childPart.AbsolutePosition, Is.EqualTo(childPosition));
142 142
143 Assert.That(childPart.GroupPosition, Is.EqualTo(rootPartPosition)); 143 Assert.That(childPart.GroupPosition, Is.EqualTo(rootPartPosition));
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectStatusTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectStatusTests.cs
index e98e631..8d88083 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectStatusTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectStatusTests.cs
@@ -71,7 +71,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
71 m_so1.ScriptSetTemporaryStatus(false); 71 m_so1.ScriptSetTemporaryStatus(false);
72 72
73 Assert.That(m_so1.RootPart.Flags, Is.EqualTo(PrimFlags.None)); 73 Assert.That(m_so1.RootPart.Flags, Is.EqualTo(PrimFlags.None));
74 Assert.That(m_so1.Backup, Is.True); 74 Assert.That(m_so1.Backup, Is.True);
75 } 75 }
76 76
77 [Test] 77 [Test]
@@ -91,7 +91,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
91 91
92 m_so1.ScriptSetPhantomStatus(false); 92 m_so1.ScriptSetPhantomStatus(false);
93 93
94 Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.None)); 94 Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.None));
95 } 95 }
96 96
97 [Test] 97 [Test]
@@ -112,7 +112,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
112 112
113 m_so1.ScriptSetVolumeDetect(false); 113 m_so1.ScriptSetVolumeDetect(false);
114 114
115 Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.None)); 115 Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.None));
116 } 116 }
117 117
118 [Test] 118 [Test]
@@ -152,9 +152,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests
152 152
153 m_so1.ScriptSetVolumeDetect(false); 153 m_so1.ScriptSetVolumeDetect(false);
154 154
155 Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.Physics)); 155 Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.Physics));
156 } 156 }
157 157
158 [Test] 158 [Test]
159 public void TestSetPhysicsLinkset() 159 public void TestSetPhysicsLinkset()
160 { 160 {
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
index a92e364..4ec69cd 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
@@ -53,30 +53,30 @@ namespace OpenSim.Region.Framework.Scenes.Tests
53 { 53 {
54 TestHelpers.InMethod(); 54 TestHelpers.InMethod();
55// log4net.Config.XmlConfigurator.Configure(); 55// log4net.Config.XmlConfigurator.Configure();
56 56
57 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); 57 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
58 58
59 TestScene scene = new SceneHelpers().SetupScene(); 59 TestScene scene = new SceneHelpers().SetupScene();
60 IConfigSource configSource = new IniConfigSource(); 60 IConfigSource configSource = new IniConfigSource();
61 61
62 IConfig startupConfig = configSource.AddConfig("Startup"); 62 IConfig startupConfig = configSource.AddConfig("Startup");
63 startupConfig.Set("serverside_object_permissions", true); 63 startupConfig.Set("serverside_object_permissions", true);
64 64
65 IConfig groupsConfig = configSource.AddConfig("Groups"); 65 IConfig groupsConfig = configSource.AddConfig("Groups");
66 groupsConfig.Set("Enabled", true); 66 groupsConfig.Set("Enabled", true);
67 groupsConfig.Set("Module", "GroupsModule"); 67 groupsConfig.Set("Module", "GroupsModule");
68 groupsConfig.Set("DebugEnabled", true); 68 groupsConfig.Set("DebugEnabled", true);
69 69
70 SceneHelpers.SetupSceneModules( 70 SceneHelpers.SetupSceneModules(
71 scene, configSource, new object[] 71 scene, configSource, new object[]
72 { new DefaultPermissionsModule(), 72 { new DefaultPermissionsModule(),
73 new GroupsModule(), 73 new GroupsModule(),
74 new MockGroupsServicesConnector() }); 74 new MockGroupsServicesConnector() });
75 75
76 IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient; 76 IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
77 77
78 IGroupsModule groupsModule = scene.RequestModuleInterface<IGroupsModule>(); 78 IGroupsModule groupsModule = scene.RequestModuleInterface<IGroupsModule>();
79 79
80 groupsModule.CreateGroup(client, "group1", "To boldly go", true, UUID.Zero, 5, true, true, true); 80 groupsModule.CreateGroup(client, "group1", "To boldly go", true, UUID.Zero, 5, true, true, true);
81 } 81 }
82 } 82 }
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
index ada407f..0f386bc 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
@@ -142,7 +142,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
142 // Check rest of exepcted parameters. 142 // Check rest of exepcted parameters.
143 Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(spUuid), Is.Not.Null); 143 Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(spUuid), Is.Not.Null);
144 Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1)); 144 Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
145 145
146 Assert.That(sp.IsChildAgent, Is.False); 146 Assert.That(sp.IsChildAgent, Is.False);
147 Assert.That(sp.UUID, Is.EqualTo(spUuid)); 147 Assert.That(sp.UUID, Is.EqualTo(spUuid));
148 148
@@ -262,9 +262,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests
262 { 262 {
263 TestHelpers.InMethod(); 263 TestHelpers.InMethod();
264// log4net.Config.XmlConfigurator.Configure(); 264// log4net.Config.XmlConfigurator.Configure();
265 265
266// UUID agent1Id = UUID.Parse("00000000-0000-0000-0000-000000000001"); 266// UUID agent1Id = UUID.Parse("00000000-0000-0000-0000-000000000001");
267 267
268 TestScene myScene1 = new SceneHelpers().SetupScene("Neighbour y", UUID.Random(), 1000, 1000); 268 TestScene myScene1 = new SceneHelpers().SetupScene("Neighbour y", UUID.Random(), 1000, 1000);
269 TestScene myScene2 = new SceneHelpers().SetupScene("Neighbour y + 1", UUID.Random(), 1001, 1000); 269 TestScene myScene2 = new SceneHelpers().SetupScene("Neighbour y + 1", UUID.Random(), 1001, 1000);
270 270
@@ -279,7 +279,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
279 279
280 EventQueueGetModule eqgm2 = new EventQueueGetModule(); 280 EventQueueGetModule eqgm2 = new EventQueueGetModule();
281 SceneHelpers.SetupSceneModules(myScene2, configSource, etm, eqgm2); 281 SceneHelpers.SetupSceneModules(myScene2, configSource, etm, eqgm2);
282 282
283// SceneHelpers.AddScenePresence(myScene1, agent1Id); 283// SceneHelpers.AddScenePresence(myScene1, agent1Id);
284// ScenePresence childPresence = myScene2.GetScenePresence(agent1); 284// ScenePresence childPresence = myScene2.GetScenePresence(agent1);
285// 285//
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs
index b8f7458..86500c7 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs
@@ -465,7 +465,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
465 teleportLookAt, 465 teleportLookAt,
466 (uint)TeleportFlags.ViaLocation); 466 (uint)TeleportFlags.ViaLocation);
467 467
468 // FIXME: Not setting up InformClientOfNeighbour on the TestClient means that it does not initiate 468 // FIXME: Not setting up InformClientOfNeighbour on the TestClient means that it does not initiate
469 // communication with the destination region. But this is a very non-obvious way of doing it - really we 469 // communication with the destination region. But this is a very non-obvious way of doing it - really we
470 // should be forced to expicitly set this up. 470 // should be forced to expicitly set this up.
471 471
@@ -627,8 +627,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
627 // Both these operations will occur on different threads and will wait for each other. 627 // Both these operations will occur on different threads and will wait for each other.
628 // We have to do this via ThreadPool directly since FireAndForget has been switched to sync for the V1 628 // We have to do this via ThreadPool directly since FireAndForget has been switched to sync for the V1
629 // test protocol, where we are trying to avoid unpredictable async operations in regression tests. 629 // test protocol, where we are trying to avoid unpredictable async operations in regression tests.
630 tc.OnTestClientSendRegionTeleport 630 tc.OnTestClientSendRegionTeleport
631 += (regionHandle, simAccess, regionExternalEndPoint, locationID, flags, capsURL) 631 += (regionHandle, simAccess, regionExternalEndPoint, locationID, flags, capsURL)
632 => ThreadPool.UnsafeQueueUserWorkItem(o => destinationTestClients[0].CompleteMovement(), null); 632 => ThreadPool.UnsafeQueueUserWorkItem(o => destinationTestClients[0].CompleteMovement(), null);
633 633
634 sceneA.RequestTeleportLocation( 634 sceneA.RequestTeleportLocation(
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneTelehubTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneTelehubTests.cs
index 584a03c..dbb6a37 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneTelehubTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneTelehubTests.cs
@@ -70,7 +70,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
70 // Must still be possible to successfully log in 70 // Must still be possible to successfully log in
71 UUID loggingInUserId = TestHelpers.ParseTail(0x2); 71 UUID loggingInUserId = TestHelpers.ParseTail(0x2);
72 72
73 UserAccount ua 73 UserAccount ua
74 = UserAccountHelpers.CreateUserWithInventory(scene, "Test", "User", loggingInUserId, "password"); 74 = UserAccountHelpers.CreateUserWithInventory(scene, "Test", "User", loggingInUserId, "password");
75 75
76 SceneHelpers.AddScenePresence(scene, ua); 76 SceneHelpers.AddScenePresence(scene, ua);
@@ -107,7 +107,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
107 // Must still be possible to successfully log in 107 // Must still be possible to successfully log in
108 UUID loggingInUserId = TestHelpers.ParseTail(0x2); 108 UUID loggingInUserId = TestHelpers.ParseTail(0x2);
109 109
110 UserAccount ua 110 UserAccount ua
111 = UserAccountHelpers.CreateUserWithInventory(scene, "Test", "User", loggingInUserId, "password"); 111 = UserAccountHelpers.CreateUserWithInventory(scene, "Test", "User", loggingInUserId, "password");
112 112
113 SceneHelpers.AddScenePresence(scene, ua); 113 SceneHelpers.AddScenePresence(scene, ua);
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
index 517faf1..6c0af8f 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
@@ -66,7 +66,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
66 uint sizeX = 512; 66 uint sizeX = 512;
67 uint sizeY = 512; 67 uint sizeY = 512;
68 68
69 Scene scene 69 Scene scene
70 = new SceneHelpers().SetupScene("scene", regionUuid, 1000, 1000, sizeX, sizeY, new IniConfigSource()); 70 = new SceneHelpers().SetupScene("scene", regionUuid, 1000, 1000, sizeX, sizeY, new IniConfigSource());
71 71
72 Assert.AreEqual(sizeX, scene.RegionInfo.RegionSizeX); 72 Assert.AreEqual(sizeX, scene.RegionInfo.RegionSizeX);
@@ -83,7 +83,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
83 83
84 Scene scene = new SceneHelpers().SetupScene(); 84 Scene scene = new SceneHelpers().SetupScene();
85 scene.Update(1); 85 scene.Update(1);
86 86
87 Assert.That(scene.Frame, Is.EqualTo(1)); 87 Assert.That(scene.Frame, Is.EqualTo(1));
88 } 88 }
89 89
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SharedRegionModuleTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SharedRegionModuleTests.cs
index eeda84f..c74c83f 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SharedRegionModuleTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SharedRegionModuleTests.cs
@@ -105,7 +105,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
105// rmcp.LoadModulesFromAddins = false; 105// rmcp.LoadModulesFromAddins = false;
106//// reg.RegisterInterface<IRegionModulesController>(rmcp); 106//// reg.RegisterInterface<IRegionModulesController>(rmcp);
107// rmcp.Initialise(sim); 107// rmcp.Initialise(sim);
108// rmcp.PostInitialise(); 108// rmcp.PostInitialise();
109// TypeExtensionNode node = new TypeExtensionNode(); 109// TypeExtensionNode node = new TypeExtensionNode();
110// node. 110// node.
111// rmcp.AddNode(node, configSource.Configs["Modules"], new Dictionary<RuntimeAddin, IList<int>>()); 111// rmcp.AddNode(node, configSource.Configs["Modules"], new Dictionary<RuntimeAddin, IList<int>>());
@@ -120,9 +120,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests
120 int expectedEventCount = 6; 120 int expectedEventCount = 6;
121 121
122 Assert.AreEqual( 122 Assert.AreEqual(
123 expectedEventCount, 123 expectedEventCount,
124 co.Count, 124 co.Count,
125 "Expected {0} events but only got {1} ({2})", 125 "Expected {0} events but only got {1} ({2})",
126 expectedEventCount, co.Count, string.Join(",", co)); 126 expectedEventCount, co.Count, string.Join(",", co));
127 Assert.AreEqual("Initialise", co[0]); 127 Assert.AreEqual("Initialise", co[0]);
128 Assert.AreEqual("PostInitialise", co[1]); 128 Assert.AreEqual("PostInitialise", co[1]);
@@ -137,7 +137,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
137 { 137 {
138 // FIXME: Should really use MethodInfo 138 // FIXME: Should really use MethodInfo
139 public List<string> CallOrder = new List<string>(); 139 public List<string> CallOrder = new List<string>();
140 140
141 public string Name { get { return "TestSharedRegion"; } } 141 public string Name { get { return "TestSharedRegion"; } }
142 142
143 public Type ReplaceableInterface { get { return null; } } 143 public Type ReplaceableInterface { get { return null; } }
@@ -186,13 +186,13 @@ namespace OpenSim.Region.Framework.Scenes.Tests
186 186
187 public void Initialise() {} 187 public void Initialise() {}
188 188
189 public void Initialise(OpenSimBase sim) 189 public void Initialise(OpenSimBase sim)
190 { 190 {
191 m_openSim = sim; 191 m_openSim = sim;
192 } 192 }
193 193
194 /// <summary> 194 /// <summary>
195 /// Called when the application loading is completed 195 /// Called when the application loading is completed
196 /// </summary> 196 /// </summary>
197 public void PostInitialise() 197 public void PostInitialise()
198 { 198 {
@@ -228,8 +228,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
228 } 228 }
229 229
230 scene.RegionModules.Clear(); 230 scene.RegionModules.Clear();
231 } 231 }
232 232
233 public void AddNode(ISharedRegionModule module) 233 public void AddNode(ISharedRegionModule module)
234 { 234 {
235 m_sharedInstances.Add(module); 235 m_sharedInstances.Add(module);
diff --git a/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs b/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs
index 33a630c..8273e32 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs
@@ -55,7 +55,7 @@ namespace OpenSim.Region.Framework.Tests
55 { 55 {
56 TestHelpers.InMethod(); 56 TestHelpers.InMethod();
57// log4net.Config.XmlConfigurator.Configure(); 57// log4net.Config.XmlConfigurator.Configure();
58 58
59 Scene scene = new SceneHelpers().SetupScene(); 59 Scene scene = new SceneHelpers().SetupScene();
60 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene); 60 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene);
61 SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, user1.PrincipalID); 61 SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, user1.PrincipalID);
@@ -78,7 +78,7 @@ namespace OpenSim.Region.Framework.Tests
78 { 78 {
79 TestHelpers.InMethod(); 79 TestHelpers.InMethod();
80// log4net.Config.XmlConfigurator.Configure(); 80// log4net.Config.XmlConfigurator.Configure();
81 81
82 Scene scene = new SceneHelpers().SetupScene(); 82 Scene scene = new SceneHelpers().SetupScene();
83 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene); 83 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene);
84 SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, user1.PrincipalID); 84 SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, user1.PrincipalID);
@@ -121,7 +121,7 @@ namespace OpenSim.Region.Framework.Tests
121 { 121 {
122 TestHelpers.InMethod(); 122 TestHelpers.InMethod();
123// log4net.Config.XmlConfigurator.Configure(); 123// log4net.Config.XmlConfigurator.Configure();
124 124
125 Scene scene = new SceneHelpers().SetupScene(); 125 Scene scene = new SceneHelpers().SetupScene();
126 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene); 126 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene);
127 SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, user1.PrincipalID); 127 SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, user1.PrincipalID);
@@ -130,18 +130,18 @@ namespace OpenSim.Region.Framework.Tests
130 = TaskInventoryHelpers.AddNotecard( 130 = TaskInventoryHelpers.AddNotecard(
131 scene.AssetService, sop1, "ncItem", TestHelpers.ParseTail(0x800), TestHelpers.ParseTail(0x900), "Hello World!"); 131 scene.AssetService, sop1, "ncItem", TestHelpers.ParseTail(0x800), TestHelpers.ParseTail(0x900), "Hello World!");
132 132
133 InventoryFolderBase folder 133 InventoryFolderBase folder
134 = InventoryArchiveUtils.FindFoldersByPath(scene.InventoryService, user1.PrincipalID, "Objects")[0]; 134 = InventoryArchiveUtils.FindFoldersByPath(scene.InventoryService, user1.PrincipalID, "Objects")[0];
135 135
136 // Perform test 136 // Perform test
137 string message; 137 string message;
138 scene.MoveTaskInventoryItem(user1.PrincipalID, folder.ID, sop1, sopItem1.ItemID, out message); 138 scene.MoveTaskInventoryItem(user1.PrincipalID, folder.ID, sop1, sopItem1.ItemID, out message);
139 139
140 InventoryItemBase ncUserItem 140 InventoryItemBase ncUserItem
141 = InventoryArchiveUtils.FindItemByPath(scene.InventoryService, user1.PrincipalID, "Objects/ncItem"); 141 = InventoryArchiveUtils.FindItemByPath(scene.InventoryService, user1.PrincipalID, "Objects/ncItem");
142 Assert.That(ncUserItem, Is.Not.Null, "Objects/ncItem was not found"); 142 Assert.That(ncUserItem, Is.Not.Null, "Objects/ncItem was not found");
143 } 143 }
144 144
145 /// <summary> 145 /// <summary>
146 /// Test MoveTaskInventoryItem from a part inventory to a user inventory where the item has no parent folder assigned. 146 /// Test MoveTaskInventoryItem from a part inventory to a user inventory where the item has no parent folder assigned.
147 /// </summary> 147 /// </summary>
@@ -153,7 +153,7 @@ namespace OpenSim.Region.Framework.Tests
153 { 153 {
154 TestHelpers.InMethod(); 154 TestHelpers.InMethod();
155// log4net.Config.XmlConfigurator.Configure(); 155// log4net.Config.XmlConfigurator.Configure();
156 156
157 Scene scene = new SceneHelpers().SetupScene(); 157 Scene scene = new SceneHelpers().SetupScene();
158 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene); 158 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene);
159 SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, user1.PrincipalID); 159 SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, user1.PrincipalID);
@@ -162,11 +162,11 @@ namespace OpenSim.Region.Framework.Tests
162 TaskInventoryItem sopItem1 162 TaskInventoryItem sopItem1
163 = TaskInventoryHelpers.AddNotecard( 163 = TaskInventoryHelpers.AddNotecard(
164 scene.AssetService, sop1, "ncItem", TestHelpers.ParseTail(0x800), TestHelpers.ParseTail(0x900), "Hello World!"); 164 scene.AssetService, sop1, "ncItem", TestHelpers.ParseTail(0x800), TestHelpers.ParseTail(0x900), "Hello World!");
165 165
166 // Perform test 166 // Perform test
167 string message; 167 string message;
168 scene.MoveTaskInventoryItem(user1.PrincipalID, UUID.Zero, sop1, sopItem1.ItemID, out message); 168 scene.MoveTaskInventoryItem(user1.PrincipalID, UUID.Zero, sop1, sopItem1.ItemID, out message);
169 169
170 InventoryItemBase ncUserItem 170 InventoryItemBase ncUserItem
171 = InventoryArchiveUtils.FindItemByPath(scene.InventoryService, user1.PrincipalID, "Notecards/ncItem"); 171 = InventoryArchiveUtils.FindItemByPath(scene.InventoryService, user1.PrincipalID, "Notecards/ncItem");
172 Assert.That(ncUserItem, Is.Not.Null, "Notecards/ncItem was not found"); 172 Assert.That(ncUserItem, Is.Not.Null, "Notecards/ncItem was not found");
diff --git a/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs b/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs
index 142ad84..58e157c 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs
@@ -113,7 +113,7 @@ namespace OpenSim.Region.Framework.Tests
113 { 113 {
114 TestHelpers.InMethod(); 114 TestHelpers.InMethod();
115// TestHelpers.EnableLogging(); 115// TestHelpers.EnableLogging();
116 116
117 Scene scene = new SceneHelpers().SetupScene(); 117 Scene scene = new SceneHelpers().SetupScene();
118 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(1001)); 118 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(1001));
119 UserAccount user2 = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(1002)); 119 UserAccount user2 = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(1002));
diff --git a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
index 937c414..4ceebc1 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
@@ -41,7 +41,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
41 { 41 {
42 protected IAssetService m_assetService; 42 protected IAssetService m_assetService;
43 protected UuidGatherer m_uuidGatherer; 43 protected UuidGatherer m_uuidGatherer;
44 44
45 [SetUp] 45 [SetUp]
46 public void Init() 46 public void Init()
47 { 47 {
@@ -55,9 +55,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests
55 public void TestCorruptAsset() 55 public void TestCorruptAsset()
56 { 56 {
57 TestHelpers.InMethod(); 57 TestHelpers.InMethod();
58 58
59 UUID corruptAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666"); 59 UUID corruptAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666");
60 AssetBase corruptAsset 60 AssetBase corruptAsset
61 = AssetHelpers.CreateAsset(corruptAssetUuid, AssetType.Notecard, "CORRUPT ASSET", UUID.Zero); 61 = AssetHelpers.CreateAsset(corruptAssetUuid, AssetType.Notecard, "CORRUPT ASSET", UUID.Zero);
62 m_assetService.Store(corruptAsset); 62 m_assetService.Store(corruptAsset);
63 63
@@ -67,7 +67,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
67 // We count the uuid as gathered even if the asset itself is corrupt. 67 // We count the uuid as gathered even if the asset itself is corrupt.
68 Assert.That(m_uuidGatherer.GatheredUuids.Count, Is.EqualTo(1)); 68 Assert.That(m_uuidGatherer.GatheredUuids.Count, Is.EqualTo(1));
69 } 69 }
70 70
71 /// <summary> 71 /// <summary>
72 /// Test requests made for non-existent assets while we're gathering 72 /// Test requests made for non-existent assets while we're gathering
73 /// </summary> 73 /// </summary>
@@ -75,7 +75,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
75 public void TestMissingAsset() 75 public void TestMissingAsset()
76 { 76 {
77 TestHelpers.InMethod(); 77 TestHelpers.InMethod();
78 78
79 UUID missingAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666"); 79 UUID missingAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666");
80 80
81 m_uuidGatherer.AddForInspection(missingAssetUuid); 81 m_uuidGatherer.AddForInspection(missingAssetUuid);
@@ -89,23 +89,23 @@ namespace OpenSim.Region.Framework.Scenes.Tests
89 { 89 {
90 TestHelpers.InMethod(); 90 TestHelpers.InMethod();
91// TestHelpers.EnableLogging(); 91// TestHelpers.EnableLogging();
92 92
93 UUID ownerId = TestHelpers.ParseTail(0x10); 93 UUID ownerId = TestHelpers.ParseTail(0x10);
94 UUID embeddedId = TestHelpers.ParseTail(0x20); 94 UUID embeddedId = TestHelpers.ParseTail(0x20);
95 UUID secondLevelEmbeddedId = TestHelpers.ParseTail(0x21); 95 UUID secondLevelEmbeddedId = TestHelpers.ParseTail(0x21);
96 UUID missingEmbeddedId = TestHelpers.ParseTail(0x22); 96 UUID missingEmbeddedId = TestHelpers.ParseTail(0x22);
97 UUID ncAssetId = TestHelpers.ParseTail(0x30); 97 UUID ncAssetId = TestHelpers.ParseTail(0x30);
98 98
99 AssetBase ncAsset 99 AssetBase ncAsset
100 = AssetHelpers.CreateNotecardAsset( 100 = AssetHelpers.CreateNotecardAsset(
101 ncAssetId, string.Format("Hello{0}World{1}", embeddedId, missingEmbeddedId)); 101 ncAssetId, string.Format("Hello{0}World{1}", embeddedId, missingEmbeddedId));
102 m_assetService.Store(ncAsset); 102 m_assetService.Store(ncAsset);
103 103
104 AssetBase embeddedAsset 104 AssetBase embeddedAsset
105 = AssetHelpers.CreateNotecardAsset(embeddedId, string.Format("{0} We'll meet again.", secondLevelEmbeddedId)); 105 = AssetHelpers.CreateNotecardAsset(embeddedId, string.Format("{0} We'll meet again.", secondLevelEmbeddedId));
106 m_assetService.Store(embeddedAsset); 106 m_assetService.Store(embeddedAsset);
107 107
108 AssetBase secondLevelEmbeddedAsset 108 AssetBase secondLevelEmbeddedAsset
109 = AssetHelpers.CreateNotecardAsset(secondLevelEmbeddedId, "Don't know where, don't know when."); 109 = AssetHelpers.CreateNotecardAsset(secondLevelEmbeddedId, "Don't know where, don't know when.");
110 m_assetService.Store(secondLevelEmbeddedAsset); 110 m_assetService.Store(secondLevelEmbeddedAsset);
111 111
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 7bbf1bd..8fff38f 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -46,7 +46,7 @@ namespace OpenSim.Region.Framework.Scenes
46 /// </summary> 46 /// </summary>
47 /// <param name="part"></param> 47 /// <param name="part"></param>
48 /// <param name="change">bit field with what is changed</param> 48 /// <param name="change">bit field with what is changed</param>
49 /// 49 ///
50 public UndoState(SceneObjectPart part, ObjectChangeType change) 50 public UndoState(SceneObjectPart part, ObjectChangeType change)
51 { 51 {
52 data = new ObjectChangeData(); 52 data = new ObjectChangeData();
@@ -73,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
73 } 73 }
74 } 74 }
75 /// <summary> 75 /// <summary>
76 /// check if undo or redo is too old 76 /// check if undo or redo is too old
77 /// </summary> 77 /// </summary>
78 78
79 public bool checkExpire() 79 public bool checkExpire()
@@ -97,8 +97,8 @@ namespace OpenSim.Region.Framework.Scenes
97 /// </summary> 97 /// </summary>
98 /// <param name="part"></param> 98 /// <param name="part"></param>
99 /// <returns>true what fiels and related data are equal, False otherwise.</returns> 99 /// <returns>true what fiels and related data are equal, False otherwise.</returns>
100 /// 100 ///
101 public bool Compare(SceneObjectPart part, ObjectChangeType change) 101 public bool Compare(SceneObjectPart part, ObjectChangeType change)
102 { 102 {
103 if (data.change != change) // if diferent targets, then they are diferent 103 if (data.change != change) // if diferent targets, then they are diferent
104 return false; 104 return false;
@@ -130,7 +130,7 @@ namespace OpenSim.Region.Framework.Scenes
130 /// executes the undo or redo to a part or its group 130 /// executes the undo or redo to a part or its group
131 /// </summary> 131 /// </summary>
132 /// <param name="part"></param> 132 /// <param name="part"></param>
133 /// 133 ///
134 134
135 public void PlayState(SceneObjectPart part) 135 public void PlayState(SceneObjectPart part)
136 { 136 {
@@ -140,7 +140,7 @@ namespace OpenSim.Region.Framework.Scenes
140 140
141 if (grp != null) 141 if (grp != null)
142 { 142 {
143 grp.doChangeObject(part, data); 143 grp.doChangeObject(part, data);
144 } 144 }
145 part.Undoing = false; 145 part.Undoing = false;
146 } 146 }
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 37b91d3..93406cb 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -92,7 +92,7 @@ namespace OpenSim.Region.Framework.Scenes
92 /// <param name="assetService"> 92 /// <param name="assetService">
93 /// Asset service. 93 /// Asset service.
94 /// </param> 94 /// </param>
95 public UuidGatherer(IAssetService assetService) : this(assetService, new Dictionary<UUID, sbyte>()) {} 95 public UuidGatherer(IAssetService assetService) : this(assetService, new Dictionary<UUID, sbyte>()) {}
96 96
97 /// <summary> 97 /// <summary>
98 /// Initializes a new instance of the <see cref="OpenSim.Region.Framework.Scenes.UuidGatherer"/> class. 98 /// Initializes a new instance of the <see cref="OpenSim.Region.Framework.Scenes.UuidGatherer"/> class.
@@ -101,7 +101,7 @@ namespace OpenSim.Region.Framework.Scenes
101 /// Asset service. 101 /// Asset service.
102 /// </param> 102 /// </param>
103 /// <param name="collector"> 103 /// <param name="collector">
104 /// Gathered UUIDs will be collected in this dictinaory. 104 /// Gathered UUIDs will be collected in this dictinaory.
105 /// It can be pre-populated if you want to stop the gatherer from analyzing assets that have already been fetched and inspected. 105 /// It can be pre-populated if you want to stop the gatherer from analyzing assets that have already been fetched and inspected.
106 /// </param> 106 /// </param>
107 public UuidGatherer(IAssetService assetService, IDictionary<UUID, sbyte> collector) 107 public UuidGatherer(IAssetService assetService, IDictionary<UUID, sbyte> collector)
@@ -128,7 +128,7 @@ namespace OpenSim.Region.Framework.Scenes
128 m_assetUuidsToInspect.Enqueue(uuid); 128 m_assetUuidsToInspect.Enqueue(uuid);
129 return true; 129 return true;
130 } 130 }
131 131
132 /// <summary> 132 /// <summary>
133 /// Gather all the asset uuids associated with a given object. 133 /// Gather all the asset uuids associated with a given object.
134 /// </summary> 134 /// </summary>
@@ -194,7 +194,7 @@ namespace OpenSim.Region.Framework.Scenes
194 catch (Exception) 194 catch (Exception)
195 { 195 {
196 m_log.WarnFormat( 196 m_log.WarnFormat(
197 "[UUID GATHERER]: Could not check particle system for part {0} {1} in object {2} {3} since it is corrupt. Continuing.", 197 "[UUID GATHERER]: Could not check particle system for part {0} {1} in object {2} {3} since it is corrupt. Continuing.",
198 part.Name, part.UUID, sceneObject.Name, sceneObject.UUID); 198 part.Name, part.UUID, sceneObject.Name, sceneObject.UUID);
199 } 199 }
200 } 200 }
@@ -205,7 +205,7 @@ namespace OpenSim.Region.Framework.Scenes
205 foreach (TaskInventoryItem tii in taskDictionary.Values) 205 foreach (TaskInventoryItem tii in taskDictionary.Values)
206 { 206 {
207 // m_log.DebugFormat( 207 // m_log.DebugFormat(
208 // "[ARCHIVER]: Analysing item {0} asset type {1} in {2} {3}", 208 // "[ARCHIVER]: Analysing item {0} asset type {1} in {2} {3}",
209 // tii.Name, tii.Type, part.Name, part.UUID); 209 // tii.Name, tii.Type, part.Name, part.UUID);
210 210
211 if (!GatheredUuids.ContainsKey(tii.AssetID)) 211 if (!GatheredUuids.ContainsKey(tii.AssetID))
@@ -214,19 +214,19 @@ namespace OpenSim.Region.Framework.Scenes
214 214
215 // FIXME: We need to make gathering modular but we cannot yet, since gatherers are not guaranteed 215 // FIXME: We need to make gathering modular but we cannot yet, since gatherers are not guaranteed
216 // to be called with scene objects that are in a scene (e.g. in the case of hg asset mapping and 216 // to be called with scene objects that are in a scene (e.g. in the case of hg asset mapping and
217 // inventory transfer. There needs to be a way for a module to register a method without assuming a 217 // inventory transfer. There needs to be a way for a module to register a method without assuming a
218 // Scene.EventManager is present. 218 // Scene.EventManager is present.
219 // part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids); 219 // part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids);
220 220
221 221
222 // still needed to retrieve textures used as materials for any parts containing legacy materials stored in DynAttrs 222 // still needed to retrieve textures used as materials for any parts containing legacy materials stored in DynAttrs
223 RecordMaterialsUuids(part); 223 RecordMaterialsUuids(part);
224 } 224 }
225 catch (Exception e) 225 catch (Exception e)
226 { 226 {
227 m_log.ErrorFormat("[UUID GATHERER]: Failed to get part - {0}", e); 227 m_log.ErrorFormat("[UUID GATHERER]: Failed to get part - {0}", e);
228 m_log.DebugFormat( 228 m_log.DebugFormat(
229 "[UUID GATHERER]: Texture entry length for prim was {0} (min is 46)", 229 "[UUID GATHERER]: Texture entry length for prim was {0} (min is 46)",
230 part.Shape.TextureEntry.Length); 230 part.Shape.TextureEntry.Length);
231 } 231 }
232 } 232 }
@@ -283,7 +283,7 @@ namespace OpenSim.Region.Framework.Scenes
283 return; 283 return;
284 284
285 try 285 try
286 { 286 {
287 AssetBase assetBase = GetAsset(assetUuid); 287 AssetBase assetBase = GetAsset(assetUuid);
288 288
289 if (null != assetBase) 289 if (null != assetBase)
@@ -322,14 +322,14 @@ namespace OpenSim.Region.Framework.Scenes
322 m_log.ErrorFormat("[UUID GATHERER]: Failed to gather uuids for asset id {0}", assetUuid); 322 m_log.ErrorFormat("[UUID GATHERER]: Failed to gather uuids for asset id {0}", assetUuid);
323 throw; 323 throw;
324 } 324 }
325 } 325 }
326 326
327 private void AddForInspection(UUID assetUuid, sbyte assetType) 327 private void AddForInspection(UUID assetUuid, sbyte assetType)
328 { 328 {
329 // Here, we want to collect uuids which require further asset fetches but mark the others as gathered 329 // Here, we want to collect uuids which require further asset fetches but mark the others as gathered
330 try 330 try
331 { 331 {
332 if ((sbyte)AssetType.Bodypart == assetType 332 if ((sbyte)AssetType.Bodypart == assetType
333 || (sbyte)AssetType.Clothing == assetType 333 || (sbyte)AssetType.Clothing == assetType
334 || (sbyte)AssetType.Gesture == assetType 334 || (sbyte)AssetType.Gesture == assetType
335 || (sbyte)AssetType.Notecard == assetType 335 || (sbyte)AssetType.Notecard == assetType
@@ -347,7 +347,7 @@ namespace OpenSim.Region.Framework.Scenes
347 catch (Exception) 347 catch (Exception)
348 { 348 {
349 m_log.ErrorFormat( 349 m_log.ErrorFormat(
350 "[UUID GATHERER]: Failed to gather uuids for asset id {0}, type {1}", 350 "[UUID GATHERER]: Failed to gather uuids for asset id {0}, type {1}",
351 assetUuid, assetType); 351 assetUuid, assetType);
352 throw; 352 throw;
353 } 353 }
@@ -511,7 +511,7 @@ namespace OpenSim.Region.Framework.Scenes
511 /// </summary> 511 /// </summary>
512 /// <param name="gestureAsset"></param> 512 /// <param name="gestureAsset"></param>
513 private void RecordGestureAssetUuids(AssetBase gestureAsset) 513 private void RecordGestureAssetUuids(AssetBase gestureAsset)
514 { 514 {
515 using (MemoryStream ms = new MemoryStream(gestureAsset.Data)) 515 using (MemoryStream ms = new MemoryStream(gestureAsset.Data))
516 using (StreamReader sr = new StreamReader(ms)) 516 using (StreamReader sr = new StreamReader(ms))
517 { 517 {