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-rw-r--r--OpenSim/Data/MySQL/MySQLFSAssetData.cs10
-rw-r--r--OpenSim/Framework/IClientAPI.cs4
-rw-r--r--OpenSim/Framework/ISceneAgent.cs3
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs231
-rw-r--r--OpenSim/Region/CoreModules/Scripting/WorldComm/WorldCommModule.cs32
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs14
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs11
-rw-r--r--OpenSim/Region/CoreModules/World/Cloud/CloudModule.cs62
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/XEstateRequestHandler.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs5
-rw-r--r--OpenSim/Region/CoreModules/World/Wind/Plugins/ConfigurableWind.cs9
-rw-r--r--OpenSim/Region/CoreModules/World/Wind/Plugins/SimpleRandomWind.cs21
-rw-r--r--OpenSim/Region/CoreModules/World/Wind/WindModule.cs82
-rw-r--r--OpenSim/Region/Framework/Interfaces/IWindModelPlugin.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs66
-rwxr-xr-xOpenSim/Region/Framework/Scenes/SceneGraph.cs119
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs111
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs49
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs6
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs4
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs4
-rw-r--r--OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs31
-rwxr-xr-xOpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs47
-rw-r--r--OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs53
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs167
-rw-r--r--OpenSim/Tests/Common/Mock/TestClient.cs4
-rw-r--r--bin/OpenSimDefaults.ini2
28 files changed, 665 insertions, 489 deletions
diff --git a/OpenSim/Data/MySQL/MySQLFSAssetData.cs b/OpenSim/Data/MySQL/MySQLFSAssetData.cs
index ce40c03..4ed2de6 100644
--- a/OpenSim/Data/MySQL/MySQLFSAssetData.cs
+++ b/OpenSim/Data/MySQL/MySQLFSAssetData.cs
@@ -221,7 +221,8 @@ namespace OpenSim.Data.MySQL
221 cmd.Parameters.AddWithValue("?id", meta.ID); 221 cmd.Parameters.AddWithValue("?id", meta.ID);
222 cmd.Parameters.AddWithValue("?name", meta.Name); 222 cmd.Parameters.AddWithValue("?name", meta.Name);
223 cmd.Parameters.AddWithValue("?description", meta.Description); 223 cmd.Parameters.AddWithValue("?description", meta.Description);
224 cmd.Parameters.AddWithValue("?type", meta.Type.ToString()); 224// cmd.Parameters.AddWithValue("?type", meta.Type.ToString());
225 cmd.Parameters.AddWithValue("?type", meta.Type);
225 cmd.Parameters.AddWithValue("?hash", hash); 226 cmd.Parameters.AddWithValue("?hash", hash);
226 cmd.Parameters.AddWithValue("?asset_flags", meta.Flags); 227 cmd.Parameters.AddWithValue("?asset_flags", meta.Flags);
227 228
@@ -239,7 +240,12 @@ namespace OpenSim.Data.MySQL
239 //ExecuteNonQuery(cmd); 240 //ExecuteNonQuery(cmd);
240 241
241 } 242 }
242 return false; 243
244// return false;
245 // if the asset already exits
246 // assume it was already correctly stored
247 // or regions will keep retry.
248 return true;
243 } 249 }
244 catch(Exception e) 250 catch(Exception e)
245 { 251 {
diff --git a/OpenSim/Framework/IClientAPI.cs b/OpenSim/Framework/IClientAPI.cs
index cafbd1f..f1290b9 100644
--- a/OpenSim/Framework/IClientAPI.cs
+++ b/OpenSim/Framework/IClientAPI.cs
@@ -1142,8 +1142,8 @@ namespace OpenSim.Framework
1142 void SendLayerData(float[] map); 1142 void SendLayerData(float[] map);
1143 void SendLayerData(int px, int py, float[] map); 1143 void SendLayerData(int px, int py, float[] map);
1144 1144
1145 void SendWindData(Vector2[] windSpeeds); 1145 void SendWindData(int version, Vector2[] windSpeeds);
1146 void SendCloudData(float[] cloudCover); 1146 void SendCloudData(int version, float[] cloudCover);
1147 1147
1148 /// <summary> 1148 /// <summary>
1149 /// Sent when an agent completes its movement into a region. 1149 /// Sent when an agent completes its movement into a region.
diff --git a/OpenSim/Framework/ISceneAgent.cs b/OpenSim/Framework/ISceneAgent.cs
index 1848b17..c8424e3 100644
--- a/OpenSim/Framework/ISceneAgent.cs
+++ b/OpenSim/Framework/ISceneAgent.cs
@@ -55,6 +55,9 @@ namespace OpenSim.Framework
55 /// </summary> 55 /// </summary>
56 bool IsChildAgent { get; } 56 bool IsChildAgent { get; }
57 57
58 bool IsInTransit { get; }
59 bool isNPC { get;}
60
58 bool Invulnerable { get; set; } 61 bool Invulnerable { get; set; }
59 /// <summary> 62 /// <summary>
60 /// Avatar appearance data. 63 /// Avatar appearance data.
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 2d337f1..2650be4 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -909,7 +909,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
909 public void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look) 909 public void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look)
910 { 910 {
911 m_thisAgentUpdateArgs.CameraAtAxis.X = float.MinValue; 911 m_thisAgentUpdateArgs.CameraAtAxis.X = float.MinValue;
912 m_thisAgentUpdateArgs.ControlFlags = uint.MaxValue; 912// m_thisAgentUpdateArgs.ControlFlags = uint.MaxValue;
913 m_thisAgentUpdateArgs.ControlFlags = 0;
913 914
914 AgentMovementCompletePacket mov = (AgentMovementCompletePacket)PacketPool.Instance.GetPacket(PacketType.AgentMovementComplete); 915 AgentMovementCompletePacket mov = (AgentMovementCompletePacket)PacketPool.Instance.GetPacket(PacketType.AgentMovementComplete);
915 mov.SimData.ChannelVersion = m_channelVersion; 916 mov.SimData.ChannelVersion = m_channelVersion;
@@ -1375,73 +1376,125 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1375 } 1376 }
1376 } 1377 }
1377 1378
1379
1380 // wind caching
1381 private static Dictionary<ulong,int> lastWindVersion = new Dictionary<ulong,int>();
1382 private static Dictionary<ulong,List<LayerDataPacket>> lastWindPackets =
1383 new Dictionary<ulong,List<LayerDataPacket>>();
1384
1385
1378 /// <summary> 1386 /// <summary>
1379 /// Send the wind matrix to the client 1387 /// Send the wind matrix to the client
1380 /// </summary> 1388 /// </summary>
1381 /// <param name="windSpeeds">16x16 array of wind speeds</param> 1389 /// <param name="windSpeeds">16x16 array of wind speeds</param>
1382 public virtual void SendWindData(Vector2[] windSpeeds) 1390 public virtual void SendWindData(int version, Vector2[] windSpeeds)
1383 { 1391 {
1384 Util.FireAndForget(DoSendWindData, windSpeeds, "LLClientView.SendWindData"); 1392// Vector2[] windSpeeds = (Vector2[])o;
1385 } 1393
1394 ulong handle = this.Scene.RegionInfo.RegionHandle;
1395 bool isNewData;
1396 lock(lastWindPackets)
1397 {
1398 if(!lastWindVersion.ContainsKey(handle) ||
1399 !lastWindPackets.ContainsKey(handle))
1400 {
1401 lastWindVersion[handle] = 0;
1402 lastWindPackets[handle] = new List<LayerDataPacket>();
1403 isNewData = true;
1404 }
1405 else
1406 isNewData = lastWindVersion[handle] != version;
1407 }
1386 1408
1387 /// <summary> 1409 if(isNewData)
1388 /// Send the cloud matrix to the client 1410 {
1389 /// </summary> 1411 TerrainPatch[] patches = new TerrainPatch[2];
1390 /// <param name="windSpeeds">16x16 array of cloud densities</param> 1412 patches[0] = new TerrainPatch { Data = new float[16 * 16] };
1391 public virtual void SendCloudData(float[] cloudDensity) 1413 patches[1] = new TerrainPatch { Data = new float[16 * 16] };
1392 {
1393 Util.FireAndForget(DoSendCloudData, cloudDensity, "LLClientView.SendCloudData");
1394 }
1395 1414
1396 /// <summary> 1415 for (int x = 0; x < 16 * 16; x++)
1397 /// Send wind layer information to the client. 1416 {
1398 /// </summary> 1417 patches[0].Data[x] = windSpeeds[x].X;
1399 /// <param name="o"></param> 1418 patches[1].Data[x] = windSpeeds[x].Y;
1400 private void DoSendWindData(object o) 1419 }
1401 {
1402 Vector2[] windSpeeds = (Vector2[])o;
1403 TerrainPatch[] patches = new TerrainPatch[2];
1404 patches[0] = new TerrainPatch { Data = new float[16 * 16] };
1405 patches[1] = new TerrainPatch { Data = new float[16 * 16] };
1406 1420
1407 for (int x = 0; x < 16 * 16; x++) 1421 // neither we or viewers have extended wind
1408 { 1422 byte layerType = (byte)TerrainPatch.LayerType.Wind;
1409 patches[0].Data[x] = windSpeeds[x].X;
1410 patches[1].Data[x] = windSpeeds[x].Y;
1411 }
1412 1423
1413 // neither we or viewers have extended wind 1424 LayerDataPacket layerpack =
1414 byte layerType = (byte)TerrainPatch.LayerType.Wind; 1425 OpenSimTerrainCompressor.CreateLayerDataPacketStandardSize(
1426 patches, layerType);
1427 layerpack.Header.Zerocoded = true;
1428 lock(lastWindPackets)
1429 {
1430 lastWindPackets[handle].Clear();
1431 lastWindPackets[handle].Add(layerpack);
1432 lastWindVersion[handle] = version;
1433 }
1434 }
1415 1435
1416 LayerDataPacket layerpack = OpenSimTerrainCompressor.CreateLayerDataPacketStandardSize(patches, layerType); 1436 lock(lastWindPackets)
1417 layerpack.Header.Zerocoded = true; 1437 foreach(LayerDataPacket pkt in lastWindPackets[handle])
1418 OutPacket(layerpack, ThrottleOutPacketType.Wind); 1438 OutPacket(pkt, ThrottleOutPacketType.Wind);
1419 } 1439 }
1420 1440
1441 // cloud caching
1442 private static Dictionary<ulong,int> lastCloudVersion = new Dictionary<ulong,int>();
1443 private static Dictionary<ulong,List<LayerDataPacket>> lastCloudPackets =
1444 new Dictionary<ulong,List<LayerDataPacket>>();
1445
1421 /// <summary> 1446 /// <summary>
1422 /// Send cloud layer information to the client. 1447 /// Send the cloud matrix to the client
1423 /// </summary> 1448 /// </summary>
1424 /// <param name="o"></param> 1449 /// <param name="windSpeeds">16x16 array of cloud densities</param>
1425 private void DoSendCloudData(object o) 1450 public virtual void SendCloudData(int version, float[] cloudDensity)
1426 { 1451 {
1427 float[] cloudCover = (float[])o; 1452 ulong handle = this.Scene.RegionInfo.RegionHandle;
1428 TerrainPatch[] patches = new TerrainPatch[1]; 1453 bool isNewData;
1429 patches[0] = new TerrainPatch(); 1454 lock(lastWindPackets)
1430 patches[0].Data = new float[16 * 16]; 1455 {
1456 if(!lastCloudVersion.ContainsKey(handle) ||
1457 !lastCloudPackets.ContainsKey(handle))
1458 {
1459 lastCloudVersion[handle] = 0;
1460 lastCloudPackets[handle] = new List<LayerDataPacket>();
1461 isNewData = true;
1462 }
1463 else
1464 isNewData = lastCloudVersion[handle] != version;
1465 }
1431 1466
1432 for (int y = 0; y < 16; y++) 1467 if(isNewData)
1433 { 1468 {
1434 for (int x = 0; x < 16; x++) 1469 TerrainPatch[] patches = new TerrainPatch[1];
1470 patches[0] = new TerrainPatch();
1471 patches[0].Data = new float[16 * 16];
1472
1473 for (int y = 0; y < 16; y++)
1474 {
1475 for (int x = 0; x < 16; x++)
1476 {
1477 patches[0].Data[y * 16 + x] = cloudDensity[y * 16 + x];
1478 }
1479 }
1480 // neither we or viewers have extended clouds
1481 byte layerType = (byte)TerrainPatch.LayerType.Cloud;
1482
1483 LayerDataPacket layerpack =
1484 OpenSimTerrainCompressor.CreateLayerDataPacketStandardSize(
1485 patches, layerType);
1486 layerpack.Header.Zerocoded = true;
1487 lock(lastCloudPackets)
1435 { 1488 {
1436 patches[0].Data[y * 16 + x] = cloudCover[y * 16 + x]; 1489 lastCloudPackets[handle].Clear();
1490 lastCloudPackets[handle].Add(layerpack);
1491 lastCloudVersion[handle] = version;
1437 } 1492 }
1438 } 1493 }
1439 // neither we or viewers have extended clouds
1440 byte layerType = (byte)TerrainPatch.LayerType.Cloud;
1441 1494
1442 LayerDataPacket layerpack = OpenSimTerrainCompressor.CreateLayerDataPacketStandardSize(patches, layerType); 1495 lock(lastCloudPackets)
1443 layerpack.Header.Zerocoded = true; 1496 foreach(LayerDataPacket pkt in lastCloudPackets[handle])
1444 OutPacket(layerpack, ThrottleOutPacketType.Cloud); 1497 OutPacket(pkt, ThrottleOutPacketType.Cloud);
1445 } 1498 }
1446 1499
1447 /// <summary> 1500 /// <summary>
@@ -6144,27 +6197,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6144 /// <param name='x'></param> 6197 /// <param name='x'></param>
6145 private bool CheckAgentMovementUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) 6198 private bool CheckAgentMovementUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
6146 { 6199 {
6147 float qdelta1 = Math.Abs(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation)); 6200 if(
6148 //qdelta2 = Math.Abs(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation));
6149
6150 bool movementSignificant =
6151 (x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) // significant if control flags changed 6201 (x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) // significant if control flags changed
6152 || (x.ControlFlags != (byte)AgentManager.ControlFlags.NONE) // significant if user supplying any movement update commands 6202 || ((x.ControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0 &&
6203 (x.ControlFlags & 0x3f8dfff) != 0) // we need to rotate the av on fly
6153 || (x.Flags != m_thisAgentUpdateArgs.Flags) // significant if Flags changed 6204 || (x.Flags != m_thisAgentUpdateArgs.Flags) // significant if Flags changed
6154 || (x.State != m_thisAgentUpdateArgs.State) // significant if Stats changed 6205 || (x.State != m_thisAgentUpdateArgs.State) // significant if Stats changed
6155 || (qdelta1 < QDELTABody) // significant if body rotation above(below cos) threshold
6156 // Ignoring head rotation altogether, because it's not being used for anything interesting up the stack
6157 // || (qdelta2 < QDELTAHead) // significant if head rotation above(below cos) threshold
6158 || (Math.Abs(x.Far - m_thisAgentUpdateArgs.Far) >= 32) // significant if far distance changed 6206 || (Math.Abs(x.Far - m_thisAgentUpdateArgs.Far) >= 32) // significant if far distance changed
6159 ; 6207 )
6160 //if (movementSignificant) 6208 return true;
6161 //{ 6209
6162 //m_log.DebugFormat("[LLCLIENTVIEW]: Bod {0} {1}", 6210 float qdelta1 = Math.Abs(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation));
6163 // qdelta1, qdelta2); 6211 //qdelta2 = Math.Abs(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation));
6164 //m_log.DebugFormat("[LLCLIENTVIEW]: St {0} {1} {2} {3}", 6212
6165 // x.ControlFlags, x.Flags, x.Far, x.State); 6213 if(
6166 //} 6214 qdelta1 < QDELTABody // significant if body rotation above(below cos) threshold
6167 return movementSignificant; 6215 // Ignoring head rotation altogether, because it's not being used for anything interesting up the stack
6216 // || qdelta2 < QDELTAHead // significant if head rotation above(below cos) threshold
6217 )
6218 return true;
6219
6220 return false;
6168 } 6221 }
6169 6222
6170 /// <summary> 6223 /// <summary>
@@ -6175,33 +6228,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6175 /// <param name='x'></param> 6228 /// <param name='x'></param>
6176 private bool CheckAgentCameraUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) 6229 private bool CheckAgentCameraUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
6177 { 6230 {
6178 float vdelta1 = Vector3.Distance(x.CameraAtAxis, m_thisAgentUpdateArgs.CameraAtAxis); 6231 float vdelta = Vector3.Distance(x.CameraAtAxis, m_thisAgentUpdateArgs.CameraAtAxis);
6179 float vdelta2 = Vector3.Distance(x.CameraCenter, m_thisAgentUpdateArgs.CameraCenter); 6232 if((vdelta > VDELTA))
6180 float vdelta3 = Vector3.Distance(x.CameraLeftAxis, m_thisAgentUpdateArgs.CameraLeftAxis); 6233 return true;
6181 float vdelta4 = Vector3.Distance(x.CameraUpAxis, m_thisAgentUpdateArgs.CameraUpAxis); 6234
6235 vdelta = Vector3.Distance(x.CameraCenter, m_thisAgentUpdateArgs.CameraCenter);
6236 if((vdelta > VDELTA))
6237 return true;
6182 6238
6183 bool cameraSignificant = 6239 vdelta = Vector3.Distance(x.CameraLeftAxis, m_thisAgentUpdateArgs.CameraLeftAxis);
6184 (vdelta1 > VDELTA) || 6240 if((vdelta > VDELTA))
6185 (vdelta2 > VDELTA) || 6241 return true;
6186 (vdelta3 > VDELTA) ||
6187 (vdelta4 > VDELTA)
6188 ;
6189 6242
6190 //if (cameraSignificant) 6243 vdelta = Vector3.Distance(x.CameraUpAxis, m_thisAgentUpdateArgs.CameraUpAxis);
6191 //{ 6244 if((vdelta > VDELTA))
6192 //m_log.DebugFormat("[LLCLIENTVIEW]: Cam1 {0} {1}", 6245 return true;
6193 // x.CameraAtAxis, x.CameraCenter);
6194 //m_log.DebugFormat("[LLCLIENTVIEW]: Cam2 {0} {1}",
6195 // x.CameraLeftAxis, x.CameraUpAxis);
6196 //}
6197 6246
6198 return cameraSignificant; 6247 return false;
6199 } 6248 }
6200 6249
6201 private bool HandleAgentUpdate(IClientAPI sender, Packet packet) 6250 private bool HandleAgentUpdate(IClientAPI sender, Packet packet)
6202 { 6251 {
6203 // We got here, which means that something in agent update was significant
6204
6205 AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet; 6252 AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet;
6206 AgentUpdatePacket.AgentDataBlock x = agentUpdate.AgentData; 6253 AgentUpdatePacket.AgentDataBlock x = agentUpdate.AgentData;
6207 6254
@@ -6212,10 +6259,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6212 } 6259 }
6213 6260
6214 TotalAgentUpdates++; 6261 TotalAgentUpdates++;
6262 // dont let ignored updates pollute this throttles
6263 if(SceneAgent == null || SceneAgent.IsChildAgent || SceneAgent.IsInTransit)
6264 {
6265 // throttle reset is done at MoveAgentIntoRegion()
6266 // called by scenepresence on completemovement
6267 PacketPool.Instance.ReturnPacket(packet);
6268 return true;
6269 }
6215 6270
6216 bool movement = CheckAgentMovementUpdateSignificance(x); 6271 bool movement = CheckAgentMovementUpdateSignificance(x);
6217 bool camera = CheckAgentCameraUpdateSignificance(x); 6272 bool camera = CheckAgentCameraUpdateSignificance(x);
6218 6273
6219 // Was there a significant movement/state change? 6274 // Was there a significant movement/state change?
6220 if (movement) 6275 if (movement)
6221 { 6276 {
@@ -6224,7 +6279,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6224 m_thisAgentUpdateArgs.Far = x.Far; 6279 m_thisAgentUpdateArgs.Far = x.Far;
6225 m_thisAgentUpdateArgs.Flags = x.Flags; 6280 m_thisAgentUpdateArgs.Flags = x.Flags;
6226 m_thisAgentUpdateArgs.HeadRotation = x.HeadRotation; 6281 m_thisAgentUpdateArgs.HeadRotation = x.HeadRotation;
6227// m_thisAgentUpdateArgs.SessionID = x.SessionID;
6228 m_thisAgentUpdateArgs.State = x.State; 6282 m_thisAgentUpdateArgs.State = x.State;
6229 6283
6230 UpdateAgent handlerAgentUpdate = OnAgentUpdate; 6284 UpdateAgent handlerAgentUpdate = OnAgentUpdate;
@@ -6235,9 +6289,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6235 6289
6236 if (handlerAgentUpdate != null) 6290 if (handlerAgentUpdate != null)
6237 OnAgentUpdate(this, m_thisAgentUpdateArgs); 6291 OnAgentUpdate(this, m_thisAgentUpdateArgs);
6238 6292
6239 handlerAgentUpdate = null;
6240 handlerPreAgentUpdate = null;
6241 } 6293 }
6242 6294
6243 // Was there a significant camera(s) change? 6295 // Was there a significant camera(s) change?
@@ -6253,7 +6305,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6253 if (handlerAgentCameraUpdate != null) 6305 if (handlerAgentCameraUpdate != null)
6254 handlerAgentCameraUpdate(this, m_thisAgentUpdateArgs); 6306 handlerAgentCameraUpdate(this, m_thisAgentUpdateArgs);
6255 6307
6256 handlerAgentCameraUpdate = null;
6257 } 6308 }
6258 6309
6259 PacketPool.Instance.ReturnPacket(packet); 6310 PacketPool.Instance.ReturnPacket(packet);
diff --git a/OpenSim/Region/CoreModules/Scripting/WorldComm/WorldCommModule.cs b/OpenSim/Region/CoreModules/Scripting/WorldComm/WorldCommModule.cs
index 483c25f..e1c0cd7 100644
--- a/OpenSim/Region/CoreModules/Scripting/WorldComm/WorldCommModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/WorldComm/WorldCommModule.cs
@@ -374,9 +374,11 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
374 if (channel == DEBUG_CHANNEL) 374 if (channel == DEBUG_CHANNEL)
375 return; 375 return;
376 376
377 // Is id an avatar? 377 if(target == UUID.Zero)
378 ScenePresence sp = m_scene.GetScenePresence(target); 378 return;
379 379
380 // Is target an avatar?
381 ScenePresence sp = m_scene.GetScenePresence(target);
380 if (sp != null) 382 if (sp != null)
381 { 383 {
382 // Send message to avatar 384 // Send message to avatar
@@ -401,19 +403,22 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
401 foreach (SceneObjectGroup sog in attachments) 403 foreach (SceneObjectGroup sog in attachments)
402 { 404 {
403 if (!sog.IsDeleted) 405 if (!sog.IsDeleted)
404 targets.Add(sog.UUID); 406 {
407 SceneObjectPart[] parts = sog.Parts;
408 foreach(SceneObjectPart p in parts)
409 targets.Add(p.UUID);
410 }
405 } 411 }
406 412
407 // Need to check each attachment
408 foreach (ListenerInfo li in m_listenerManager.GetListeners(UUID.Zero, channel, name, id, msg)) 413 foreach (ListenerInfo li in m_listenerManager.GetListeners(UUID.Zero, channel, name, id, msg))
409 { 414 {
410 if (li.GetHostID().Equals(id)) 415 UUID liHostID = li.GetHostID();
416 if (liHostID.Equals(id))
411 continue; 417 continue;
412 418 if (m_scene.GetSceneObjectPart(liHostID) == null)
413 if (m_scene.GetSceneObjectPart(li.GetHostID()) == null)
414 continue; 419 continue;
415 420
416 if (targets.Contains(li.GetHostID())) 421 if (targets.Contains(liHostID))
417 QueueMessage(new ListenerInfo(li, name, id, msg)); 422 QueueMessage(new ListenerInfo(li, name, id, msg));
418 } 423 }
419 424
@@ -426,16 +431,15 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
426 431
427 foreach (ListenerInfo li in m_listenerManager.GetListeners(UUID.Zero, channel, name, id, msg)) 432 foreach (ListenerInfo li in m_listenerManager.GetListeners(UUID.Zero, channel, name, id, msg))
428 { 433 {
434 UUID liHostID = li.GetHostID();
429 // Dont process if this message is from yourself! 435 // Dont process if this message is from yourself!
430 if (li.GetHostID().Equals(id)) 436 if (liHostID.Equals(id))
431 continue; 437 continue;
432 438
433 SceneObjectPart sPart = m_scene.GetSceneObjectPart( 439 if (m_scene.GetSceneObjectPart(liHostID) == null)
434 li.GetHostID());
435 if (sPart == null)
436 continue; 440 continue;
437 441
438 if (li.GetHostID().Equals(target)) 442 if (liHostID.Equals(target))
439 { 443 {
440 QueueMessage(new ListenerInfo(li, name, id, msg)); 444 QueueMessage(new ListenerInfo(li, name, id, msg));
441 break; 445 break;
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index 2d590fc..f523af1 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -227,8 +227,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver
227 if (boOption != m_boundingOrigin) 227 if (boOption != m_boundingOrigin)
228 { 228 {
229 m_boundingOrigin = boOption; 229 m_boundingOrigin = boOption;
230 m_boundingBox = true;
231 } 230 }
231 m_boundingBox = true;
232 } 232 }
233 233
234 if (options.ContainsKey("bounding-size")) 234 if (options.ContainsKey("bounding-size"))
@@ -936,14 +936,24 @@ namespace OpenSim.Region.CoreModules.World.Archiver
936 936
937 if (m_assetService.GetMetadata(uuid) != null) 937 if (m_assetService.GetMetadata(uuid) != null)
938 { 938 {
939 sbyte asype = ArchiveConstants.EXTENSION_TO_ASSET_TYPE[extension];
940 if(asype == -2)
941 {
942
943 }
944
939 // m_log.DebugFormat("[ARCHIVER]: found existing asset {0}",uuid); 945 // m_log.DebugFormat("[ARCHIVER]: found existing asset {0}",uuid);
940 return true; 946 return true;
941 } 947 }
942 948
943 if (ArchiveConstants.EXTENSION_TO_ASSET_TYPE.ContainsKey(extension)) 949 if (ArchiveConstants.EXTENSION_TO_ASSET_TYPE.ContainsKey(extension))
944 { 950 {
945 sbyte assetType = ArchiveConstants.EXTENSION_TO_ASSET_TYPE[extension]; 951 sbyte assetType = ArchiveConstants.EXTENSION_TO_ASSET_TYPE[extension];
946 952
953 if(assetType == -2)
954 {
955
956 }
947 if (assetType == (sbyte)AssetType.Unknown) 957 if (assetType == (sbyte)AssetType.Unknown)
948 { 958 {
949 m_log.WarnFormat("[ARCHIVER]: Importing {0} byte asset {1} with unknown type", data.Length, uuid); 959 m_log.WarnFormat("[ARCHIVER]: Importing {0} byte asset {1} with unknown type", data.Length, uuid);
diff --git a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
index 895b55d..1526b1c 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
@@ -285,10 +285,15 @@ namespace OpenSim.Region.CoreModules.World.Archiver
285 if (m_foundAssetUuids.Count + m_notFoundAssetUuids.Count >= m_repliesRequired) 285 if (m_foundAssetUuids.Count + m_notFoundAssetUuids.Count >= m_repliesRequired)
286 { 286 {
287 m_requestState = RequestState.Completed; 287 m_requestState = RequestState.Completed;
288 288 if(m_notFoundAssetUuids.Count == 0)
289 m_log.DebugFormat( 289 m_log.DebugFormat(
290 "[ARCHIVER]: Successfully added {0} assets ({1} assets not found but these may be expected invalid references)", 290 "[ARCHIVER]: Successfully added {0} assets",
291 m_foundAssetUuids.Count);
292 else
293 m_log.DebugFormat(
294 "[ARCHIVER]: Successfully added {0} assets ({1} assets not found but these may be expected invalid references)",
291 m_foundAssetUuids.Count, m_notFoundAssetUuids.Count); 295 m_foundAssetUuids.Count, m_notFoundAssetUuids.Count);
296
292 297
293 // We want to stop using the asset cache thread asap 298 // We want to stop using the asset cache thread asap
294 // as we now need to do the work of producing the rest of the archive 299 // as we now need to do the work of producing the rest of the archive
diff --git a/OpenSim/Region/CoreModules/World/Cloud/CloudModule.cs b/OpenSim/Region/CoreModules/World/Cloud/CloudModule.cs
index d217f36..617c348 100644
--- a/OpenSim/Region/CoreModules/World/Cloud/CloudModule.cs
+++ b/OpenSim/Region/CoreModules/World/Cloud/CloudModule.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Threading;
30using Mono.Addins; 31using Mono.Addins;
31using Nini.Config; 32using Nini.Config;
32using OpenMetaverse; 33using OpenMetaverse;
@@ -43,12 +44,16 @@ namespace OpenSim.Region.CoreModules.World
43// = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); 44// = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
44 private uint m_frame = 0; 45 private uint m_frame = 0;
45 private int m_frameUpdateRate = 1000; 46 private int m_frameUpdateRate = 1000;
46 private Random m_rndnums = new Random(Environment.TickCount); 47 private Random m_rndnums;
47 private Scene m_scene = null; 48 private Scene m_scene = null;
48 private bool m_ready = false; 49 private bool m_ready = false;
49 private bool m_enabled = false; 50 private bool m_enabled = false;
50 private float m_cloudDensity = 1.0F; 51 private float m_cloudDensity = 1.0F;
51 private float[] cloudCover = new float[16 * 16]; 52 private float[] cloudCover = new float[16 * 16];
53 private int m_dataVersion;
54 private bool m_busy;
55 private object cloudlock = new object();
56
52 57
53 public void Initialise(IConfigSource config) 58 public void Initialise(IConfigSource config)
54 { 59 {
@@ -70,11 +75,17 @@ namespace OpenSim.Region.CoreModules.World
70 75
71 m_scene = scene; 76 m_scene = scene;
72 77
73 scene.EventManager.OnNewClient += CloudsToClient;
74 scene.RegisterModuleInterface<ICloudModule>(this); 78 scene.RegisterModuleInterface<ICloudModule>(this);
75 scene.EventManager.OnFrame += CloudUpdate; 79 int seed = Environment.TickCount;
80 seed += (int)(scene.RegionInfo.RegionLocX << 16);
81 seed += (int)(scene.RegionInfo.RegionLocY);
82 m_rndnums = new Random(seed);
76 83
77 GenerateCloudCover(); 84 GenerateCloudCover();
85 m_dataVersion = (int)m_scene.AllocateLocalId();
86
87 scene.EventManager.OnNewClient += CloudsToClient;
88 scene.EventManager.OnFrame += CloudUpdate;
78 89
79 m_ready = true; 90 m_ready = true;
80 } 91 }
@@ -89,7 +100,6 @@ namespace OpenSim.Region.CoreModules.World
89 m_scene.EventManager.OnNewClient -= CloudsToClient; 100 m_scene.EventManager.OnNewClient -= CloudsToClient;
90 m_scene.EventManager.OnFrame -= CloudUpdate; 101 m_scene.EventManager.OnFrame -= CloudUpdate;
91 m_scene.UnregisterModuleInterface<ICloudModule>(this); 102 m_scene.UnregisterModuleInterface<ICloudModule>(this);
92
93 m_scene = null; 103 m_scene = null;
94 } 104 }
95 105
@@ -127,7 +137,8 @@ namespace OpenSim.Region.CoreModules.World
127 137
128 if (cloudCover != null) 138 if (cloudCover != null)
129 { 139 {
130 cover = cloudCover[y * 16 + x]; 140 lock(cloudlock)
141 cover = cloudCover[y * 16 + x];
131 } 142 }
132 143
133 return cover; 144 return cover;
@@ -188,22 +199,47 @@ namespace OpenSim.Region.CoreModules.World
188 } 199 }
189 } 200 }
190 Array.Copy(newCover, cloudCover, 16 * 16); 201 Array.Copy(newCover, cloudCover, 16 * 16);
202 m_dataVersion++;
191 } 203 }
192 204
193 private void CloudUpdate() 205 private void CloudUpdate()
194 { 206 {
195 if (((m_frame++ % m_frameUpdateRate) != 0) || !m_ready || (m_cloudDensity == 0)) 207 if ((!m_ready || m_busy || m_cloudDensity == 0 ||
196 { 208 (m_frame++ % m_frameUpdateRate) != 0))
197 return; 209 return;
198 } 210
199 UpdateCloudCover(); 211 if(Monitor.TryEnter(cloudlock))
212 {
213 m_busy = true;
214 Util.FireAndForget(delegate
215 {
216 try
217 {
218 lock(cloudlock)
219 {
220 UpdateCloudCover();
221 m_scene.ForEachClient(delegate(IClientAPI client)
222 {
223 client.SendCloudData(m_dataVersion, cloudCover);
224 });
225 }
226 }
227 finally
228 {
229 m_busy = false;
230 }
231 },
232 null, "CloudModuleUpdate");
233 Monitor.Exit(cloudlock);
234 }
200 } 235 }
201 236
202 public void CloudsToClient(IClientAPI client) 237 public void CloudsToClient(IClientAPI client)
203 { 238 {
204 if (m_ready) 239 if (m_ready)
205 { 240 {
206 client.SendCloudData(cloudCover); 241 lock(cloudlock)
242 client.SendCloudData(m_dataVersion, cloudCover);
207 } 243 }
208 } 244 }
209 245
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index 425562f..87fb0db 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -1360,7 +1360,8 @@ namespace OpenSim.Region.CoreModules.World.Estate
1360 1360
1361 public void sendRegionInfoPacketToAll() 1361 public void sendRegionInfoPacketToAll()
1362 { 1362 {
1363 Scene.ForEachRootClient(delegate(IClientAPI client) 1363// Scene.ForEachRootClient(delegate(IClientAPI client)
1364 Scene.ForEachClient(delegate(IClientAPI client)
1364 { 1365 {
1365 HandleRegionInfoRequest(client); 1366 HandleRegionInfoRequest(client);
1366 }); 1367 });
diff --git a/OpenSim/Region/CoreModules/World/Estate/XEstateRequestHandler.cs b/OpenSim/Region/CoreModules/World/Estate/XEstateRequestHandler.cs
index ec5af2b..1dcaed3 100644
--- a/OpenSim/Region/CoreModules/World/Estate/XEstateRequestHandler.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/XEstateRequestHandler.cs
@@ -63,7 +63,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
63 sr.Close(); 63 sr.Close();
64 body = body.Trim(); 64 body = body.Trim();
65 65
66 m_log.DebugFormat("[XESTATE HANDLER]: query String: {0}", body); 66 // m_log.DebugFormat("[XESTATE HANDLER]: query String: {0}", body);
67 67
68 try 68 try
69 { 69 {
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 68c9c97..11a6d9f 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -212,7 +212,6 @@ namespace OpenSim.Region.CoreModules.World.Land
212 client.OnParcelReclaim += ClientOnParcelReclaim; 212 client.OnParcelReclaim += ClientOnParcelReclaim;
213 client.OnParcelInfoRequest += ClientOnParcelInfoRequest; 213 client.OnParcelInfoRequest += ClientOnParcelInfoRequest;
214 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup; 214 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup;
215 client.OnPreAgentUpdate += ClientOnPreAgentUpdate;
216 client.OnParcelEjectUser += ClientOnParcelEjectUser; 215 client.OnParcelEjectUser += ClientOnParcelEjectUser;
217 client.OnParcelFreezeUser += ClientOnParcelFreezeUser; 216 client.OnParcelFreezeUser += ClientOnParcelFreezeUser;
218 client.OnSetStartLocationRequest += ClientOnSetHome; 217 client.OnSetStartLocationRequest += ClientOnSetHome;
@@ -223,10 +222,6 @@ namespace OpenSim.Region.CoreModules.World.Land
223 avatar.currentParcelUUID = UUID.Zero; 222 avatar.currentParcelUUID = UUID.Zero;
224 } 223 }
225 224
226 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
227 {
228 }
229
230 public void Close() 225 public void Close()
231 { 226 {
232 } 227 }
diff --git a/OpenSim/Region/CoreModules/World/Wind/Plugins/ConfigurableWind.cs b/OpenSim/Region/CoreModules/World/Wind/Plugins/ConfigurableWind.cs
index 6af4050..65691fe 100644
--- a/OpenSim/Region/CoreModules/World/Wind/Plugins/ConfigurableWind.cs
+++ b/OpenSim/Region/CoreModules/World/Wind/Plugins/ConfigurableWind.cs
@@ -103,7 +103,7 @@ namespace OpenSim.Region.CoreModules.World.Wind.Plugins
103 } 103 }
104 } 104 }
105 105
106 public void WindUpdate(uint frame) 106 public bool WindUpdate(uint frame)
107 { 107 {
108 double avgAng = m_avgDirection * (Math.PI/180.0f); 108 double avgAng = m_avgDirection * (Math.PI/180.0f);
109 double varDir = m_varDirection * (Math.PI/180.0f); 109 double varDir = m_varDirection * (Math.PI/180.0f);
@@ -125,10 +125,8 @@ namespace OpenSim.Region.CoreModules.World.Wind.Plugins
125 offset = Math.Sin(theta) * Math.Sin(theta*4) + (Math.Sin(theta*13) / 3); 125 offset = Math.Sin(theta) * Math.Sin(theta*4) + (Math.Sin(theta*13) / 3);
126 double windSpeed = m_avgStrength + (m_varStrength * offset); 126 double windSpeed = m_avgStrength + (m_varStrength * offset);
127 127
128 if (windSpeed<0) 128 if (windSpeed < 0)
129 windSpeed=0; 129 windSpeed = -windSpeed;
130
131
132 130
133 m_curPredominateWind.X = (float)Math.Cos(windDir); 131 m_curPredominateWind.X = (float)Math.Cos(windDir);
134 m_curPredominateWind.Y = (float)Math.Sin(windDir); 132 m_curPredominateWind.Y = (float)Math.Sin(windDir);
@@ -144,6 +142,7 @@ namespace OpenSim.Region.CoreModules.World.Wind.Plugins
144 m_windSpeeds[y * 16 + x] = m_curPredominateWind; 142 m_windSpeeds[y * 16 + x] = m_curPredominateWind;
145 } 143 }
146 } 144 }
145 return true;
147 } 146 }
148 147
149 public Vector3 WindSpeed(float fX, float fY, float fZ) 148 public Vector3 WindSpeed(float fX, float fY, float fZ)
diff --git a/OpenSim/Region/CoreModules/World/Wind/Plugins/SimpleRandomWind.cs b/OpenSim/Region/CoreModules/World/Wind/Plugins/SimpleRandomWind.cs
index fcb0c10..d2ff7b3 100644
--- a/OpenSim/Region/CoreModules/World/Wind/Plugins/SimpleRandomWind.cs
+++ b/OpenSim/Region/CoreModules/World/Wind/Plugins/SimpleRandomWind.cs
@@ -82,22 +82,23 @@ namespace OpenSim.Region.CoreModules.World.Wind.Plugins
82 } 82 }
83 } 83 }
84 84
85 public void WindUpdate(uint frame) 85 public bool WindUpdate(uint frame)
86 { 86 {
87 //Make sure our object is valid (we haven't been disposed of yet) 87 //Make sure our object is valid (we haven't been disposed of yet)
88 if (m_windSpeeds != null) 88 if (m_windSpeeds == null)
89 return false;
90
91 for (int y = 0; y < 16; y++)
89 { 92 {
90 for (int y = 0; y < 16; y++) 93 for (int x = 0; x < 16; x++)
91 { 94 {
92 for (int x = 0; x < 16; x++) 95 m_windSpeeds[y * 16 + x].X = (float)(m_rndnums.NextDouble() * 2d - 1d); // -1 to 1
93 { 96 m_windSpeeds[y * 16 + x].Y = (float)(m_rndnums.NextDouble() * 2d - 1d); // -1 to 1
94 m_windSpeeds[y * 16 + x].X = (float)(m_rndnums.NextDouble() * 2d - 1d); // -1 to 1 97 m_windSpeeds[y * 16 + x].X *= m_strength;
95 m_windSpeeds[y * 16 + x].Y = (float)(m_rndnums.NextDouble() * 2d - 1d); // -1 to 1 98 m_windSpeeds[y * 16 + x].Y *= m_strength;
96 m_windSpeeds[y * 16 + x].X *= m_strength;
97 m_windSpeeds[y * 16 + x].Y *= m_strength;
98 }
99 } 99 }
100 } 100 }
101 return true;
101 } 102 }
102 103
103 public Vector3 WindSpeed(float fX, float fY, float fZ) 104 public Vector3 WindSpeed(float fX, float fY, float fZ)
diff --git a/OpenSim/Region/CoreModules/World/Wind/WindModule.cs b/OpenSim/Region/CoreModules/World/Wind/WindModule.cs
index 35014f5..95cf57d 100644
--- a/OpenSim/Region/CoreModules/World/Wind/WindModule.cs
+++ b/OpenSim/Region/CoreModules/World/Wind/WindModule.cs
@@ -46,11 +46,13 @@ namespace OpenSim.Region.CoreModules
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 private uint m_frame = 0; 48 private uint m_frame = 0;
49 private uint m_frameLastUpdateClientArray = 0; 49 private int m_dataVersion = 0;
50 private int m_regionID = 0;
50 private int m_frameUpdateRate = 150; 51 private int m_frameUpdateRate = 150;
51 //private Random m_rndnums = new Random(Environment.TickCount); 52 //private Random m_rndnums = new Random(Environment.TickCount);
52 private Scene m_scene = null; 53 private Scene m_scene = null;
53 private bool m_ready = false; 54 private bool m_ready = false;
55 private bool m_inUpdate = false;
54 56
55 private bool m_enabled = false; 57 private bool m_enabled = false;
56 private IConfig m_windConfig; 58 private IConfig m_windConfig;
@@ -96,7 +98,6 @@ namespace OpenSim.Region.CoreModules
96 98
97 m_scene = scene; 99 m_scene = scene;
98 m_frame = 0; 100 m_frame = 0;
99
100 // Register all the Wind Model Plug-ins 101 // Register all the Wind Model Plug-ins
101 foreach (IWindModelPlugin windPlugin in AddinManager.GetExtensionObjects("/OpenSim/WindModule", false)) 102 foreach (IWindModelPlugin windPlugin in AddinManager.GetExtensionObjects("/OpenSim/WindModule", false))
102 { 103 {
@@ -118,7 +119,6 @@ namespace OpenSim.Region.CoreModules
118 } 119 }
119 } 120 }
120 121
121
122 // if the plug-in wasn't found, default to no wind. 122 // if the plug-in wasn't found, default to no wind.
123 if (m_activeWindPlugin == null) 123 if (m_activeWindPlugin == null)
124 { 124 {
@@ -154,14 +154,14 @@ namespace OpenSim.Region.CoreModules
154 154
155 // Register event handlers for when Avatars enter the region, and frame ticks 155 // Register event handlers for when Avatars enter the region, and frame ticks
156 m_scene.EventManager.OnFrame += WindUpdate; 156 m_scene.EventManager.OnFrame += WindUpdate;
157 m_scene.EventManager.OnMakeRootAgent += OnAgentEnteredRegion;
158 157
159 // Register the wind module 158 // Register the wind module
160 m_scene.RegisterModuleInterface<IWindModule>(this); 159 m_scene.RegisterModuleInterface<IWindModule>(this);
161 160
162 // Generate initial wind values 161 // Generate initial wind values
163 GenWindPos(); 162 GenWind();
164 163 // hopefully this will not be the same for all regions on same instance
164 m_dataVersion = (int)m_scene.AllocateLocalId();
165 // Mark Module Ready for duty 165 // Mark Module Ready for duty
166 m_ready = true; 166 m_ready = true;
167 } 167 }
@@ -184,7 +184,7 @@ namespace OpenSim.Region.CoreModules
184 184
185 // Remove our hooks 185 // Remove our hooks
186 m_scene.EventManager.OnFrame -= WindUpdate; 186 m_scene.EventManager.OnFrame -= WindUpdate;
187 m_scene.EventManager.OnMakeRootAgent -= OnAgentEnteredRegion; 187// m_scene.EventManager.OnMakeRootAgent -= OnAgentEnteredRegion;
188 188
189 } 189 }
190 190
@@ -416,67 +416,43 @@ namespace OpenSim.Region.CoreModules
416 /// </summary> 416 /// </summary>
417 public void WindUpdate() 417 public void WindUpdate()
418 { 418 {
419 if (((m_frame++ % m_frameUpdateRate) != 0) || !m_ready) 419 if ((!m_ready || m_inUpdate || (m_frame++ % m_frameUpdateRate) != 0))
420 {
421 return; 420 return;
422 }
423
424 GenWindPos();
425
426 SendWindAllClients();
427 }
428 421
429 public void OnAgentEnteredRegion(ScenePresence avatar) 422 m_inUpdate = true;
430 { 423 Util.FireAndForget(delegate
431 if (m_ready)
432 { 424 {
433 if (m_activeWindPlugin != null) 425 try
434 { 426 {
435 // Ask wind plugin to generate a LL wind array to be cached locally 427 GenWind();
436 // Try not to update this too often, as it may involve array copies 428 m_scene.ForEachClient(delegate(IClientAPI client)
437 if (m_frame >= (m_frameLastUpdateClientArray + m_frameUpdateRate))
438 { 429 {
439 windSpeeds = m_activeWindPlugin.WindLLClientArray(); 430 client.SendWindData(m_dataVersion, windSpeeds);
440 m_frameLastUpdateClientArray = m_frame; 431 });
441 } 432
442 } 433 }
443 434 finally
444 avatar.ControllingClient.SendWindData(windSpeeds);
445 }
446 }
447
448 private void SendWindAllClients()
449 {
450 if (m_ready)
451 {
452 if (m_scene.GetRootAgentCount() > 0)
453 { 435 {
454 // Ask wind plugin to generate a LL wind array to be cached locally 436 m_inUpdate = false;
455 // Try not to update this too often, as it may involve array copies
456 if (m_frame >= (m_frameLastUpdateClientArray + m_frameUpdateRate))
457 {
458 windSpeeds = m_activeWindPlugin.WindLLClientArray();
459 m_frameLastUpdateClientArray = m_frame;
460 }
461
462 m_scene.ForEachRootClient(delegate(IClientAPI client)
463 {
464 client.SendWindData(windSpeeds);
465 });
466 } 437 }
467 } 438 },
439 null, "WindModuleUpdate");
468 } 440 }
441
469 /// <summary> 442 /// <summary>
470 /// Calculate the sun's orbital position and its velocity. 443 /// Calculate new wind
444 /// returns false if no change
471 /// </summary> 445 /// </summary>
472 446
473 private void GenWindPos() 447 private bool GenWind()
474 { 448 {
475 if (m_activeWindPlugin != null) 449 if (m_activeWindPlugin != null && m_activeWindPlugin.WindUpdate(m_frame))
476 { 450 {
477 // Tell Wind Plugin to update it's wind data 451 windSpeeds = m_activeWindPlugin.WindLLClientArray();
478 m_activeWindPlugin.WindUpdate(m_frame); 452 m_dataVersion++;
453 return true;
479 } 454 }
455 return false;
480 } 456 }
481 } 457 }
482} 458}
diff --git a/OpenSim/Region/Framework/Interfaces/IWindModelPlugin.cs b/OpenSim/Region/Framework/Interfaces/IWindModelPlugin.cs
index 16b6024..b4bc15c 100644
--- a/OpenSim/Region/Framework/Interfaces/IWindModelPlugin.cs
+++ b/OpenSim/Region/Framework/Interfaces/IWindModelPlugin.cs
@@ -53,7 +53,7 @@ namespace OpenSim.Region.Framework.Interfaces
53 /// <summary> 53 /// <summary>
54 /// Update wind. 54 /// Update wind.
55 /// </summary> 55 /// </summary>
56 void WindUpdate(uint frame); 56 bool WindUpdate(uint frame);
57 57
58 /// <summary> 58 /// <summary>
59 /// Returns the wind vector at the given local region coordinates. 59 /// Returns the wind vector at the given local region coordinates.
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 5669c43..97009a0 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -274,50 +274,46 @@ namespace OpenSim.Region.Framework.Scenes
274 274
275 private uint GetPriorityByAngularDistance(IClientAPI client, ISceneEntity entity) 275 private uint GetPriorityByAngularDistance(IClientAPI client, ISceneEntity entity)
276 { 276 {
277 uint pqueue = 2; // keep compiler happy
278
279 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 277 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
280 if (presence == null) 278 if (presence == null)
281 return PriorityQueue.NumberOfQueues - 1; 279 return PriorityQueue.NumberOfQueues - 1;
282 280
283 // All avatars other than our own go into pqueue 1 281 uint pqueue = ComputeAngleDistancePriority(presence, entity);
284 if (entity is ScenePresence)
285 return 1;
286
287 if (entity is SceneObjectPart)
288 {
289 // Attachments are high priority,
290 if (((SceneObjectPart)entity).ParentGroup.IsAttachment)
291 return 2;
292
293 pqueue = ComputeAngleDistancePriority(presence, entity);
294
295 // Non physical prims are lower priority than physical prims
296 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
297 if (physActor == null || !physActor.IsPhysical)
298 pqueue++;
299 }
300
301 return pqueue; 282 return pqueue;
302 } 283 }
303 284
304 private uint ComputeAngleDistancePriority(ScenePresence presence, ISceneEntity entity) 285 private uint ComputeAngleDistancePriority(ScenePresence presence, ISceneEntity entity)
305 { 286 {
306 double distance;
307
308 Vector3 presencePos = presence.AbsolutePosition;
309
310 SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup;
311 float bradius = group.GetBoundsRadius();
312 Vector3 grppos = group.AbsolutePosition + group.getBoundsCenter();
313 distance = Vector3.Distance(presencePos, grppos);
314 distance -= bradius;
315 distance *= group.getAreaFactor();
316
317 // And convert the distance to a priority queue, this computation gives queues 287 // And convert the distance to a priority queue, this computation gives queues
318 // at 10, 20, 40, 80, 160, 320, 640, and 1280m 288 // at 10, 20, 40, 80, 160, 320, 640, and 1280m
319 uint pqueue = PriorityQueue.NumberOfImmediateQueues + 1; // reserve attachments queue 289// uint minpqueue = PriorityQueue.NumberOfImmediateQueues;
320 uint queues = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues; 290 uint maxqueue = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues -1;
291// uint pqueue = minpqueue;
292 uint pqueue = PriorityQueue.NumberOfImmediateQueues;
293 float distance;
294
295 Vector3 presencePos = presence.AbsolutePosition;
296 if(entity is ScenePresence)
297 {
298 ScenePresence sp = entity as ScenePresence;
299 distance = Vector3.Distance(presencePos, sp.AbsolutePosition);
300 distance *= 0.5f;
301 }
302 else
303 {
304 SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup;
305 float bradius = group.GetBoundsRadius();
306 Vector3 grppos = group.AbsolutePosition + group.getBoundsCenter();
307 distance = Vector3.Distance(presencePos, grppos);
308 distance -= bradius;
309 distance *= group.getAreaFactor();
310 if(group.IsAttachment)
311 distance *= 0.5f;
312 else if(group.UsesPhysics)
313 distance *= 0.6f;
314 else if(group.GetSittingAvatarsCount() > 0)
315 distance *= 0.5f;
316 }
321 317
322 if (distance > 10f) 318 if (distance > 10f)
323 { 319 {
@@ -328,8 +324,8 @@ namespace OpenSim.Region.Framework.Scenes
328 // 2st constant makes it be log2(distance/10) 324 // 2st constant makes it be log2(distance/10)
329 325
330 pqueue += (uint)tmp; 326 pqueue += (uint)tmp;
331 if (pqueue > queues - 1) 327 if (pqueue > maxqueue)
332 pqueue = queues - 1; 328 pqueue = maxqueue;
333 } 329 }
334 330
335 return pqueue; 331 return pqueue;
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 77c66b6..238ec8e 100755
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -1865,7 +1865,8 @@ namespace OpenSim.Region.Framework.Scenes
1865 1865
1866 // this is here so physics gets updated! 1866 // this is here so physics gets updated!
1867 // Don't remove! Bad juju! Stay away! or fix physics! 1867 // Don't remove! Bad juju! Stay away! or fix physics!
1868 child.AbsolutePosition = child.AbsolutePosition; 1868 // already done in LinkToGroup
1869// child.AbsolutePosition = child.AbsolutePosition;
1869 } 1870 }
1870 } 1871 }
1871 1872
@@ -1912,31 +1913,36 @@ namespace OpenSim.Region.Framework.Scenes
1912 // 1913 //
1913 foreach (SceneObjectPart part in prims) 1914 foreach (SceneObjectPart part in prims)
1914 { 1915 {
1915 if (part != null) 1916 if(part == null)
1917 continue;
1918 SceneObjectGroup parentSOG = part.ParentGroup;
1919 if(parentSOG == null ||
1920 parentSOG.IsDeleted ||
1921 parentSOG.inTransit ||
1922 parentSOG.PrimCount == 1)
1923 continue;
1924
1925 if (!affectedGroups.Contains(parentSOG))
1916 { 1926 {
1917 if (part.KeyframeMotion != null) 1927 affectedGroups.Add(parentSOG);
1918 { 1928 if(parentSOG.RootPart.PhysActor != null)
1919 part.KeyframeMotion.Stop(); 1929 parentSOG.RootPart.PhysActor.Building = true;
1920 part.KeyframeMotion = null; 1930 }
1921 }
1922 if (part.ParentGroup.PrimCount != 1) // Skip single
1923 {
1924 if (part.LinkNum < 2) // Root
1925 {
1926 rootParts.Add(part);
1927 }
1928 else
1929 {
1930 part.LastOwnerID = part.ParentGroup.RootPart.LastOwnerID;
1931 childParts.Add(part);
1932 }
1933 1931
1934 SceneObjectGroup group = part.ParentGroup; 1932 if (part.KeyframeMotion != null)
1935 if (!affectedGroups.Contains(group)) 1933 {
1936 { 1934 part.KeyframeMotion.Stop();
1937 affectedGroups.Add(group); 1935 part.KeyframeMotion = null;
1938 } 1936 }
1939 } 1937
1938 if (part.LinkNum < 2) // Root
1939 {
1940 rootParts.Add(part);
1941 }
1942 else
1943 {
1944 part.LastOwnerID = part.ParentGroup.RootPart.LastOwnerID;
1945 childParts.Add(part);
1940 } 1946 }
1941 } 1947 }
1942 1948
@@ -1945,8 +1951,8 @@ namespace OpenSim.Region.Framework.Scenes
1945 foreach (SceneObjectPart child in childParts) 1951 foreach (SceneObjectPart child in childParts)
1946 { 1952 {
1947 // Unlink all child parts from their groups 1953 // Unlink all child parts from their groups
1948 //
1949 child.ParentGroup.DelinkFromGroup(child, true); 1954 child.ParentGroup.DelinkFromGroup(child, true);
1955 //child.ParentGroup is now other
1950 child.ParentGroup.HasGroupChanged = true; 1956 child.ParentGroup.HasGroupChanged = true;
1951 child.ParentGroup.ScheduleGroupForFullUpdate(); 1957 child.ParentGroup.ScheduleGroupForFullUpdate();
1952 } 1958 }
@@ -1959,74 +1965,51 @@ namespace OpenSim.Region.Framework.Scenes
1959 // However, editing linked parts and unlinking may be different 1965 // However, editing linked parts and unlinking may be different
1960 // 1966 //
1961 SceneObjectGroup group = root.ParentGroup; 1967 SceneObjectGroup group = root.ParentGroup;
1962 1968
1963 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1969 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1964 int numChildren = newSet.Count;
1965 1970
1966 if (numChildren == 1) 1971 newSet.Remove(root);
1972 int numChildren = newSet.Count;
1973 if(numChildren == 0)
1967 break; 1974 break;
1968 1975
1969 // If there are prims left in a link set, but the root is
1970 // slated for unlink, we need to do this
1971 // Unlink the remaining set
1972 //
1973 bool sendEventsToRemainder = false;
1974 if (numChildren == 2) // only one child prim no re-link needed
1975 sendEventsToRemainder = true;
1976
1977 foreach (SceneObjectPart p in newSet) 1976 foreach (SceneObjectPart p in newSet)
1978 { 1977 group.DelinkFromGroup(p, false);
1979 if (p != group.RootPart)
1980 {
1981 group.DelinkFromGroup(p, sendEventsToRemainder);
1982 if (sendEventsToRemainder) // finish single child prim now
1983 {
1984 p.ParentGroup.HasGroupChanged = true;
1985 p.ParentGroup.ScheduleGroupForFullUpdate();
1986 }
1987 }
1988 }
1989 1978
1979 SceneObjectPart newRoot = newSet[0];
1980
1990 // If there is more than one prim remaining, we 1981 // If there is more than one prim remaining, we
1991 // need to re-link 1982 // need to re-link
1992 // 1983 //
1993 if (numChildren > 2) 1984 if (numChildren > 1)
1994 { 1985 {
1995 // Remove old root
1996 //
1997 if (newSet.Contains(root))
1998 newSet.Remove(root);
1999
2000 // Preserve link ordering
2001 //
2002 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
2003 {
2004 return a.LinkNum.CompareTo(b.LinkNum);
2005 });
2006
2007 // Determine new root 1986 // Determine new root
2008 // 1987 //
2009 SceneObjectPart newRoot = newSet[0];
2010 newSet.RemoveAt(0); 1988 newSet.RemoveAt(0);
2011 1989 foreach (SceneObjectPart newChild in newSet)
2012 foreach (SceneObjectPart newChild in newSet) 1990 newChild.ClearUpdateSchedule();
2013 newChild.ClearUpdateSchedule();
2014 1991
2015 LinkObjects(newRoot, newSet); 1992 LinkObjects(newRoot, newSet);
2016// if (!affectedGroups.Contains(newRoot.ParentGroup)) 1993 }
2017// affectedGroups.Add(newRoot.ParentGroup); 1994 else
1995 {
1996 newRoot.TriggerScriptChangedEvent(Changed.LINK);
1997 newRoot.ParentGroup.HasGroupChanged = true;
1998 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
2018 } 1999 }
2019 } 2000 }
2020 2001
2021 // Finally, trigger events in the roots 2002 // trigger events in the roots
2022 // 2003 //
2023 foreach (SceneObjectGroup g in affectedGroups) 2004 foreach (SceneObjectGroup g in affectedGroups)
2024 { 2005 {
2006 if(g.RootPart.PhysActor != null)
2007 g.RootPart.PhysActor.Building = false;
2008 g.AdjustChildPrimPermissions(false);
2025 // Child prims that have been unlinked and deleted will 2009 // Child prims that have been unlinked and deleted will
2026 // return unless the root is deleted. This will remove them 2010 // return unless the root is deleted. This will remove them
2027 // from the database. They will be rewritten immediately, 2011 // from the database. They will be rewritten immediately,
2028 // minus the rows for the unlinked child prims. 2012 // minus the rows for the unlinked child prims.
2029 g.AdjustChildPrimPermissions(false);
2030 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID); 2013 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
2031 g.TriggerScriptChangedEvent(Changed.LINK); 2014 g.TriggerScriptChangedEvent(Changed.LINK);
2032 g.HasGroupChanged = true; // Persist 2015 g.HasGroupChanged = true; // Persist
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 17dfb85..53a9441 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -3168,10 +3168,11 @@ namespace OpenSim.Region.Framework.Scenes
3168 if (insert) 3168 if (insert)
3169 { 3169 {
3170 linkNum = 2; 3170 linkNum = 2;
3171 int insertSize = objectGroup.PrimCount;
3171 foreach (SceneObjectPart part in Parts) 3172 foreach (SceneObjectPart part in Parts)
3172 { 3173 {
3173 if (part.LinkNum > 1) 3174 if (part.LinkNum > 1)
3174 part.LinkNum++; 3175 part.LinkNum += insertSize;
3175 } 3176 }
3176 } 3177 }
3177 else 3178 else
@@ -3200,14 +3201,14 @@ namespace OpenSim.Region.Framework.Scenes
3200 linkPart.LinkNum = linkNum++; 3201 linkPart.LinkNum = linkNum++;
3201 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false); 3202 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
3202 3203
3203 // Get a list of the SOP's in the old group in order of their linknum's. 3204 // Get a list of the SOP's in the source group in order of their linknum's.
3204 SceneObjectPart[] ogParts = objectGroup.Parts; 3205 SceneObjectPart[] ogParts = objectGroup.Parts;
3205 Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b) 3206 Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b)
3206 { 3207 {
3207 return a.LinkNum - b.LinkNum; 3208 return a.LinkNum - b.LinkNum;
3208 }); 3209 });
3209 3210
3210 // Add each of the SOP's from the old linkset to our linkset 3211 // Add each of the SOP's from the source linkset to our linkset
3211 for (int i = 0; i < ogParts.Length; i++) 3212 for (int i = 0; i < ogParts.Length; i++)
3212 { 3213 {
3213 SceneObjectPart part = ogParts[i]; 3214 SceneObjectPart part = ogParts[i];
@@ -3415,6 +3416,110 @@ namespace OpenSim.Region.Framework.Scenes
3415 return objectGroup; 3416 return objectGroup;
3416 } 3417 }
3417 3418
3419/* working on it
3420 public void DelinkFromGroup(List<SceneObjectPart> linkParts, bool sendEvents)
3421 {
3422// m_log.DebugFormat(
3423// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
3424// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
3425
3426 if(PrimCount == 1)
3427 return;
3428
3429 if (m_rootPart.PhysActor != null)
3430 m_rootPart.PhysActor.Building = true;
3431
3432 bool unlinkroot = false;
3433 foreach(SceneObjectPart linkPart in linkParts)
3434 {
3435 // first we only remove child parts
3436 if(linkPart.LocalId == m_rootPart.LocalId)
3437 {
3438 unlinkroot = true;
3439 continue;
3440 }
3441
3442 lock (m_parts.SyncRoot)
3443 if(!m_parts.Remove(linkPart.UUID))
3444 continue;
3445
3446 linkPart.ClearUndoState();
3447
3448 Vector3 worldPos = linkPart.GetWorldPosition();
3449 Quaternion worldRot = linkPart.GetWorldRotation();
3450
3451 linkPart.ParentID = 0;
3452 linkPart.LinkNum = 0;
3453
3454 PhysicsActor linkPartPa = linkPart.PhysActor;
3455
3456 // Remove the SOP from the physical scene.
3457 // If the new SOG is physical, it is re-created later.
3458 // (There is a problem here in that we have not yet told the physics
3459 // engine about the delink. Someday, linksets should be made first
3460 // class objects in the physics engine interface).
3461 if (linkPartPa != null)
3462 {
3463 m_scene.PhysicsScene.RemovePrim(linkPartPa);
3464 linkPart.PhysActor = null;
3465 }
3466
3467 linkPart.setGroupPosition(worldPos);
3468 linkPart.setOffsetPosition(Vector3.Zero);
3469 linkPart.setRotationOffset(worldRot);
3470
3471 // Create a new SOG to go around this unlinked and unattached SOP
3472 SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart);
3473
3474 m_scene.AddNewSceneObject(objectGroup, true);
3475
3476 linkPart.Rezzed = RootPart.Rezzed;
3477
3478 // this is as it seems to be in sl now
3479 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
3480 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
3481
3482 objectGroup.HasGroupChangedDueToDelink = true;
3483 if (sendEvents)
3484 linkPart.TriggerScriptChangedEvent(Changed.LINK);
3485 }
3486
3487 if(unlinkroot)
3488 {
3489 //TODO
3490 }
3491
3492 lock (m_parts.SyncRoot)
3493 {
3494 SceneObjectPart[] parts = m_parts.GetArray();
3495 if (parts.Length == 1)
3496 {
3497 // Single prim left
3498 m_rootPart.LinkNum = 0;
3499 }
3500 else
3501 {
3502 m_rootPart.LinkNum = 1;
3503 int linknum = 2;
3504 for (int i = 1; i < parts.Length; i++)
3505 parts[i].LinkNum = linknum++;
3506 }
3507 }
3508
3509 InvalidBoundsRadius();
3510
3511 if (m_rootPart.PhysActor != null)
3512 m_rootPart.PhysActor.Building = false;
3513
3514 // When we delete a group, we currently have to force persist to the database if the object id has changed
3515 // (since delete works by deleting all rows which have a given object id)
3516
3517 Scene.SimulationDataService.RemoveObject(UUID, Scene.RegionInfo.RegionID);
3518 HasGroupChangedDueToDelink = true;
3519 TriggerScriptChangedEvent(Changed.LINK);
3520 return;
3521 }
3522*/
3418 /// <summary> 3523 /// <summary>
3419 /// Stop this object from being persisted over server restarts. 3524 /// Stop this object from being persisted over server restarts.
3420 /// </summary> 3525 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index bb6e89b..6f4d6c3 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -281,7 +281,9 @@ namespace OpenSim.Region.Framework.Scenes
281 281
282 private bool m_followCamAuto = false; 282 private bool m_followCamAuto = false;
283 283
284 private Vector3? m_forceToApply; 284// private object m_forceToApplyLock = new object();
285// private bool m_forceToApplyValid;
286// private Vector3 m_forceToApply;
285 private int m_userFlags; 287 private int m_userFlags;
286 public int UserFlags 288 public int UserFlags
287 { 289 {
@@ -582,11 +584,11 @@ namespace OpenSim.Region.Framework.Scenes
582 { 584 {
583 get 585 get
584 { 586 {
585 return m_drawDistance; 587 return m_drawDistance;
586 } 588 }
587 set 589 set
588 { 590 {
589 m_drawDistance = Util.Clamp(value, 32f, m_scene.MaxDrawDistance); 591 m_drawDistance = Util.Clamp(value, 32f, m_scene.MaxDrawDistance);
590 } 592 }
591 } 593 }
592 594
@@ -594,7 +596,7 @@ namespace OpenSim.Region.Framework.Scenes
594 { 596 {
595 get 597 get
596 { 598 {
597 return Util.Clamp(m_drawDistance, 32f, m_scene.MaxRegionViewDistance); 599 return Util.Clamp(m_drawDistance, 32f, m_scene.MaxRegionViewDistance);
598 } 600 }
599 } 601 }
600 602
@@ -2120,6 +2122,7 @@ namespace OpenSim.Region.Framework.Scenes
2120 if (haveAnims) 2122 if (haveAnims)
2121 SendAnimPackToAgent(this, animIDs, animseqs, animsobjs); 2123 SendAnimPackToAgent(this, animIDs, animseqs, animsobjs);
2122 2124
2125
2123 // we should be able to receive updates, etc 2126 // we should be able to receive updates, etc
2124 // so release them 2127 // so release them
2125 m_inTransit = false; 2128 m_inTransit = false;
@@ -2238,6 +2241,9 @@ namespace OpenSim.Region.Framework.Scenes
2238 } 2241 }
2239 finally 2242 finally
2240 { 2243 {
2244 haveGroupInformation = false;
2245 gotCrossUpdate = false;
2246 crossingFlags = 0;
2241 m_inTransit = false; 2247 m_inTransit = false;
2242 } 2248 }
2243 // if hide force a check 2249 // if hide force a check
@@ -2247,9 +2253,6 @@ namespace OpenSim.Region.Framework.Scenes
2247 // m_currentParcelHide = newhide; 2253 // m_currentParcelHide = newhide;
2248 // } 2254 // }
2249 2255
2250 haveGroupInformation = false;
2251 gotCrossUpdate = false;
2252 crossingFlags = 0;
2253 2256
2254 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd; 2257 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
2255 2258
@@ -3006,7 +3009,8 @@ namespace OpenSim.Region.Framework.Scenes
3006 3009
3007 MovingToTarget = false; 3010 MovingToTarget = false;
3008// MoveToPositionTarget = Vector3.Zero; 3011// MoveToPositionTarget = Vector3.Zero;
3009 m_forceToApply = null; // cancel possible last action 3012// lock(m_forceToApplyLock)
3013// m_forceToApplyValid = false; // cancel possible last action
3010 3014
3011 // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct 3015 // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct
3012 // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag. 3016 // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag.
@@ -3638,8 +3642,14 @@ namespace OpenSim.Region.Framework.Scenes
3638 } 3642 }
3639 3643
3640 // m_log.DebugFormat("[SCENE PRESENCE]: Setting force to apply to {0} for {1}", direc, Name); 3644 // m_log.DebugFormat("[SCENE PRESENCE]: Setting force to apply to {0} for {1}", direc, Name);
3641 3645/*
3642 m_forceToApply = direc; 3646 lock(m_forceToApplyLock)
3647 {
3648 m_forceToApply = direc;
3649 m_forceToApplyValid = true;
3650 }
3651*/
3652 Velocity = direc;
3643 Animator.UpdateMovementAnimations(); 3653 Animator.UpdateMovementAnimations();
3644 } 3654 }
3645 3655
@@ -4734,17 +4744,21 @@ namespace OpenSim.Region.Framework.Scenes
4734 /// </summary> 4744 /// </summary>
4735 public void UpdateMovement() 4745 public void UpdateMovement()
4736 { 4746 {
4747/*
4737 if (IsInTransit) 4748 if (IsInTransit)
4738 return; 4749 return;
4739 if (m_forceToApply.HasValue)
4740 {
4741 Vector3 force = m_forceToApply.Value;
4742 4750
4743 Velocity = force; 4751 lock(m_forceToApplyLock)
4752 {
4753 if (m_forceToApplyValid)
4754 {
4755 Velocity = m_forceToApply;
4744 4756
4745 m_forceToApply = null; 4757 m_forceToApplyValid = false;
4746 TriggerScenePresenceUpdated(); 4758 TriggerScenePresenceUpdated();
4759 }
4747 } 4760 }
4761*/
4748 } 4762 }
4749 4763
4750 /// <summary> 4764 /// <summary>
@@ -4767,6 +4781,9 @@ namespace OpenSim.Region.Framework.Scenes
4767// Appearance.SetHeight(); 4781// Appearance.SetHeight();
4768 Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f)); 4782 Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f));
4769 4783
4784// lock(m_forceToApplyLock)
4785// m_forceToApplyValid = false;
4786
4770 PhysicsScene scene = m_scene.PhysicsScene; 4787 PhysicsScene scene = m_scene.PhysicsScene;
4771 Vector3 pVec = AbsolutePosition; 4788 Vector3 pVec = AbsolutePosition;
4772 4789
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index d8928ee..37b91d3 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -178,8 +178,10 @@ namespace OpenSim.Region.Framework.Scenes
178 if (part.Shape.ProjectionTextureUUID != UUID.Zero) 178 if (part.Shape.ProjectionTextureUUID != UUID.Zero)
179 GatheredUuids[part.Shape.ProjectionTextureUUID] = (sbyte)AssetType.Texture; 179 GatheredUuids[part.Shape.ProjectionTextureUUID] = (sbyte)AssetType.Texture;
180 180
181 if (part.CollisionSound != UUID.Zero) 181 UUID collisionSound = part.CollisionSound;
182 GatheredUuids[part.CollisionSound] = (sbyte)AssetType.Sound; 182 if ( collisionSound != UUID.Zero &&
183 collisionSound != part.invalidCollisionSoundUUID)
184 GatheredUuids[collisionSound] = (sbyte)AssetType.Sound;
183 185
184 if (part.ParticleSystem.Length > 0) 186 if (part.ParticleSystem.Length > 0)
185 { 187 {
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index 427b48e..15d31bd 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -1023,12 +1023,12 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
1023 1023
1024 } 1024 }
1025 1025
1026 public void SendWindData(Vector2[] windSpeeds) 1026 public void SendWindData(int version, Vector2[] windSpeeds)
1027 { 1027 {
1028 1028
1029 } 1029 }
1030 1030
1031 public void SendCloudData(float[] cloudCover) 1031 public void SendCloudData(int version, float[] cloudCover)
1032 { 1032 {
1033 1033
1034 } 1034 }
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index 07413cf..1ad71ba 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -724,9 +724,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC
724 { 724 {
725 } 725 }
726 726
727 public virtual void SendWindData(Vector2[] windSpeeds) { } 727 public virtual void SendWindData(int version, Vector2[] windSpeeds) { }
728 728
729 public virtual void SendCloudData(float[] cloudCover) { } 729 public virtual void SendCloudData(int version, float[] cloudCover) { }
730 730
731 public virtual void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look) 731 public virtual void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look)
732 { 732 {
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs b/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs
index 5ad2136..757f06c 100644
--- a/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs
@@ -52,7 +52,6 @@ public sealed class BSCharacter : BSPhysObject
52 private bool _setAlwaysRun; 52 private bool _setAlwaysRun;
53 private bool _throttleUpdates; 53 private bool _throttleUpdates;
54 private bool _floatOnWater; 54 private bool _floatOnWater;
55 private OMV.Vector3 _rotationalVelocity;
56 private bool _kinematic; 55 private bool _kinematic;
57 private float _buoyancy; 56 private float _buoyancy;
58 57
@@ -291,7 +290,7 @@ public sealed class BSCharacter : BSPhysObject
291 { 290 {
292 RawVelocity = OMV.Vector3.Zero; 291 RawVelocity = OMV.Vector3.Zero;
293 _acceleration = OMV.Vector3.Zero; 292 _acceleration = OMV.Vector3.Zero;
294 _rotationalVelocity = OMV.Vector3.Zero; 293 RawRotationalVelocity = OMV.Vector3.Zero;
295 294
296 // Zero some other properties directly into the physics engine 295 // Zero some other properties directly into the physics engine
297 PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate() 296 PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate()
@@ -303,7 +302,7 @@ public sealed class BSCharacter : BSPhysObject
303 302
304 public override void ZeroAngularMotion(bool inTaintTime) 303 public override void ZeroAngularMotion(bool inTaintTime)
305 { 304 {
306 _rotationalVelocity = OMV.Vector3.Zero; 305 RawRotationalVelocity = OMV.Vector3.Zero;
307 306
308 PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate() 307 PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate()
309 { 308 {
@@ -351,7 +350,6 @@ public sealed class BSCharacter : BSPhysObject
351 } 350 }
352 } 351 }
353 352
354
355 // Check that the current position is sane and, if not, modify the position to make it so. 353 // Check that the current position is sane and, if not, modify the position to make it so.
356 // Check for being below terrain or on water. 354 // Check for being below terrain or on water.
357 // Returns 'true' of the position was made sane by some action. 355 // Returns 'true' of the position was made sane by some action.
@@ -503,6 +501,17 @@ public sealed class BSCharacter : BSPhysObject
503 } 501 }
504 } 502 }
505 503
504 // SetMomentum just sets the velocity without a target. We need to stop the movement actor if a character.
505 public override void SetMomentum(OMV.Vector3 momentum)
506 {
507 if (m_moveActor != null)
508 {
509 m_moveActor.SetVelocityAndTarget(OMV.Vector3.Zero, OMV.Vector3.Zero, false /* inTaintTime */);
510 }
511 base.SetMomentum(momentum);
512 }
513
514
506 public override OMV.Vector3 Torque { 515 public override OMV.Vector3 Torque {
507 get { return RawTorque; } 516 get { return RawTorque; }
508 set { RawTorque = value; 517 set { RawTorque = value;
@@ -618,14 +627,6 @@ public sealed class BSCharacter : BSPhysObject
618 }); 627 });
619 } 628 }
620 } 629 }
621 public override OMV.Vector3 RotationalVelocity {
622 get { return _rotationalVelocity; }
623 set { _rotationalVelocity = value; }
624 }
625 public override OMV.Vector3 ForceRotationalVelocity {
626 get { return _rotationalVelocity; }
627 set { _rotationalVelocity = value; }
628 }
629 public override bool Kinematic { 630 public override bool Kinematic {
630 get { return _kinematic; } 631 get { return _kinematic; }
631 set { _kinematic = value; } 632 set { _kinematic = value; }
@@ -716,8 +717,6 @@ public sealed class BSCharacter : BSPhysObject
716 717
717 public override void AddAngularForce(bool inTaintTime, OMV.Vector3 force) { 718 public override void AddAngularForce(bool inTaintTime, OMV.Vector3 force) {
718 } 719 }
719 public override void SetMomentum(OMV.Vector3 momentum) {
720 }
721 720
722 // The avatar's physical shape (whether capsule or cube) is unit sized. BulletSim sets 721 // The avatar's physical shape (whether capsule or cube) is unit sized. BulletSim sets
723 // the scale of that unit shape to create the avatars full size. 722 // the scale of that unit shape to create the avatars full size.
@@ -841,7 +840,7 @@ public sealed class BSCharacter : BSPhysObject
841 RawVelocity = entprop.Velocity; 840 RawVelocity = entprop.Velocity;
842 841
843 _acceleration = entprop.Acceleration; 842 _acceleration = entprop.Acceleration;
844 _rotationalVelocity = entprop.RotationalVelocity; 843 RawRotationalVelocity = entprop.RotationalVelocity;
845 844
846 // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. 845 // Do some sanity checking for the avatar. Make sure it's above ground and inbounds.
847 if (PositionSanityCheck(true)) 846 if (PositionSanityCheck(true))
@@ -861,7 +860,7 @@ public sealed class BSCharacter : BSPhysObject
861 // PhysScene.PostUpdate(this); 860 // PhysScene.PostUpdate(this);
862 861
863 DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", 862 DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
864 LocalID, RawPosition, RawOrientation, RawVelocity, _acceleration, _rotationalVelocity); 863 LocalID, RawPosition, RawOrientation, RawVelocity, _acceleration, RawRotationalVelocity);
865 } 864 }
866} 865}
867} 866}
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs b/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs
index bb21f0c..3682455 100755
--- a/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs
@@ -239,6 +239,8 @@ public abstract class BSPhysObject : PhysicsActor
239 public virtual OMV.Vector3 RawVelocity { get; set; } 239 public virtual OMV.Vector3 RawVelocity { get; set; }
240 public abstract OMV.Vector3 ForceVelocity { get; set; } 240 public abstract OMV.Vector3 ForceVelocity { get; set; }
241 241
242 public OMV.Vector3 RawRotationalVelocity { get; set; }
243
242 // RawForce is a constant force applied to object (see Force { set; } ) 244 // RawForce is a constant force applied to object (see Force { set; } )
243 public OMV.Vector3 RawForce { get; set; } 245 public OMV.Vector3 RawForce { get; set; }
244 public OMV.Vector3 RawTorque { get; set; } 246 public OMV.Vector3 RawTorque { get; set; }
@@ -250,7 +252,48 @@ public abstract class BSPhysObject : PhysicsActor
250 public abstract void AddAngularForce(bool inTaintTime, OMV.Vector3 force); 252 public abstract void AddAngularForce(bool inTaintTime, OMV.Vector3 force);
251 public abstract void AddForce(bool inTaintTime, OMV.Vector3 force); 253 public abstract void AddForce(bool inTaintTime, OMV.Vector3 force);
252 254
253 public abstract OMV.Vector3 ForceRotationalVelocity { get; set; } 255 // PhysicsActor.SetMomentum
256 // All the physics engined use this as a way of forcing the velocity to something.
257 public override void SetMomentum(OMV.Vector3 momentum)
258 {
259 // This doesn't just set Velocity=momentum because velocity is ramped up to (see MoveActor)
260 RawVelocity = momentum;
261 PhysScene.TaintedObject(LocalID, TypeName + ".SetMomentum", delegate()
262 {
263 // DetailLog("{0},BSPrim.SetMomentum,taint,vel={1}", LocalID, RawVelocity);
264 ForceVelocity = RawVelocity;
265 });
266 }
267
268 public override OMV.Vector3 RotationalVelocity {
269 get {
270 return RawRotationalVelocity;
271 }
272 set {
273 RawRotationalVelocity = value;
274 Util.ClampV(RawRotationalVelocity, BSParam.MaxAngularVelocity);
275 // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
276 PhysScene.TaintedObject(LocalID, TypeName + ".setRotationalVelocity", delegate()
277 {
278 ForceRotationalVelocity = RawRotationalVelocity;
279 });
280 }
281 }
282 public OMV.Vector3 ForceRotationalVelocity {
283 get {
284 return RawRotationalVelocity;
285 }
286 set {
287 RawRotationalVelocity = Util.ClampV(value, BSParam.MaxAngularVelocity);
288 if (PhysBody.HasPhysicalBody)
289 {
290 DetailLog("{0},{1}.ForceRotationalVel,taint,rotvel={2}", LocalID, TypeName, RawRotationalVelocity);
291 PhysScene.PE.SetAngularVelocity(PhysBody, RawRotationalVelocity);
292 // PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity);
293 ActivateIfPhysical(false);
294 }
295 }
296 }
254 297
255 public abstract float ForceBuoyancy { get; set; } 298 public abstract float ForceBuoyancy { get; set; }
256 299
@@ -582,7 +625,7 @@ public abstract class BSPhysObject : PhysicsActor
582 { 625 {
583 CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 626 CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
584 DetailLog("{0},{1}.SubscribeEvents,setting collision. ms={2}, collisionFlags={3:x}", 627 DetailLog("{0},{1}.SubscribeEvents,setting collision. ms={2}, collisionFlags={3:x}",
585 LocalID, TypeName, ms, CurrentCollisionFlags); 628 LocalID, TypeName, SubscribedEventsMs, CurrentCollisionFlags);
586 } 629 }
587 }); 630 });
588 } 631 }
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs b/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs
index fd9b834..78a617d 100644
--- a/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs
@@ -59,7 +59,6 @@ public class BSPrim : BSPhysObject
59 private bool _setAlwaysRun; 59 private bool _setAlwaysRun;
60 private bool _throttleUpdates; 60 private bool _throttleUpdates;
61 private bool _floatOnWater; 61 private bool _floatOnWater;
62 private OMV.Vector3 _rotationalVelocity;
63 private bool _kinematic; 62 private bool _kinematic;
64 private float _buoyancy; 63 private float _buoyancy;
65 64
@@ -90,7 +89,7 @@ public class BSPrim : BSPhysObject
90 RawOrientation = rotation; 89 RawOrientation = rotation;
91 _buoyancy = 0f; 90 _buoyancy = 0f;
92 RawVelocity = OMV.Vector3.Zero; 91 RawVelocity = OMV.Vector3.Zero;
93 _rotationalVelocity = OMV.Vector3.Zero; 92 RawRotationalVelocity = OMV.Vector3.Zero;
94 BaseShape = pbs; 93 BaseShape = pbs;
95 _isPhysical = pisPhysical; 94 _isPhysical = pisPhysical;
96 _isVolumeDetect = false; 95 _isVolumeDetect = false;
@@ -256,7 +255,7 @@ public class BSPrim : BSPhysObject
256 { 255 {
257 RawVelocity = OMV.Vector3.Zero; 256 RawVelocity = OMV.Vector3.Zero;
258 _acceleration = OMV.Vector3.Zero; 257 _acceleration = OMV.Vector3.Zero;
259 _rotationalVelocity = OMV.Vector3.Zero; 258 RawRotationalVelocity = OMV.Vector3.Zero;
260 259
261 // Zero some other properties in the physics engine 260 // Zero some other properties in the physics engine
262 PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate() 261 PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate()
@@ -267,15 +266,15 @@ public class BSPrim : BSPhysObject
267 } 266 }
268 public override void ZeroAngularMotion(bool inTaintTime) 267 public override void ZeroAngularMotion(bool inTaintTime)
269 { 268 {
270 _rotationalVelocity = OMV.Vector3.Zero; 269 RawRotationalVelocity = OMV.Vector3.Zero;
271 // Zero some other properties in the physics engine 270 // Zero some other properties in the physics engine
272 PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate() 271 PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate()
273 { 272 {
274 // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity); 273 // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity);
275 if (PhysBody.HasPhysicalBody) 274 if (PhysBody.HasPhysicalBody)
276 { 275 {
277 PhysScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity); 276 PhysScene.PE.SetInterpolationAngularVelocity(PhysBody, RawRotationalVelocity);
278 PhysScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity); 277 PhysScene.PE.SetAngularVelocity(PhysBody, RawRotationalVelocity);
279 } 278 }
280 }); 279 });
281 } 280 }
@@ -426,9 +425,9 @@ public class BSPrim : BSPhysObject
426 RawVelocity = Util.ClampV(RawVelocity, BSParam.MaxLinearVelocity); 425 RawVelocity = Util.ClampV(RawVelocity, BSParam.MaxLinearVelocity);
427 ret = true; 426 ret = true;
428 } 427 }
429 if (_rotationalVelocity.LengthSquared() > BSParam.MaxAngularVelocitySquared) 428 if (RawRotationalVelocity.LengthSquared() > BSParam.MaxAngularVelocitySquared)
430 { 429 {
431 _rotationalVelocity = Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity); 430 RawRotationalVelocity = Util.ClampV(RawRotationalVelocity, BSParam.MaxAngularVelocity);
432 ret = true; 431 ret = true;
433 } 432 }
434 433
@@ -1008,7 +1007,7 @@ public class BSPrim : BSPhysObject
1008 // For good measure, make sure the transform is set through to the motion state 1007 // For good measure, make sure the transform is set through to the motion state
1009 ForcePosition = RawPosition; 1008 ForcePosition = RawPosition;
1010 ForceVelocity = RawVelocity; 1009 ForceVelocity = RawVelocity;
1011 ForceRotationalVelocity = _rotationalVelocity; 1010 ForceRotationalVelocity = RawRotationalVelocity;
1012 1011
1013 // A dynamic object has mass 1012 // A dynamic object has mass
1014 UpdatePhysicalMassProperties(RawMass, false); 1013 UpdatePhysicalMassProperties(RawMass, false);
@@ -1128,35 +1127,6 @@ public class BSPrim : BSPhysObject
1128 }); 1127 });
1129 } 1128 }
1130 } 1129 }
1131 public override OMV.Vector3 RotationalVelocity {
1132 get {
1133 return _rotationalVelocity;
1134 }
1135 set {
1136 _rotationalVelocity = value;
1137 Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity);
1138 // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
1139 PhysScene.TaintedObject(LocalID, "BSPrim.setRotationalVelocity", delegate()
1140 {
1141 ForceRotationalVelocity = _rotationalVelocity;
1142 });
1143 }
1144 }
1145 public override OMV.Vector3 ForceRotationalVelocity {
1146 get {
1147 return _rotationalVelocity;
1148 }
1149 set {
1150 _rotationalVelocity = Util.ClampV(value, BSParam.MaxAngularVelocity);
1151 if (PhysBody.HasPhysicalBody)
1152 {
1153 DetailLog("{0},BSPrim.ForceRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
1154 PhysScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity);
1155 // PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity);
1156 ActivateIfPhysical(false);
1157 }
1158 }
1159 }
1160 public override bool Kinematic { 1130 public override bool Kinematic {
1161 get { return _kinematic; } 1131 get { return _kinematic; }
1162 set { _kinematic = value; 1132 set { _kinematic = value;
@@ -1358,9 +1328,6 @@ public class BSPrim : BSPhysObject
1358 }); 1328 });
1359 } 1329 }
1360 1330
1361 public override void SetMomentum(OMV.Vector3 momentum) {
1362 // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum);
1363 }
1364 #region Mass Calculation 1331 #region Mass Calculation
1365 1332
1366 private float CalculateMass() 1333 private float CalculateMass()
@@ -1930,7 +1897,7 @@ public class BSPrim : BSPhysObject
1930 if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(RawVelocity, BSParam.UpdateVelocityChangeThreshold)) 1897 if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(RawVelocity, BSParam.UpdateVelocityChangeThreshold))
1931 RawVelocity = entprop.Velocity; 1898 RawVelocity = entprop.Velocity;
1932 _acceleration = entprop.Acceleration; 1899 _acceleration = entprop.Acceleration;
1933 _rotationalVelocity = entprop.RotationalVelocity; 1900 RawRotationalVelocity = entprop.RotationalVelocity;
1934 1901
1935 // DetailLog("{0},BSPrim.UpdateProperties,afterAssign,entprop={1}", LocalID, entprop); // DEBUG DEBUG 1902 // DetailLog("{0},BSPrim.UpdateProperties,afterAssign,entprop={1}", LocalID, entprop); // DEBUG DEBUG
1936 1903
@@ -1939,7 +1906,7 @@ public class BSPrim : BSPhysObject
1939 { 1906 {
1940 entprop.Position = RawPosition; 1907 entprop.Position = RawPosition;
1941 entprop.Velocity = RawVelocity; 1908 entprop.Velocity = RawVelocity;
1942 entprop.RotationalVelocity = _rotationalVelocity; 1909 entprop.RotationalVelocity = RawRotationalVelocity;
1943 entprop.Acceleration = _acceleration; 1910 entprop.Acceleration = _acceleration;
1944 } 1911 }
1945 1912
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index 4af4339..57bff6e 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -2664,13 +2664,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2664 private LSL_Key NpcCreate( 2664 private LSL_Key NpcCreate(
2665 string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent, bool hostGroupID) 2665 string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent, bool hostGroupID)
2666 { 2666 {
2667
2668 if (!World.Permissions.CanRezObject(1, m_host.OwnerID, new Vector3((float)position.x, (float)position.y, (float)position.z))) 2667 if (!World.Permissions.CanRezObject(1, m_host.OwnerID, new Vector3((float)position.x, (float)position.y, (float)position.z)))
2668 {
2669 OSSLError("no permission to rez NPC at requested location");
2669 return new LSL_Key(UUID.Zero.ToString()); 2670 return new LSL_Key(UUID.Zero.ToString());
2671 }
2670 2672
2671 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2673 INPCModule module = World.RequestModuleInterface<INPCModule>();
2672 if(module == null) 2674 if(module == null)
2673 new LSL_Key(UUID.Zero.ToString()); 2675 {
2676 OSSLError("NPC module not enabled");
2677 return new LSL_Key(UUID.Zero.ToString());
2678 }
2674 2679
2675 string groupTitle = String.Empty; 2680 string groupTitle = String.Empty;
2676 UUID groupID = UUID.Zero; 2681 UUID groupID = UUID.Zero;
@@ -3878,11 +3883,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3878 m_host.AddScriptLPS(1); 3883 m_host.AddScriptLPS(1);
3879 3884
3880 UUID targetUUID; 3885 UUID targetUUID;
3886 if(!UUID.TryParse(avatar.ToString(), out targetUUID))
3887 return;
3888
3889 if(targetUUID == UUID.Zero)
3890 return;
3891
3881 ScenePresence target; 3892 ScenePresence target;
3893 if(!World.TryGetScenePresence(targetUUID, out target))
3894 return;
3882 3895
3883 if (attachmentPoints.Length >= 1 && UUID.TryParse(avatar.ToString(), out targetUUID) && World.TryGetScenePresence(targetUUID, out target)) 3896 if(target.IsDeleted || target.IsInTransit)
3897 return;
3898
3899 List<int> aps = new List<int>();
3900 if(attachmentPoints.Length != 0)
3884 { 3901 {
3885 List<int> aps = new List<int>();
3886 foreach (object point in attachmentPoints.Data) 3902 foreach (object point in attachmentPoints.Data)
3887 { 3903 {
3888 int ipoint; 3904 int ipoint;
@@ -3891,115 +3907,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3891 aps.Add(ipoint); 3907 aps.Add(ipoint);
3892 } 3908 }
3893 } 3909 }
3910 // parsing failed
3911 if(aps.Count != attachmentPoints.Length)
3912 return;
3913 }
3894 3914
3895 List<SceneObjectGroup> attachments = new List<SceneObjectGroup>(); 3915 List<SceneObjectGroup> attachments = new List<SceneObjectGroup>();
3896 3916
3897 bool msgAll = aps.Contains(ScriptBaseClass.OS_ATTACH_MSG_ALL); 3917 bool msgAll;
3898 bool invertPoints = (options & ScriptBaseClass.OS_ATTACH_MSG_INVERT_POINTS) != 0; 3918 bool invertPoints = (options & ScriptBaseClass.OS_ATTACH_MSG_INVERT_POINTS) != 0;
3899 3919
3900 if (msgAll && invertPoints) 3920 if(aps.Count == 0)
3901 { 3921 {
3902 return; 3922 if(!invertPoints)
3903 }
3904 else if (msgAll || invertPoints)
3905 {
3906 attachments = target.GetAttachments();
3907 }
3908 else
3909 {
3910 foreach (int point in aps)
3911 {
3912 if (point > 0)
3913 {
3914 attachments.AddRange(target.GetAttachments((uint)point));
3915 }
3916 }
3917 }
3918
3919 // if we have no attachments at this point, exit now
3920 if (attachments.Count == 0)
3921 {
3922 return; 3923 return;
3923 } 3924 msgAll = true;
3925 invertPoints = false;
3926 }
3927 else
3928 msgAll = aps.Contains(ScriptBaseClass.OS_ATTACH_MSG_ALL);
3924 3929
3925 List<SceneObjectGroup> ignoreThese = new List<SceneObjectGroup>(); 3930 if (msgAll && invertPoints)
3931 return;
3926 3932
3927 if (invertPoints) 3933 if (msgAll || invertPoints)
3934 {
3935 attachments = target.GetAttachments();
3936 }
3937 else
3938 {
3939 foreach (int point in aps)
3928 { 3940 {
3929 foreach (SceneObjectGroup attachment in attachments) 3941 if (point > 0)
3930 { 3942 {
3931 if (aps.Contains((int)attachment.AttachmentPoint)) 3943 attachments.AddRange(target.GetAttachments((uint)point));
3932 {
3933 ignoreThese.Add(attachment);
3934 }
3935 } 3944 }
3936 } 3945 }
3946 }
3937 3947
3938 foreach (SceneObjectGroup attachment in ignoreThese) 3948 // if we have no attachments at this point, exit now
3939 { 3949 if (attachments.Count == 0)
3940 attachments.Remove(attachment); 3950 {
3941 } 3951 return;
3942 ignoreThese.Clear(); 3952 }
3943
3944 // if inverting removed all attachments to check, exit now
3945 if (attachments.Count < 1)
3946 {
3947 return;
3948 }
3949 3953
3950 if ((options & ScriptBaseClass.OS_ATTACH_MSG_OBJECT_CREATOR) != 0) 3954 bool optionObjCreator = (options &
3951 { 3955 ScriptBaseClass.OS_ATTACH_MSG_OBJECT_CREATOR) != 0;
3952 foreach (SceneObjectGroup attachment in attachments) 3956 bool optionScriptCreator = (options &
3953 { 3957 ScriptBaseClass.OS_ATTACH_MSG_SCRIPT_CREATOR) != 0;
3954 if (attachment.RootPart.CreatorID != m_host.CreatorID)
3955 {
3956 ignoreThese.Add(attachment);
3957 }
3958 }
3959 3958
3960 foreach (SceneObjectGroup attachment in ignoreThese) 3959 UUID hostCreatorID = m_host.CreatorID;
3961 { 3960 UUID itemCreatorID = m_item.CreatorID;
3962 attachments.Remove(attachment);
3963 }
3964 ignoreThese.Clear();
3965 3961
3966 // if filtering by same object creator removed all 3962 foreach (SceneObjectGroup sog in attachments)
3967 // attachments to check, exit now 3963 {
3968 if (attachments.Count == 0) 3964 if(sog.IsDeleted || sog.inTransit)
3969 { 3965 continue;
3970 return;
3971 }
3972 }
3973 3966
3974 if ((options & ScriptBaseClass.OS_ATTACH_MSG_SCRIPT_CREATOR) != 0) 3967 if (invertPoints && aps.Contains((int)sog.AttachmentPoint))
3975 { 3968 continue;
3976 foreach (SceneObjectGroup attachment in attachments)
3977 {
3978 if (attachment.RootPart.CreatorID != m_item.CreatorID)
3979 {
3980 ignoreThese.Add(attachment);
3981 }
3982 }
3983 3969
3984 foreach (SceneObjectGroup attachment in ignoreThese) 3970 UUID CreatorID = sog.RootPart.CreatorID;
3985 { 3971 if (optionObjCreator && CreatorID != hostCreatorID)
3986 attachments.Remove(attachment); 3972 continue;
3987 }
3988 ignoreThese.Clear();
3989 3973
3990 // if filtering by object creator must match originating 3974 if (optionScriptCreator && CreatorID != itemCreatorID)
3991 // script creator removed all attachments to check, 3975 continue;
3992 // exit now
3993 if (attachments.Count == 0)
3994 {
3995 return;
3996 }
3997 }
3998 3976
3999 foreach (SceneObjectGroup attachment in attachments) 3977 SceneObjectPart[] parts = sog.Parts;
4000 { 3978 foreach(SceneObjectPart p in parts)
4001 MessageObject(attachment.RootPart.UUID, message); 3979 MessageObject(p.UUID, message);
4002 }
4003 } 3980 }
4004 } 3981 }
4005 3982
diff --git a/OpenSim/Tests/Common/Mock/TestClient.cs b/OpenSim/Tests/Common/Mock/TestClient.cs
index 6a697f2..9251c4f 100644
--- a/OpenSim/Tests/Common/Mock/TestClient.cs
+++ b/OpenSim/Tests/Common/Mock/TestClient.cs
@@ -659,9 +659,9 @@ namespace OpenSim.Tests.Common
659 { 659 {
660 } 660 }
661 661
662 public virtual void SendWindData(Vector2[] windSpeeds) { } 662 public virtual void SendWindData(int version, Vector2[] windSpeeds) { }
663 663
664 public virtual void SendCloudData(float[] cloudCover) { } 664 public virtual void SendCloudData(int version, float[] cloudCover) { }
665 665
666 public virtual void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look) 666 public virtual void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look)
667 { 667 {
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini
index 418330e..d1ded36 100644
--- a/bin/OpenSimDefaults.ini
+++ b/bin/OpenSimDefaults.ini
@@ -293,7 +293,7 @@
293 ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before. 293 ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
294 ;; It continues to provide a workable physics implementation. It does not currently support varregions. 294 ;; It continues to provide a workable physics implementation. It does not currently support varregions.
295 ;; basicphysics effectively does not model physics at all, making all objects phantom. 295 ;; basicphysics effectively does not model physics at all, making all objects phantom.
296 ;; Default is OpenDynamicsEngine 296 ;; Default is BulletSim
297 physics = BulletSim 297 physics = BulletSim
298 ;physics = modified_BulletX 298 ;physics = modified_BulletX
299 ;physics = OpenDynamicsEngine 299 ;physics = OpenDynamicsEngine