diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 1051 |
1 files changed, 742 insertions, 309 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 117f869..9b66fad 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -29,6 +29,7 @@ using System; | |||
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using System.Drawing; | 30 | using System.Drawing; |
31 | using System.IO; | 31 | using System.IO; |
32 | using System.Diagnostics; | ||
32 | using System.Threading; | 33 | using System.Threading; |
33 | using System.Xml; | 34 | using System.Xml; |
34 | using System.Xml.Serialization; | 35 | using System.Xml.Serialization; |
@@ -104,8 +105,113 @@ namespace OpenSim.Region.Framework.Scenes | |||
104 | /// since the group's last persistent backup | 105 | /// since the group's last persistent backup |
105 | /// </summary> | 106 | /// </summary> |
106 | private bool m_hasGroupChanged = false; | 107 | private bool m_hasGroupChanged = false; |
107 | private long timeFirstChanged; | 108 | private long timeFirstChanged = 0; |
108 | private long timeLastChanged; | 109 | private long timeLastChanged = 0; |
110 | private long m_maxPersistTime = 0; | ||
111 | private long m_minPersistTime = 0; | ||
112 | private Random m_rand; | ||
113 | private bool m_suspendUpdates; | ||
114 | private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim(); | ||
115 | private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>(); | ||
116 | |||
117 | public bool areUpdatesSuspended | ||
118 | { | ||
119 | get | ||
120 | { | ||
121 | return m_suspendUpdates; | ||
122 | } | ||
123 | set | ||
124 | { | ||
125 | m_suspendUpdates = value; | ||
126 | if (!value) | ||
127 | { | ||
128 | QueueForUpdateCheck(); | ||
129 | } | ||
130 | } | ||
131 | } | ||
132 | |||
133 | public void lockPartsForRead(bool locked) | ||
134 | { | ||
135 | if (locked) | ||
136 | { | ||
137 | if (m_partsLock.RecursiveReadCount > 0) | ||
138 | { | ||
139 | m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue."); | ||
140 | try | ||
141 | { | ||
142 | StackTrace stackTrace = new StackTrace(); // get call stack | ||
143 | StackFrame[] stackFrames = stackTrace.GetFrames(); // get method calls (frames) | ||
144 | |||
145 | // write call stack method names | ||
146 | foreach (StackFrame stackFrame in stackFrames) | ||
147 | { | ||
148 | m_log.Error("[SceneObjectGroup.m_parts] "+(stackFrame.GetMethod().Name)); // write method name | ||
149 | } | ||
150 | |||
151 | m_partsLock.ExitReadLock(); | ||
152 | } | ||
153 | catch { } // Ignore errors, to allow resync | ||
154 | } | ||
155 | if (m_partsLock.RecursiveWriteCount > 0) | ||
156 | { | ||
157 | m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested (write lock exists on this thread). This should not happen and means something needs to be fixed."); | ||
158 | try | ||
159 | { | ||
160 | m_partsLock.ExitWriteLock(); | ||
161 | } | ||
162 | catch { } | ||
163 | |||
164 | } | ||
165 | |||
166 | while (!m_partsLock.TryEnterReadLock(60000)) | ||
167 | { | ||
168 | m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire READ lock of m_parts in SceneObjectGroup. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed."); | ||
169 | if (m_partsLock.IsWriteLockHeld) | ||
170 | { | ||
171 | m_partsLock = new System.Threading.ReaderWriterLockSlim(); | ||
172 | } | ||
173 | } | ||
174 | } | ||
175 | else | ||
176 | { | ||
177 | if (m_partsLock.RecursiveReadCount > 0) | ||
178 | { | ||
179 | m_partsLock.ExitReadLock(); | ||
180 | } | ||
181 | } | ||
182 | } | ||
183 | public void lockPartsForWrite(bool locked) | ||
184 | { | ||
185 | if (locked) | ||
186 | { | ||
187 | if (m_partsLock.RecursiveReadCount > 0) | ||
188 | { | ||
189 | m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue."); | ||
190 | m_partsLock.ExitReadLock(); | ||
191 | } | ||
192 | if (m_partsLock.RecursiveWriteCount > 0) | ||
193 | { | ||
194 | m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed."); | ||
195 | m_partsLock.ExitWriteLock(); | ||
196 | } | ||
197 | |||
198 | while (!m_partsLock.TryEnterWriteLock(60000)) | ||
199 | { | ||
200 | m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed."); | ||
201 | if (m_partsLock.IsWriteLockHeld) | ||
202 | { | ||
203 | m_partsLock = new System.Threading.ReaderWriterLockSlim(); | ||
204 | } | ||
205 | } | ||
206 | } | ||
207 | else | ||
208 | { | ||
209 | if (m_partsLock.RecursiveWriteCount > 0) | ||
210 | { | ||
211 | m_partsLock.ExitWriteLock(); | ||
212 | } | ||
213 | } | ||
214 | } | ||
109 | 215 | ||
110 | public bool HasGroupChanged | 216 | public bool HasGroupChanged |
111 | { | 217 | { |
@@ -113,9 +219,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
113 | { | 219 | { |
114 | if (value) | 220 | if (value) |
115 | { | 221 | { |
222 | if (m_isBackedUp) | ||
223 | { | ||
224 | m_scene.SceneGraph.FireChangeBackup(this); | ||
225 | } | ||
116 | timeLastChanged = DateTime.Now.Ticks; | 226 | timeLastChanged = DateTime.Now.Ticks; |
117 | if (!m_hasGroupChanged) | 227 | if (!m_hasGroupChanged) |
118 | timeFirstChanged = DateTime.Now.Ticks; | 228 | timeFirstChanged = DateTime.Now.Ticks; |
229 | if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null) | ||
230 | { | ||
231 | if (m_rand == null) | ||
232 | { | ||
233 | byte[] val = new byte[16]; | ||
234 | m_rootPart.UUID.ToBytes(val, 0); | ||
235 | m_rand = new Random(BitConverter.ToInt32(val, 0)); | ||
236 | } | ||
237 | |||
238 | if (m_scene.GetRootAgentCount() == 0) | ||
239 | { | ||
240 | //If the region is empty, this change has been made by an automated process | ||
241 | //and thus we delay the persist time by a random amount between 1.5 and 2.5. | ||
242 | |||
243 | float factor = 1.5f + (float)(m_rand.NextDouble()); | ||
244 | m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor); | ||
245 | m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor); | ||
246 | } | ||
247 | else | ||
248 | { | ||
249 | //If the region is not empty, we want to obey the minimum and maximum persist times | ||
250 | //but add a random factor so we stagger the object persistance a little | ||
251 | m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5 | ||
252 | m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0 | ||
253 | } | ||
254 | } | ||
119 | } | 255 | } |
120 | m_hasGroupChanged = value; | 256 | m_hasGroupChanged = value; |
121 | } | 257 | } |
@@ -131,8 +267,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
131 | return false; | 267 | return false; |
132 | if (m_scene.ShuttingDown) | 268 | if (m_scene.ShuttingDown) |
133 | return true; | 269 | return true; |
270 | |||
271 | if (m_minPersistTime == 0 || m_maxPersistTime == 0) | ||
272 | { | ||
273 | m_maxPersistTime = m_scene.m_persistAfter; | ||
274 | m_minPersistTime = m_scene.m_dontPersistBefore; | ||
275 | } | ||
276 | |||
134 | long currentTime = DateTime.Now.Ticks; | 277 | long currentTime = DateTime.Now.Ticks; |
135 | if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) | 278 | |
279 | if (timeLastChanged == 0) timeLastChanged = currentTime; | ||
280 | if (timeFirstChanged == 0) timeFirstChanged = currentTime; | ||
281 | |||
282 | if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime) | ||
136 | return true; | 283 | return true; |
137 | return false; | 284 | return false; |
138 | } | 285 | } |
@@ -181,7 +328,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
181 | 328 | ||
182 | private bool m_scriptListens_atRotTarget = false; | 329 | private bool m_scriptListens_atRotTarget = false; |
183 | private bool m_scriptListens_notAtRotTarget = false; | 330 | private bool m_scriptListens_notAtRotTarget = false; |
184 | 331 | public bool m_dupeInProgress = false; | |
185 | internal Dictionary<UUID, string> m_savedScriptState = null; | 332 | internal Dictionary<UUID, string> m_savedScriptState = null; |
186 | 333 | ||
187 | #region Properties | 334 | #region Properties |
@@ -221,7 +368,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
221 | public virtual Quaternion Rotation | 368 | public virtual Quaternion Rotation |
222 | { | 369 | { |
223 | get { return m_rotation; } | 370 | get { return m_rotation; } |
224 | set { m_rotation = value; } | 371 | set { |
372 | lockPartsForRead(true); | ||
373 | try | ||
374 | { | ||
375 | foreach(SceneObjectPart p in m_parts.Values) | ||
376 | { | ||
377 | p.StoreUndoState(UndoType.STATE_GROUP_ROTATION); | ||
378 | } | ||
379 | } | ||
380 | finally | ||
381 | { | ||
382 | lockPartsForRead(false); | ||
383 | } | ||
384 | m_rotation = value; | ||
385 | } | ||
225 | } | 386 | } |
226 | 387 | ||
227 | public Quaternion GroupRotation | 388 | public Quaternion GroupRotation |
@@ -258,13 +419,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
258 | set | 419 | set |
259 | { | 420 | { |
260 | m_regionHandle = value; | 421 | m_regionHandle = value; |
261 | lock (m_parts) | 422 | lockPartsForRead(true); |
262 | { | 423 | { |
263 | foreach (SceneObjectPart part in m_parts.Values) | 424 | foreach (SceneObjectPart part in m_parts.Values) |
264 | { | 425 | { |
426 | |||
265 | part.RegionHandle = m_regionHandle; | 427 | part.RegionHandle = m_regionHandle; |
428 | |||
266 | } | 429 | } |
267 | } | 430 | } |
431 | lockPartsForRead(false); | ||
268 | } | 432 | } |
269 | } | 433 | } |
270 | 434 | ||
@@ -298,6 +462,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
298 | { | 462 | { |
299 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | 463 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); |
300 | } | 464 | } |
465 | |||
466 | lockPartsForRead(true); | ||
467 | foreach (SceneObjectPart part in m_parts.Values) | ||
468 | { | ||
469 | part.IgnoreUndoUpdate = true; | ||
470 | } | ||
301 | if (RootPart.GetStatusSandbox()) | 471 | if (RootPart.GetStatusSandbox()) |
302 | { | 472 | { |
303 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) | 473 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) |
@@ -305,14 +475,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
305 | RootPart.ScriptSetPhysicsStatus(false); | 475 | RootPart.ScriptSetPhysicsStatus(false); |
306 | Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), | 476 | Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), |
307 | ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); | 477 | ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); |
478 | lockPartsForRead(false); | ||
308 | return; | 479 | return; |
309 | } | 480 | } |
310 | } | 481 | } |
311 | lock (m_parts) | 482 | List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values); |
483 | lockPartsForRead(false); | ||
484 | foreach (SceneObjectPart part in parts) | ||
312 | { | 485 | { |
313 | foreach (SceneObjectPart part in m_parts.Values) | 486 | part.IgnoreUndoUpdate = false; |
487 | part.StoreUndoState(UndoType.STATE_GROUP_POSITION); | ||
488 | part.GroupPosition = val; | ||
489 | if (!m_dupeInProgress) | ||
490 | { | ||
491 | part.TriggerScriptChangedEvent(Changed.POSITION); | ||
492 | } | ||
493 | } | ||
494 | if (!m_dupeInProgress) | ||
495 | { | ||
496 | foreach (ScenePresence av in m_linkedAvatars) | ||
314 | { | 497 | { |
315 | part.GroupPosition = val; | 498 | Vector3 offset = m_parts[av.LinkedPrim].GetWorldPosition() - av.ParentPosition; |
499 | av.AbsolutePosition += offset; | ||
500 | av.ParentPosition = m_parts[av.LinkedPrim].GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition | ||
501 | av.SendFullUpdateToAllClients(); | ||
316 | } | 502 | } |
317 | } | 503 | } |
318 | 504 | ||
@@ -457,6 +643,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
457 | /// </summary> | 643 | /// </summary> |
458 | public SceneObjectGroup() | 644 | public SceneObjectGroup() |
459 | { | 645 | { |
646 | |||
460 | } | 647 | } |
461 | 648 | ||
462 | /// <summary> | 649 | /// <summary> |
@@ -473,7 +660,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
473 | /// Constructor. This object is added to the scene later via AttachToScene() | 660 | /// Constructor. This object is added to the scene later via AttachToScene() |
474 | /// </summary> | 661 | /// </summary> |
475 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) | 662 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) |
476 | { | 663 | { |
477 | SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); | 664 | SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); |
478 | } | 665 | } |
479 | 666 | ||
@@ -504,13 +691,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
504 | 691 | ||
505 | public void SetFromItemID(UUID AssetId) | 692 | public void SetFromItemID(UUID AssetId) |
506 | { | 693 | { |
507 | lock (m_parts) | 694 | lockPartsForRead(true); |
508 | { | 695 | { |
509 | foreach (SceneObjectPart part in m_parts.Values) | 696 | foreach (SceneObjectPart part in m_parts.Values) |
510 | { | 697 | { |
698 | |||
511 | part.FromItemID = AssetId; | 699 | part.FromItemID = AssetId; |
700 | |||
512 | } | 701 | } |
513 | } | 702 | } |
703 | lockPartsForRead(false); | ||
514 | } | 704 | } |
515 | 705 | ||
516 | public UUID GetFromItemID() | 706 | public UUID GetFromItemID() |
@@ -523,6 +713,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
523 | /// </summary> | 713 | /// </summary> |
524 | public virtual void AttachToBackup() | 714 | public virtual void AttachToBackup() |
525 | { | 715 | { |
716 | if (IsAttachment) return; | ||
717 | m_scene.SceneGraph.FireAttachToBackup(this); | ||
718 | |||
526 | if (InSceneBackup) | 719 | if (InSceneBackup) |
527 | { | 720 | { |
528 | //m_log.DebugFormat( | 721 | //m_log.DebugFormat( |
@@ -579,7 +772,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
579 | Vector3 maxScale = Vector3.Zero; | 772 | Vector3 maxScale = Vector3.Zero; |
580 | Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); | 773 | Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); |
581 | 774 | ||
582 | lock (m_parts) | 775 | lockPartsForRead(true); |
583 | { | 776 | { |
584 | foreach (SceneObjectPart part in m_parts.Values) | 777 | foreach (SceneObjectPart part in m_parts.Values) |
585 | { | 778 | { |
@@ -593,8 +786,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
593 | maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; | 786 | maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; |
594 | maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; | 787 | maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; |
595 | maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; | 788 | maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; |
789 | |||
596 | } | 790 | } |
597 | } | 791 | } |
792 | lockPartsForRead(false); | ||
793 | |||
598 | finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; | 794 | finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; |
599 | finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; | 795 | finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; |
600 | finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; | 796 | finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; |
@@ -610,10 +806,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
610 | 806 | ||
611 | EntityIntersection result = new EntityIntersection(); | 807 | EntityIntersection result = new EntityIntersection(); |
612 | 808 | ||
613 | lock (m_parts) | 809 | lockPartsForRead(true); |
614 | { | 810 | { |
615 | foreach (SceneObjectPart part in m_parts.Values) | 811 | foreach (SceneObjectPart part in m_parts.Values) |
616 | { | 812 | { |
813 | |||
617 | // Temporary commented to stop compiler warning | 814 | // Temporary commented to stop compiler warning |
618 | //Vector3 partPosition = | 815 | //Vector3 partPosition = |
619 | // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); | 816 | // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); |
@@ -641,8 +838,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
641 | result.distance = inter.distance; | 838 | result.distance = inter.distance; |
642 | } | 839 | } |
643 | } | 840 | } |
841 | |||
644 | } | 842 | } |
645 | } | 843 | } |
844 | lockPartsForRead(false); | ||
646 | return result; | 845 | return result; |
647 | } | 846 | } |
648 | 847 | ||
@@ -661,10 +860,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
661 | minY = 256f; | 860 | minY = 256f; |
662 | minZ = 8192f; | 861 | minZ = 8192f; |
663 | 862 | ||
664 | lock(m_parts); | 863 | lockPartsForRead(true); |
665 | { | 864 | { |
666 | foreach (SceneObjectPart part in m_parts.Values) | 865 | foreach (SceneObjectPart part in m_parts.Values) |
667 | { | 866 | { |
867 | |||
668 | Vector3 worldPos = part.GetWorldPosition(); | 868 | Vector3 worldPos = part.GetWorldPosition(); |
669 | Vector3 offset = worldPos - AbsolutePosition; | 869 | Vector3 offset = worldPos - AbsolutePosition; |
670 | Quaternion worldRot; | 870 | Quaternion worldRot; |
@@ -723,6 +923,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
723 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); | 923 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); |
724 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); | 924 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); |
725 | 925 | ||
926 | |||
927 | |||
726 | //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | 928 | //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); |
727 | //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | 929 | //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); |
728 | //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | 930 | //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); |
@@ -894,6 +1096,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
894 | minZ = backBottomLeft.Z; | 1096 | minZ = backBottomLeft.Z; |
895 | } | 1097 | } |
896 | } | 1098 | } |
1099 | lockPartsForRead(false); | ||
897 | } | 1100 | } |
898 | 1101 | ||
899 | public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) | 1102 | public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) |
@@ -929,21 +1132,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
929 | 1132 | ||
930 | public void SaveScriptedState(XmlTextWriter writer) | 1133 | public void SaveScriptedState(XmlTextWriter writer) |
931 | { | 1134 | { |
1135 | SaveScriptedState(writer, false); | ||
1136 | } | ||
1137 | |||
1138 | public void SaveScriptedState(XmlTextWriter writer, bool oldIDs) | ||
1139 | { | ||
932 | XmlDocument doc = new XmlDocument(); | 1140 | XmlDocument doc = new XmlDocument(); |
933 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); | 1141 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); |
934 | 1142 | ||
935 | // Capture script state while holding the lock | 1143 | // Capture script state while holding the lock |
936 | lock (m_parts) | 1144 | lockPartsForRead(true); |
937 | { | 1145 | { |
938 | foreach (SceneObjectPart part in m_parts.Values) | 1146 | foreach (SceneObjectPart part in m_parts.Values) |
939 | { | 1147 | { |
940 | Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); | 1148 | |
1149 | Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(oldIDs); | ||
941 | foreach (UUID itemid in pstates.Keys) | 1150 | foreach (UUID itemid in pstates.Keys) |
942 | { | 1151 | { |
943 | states.Add(itemid, pstates[itemid]); | 1152 | states.Add(itemid, pstates[itemid]); |
944 | } | 1153 | } |
1154 | |||
945 | } | 1155 | } |
946 | } | 1156 | } |
1157 | lockPartsForRead(false); | ||
947 | 1158 | ||
948 | if (states.Count > 0) | 1159 | if (states.Count > 0) |
949 | { | 1160 | { |
@@ -962,6 +1173,47 @@ namespace OpenSim.Region.Framework.Scenes | |||
962 | } | 1173 | } |
963 | 1174 | ||
964 | /// <summary> | 1175 | /// <summary> |
1176 | /// Add the avatar to this linkset (avatar is sat). | ||
1177 | /// </summary> | ||
1178 | /// <param name="agentID"></param> | ||
1179 | public void AddAvatar(UUID agentID) | ||
1180 | { | ||
1181 | ScenePresence presence; | ||
1182 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1183 | { | ||
1184 | if (!m_linkedAvatars.Contains(presence)) | ||
1185 | { | ||
1186 | m_linkedAvatars.Add(presence); | ||
1187 | } | ||
1188 | } | ||
1189 | } | ||
1190 | |||
1191 | /// <summary> | ||
1192 | /// Delete the avatar from this linkset (avatar is unsat). | ||
1193 | /// </summary> | ||
1194 | /// <param name="agentID"></param> | ||
1195 | public void DeleteAvatar(UUID agentID) | ||
1196 | { | ||
1197 | ScenePresence presence; | ||
1198 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1199 | { | ||
1200 | if (m_linkedAvatars.Contains(presence)) | ||
1201 | { | ||
1202 | m_linkedAvatars.Remove(presence); | ||
1203 | } | ||
1204 | } | ||
1205 | } | ||
1206 | |||
1207 | /// <summary> | ||
1208 | /// Returns the list of linked presences (avatars sat on this group) | ||
1209 | /// </summary> | ||
1210 | /// <param name="agentID"></param> | ||
1211 | public List<ScenePresence> GetLinkedAvatars() | ||
1212 | { | ||
1213 | return m_linkedAvatars; | ||
1214 | } | ||
1215 | |||
1216 | /// <summary> | ||
965 | /// Attach this scene object to the given avatar. | 1217 | /// Attach this scene object to the given avatar. |
966 | /// </summary> | 1218 | /// </summary> |
967 | /// <param name="agentID"></param> | 1219 | /// <param name="agentID"></param> |
@@ -1112,13 +1364,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
1112 | 1364 | ||
1113 | public override void UpdateMovement() | 1365 | public override void UpdateMovement() |
1114 | { | 1366 | { |
1115 | lock (m_parts) | 1367 | lockPartsForRead(true); |
1116 | { | 1368 | { |
1117 | foreach (SceneObjectPart part in m_parts.Values) | 1369 | foreach (SceneObjectPart part in m_parts.Values) |
1118 | { | 1370 | { |
1371 | |||
1119 | part.UpdateMovement(); | 1372 | part.UpdateMovement(); |
1373 | |||
1120 | } | 1374 | } |
1121 | } | 1375 | } |
1376 | lockPartsForRead(false); | ||
1122 | } | 1377 | } |
1123 | 1378 | ||
1124 | public ushort GetTimeDilation() | 1379 | public ushort GetTimeDilation() |
@@ -1162,7 +1417,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1162 | /// <param name="part"></param> | 1417 | /// <param name="part"></param> |
1163 | public void AddPart(SceneObjectPart part) | 1418 | public void AddPart(SceneObjectPart part) |
1164 | { | 1419 | { |
1165 | lock (m_parts) | 1420 | lockPartsForWrite(true); |
1166 | { | 1421 | { |
1167 | part.SetParent(this); | 1422 | part.SetParent(this); |
1168 | m_parts.Add(part.UUID, part); | 1423 | m_parts.Add(part.UUID, part); |
@@ -1172,6 +1427,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1172 | if (part.LinkNum == 2 && RootPart != null) | 1427 | if (part.LinkNum == 2 && RootPart != null) |
1173 | RootPart.LinkNum = 1; | 1428 | RootPart.LinkNum = 1; |
1174 | } | 1429 | } |
1430 | lockPartsForWrite(false); | ||
1175 | } | 1431 | } |
1176 | 1432 | ||
1177 | /// <summary> | 1433 | /// <summary> |
@@ -1179,28 +1435,33 @@ namespace OpenSim.Region.Framework.Scenes | |||
1179 | /// </summary> | 1435 | /// </summary> |
1180 | private void UpdateParentIDs() | 1436 | private void UpdateParentIDs() |
1181 | { | 1437 | { |
1182 | lock (m_parts) | 1438 | lockPartsForRead(true); |
1183 | { | 1439 | { |
1184 | foreach (SceneObjectPart part in m_parts.Values) | 1440 | foreach (SceneObjectPart part in m_parts.Values) |
1185 | { | 1441 | { |
1442 | |||
1186 | if (part.UUID != m_rootPart.UUID) | 1443 | if (part.UUID != m_rootPart.UUID) |
1187 | { | 1444 | { |
1188 | part.ParentID = m_rootPart.LocalId; | 1445 | part.ParentID = m_rootPart.LocalId; |
1189 | } | 1446 | } |
1447 | |||
1190 | } | 1448 | } |
1191 | } | 1449 | } |
1450 | lockPartsForRead(false); | ||
1192 | } | 1451 | } |
1193 | 1452 | ||
1194 | public void RegenerateFullIDs() | 1453 | public void RegenerateFullIDs() |
1195 | { | 1454 | { |
1196 | lock (m_parts) | 1455 | lockPartsForRead(true); |
1197 | { | 1456 | { |
1198 | foreach (SceneObjectPart part in m_parts.Values) | 1457 | foreach (SceneObjectPart part in m_parts.Values) |
1199 | { | 1458 | { |
1459 | |||
1200 | part.UUID = UUID.Random(); | 1460 | part.UUID = UUID.Random(); |
1201 | 1461 | ||
1202 | } | 1462 | } |
1203 | } | 1463 | } |
1464 | lockPartsForRead(false); | ||
1204 | } | 1465 | } |
1205 | 1466 | ||
1206 | // helper provided for parts. | 1467 | // helper provided for parts. |
@@ -1261,7 +1522,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1261 | 1522 | ||
1262 | public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) | 1523 | public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) |
1263 | { | 1524 | { |
1264 | part.StoreUndoState(); | 1525 | part.StoreUndoState(UndoType.STATE_PRIM_ALL); |
1265 | part.OnGrab(offsetPos, remoteClient); | 1526 | part.OnGrab(offsetPos, remoteClient); |
1266 | } | 1527 | } |
1267 | 1528 | ||
@@ -1281,27 +1542,32 @@ namespace OpenSim.Region.Framework.Scenes | |||
1281 | 1542 | ||
1282 | DetachFromBackup(); | 1543 | DetachFromBackup(); |
1283 | 1544 | ||
1284 | lock (m_parts) | 1545 | lockPartsForRead(true); |
1546 | List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values); | ||
1547 | lockPartsForRead(false); | ||
1548 | |||
1549 | foreach (SceneObjectPart part in values) | ||
1285 | { | 1550 | { |
1286 | foreach (SceneObjectPart part in m_parts.Values) | ||
1287 | { | ||
1288 | // part.Inventory.RemoveScriptInstances(); | 1551 | // part.Inventory.RemoveScriptInstances(); |
1289 | Scene.ForEachScenePresence(delegate(ScenePresence avatar) | 1552 | |
1553 | Scene.ForEachScenePresence(delegate (ScenePresence sp) | ||
1554 | { | ||
1555 | if (sp.ParentID == LocalId) | ||
1290 | { | 1556 | { |
1291 | if (avatar.ParentID == LocalId) | 1557 | sp.StandUp(); |
1292 | { | 1558 | } |
1293 | avatar.StandUp(); | ||
1294 | } | ||
1295 | 1559 | ||
1296 | if (!silent) | 1560 | if (!silent) |
1297 | { | 1561 | { |
1298 | part.UpdateFlag = 0; | 1562 | part.UpdateFlag = 0; |
1299 | if (part == m_rootPart) | 1563 | if (part == m_rootPart) |
1300 | avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); | 1564 | sp.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); |
1301 | } | 1565 | } |
1302 | }); | 1566 | }); |
1303 | } | 1567 | |
1304 | } | 1568 | } |
1569 | |||
1570 | |||
1305 | } | 1571 | } |
1306 | 1572 | ||
1307 | public void AddScriptLPS(int count) | 1573 | public void AddScriptLPS(int count) |
@@ -1326,17 +1592,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1326 | 1592 | ||
1327 | scriptEvents aggregateScriptEvents = 0; | 1593 | scriptEvents aggregateScriptEvents = 0; |
1328 | 1594 | ||
1329 | lock (m_parts) | 1595 | lockPartsForRead(true); |
1330 | { | 1596 | { |
1331 | foreach (SceneObjectPart part in m_parts.Values) | 1597 | foreach (SceneObjectPart part in m_parts.Values) |
1332 | { | 1598 | { |
1599 | |||
1333 | if (part == null) | 1600 | if (part == null) |
1334 | continue; | 1601 | continue; |
1335 | if (part != RootPart) | 1602 | if (part != RootPart) |
1336 | part.Flags = objectflagupdate; | 1603 | part.Flags = objectflagupdate; |
1337 | aggregateScriptEvents |= part.AggregateScriptEvents; | 1604 | aggregateScriptEvents |= part.AggregateScriptEvents; |
1605 | |||
1338 | } | 1606 | } |
1339 | } | 1607 | } |
1608 | lockPartsForRead(false); | ||
1340 | 1609 | ||
1341 | m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); | 1610 | m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); |
1342 | m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); | 1611 | m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); |
@@ -1378,42 +1647,52 @@ namespace OpenSim.Region.Framework.Scenes | |||
1378 | /// <param name="m_physicalPrim"></param> | 1647 | /// <param name="m_physicalPrim"></param> |
1379 | public void ApplyPhysics(bool m_physicalPrim) | 1648 | public void ApplyPhysics(bool m_physicalPrim) |
1380 | { | 1649 | { |
1381 | lock (m_parts) | 1650 | lockPartsForRead(true); |
1651 | |||
1652 | if (m_parts.Count > 1) | ||
1382 | { | 1653 | { |
1383 | if (m_parts.Count > 1) | 1654 | List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values); |
1655 | lockPartsForRead(false); | ||
1656 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); | ||
1657 | foreach (SceneObjectPart part in values) | ||
1384 | { | 1658 | { |
1385 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); | 1659 | |
1386 | foreach (SceneObjectPart part in m_parts.Values) | 1660 | if (part.LocalId != m_rootPart.LocalId) |
1387 | { | 1661 | { |
1388 | if (part.LocalId != m_rootPart.LocalId) | 1662 | part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim); |
1389 | { | ||
1390 | part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim); | ||
1391 | } | ||
1392 | } | 1663 | } |
1393 | 1664 | ||
1394 | // Hack to get the physics scene geometries in the right spot | ||
1395 | ResetChildPrimPhysicsPositions(); | ||
1396 | } | ||
1397 | else | ||
1398 | { | ||
1399 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); | ||
1400 | } | 1665 | } |
1666 | // Hack to get the physics scene geometries in the right spot | ||
1667 | ResetChildPrimPhysicsPositions(); | ||
1668 | } | ||
1669 | else | ||
1670 | { | ||
1671 | lockPartsForRead(false); | ||
1672 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); | ||
1401 | } | 1673 | } |
1402 | } | 1674 | } |
1403 | 1675 | ||
1404 | public void SetOwnerId(UUID userId) | 1676 | public void SetOwnerId(UUID userId) |
1405 | { | 1677 | { |
1406 | ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); | 1678 | ForEachPart(delegate(SceneObjectPart part) |
1679 | { | ||
1680 | |||
1681 | part.OwnerID = userId; | ||
1682 | |||
1683 | }); | ||
1407 | } | 1684 | } |
1408 | 1685 | ||
1409 | public void ForEachPart(Action<SceneObjectPart> whatToDo) | 1686 | public void ForEachPart(Action<SceneObjectPart> whatToDo) |
1410 | { | 1687 | { |
1411 | lock (m_parts) | 1688 | lockPartsForRead(true); |
1689 | List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values); | ||
1690 | lockPartsForRead(false); | ||
1691 | foreach (SceneObjectPart part in values) | ||
1412 | { | 1692 | { |
1413 | foreach (SceneObjectPart part in m_parts.Values) | 1693 | |
1414 | { | 1694 | whatToDo(part); |
1415 | whatToDo(part); | 1695 | |
1416 | } | ||
1417 | } | 1696 | } |
1418 | } | 1697 | } |
1419 | 1698 | ||
@@ -1436,7 +1715,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1436 | 1715 | ||
1437 | try | 1716 | try |
1438 | { | 1717 | { |
1439 | if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart | 1718 | if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart |
1719 | m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things | ||
1720 | m_scene.LoadingPrims) // Land may not be valid yet | ||
1721 | |||
1440 | { | 1722 | { |
1441 | ILandObject parcel = m_scene.LandChannel.GetLandObject( | 1723 | ILandObject parcel = m_scene.LandChannel.GetLandObject( |
1442 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); | 1724 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); |
@@ -1468,9 +1750,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1468 | // don't backup while it's selected or you're asking for changes mid stream. | 1750 | // don't backup while it's selected or you're asking for changes mid stream. |
1469 | if ((isTimeToPersist()) || (forcedBackup)) | 1751 | if ((isTimeToPersist()) || (forcedBackup)) |
1470 | { | 1752 | { |
1471 | m_log.DebugFormat( | 1753 | // m_log.DebugFormat( |
1472 | "[SCENE]: Storing {0}, {1} in {2}", | 1754 | // "[SCENE]: Storing {0}, {1} in {2}", |
1473 | Name, UUID, m_scene.RegionInfo.RegionName); | 1755 | // Name, UUID, m_scene.RegionInfo.RegionName); |
1474 | 1756 | ||
1475 | SceneObjectGroup backup_group = Copy(false); | 1757 | SceneObjectGroup backup_group = Copy(false); |
1476 | backup_group.RootPart.Velocity = RootPart.Velocity; | 1758 | backup_group.RootPart.Velocity = RootPart.Velocity; |
@@ -1512,15 +1794,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1512 | RootPart.SendFullUpdate( | 1794 | RootPart.SendFullUpdate( |
1513 | remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); | 1795 | remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); |
1514 | 1796 | ||
1515 | lock (m_parts) | 1797 | lockPartsForRead(true); |
1516 | { | 1798 | { |
1517 | foreach (SceneObjectPart part in m_parts.Values) | 1799 | foreach (SceneObjectPart part in m_parts.Values) |
1518 | { | 1800 | { |
1801 | |||
1519 | if (part != RootPart) | 1802 | if (part != RootPart) |
1520 | part.SendFullUpdate( | 1803 | part.SendFullUpdate( |
1521 | remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); | 1804 | remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); |
1522 | } | 1805 | } |
1523 | } | 1806 | } |
1807 | lockPartsForRead(false); | ||
1524 | } | 1808 | } |
1525 | 1809 | ||
1526 | #region Copying | 1810 | #region Copying |
@@ -1532,86 +1816,114 @@ namespace OpenSim.Region.Framework.Scenes | |||
1532 | /// <returns></returns> | 1816 | /// <returns></returns> |
1533 | public SceneObjectGroup Copy(bool userExposed) | 1817 | public SceneObjectGroup Copy(bool userExposed) |
1534 | { | 1818 | { |
1535 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); | 1819 | SceneObjectGroup dupe; |
1536 | dupe.m_isBackedUp = false; | 1820 | try |
1537 | dupe.m_parts = new Dictionary<UUID, SceneObjectPart>(); | 1821 | { |
1822 | m_dupeInProgress = true; | ||
1823 | dupe = (SceneObjectGroup)MemberwiseClone(); | ||
1824 | dupe.m_isBackedUp = false; | ||
1825 | dupe.m_parts = new Dictionary<UUID, SceneObjectPart>(); | ||
1538 | 1826 | ||
1539 | // Warning, The following code related to previousAttachmentStatus is needed so that clones of | 1827 | // Warning, The following code related to previousAttachmentStatus is needed so that clones of |
1540 | // attachments do not bordercross while they're being duplicated. This is hacktastic! | 1828 | // attachments do not bordercross while they're being duplicated. This is hacktastic! |
1541 | // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! | 1829 | // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! |
1542 | // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state | 1830 | // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state |
1543 | // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, | 1831 | // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, |
1544 | // then restore it's attachment state | 1832 | // then restore it's attachment state |
1545 | 1833 | ||
1546 | // This is only necessary when userExposed is false! | 1834 | // This is only necessary when userExposed is false! |
1547 | 1835 | ||
1548 | bool previousAttachmentStatus = dupe.RootPart.IsAttachment; | 1836 | bool previousAttachmentStatus = dupe.RootPart.IsAttachment; |
1549 | |||
1550 | if (!userExposed) | ||
1551 | dupe.RootPart.IsAttachment = true; | ||
1552 | 1837 | ||
1553 | dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); | 1838 | if (!userExposed) |
1839 | dupe.RootPart.IsAttachment = true; | ||
1554 | 1840 | ||
1555 | if (!userExposed) | 1841 | dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); |
1556 | { | ||
1557 | dupe.RootPart.IsAttachment = previousAttachmentStatus; | ||
1558 | } | ||
1559 | 1842 | ||
1560 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); | 1843 | if (!userExposed) |
1561 | dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; | 1844 | { |
1845 | dupe.RootPart.IsAttachment = previousAttachmentStatus; | ||
1846 | } | ||
1562 | 1847 | ||
1563 | if (userExposed) | 1848 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); |
1564 | dupe.m_rootPart.TrimPermissions(); | 1849 | dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; |
1565 | 1850 | ||
1566 | List<SceneObjectPart> partList; | 1851 | if (userExposed) |
1852 | dupe.m_rootPart.TrimPermissions(); | ||
1567 | 1853 | ||
1568 | lock (m_parts) | 1854 | /// may need to create a new Physics actor. |
1569 | { | 1855 | if (dupe.RootPart.PhysActor != null && userExposed) |
1570 | partList = new List<SceneObjectPart>(m_parts.Values); | ||
1571 | } | ||
1572 | |||
1573 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) | ||
1574 | { | 1856 | { |
1575 | return p1.LinkNum.CompareTo(p2.LinkNum); | 1857 | PrimitiveBaseShape pbs = dupe.RootPart.Shape; |
1858 | |||
1859 | dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape( | ||
1860 | dupe.RootPart.Name, | ||
1861 | pbs, | ||
1862 | dupe.RootPart.AbsolutePosition, | ||
1863 | dupe.RootPart.Scale, | ||
1864 | dupe.RootPart.RotationOffset, | ||
1865 | dupe.RootPart.PhysActor.IsPhysical); | ||
1866 | |||
1867 | dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId; | ||
1868 | dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true); | ||
1576 | } | 1869 | } |
1577 | ); | ||
1578 | 1870 | ||
1579 | foreach (SceneObjectPart part in partList) | 1871 | lockPartsForRead(true); |
1580 | { | 1872 | |
1581 | if (part.UUID != m_rootPart.UUID) | 1873 | List<SceneObjectPart> partList; |
1874 | |||
1875 | partList = new List<SceneObjectPart>(m_parts.Values); | ||
1876 | |||
1877 | lockPartsForRead(false); | ||
1878 | |||
1879 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) | ||
1880 | { | ||
1881 | return p1.LinkNum.CompareTo(p2.LinkNum); | ||
1882 | } | ||
1883 | ); | ||
1884 | |||
1885 | foreach (SceneObjectPart part in partList) | ||
1582 | { | 1886 | { |
1583 | SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); | 1887 | if (part.UUID != m_rootPart.UUID) |
1584 | newPart.LinkNum = part.LinkNum; | 1888 | { |
1585 | } | 1889 | SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); |
1890 | |||
1891 | newPart.LinkNum = part.LinkNum; | ||
1892 | } | ||
1893 | |||
1894 | // Need to duplicate the physics actor as well | ||
1895 | if (part.PhysActor != null && userExposed) | ||
1896 | { | ||
1897 | PrimitiveBaseShape pbs = part.Shape; | ||
1898 | |||
1899 | part.PhysActor | ||
1900 | = m_scene.PhysicsScene.AddPrimShape( | ||
1901 | part.Name, | ||
1902 | pbs, | ||
1903 | part.AbsolutePosition, | ||
1904 | part.Scale, | ||
1905 | part.RotationOffset, | ||
1906 | part.PhysActor.IsPhysical); | ||
1907 | |||
1908 | part.PhysActor.LocalID = part.LocalId; | ||
1909 | part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); | ||
1910 | } | ||
1586 | 1911 | ||
1587 | // Need to duplicate the physics actor as well | 1912 | } |
1588 | if (part.PhysActor != null && userExposed) | 1913 | if (userExposed) |
1589 | { | 1914 | { |
1590 | PrimitiveBaseShape pbs = part.Shape; | 1915 | dupe.UpdateParentIDs(); |
1591 | 1916 | dupe.HasGroupChanged = true; | |
1592 | part.PhysActor | 1917 | dupe.AttachToBackup(); |
1593 | = m_scene.PhysicsScene.AddPrimShape( | 1918 | |
1594 | part.Name, | 1919 | ScheduleGroupForFullUpdate(); |
1595 | pbs, | 1920 | } |
1596 | part.AbsolutePosition, | 1921 | |
1597 | part.Scale, | ||
1598 | part.RotationOffset, | ||
1599 | part.PhysActor.IsPhysical); | ||
1600 | |||
1601 | part.PhysActor.LocalID = part.LocalId; | ||
1602 | part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); | ||
1603 | } | ||
1604 | } | 1922 | } |
1605 | 1923 | finally | |
1606 | if (userExposed) | ||
1607 | { | 1924 | { |
1608 | dupe.UpdateParentIDs(); | 1925 | m_dupeInProgress = false; |
1609 | dupe.HasGroupChanged = true; | ||
1610 | dupe.AttachToBackup(); | ||
1611 | |||
1612 | ScheduleGroupForFullUpdate(); | ||
1613 | } | 1926 | } |
1614 | |||
1615 | return dupe; | 1927 | return dupe; |
1616 | } | 1928 | } |
1617 | 1929 | ||
@@ -1802,13 +2114,40 @@ namespace OpenSim.Region.Framework.Scenes | |||
1802 | } | 2114 | } |
1803 | } | 2115 | } |
1804 | 2116 | ||
2117 | public void rotLookAt(Quaternion target, float strength, float damping) | ||
2118 | { | ||
2119 | SceneObjectPart rootpart = m_rootPart; | ||
2120 | if (rootpart != null) | ||
2121 | { | ||
2122 | if (IsAttachment) | ||
2123 | { | ||
2124 | /* | ||
2125 | ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); | ||
2126 | if (avatar != null) | ||
2127 | { | ||
2128 | Rotate the Av? | ||
2129 | } */ | ||
2130 | } | ||
2131 | else | ||
2132 | { | ||
2133 | if (rootpart.PhysActor != null) | ||
2134 | { // APID must be implemented in your physics system for this to function. | ||
2135 | rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W); | ||
2136 | rootpart.PhysActor.APIDStrength = strength; | ||
2137 | rootpart.PhysActor.APIDDamping = damping; | ||
2138 | rootpart.PhysActor.APIDActive = true; | ||
2139 | } | ||
2140 | } | ||
2141 | } | ||
2142 | } | ||
2143 | |||
1805 | public void stopLookAt() | 2144 | public void stopLookAt() |
1806 | { | 2145 | { |
1807 | SceneObjectPart rootpart = m_rootPart; | 2146 | SceneObjectPart rootpart = m_rootPart; |
1808 | if (rootpart != null) | 2147 | if (rootpart != null) |
1809 | { | 2148 | { |
1810 | if (rootpart.PhysActor != null) | 2149 | if (rootpart.PhysActor != null) |
1811 | { | 2150 | { // APID must be implemented in your physics system for this to function. |
1812 | rootpart.PhysActor.APIDActive = false; | 2151 | rootpart.PhysActor.APIDActive = false; |
1813 | } | 2152 | } |
1814 | } | 2153 | } |
@@ -1876,10 +2215,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1876 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); | 2215 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); |
1877 | newPart.SetParent(this); | 2216 | newPart.SetParent(this); |
1878 | 2217 | ||
1879 | lock (m_parts) | 2218 | lockPartsForWrite(true); |
1880 | { | 2219 | { |
1881 | m_parts.Add(newPart.UUID, newPart); | 2220 | m_parts.Add(newPart.UUID, newPart); |
1882 | } | 2221 | } |
2222 | lockPartsForWrite(false); | ||
1883 | 2223 | ||
1884 | SetPartAsNonRoot(newPart); | 2224 | SetPartAsNonRoot(newPart); |
1885 | 2225 | ||
@@ -1942,7 +2282,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1942 | //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) | 2282 | //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) |
1943 | // return; | 2283 | // return; |
1944 | 2284 | ||
1945 | lock (m_parts) | 2285 | lockPartsForRead(true); |
1946 | { | 2286 | { |
1947 | bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); | 2287 | bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); |
1948 | 2288 | ||
@@ -1962,9 +2302,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1962 | { | 2302 | { |
1963 | if (!IsSelected) | 2303 | if (!IsSelected) |
1964 | part.UpdateLookAt(); | 2304 | part.UpdateLookAt(); |
2305 | |||
1965 | part.SendScheduledUpdates(); | 2306 | part.SendScheduledUpdates(); |
2307 | |||
1966 | } | 2308 | } |
1967 | } | 2309 | } |
2310 | lockPartsForRead(false); | ||
1968 | } | 2311 | } |
1969 | 2312 | ||
1970 | public void ScheduleFullUpdateToAvatar(ScenePresence presence) | 2313 | public void ScheduleFullUpdateToAvatar(ScenePresence presence) |
@@ -1973,27 +2316,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
1973 | 2316 | ||
1974 | RootPart.AddFullUpdateToAvatar(presence); | 2317 | RootPart.AddFullUpdateToAvatar(presence); |
1975 | 2318 | ||
1976 | lock (m_parts) | 2319 | lockPartsForRead(true); |
1977 | { | 2320 | { |
1978 | foreach (SceneObjectPart part in m_parts.Values) | 2321 | foreach (SceneObjectPart part in m_parts.Values) |
1979 | { | 2322 | { |
2323 | |||
1980 | if (part != RootPart) | 2324 | if (part != RootPart) |
1981 | part.AddFullUpdateToAvatar(presence); | 2325 | part.AddFullUpdateToAvatar(presence); |
2326 | |||
1982 | } | 2327 | } |
1983 | } | 2328 | } |
2329 | lockPartsForRead(false); | ||
1984 | } | 2330 | } |
1985 | 2331 | ||
1986 | public void ScheduleTerseUpdateToAvatar(ScenePresence presence) | 2332 | public void ScheduleTerseUpdateToAvatar(ScenePresence presence) |
1987 | { | 2333 | { |
1988 | // m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); | 2334 | lockPartsForRead(true); |
1989 | 2335 | ||
1990 | lock (m_parts) | 2336 | foreach (SceneObjectPart part in m_parts.Values) |
1991 | { | 2337 | { |
1992 | foreach (SceneObjectPart part in m_parts.Values) | 2338 | part.AddTerseUpdateToAvatar(presence); |
1993 | { | ||
1994 | part.AddTerseUpdateToAvatar(presence); | ||
1995 | } | ||
1996 | } | 2339 | } |
2340 | |||
2341 | lockPartsForRead(false); | ||
1997 | } | 2342 | } |
1998 | 2343 | ||
1999 | /// <summary> | 2344 | /// <summary> |
@@ -2007,14 +2352,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2007 | checkAtTargets(); | 2352 | checkAtTargets(); |
2008 | RootPart.ScheduleFullUpdate(); | 2353 | RootPart.ScheduleFullUpdate(); |
2009 | 2354 | ||
2010 | lock (m_parts) | 2355 | lockPartsForRead(true); |
2011 | { | 2356 | { |
2012 | foreach (SceneObjectPart part in m_parts.Values) | 2357 | foreach (SceneObjectPart part in m_parts.Values) |
2013 | { | 2358 | { |
2359 | |||
2014 | if (part != RootPart) | 2360 | if (part != RootPart) |
2015 | part.ScheduleFullUpdate(); | 2361 | part.ScheduleFullUpdate(); |
2362 | |||
2016 | } | 2363 | } |
2017 | } | 2364 | } |
2365 | lockPartsForRead(false); | ||
2018 | } | 2366 | } |
2019 | 2367 | ||
2020 | /// <summary> | 2368 | /// <summary> |
@@ -2022,37 +2370,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
2022 | /// </summary> | 2370 | /// </summary> |
2023 | public void ScheduleGroupForTerseUpdate() | 2371 | public void ScheduleGroupForTerseUpdate() |
2024 | { | 2372 | { |
2025 | // m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID); | 2373 | lockPartsForRead(true); |
2026 | 2374 | foreach (SceneObjectPart part in m_parts.Values) | |
2027 | lock (m_parts) | ||
2028 | { | 2375 | { |
2029 | foreach (SceneObjectPart part in m_parts.Values) | 2376 | part.ScheduleTerseUpdate(); |
2030 | { | ||
2031 | part.ScheduleTerseUpdate(); | ||
2032 | } | ||
2033 | } | 2377 | } |
2378 | |||
2379 | lockPartsForRead(false); | ||
2034 | } | 2380 | } |
2035 | 2381 | ||
2036 | /// <summary> | 2382 | /// <summary> |
2037 | /// Immediately send a full update for this scene object. | 2383 | /// Immediately send a full update for this scene object. |
2038 | /// </summary> | 2384 | /// </summary> |
2039 | public void SendGroupFullUpdate() | 2385 | public void SendGroupFullUpdate() |
2040 | { | 2386 | { |
2041 | if (IsDeleted) | 2387 | if (IsDeleted) |
2042 | return; | 2388 | return; |
2043 | 2389 | ||
2044 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); | 2390 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); |
2045 | 2391 | ||
2046 | RootPart.SendFullUpdateToAllClients(); | 2392 | RootPart.SendFullUpdateToAllClients(); |
2047 | 2393 | ||
2048 | lock (m_parts) | 2394 | lockPartsForRead(true); |
2049 | { | 2395 | { |
2050 | foreach (SceneObjectPart part in m_parts.Values) | 2396 | foreach (SceneObjectPart part in m_parts.Values) |
2051 | { | 2397 | { |
2398 | |||
2052 | if (part != RootPart) | 2399 | if (part != RootPart) |
2053 | part.SendFullUpdateToAllClients(); | 2400 | part.SendFullUpdateToAllClients(); |
2401 | |||
2054 | } | 2402 | } |
2055 | } | 2403 | } |
2404 | lockPartsForRead(false); | ||
2056 | } | 2405 | } |
2057 | 2406 | ||
2058 | /// <summary> | 2407 | /// <summary> |
@@ -2084,14 +2433,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
2084 | { | 2433 | { |
2085 | if (IsDeleted) | 2434 | if (IsDeleted) |
2086 | return; | 2435 | return; |
2087 | 2436 | ||
2088 | lock (m_parts) | 2437 | lockPartsForRead(true); |
2089 | { | 2438 | { |
2090 | foreach (SceneObjectPart part in m_parts.Values) | 2439 | foreach (SceneObjectPart part in m_parts.Values) |
2091 | { | 2440 | { |
2092 | part.SendTerseUpdateToAllClients(); | 2441 | part.SendTerseUpdateToAllClients(); |
2093 | } | 2442 | } |
2094 | } | 2443 | } |
2444 | lockPartsForRead(false); | ||
2095 | } | 2445 | } |
2096 | 2446 | ||
2097 | #endregion | 2447 | #endregion |
@@ -2105,16 +2455,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
2105 | /// <returns>null if no child part with that linknum or child part</returns> | 2455 | /// <returns>null if no child part with that linknum or child part</returns> |
2106 | public SceneObjectPart GetLinkNumPart(int linknum) | 2456 | public SceneObjectPart GetLinkNumPart(int linknum) |
2107 | { | 2457 | { |
2108 | lock (m_parts) | 2458 | lockPartsForRead(true); |
2109 | { | 2459 | { |
2110 | foreach (SceneObjectPart part in m_parts.Values) | 2460 | foreach (SceneObjectPart part in m_parts.Values) |
2111 | { | 2461 | { |
2112 | if (part.LinkNum == linknum) | 2462 | if (part.LinkNum == linknum) |
2113 | { | 2463 | { |
2464 | lockPartsForRead(false); | ||
2114 | return part; | 2465 | return part; |
2115 | } | 2466 | } |
2116 | } | 2467 | } |
2117 | } | 2468 | } |
2469 | lockPartsForRead(false); | ||
2118 | 2470 | ||
2119 | return null; | 2471 | return null; |
2120 | } | 2472 | } |
@@ -2142,17 +2494,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
2142 | public SceneObjectPart GetChildPart(uint localID) | 2494 | public SceneObjectPart GetChildPart(uint localID) |
2143 | { | 2495 | { |
2144 | //m_log.DebugFormat("Entered looking for {0}", localID); | 2496 | //m_log.DebugFormat("Entered looking for {0}", localID); |
2145 | lock (m_parts) | 2497 | lockPartsForRead(true); |
2146 | { | 2498 | { |
2147 | foreach (SceneObjectPart part in m_parts.Values) | 2499 | foreach (SceneObjectPart part in m_parts.Values) |
2148 | { | 2500 | { |
2149 | //m_log.DebugFormat("Found {0}", part.LocalId); | 2501 | //m_log.DebugFormat("Found {0}", part.LocalId); |
2150 | if (part.LocalId == localID) | 2502 | if (part.LocalId == localID) |
2151 | { | 2503 | { |
2504 | lockPartsForRead(false); | ||
2152 | return part; | 2505 | return part; |
2153 | } | 2506 | } |
2154 | } | 2507 | } |
2155 | } | 2508 | } |
2509 | lockPartsForRead(false); | ||
2156 | 2510 | ||
2157 | return null; | 2511 | return null; |
2158 | } | 2512 | } |
@@ -2182,17 +2536,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
2182 | public bool HasChildPrim(uint localID) | 2536 | public bool HasChildPrim(uint localID) |
2183 | { | 2537 | { |
2184 | //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); | 2538 | //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); |
2185 | lock (m_parts) | 2539 | lockPartsForRead(true); |
2186 | { | 2540 | { |
2187 | foreach (SceneObjectPart part in m_parts.Values) | 2541 | foreach (SceneObjectPart part in m_parts.Values) |
2188 | { | 2542 | { |
2189 | //m_log.DebugFormat("Found {0}", part.LocalId); | 2543 | //m_log.DebugFormat("Found {0}", part.LocalId); |
2190 | if (part.LocalId == localID) | 2544 | if (part.LocalId == localID) |
2191 | { | 2545 | { |
2546 | lockPartsForRead(false); | ||
2192 | return true; | 2547 | return true; |
2193 | } | 2548 | } |
2194 | } | 2549 | } |
2195 | } | 2550 | } |
2551 | lockPartsForRead(false); | ||
2196 | 2552 | ||
2197 | return false; | 2553 | return false; |
2198 | } | 2554 | } |
@@ -2242,53 +2598,57 @@ namespace OpenSim.Region.Framework.Scenes | |||
2242 | if (m_rootPart.LinkNum == 0) | 2598 | if (m_rootPart.LinkNum == 0) |
2243 | m_rootPart.LinkNum = 1; | 2599 | m_rootPart.LinkNum = 1; |
2244 | 2600 | ||
2245 | lock (m_parts) | 2601 | lockPartsForWrite(true); |
2246 | { | 2602 | |
2247 | m_parts.Add(linkPart.UUID, linkPart); | 2603 | m_parts.Add(linkPart.UUID, linkPart); |
2604 | |||
2605 | lockPartsForWrite(false); | ||
2248 | 2606 | ||
2249 | // Insert in terms of link numbers, the new links | 2607 | // Insert in terms of link numbers, the new links |
2250 | // before the current ones (with the exception of | 2608 | // before the current ones (with the exception of |
2251 | // the root prim. Shuffle the old ones up | 2609 | // the root prim. Shuffle the old ones up |
2252 | foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) | 2610 | lockPartsForRead(true); |
2611 | foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) | ||
2612 | { | ||
2613 | if (kvp.Value.LinkNum != 1) | ||
2253 | { | 2614 | { |
2254 | if (kvp.Value.LinkNum != 1) | 2615 | // Don't update root prim link number |
2255 | { | 2616 | kvp.Value.LinkNum += objectGroup.PrimCount; |
2256 | // Don't update root prim link number | ||
2257 | kvp.Value.LinkNum += objectGroup.PrimCount; | ||
2258 | } | ||
2259 | } | 2617 | } |
2618 | } | ||
2619 | lockPartsForRead(false); | ||
2260 | 2620 | ||
2261 | linkPart.LinkNum = 2; | 2621 | linkPart.LinkNum = 2; |
2262 | 2622 | ||
2263 | linkPart.SetParent(this); | 2623 | linkPart.SetParent(this); |
2264 | linkPart.CreateSelected = true; | 2624 | linkPart.CreateSelected = true; |
2265 | 2625 | ||
2266 | //if (linkPart.PhysActor != null) | 2626 | //if (linkPart.PhysActor != null) |
2267 | //{ | 2627 | //{ |
2268 | // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); | 2628 | // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); |
2269 | 2629 | ||
2270 | //linkPart.PhysActor = null; | 2630 | //linkPart.PhysActor = null; |
2271 | //} | 2631 | //} |
2272 | 2632 | ||
2273 | //TODO: rest of parts | 2633 | //TODO: rest of parts |
2274 | int linkNum = 3; | 2634 | int linkNum = 3; |
2275 | foreach (SceneObjectPart part in objectGroup.Children.Values) | 2635 | foreach (SceneObjectPart part in objectGroup.Children.Values) |
2636 | { | ||
2637 | if (part.UUID != objectGroup.m_rootPart.UUID) | ||
2276 | { | 2638 | { |
2277 | if (part.UUID != objectGroup.m_rootPart.UUID) | 2639 | LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); |
2278 | { | ||
2279 | LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); | ||
2280 | } | ||
2281 | part.ClearUndoState(); | ||
2282 | } | 2640 | } |
2641 | part.ClearUndoState(); | ||
2283 | } | 2642 | } |
2284 | 2643 | ||
2285 | m_scene.UnlinkSceneObject(objectGroup.UUID, true); | 2644 | m_scene.UnlinkSceneObject(objectGroup.UUID, true); |
2286 | objectGroup.m_isDeleted = true; | 2645 | objectGroup.m_isDeleted = true; |
2646 | |||
2647 | objectGroup.lockPartsForWrite(true); | ||
2287 | 2648 | ||
2288 | lock (objectGroup.m_parts) | 2649 | objectGroup.m_parts.Clear(); |
2289 | { | 2650 | |
2290 | objectGroup.m_parts.Clear(); | 2651 | objectGroup.lockPartsForWrite(false); |
2291 | } | ||
2292 | 2652 | ||
2293 | // Can't do this yet since backup still makes use of the root part without any synchronization | 2653 | // Can't do this yet since backup still makes use of the root part without any synchronization |
2294 | // objectGroup.m_rootPart = null; | 2654 | // objectGroup.m_rootPart = null; |
@@ -2358,11 +2718,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2358 | Quaternion worldRot = linkPart.GetWorldRotation(); | 2718 | Quaternion worldRot = linkPart.GetWorldRotation(); |
2359 | 2719 | ||
2360 | // Remove the part from this object | 2720 | // Remove the part from this object |
2361 | lock (m_parts) | 2721 | lockPartsForWrite(true); |
2362 | { | 2722 | { |
2363 | m_parts.Remove(linkPart.UUID); | 2723 | m_parts.Remove(linkPart.UUID); |
2364 | } | 2724 | } |
2365 | 2725 | lockPartsForWrite(false); | |
2726 | lockPartsForRead(true); | ||
2366 | if (m_parts.Count == 1 && RootPart != null) //Single prim is left | 2727 | if (m_parts.Count == 1 && RootPart != null) //Single prim is left |
2367 | RootPart.LinkNum = 0; | 2728 | RootPart.LinkNum = 0; |
2368 | else | 2729 | else |
@@ -2373,6 +2734,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2373 | p.LinkNum--; | 2734 | p.LinkNum--; |
2374 | } | 2735 | } |
2375 | } | 2736 | } |
2737 | lockPartsForRead(false); | ||
2376 | 2738 | ||
2377 | linkPart.ParentID = 0; | 2739 | linkPart.ParentID = 0; |
2378 | linkPart.LinkNum = 0; | 2740 | linkPart.LinkNum = 0; |
@@ -2416,6 +2778,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2416 | /// <param name="objectGroup"></param> | 2778 | /// <param name="objectGroup"></param> |
2417 | public virtual void DetachFromBackup() | 2779 | public virtual void DetachFromBackup() |
2418 | { | 2780 | { |
2781 | m_scene.SceneGraph.FireDetachFromBackup(this); | ||
2782 | |||
2419 | if (m_isBackedUp) | 2783 | if (m_isBackedUp) |
2420 | m_scene.EventManager.OnBackup -= ProcessBackup; | 2784 | m_scene.EventManager.OnBackup -= ProcessBackup; |
2421 | 2785 | ||
@@ -2694,9 +3058,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2694 | 3058 | ||
2695 | if (selectionPart != null) | 3059 | if (selectionPart != null) |
2696 | { | 3060 | { |
2697 | lock (m_parts) | 3061 | lockPartsForRead(true); |
3062 | List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values); | ||
3063 | lockPartsForRead(false); | ||
3064 | foreach (SceneObjectPart part in parts) | ||
2698 | { | 3065 | { |
2699 | foreach (SceneObjectPart part in m_parts.Values) | 3066 | if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0) |
2700 | { | 3067 | { |
2701 | if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || | 3068 | if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || |
2702 | part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || | 3069 | part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || |
@@ -2706,12 +3073,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2706 | break; | 3073 | break; |
2707 | } | 3074 | } |
2708 | } | 3075 | } |
3076 | } | ||
2709 | 3077 | ||
2710 | foreach (SceneObjectPart part in m_parts.Values) | 3078 | foreach (SceneObjectPart part in parts) |
2711 | { | 3079 | { |
2712 | part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); | 3080 | part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); |
2713 | } | ||
2714 | } | 3081 | } |
3082 | |||
2715 | } | 3083 | } |
2716 | } | 3084 | } |
2717 | 3085 | ||
@@ -2724,6 +3092,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2724 | } | 3092 | } |
2725 | } | 3093 | } |
2726 | 3094 | ||
3095 | |||
3096 | |||
3097 | /// <summary> | ||
3098 | /// Gets the number of parts | ||
3099 | /// </summary> | ||
3100 | /// <returns></returns> | ||
3101 | public int GetPartCount() | ||
3102 | { | ||
3103 | return Children.Count; | ||
3104 | } | ||
3105 | |||
2727 | /// <summary> | 3106 | /// <summary> |
2728 | /// Get the parts of this scene object | 3107 | /// Get the parts of this scene object |
2729 | /// </summary> | 3108 | /// </summary> |
@@ -2797,11 +3176,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2797 | scale.Y = m_scene.m_maxNonphys; | 3176 | scale.Y = m_scene.m_maxNonphys; |
2798 | if (scale.Z > m_scene.m_maxNonphys) | 3177 | if (scale.Z > m_scene.m_maxNonphys) |
2799 | scale.Z = m_scene.m_maxNonphys; | 3178 | scale.Z = m_scene.m_maxNonphys; |
2800 | |||
2801 | SceneObjectPart part = GetChildPart(localID); | 3179 | SceneObjectPart part = GetChildPart(localID); |
2802 | if (part != null) | 3180 | if (part != null) |
2803 | { | 3181 | { |
2804 | part.Resize(scale); | ||
2805 | if (part.PhysActor != null) | 3182 | if (part.PhysActor != null) |
2806 | { | 3183 | { |
2807 | if (part.PhysActor.IsPhysical) | 3184 | if (part.PhysActor.IsPhysical) |
@@ -2816,7 +3193,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2816 | part.PhysActor.Size = scale; | 3193 | part.PhysActor.Size = scale; |
2817 | m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); | 3194 | m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); |
2818 | } | 3195 | } |
2819 | //if (part.UUID != m_rootPart.UUID) | 3196 | part.Resize(scale); |
2820 | 3197 | ||
2821 | HasGroupChanged = true; | 3198 | HasGroupChanged = true; |
2822 | ScheduleGroupForFullUpdate(); | 3199 | ScheduleGroupForFullUpdate(); |
@@ -2838,7 +3215,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2838 | SceneObjectPart part = GetChildPart(localID); | 3215 | SceneObjectPart part = GetChildPart(localID); |
2839 | if (part != null) | 3216 | if (part != null) |
2840 | { | 3217 | { |
2841 | part.IgnoreUndoUpdate = true; | ||
2842 | if (scale.X > m_scene.m_maxNonphys) | 3218 | if (scale.X > m_scene.m_maxNonphys) |
2843 | scale.X = m_scene.m_maxNonphys; | 3219 | scale.X = m_scene.m_maxNonphys; |
2844 | if (scale.Y > m_scene.m_maxNonphys) | 3220 | if (scale.Y > m_scene.m_maxNonphys) |
@@ -2858,94 +3234,100 @@ namespace OpenSim.Region.Framework.Scenes | |||
2858 | float y = (scale.Y / part.Scale.Y); | 3234 | float y = (scale.Y / part.Scale.Y); |
2859 | float z = (scale.Z / part.Scale.Z); | 3235 | float z = (scale.Z / part.Scale.Z); |
2860 | 3236 | ||
2861 | lock (m_parts) | 3237 | lockPartsForRead(true); |
3238 | if (x > 1.0f || y > 1.0f || z > 1.0f) | ||
2862 | { | 3239 | { |
2863 | if (x > 1.0f || y > 1.0f || z > 1.0f) | 3240 | foreach (SceneObjectPart obPart in m_parts.Values) |
2864 | { | 3241 | { |
2865 | foreach (SceneObjectPart obPart in m_parts.Values) | 3242 | if (obPart.UUID != m_rootPart.UUID) |
2866 | { | 3243 | { |
2867 | if (obPart.UUID != m_rootPart.UUID) | 3244 | Vector3 oldSize = new Vector3(obPart.Scale); |
2868 | { | 3245 | obPart.IgnoreUndoUpdate = true; |
2869 | obPart.IgnoreUndoUpdate = true; | ||
2870 | Vector3 oldSize = new Vector3(obPart.Scale); | ||
2871 | 3246 | ||
2872 | float f = 1.0f; | 3247 | float f = 1.0f; |
2873 | float a = 1.0f; | 3248 | float a = 1.0f; |
2874 | 3249 | ||
2875 | if (part.PhysActor != null && part.PhysActor.IsPhysical) | 3250 | if (part.PhysActor != null && part.PhysActor.IsPhysical) |
3251 | { | ||
3252 | if (oldSize.X*x > m_scene.m_maxPhys) | ||
2876 | { | 3253 | { |
2877 | if (oldSize.X*x > m_scene.m_maxPhys) | 3254 | f = m_scene.m_maxPhys / oldSize.X; |
2878 | { | 3255 | a = f / x; |
2879 | f = m_scene.m_maxPhys / oldSize.X; | 3256 | x *= a; |
2880 | a = f / x; | 3257 | y *= a; |
2881 | x *= a; | 3258 | z *= a; |
2882 | y *= a; | ||
2883 | z *= a; | ||
2884 | } | ||
2885 | if (oldSize.Y*y > m_scene.m_maxPhys) | ||
2886 | { | ||
2887 | f = m_scene.m_maxPhys / oldSize.Y; | ||
2888 | a = f / y; | ||
2889 | x *= a; | ||
2890 | y *= a; | ||
2891 | z *= a; | ||
2892 | } | ||
2893 | if (oldSize.Z*z > m_scene.m_maxPhys) | ||
2894 | { | ||
2895 | f = m_scene.m_maxPhys / oldSize.Z; | ||
2896 | a = f / z; | ||
2897 | x *= a; | ||
2898 | y *= a; | ||
2899 | z *= a; | ||
2900 | } | ||
2901 | } | 3259 | } |
2902 | else | 3260 | if (oldSize.Y*y > m_scene.m_maxPhys) |
3261 | { | ||
3262 | f = m_scene.m_maxPhys / oldSize.Y; | ||
3263 | a = f / y; | ||
3264 | x *= a; | ||
3265 | y *= a; | ||
3266 | z *= a; | ||
3267 | } | ||
3268 | if (oldSize.Z*z > m_scene.m_maxPhys) | ||
3269 | { | ||
3270 | f = m_scene.m_maxPhys / oldSize.Z; | ||
3271 | a = f / z; | ||
3272 | x *= a; | ||
3273 | y *= a; | ||
3274 | z *= a; | ||
3275 | } | ||
3276 | } | ||
3277 | else | ||
3278 | { | ||
3279 | if (oldSize.X*x > m_scene.m_maxNonphys) | ||
3280 | { | ||
3281 | f = m_scene.m_maxNonphys / oldSize.X; | ||
3282 | a = f / x; | ||
3283 | x *= a; | ||
3284 | y *= a; | ||
3285 | z *= a; | ||
3286 | } | ||
3287 | if (oldSize.Y*y > m_scene.m_maxNonphys) | ||
2903 | { | 3288 | { |
2904 | if (oldSize.X*x > m_scene.m_maxNonphys) | 3289 | f = m_scene.m_maxNonphys / oldSize.Y; |
2905 | { | 3290 | a = f / y; |
2906 | f = m_scene.m_maxNonphys / oldSize.X; | 3291 | x *= a; |
2907 | a = f / x; | 3292 | y *= a; |
2908 | x *= a; | 3293 | z *= a; |
2909 | y *= a; | ||
2910 | z *= a; | ||
2911 | } | ||
2912 | if (oldSize.Y*y > m_scene.m_maxNonphys) | ||
2913 | { | ||
2914 | f = m_scene.m_maxNonphys / oldSize.Y; | ||
2915 | a = f / y; | ||
2916 | x *= a; | ||
2917 | y *= a; | ||
2918 | z *= a; | ||
2919 | } | ||
2920 | if (oldSize.Z*z > m_scene.m_maxNonphys) | ||
2921 | { | ||
2922 | f = m_scene.m_maxNonphys / oldSize.Z; | ||
2923 | a = f / z; | ||
2924 | x *= a; | ||
2925 | y *= a; | ||
2926 | z *= a; | ||
2927 | } | ||
2928 | } | 3294 | } |
2929 | obPart.IgnoreUndoUpdate = false; | 3295 | if (oldSize.Z*z > m_scene.m_maxNonphys) |
2930 | obPart.StoreUndoState(); | 3296 | { |
3297 | f = m_scene.m_maxNonphys / oldSize.Z; | ||
3298 | a = f / z; | ||
3299 | x *= a; | ||
3300 | y *= a; | ||
3301 | z *= a; | ||
3302 | } | ||
3303 | |||
2931 | } | 3304 | } |
2932 | } | 3305 | } |
2933 | } | 3306 | } |
2934 | } | 3307 | } |
3308 | lockPartsForRead(false); | ||
2935 | 3309 | ||
2936 | Vector3 prevScale = part.Scale; | 3310 | Vector3 prevScale = part.Scale; |
2937 | prevScale.X *= x; | 3311 | prevScale.X *= x; |
2938 | prevScale.Y *= y; | 3312 | prevScale.Y *= y; |
2939 | prevScale.Z *= z; | 3313 | prevScale.Z *= z;; |
3314 | |||
3315 | part.IgnoreUndoUpdate = false; | ||
3316 | part.StoreUndoState(UndoType.STATE_GROUP_SCALE); | ||
3317 | part.IgnoreUndoUpdate = true; | ||
2940 | part.Resize(prevScale); | 3318 | part.Resize(prevScale); |
3319 | part.IgnoreUndoUpdate = false; | ||
2941 | 3320 | ||
2942 | lock (m_parts) | 3321 | lockPartsForRead(true); |
2943 | { | 3322 | { |
2944 | foreach (SceneObjectPart obPart in m_parts.Values) | 3323 | foreach (SceneObjectPart obPart in m_parts.Values) |
2945 | { | 3324 | { |
2946 | obPart.IgnoreUndoUpdate = true; | ||
2947 | if (obPart.UUID != m_rootPart.UUID) | 3325 | if (obPart.UUID != m_rootPart.UUID) |
2948 | { | 3326 | { |
3327 | obPart.IgnoreUndoUpdate = false; | ||
3328 | obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE); | ||
3329 | obPart.IgnoreUndoUpdate = true; | ||
3330 | |||
2949 | Vector3 currentpos = new Vector3(obPart.OffsetPosition); | 3331 | Vector3 currentpos = new Vector3(obPart.OffsetPosition); |
2950 | currentpos.X *= x; | 3332 | currentpos.X *= x; |
2951 | currentpos.Y *= y; | 3333 | currentpos.Y *= y; |
@@ -2958,9 +3340,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2958 | obPart.UpdateOffSet(currentpos); | 3340 | obPart.UpdateOffSet(currentpos); |
2959 | } | 3341 | } |
2960 | obPart.IgnoreUndoUpdate = false; | 3342 | obPart.IgnoreUndoUpdate = false; |
2961 | obPart.StoreUndoState(); | ||
2962 | } | 3343 | } |
2963 | } | 3344 | } |
3345 | lockPartsForRead(false); | ||
2964 | 3346 | ||
2965 | if (part.PhysActor != null) | 3347 | if (part.PhysActor != null) |
2966 | { | 3348 | { |
@@ -2969,7 +3351,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2969 | } | 3351 | } |
2970 | 3352 | ||
2971 | part.IgnoreUndoUpdate = false; | 3353 | part.IgnoreUndoUpdate = false; |
2972 | part.StoreUndoState(); | ||
2973 | HasGroupChanged = true; | 3354 | HasGroupChanged = true; |
2974 | ScheduleGroupForTerseUpdate(); | 3355 | ScheduleGroupForTerseUpdate(); |
2975 | } | 3356 | } |
@@ -2985,14 +3366,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2985 | /// <param name="pos"></param> | 3366 | /// <param name="pos"></param> |
2986 | public void UpdateGroupPosition(Vector3 pos) | 3367 | public void UpdateGroupPosition(Vector3 pos) |
2987 | { | 3368 | { |
2988 | foreach (SceneObjectPart part in Children.Values) | ||
2989 | { | ||
2990 | part.StoreUndoState(); | ||
2991 | } | ||
2992 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) | 3369 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) |
2993 | { | 3370 | { |
2994 | if (IsAttachment) | 3371 | if (IsAttachment) |
2995 | { | 3372 | { |
3373 | m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION); | ||
2996 | m_rootPart.AttachedPos = pos; | 3374 | m_rootPart.AttachedPos = pos; |
2997 | } | 3375 | } |
2998 | if (RootPart.GetStatusSandbox()) | 3376 | if (RootPart.GetStatusSandbox()) |
@@ -3025,7 +3403,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3025 | SceneObjectPart part = GetChildPart(localID); | 3403 | SceneObjectPart part = GetChildPart(localID); |
3026 | foreach (SceneObjectPart parts in Children.Values) | 3404 | foreach (SceneObjectPart parts in Children.Values) |
3027 | { | 3405 | { |
3028 | parts.StoreUndoState(); | 3406 | parts.StoreUndoState(UndoType.STATE_PRIM_POSITION); |
3029 | } | 3407 | } |
3030 | if (part != null) | 3408 | if (part != null) |
3031 | { | 3409 | { |
@@ -3050,7 +3428,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3050 | { | 3428 | { |
3051 | foreach (SceneObjectPart part in Children.Values) | 3429 | foreach (SceneObjectPart part in Children.Values) |
3052 | { | 3430 | { |
3053 | part.StoreUndoState(); | 3431 | part.StoreUndoState(UndoType.STATE_PRIM_POSITION); |
3054 | } | 3432 | } |
3055 | Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); | 3433 | Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); |
3056 | Vector3 oldPos = | 3434 | Vector3 oldPos = |
@@ -3063,7 +3441,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3063 | axDiff *= Quaternion.Inverse(partRotation); | 3441 | axDiff *= Quaternion.Inverse(partRotation); |
3064 | diff = axDiff; | 3442 | diff = axDiff; |
3065 | 3443 | ||
3066 | lock (m_parts) | 3444 | lockPartsForRead(true); |
3067 | { | 3445 | { |
3068 | foreach (SceneObjectPart obPart in m_parts.Values) | 3446 | foreach (SceneObjectPart obPart in m_parts.Values) |
3069 | { | 3447 | { |
@@ -3073,11 +3451,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
3073 | } | 3451 | } |
3074 | } | 3452 | } |
3075 | } | 3453 | } |
3454 | lockPartsForRead(false); | ||
3076 | 3455 | ||
3077 | AbsolutePosition = newPos; | 3456 | //We have to set undoing here because otherwise an undo state will be saved |
3457 | if (!m_rootPart.Undoing) | ||
3458 | { | ||
3459 | m_rootPart.Undoing = true; | ||
3460 | AbsolutePosition = newPos; | ||
3461 | m_rootPart.Undoing = false; | ||
3462 | } | ||
3463 | else | ||
3464 | { | ||
3465 | AbsolutePosition = newPos; | ||
3466 | } | ||
3078 | 3467 | ||
3079 | HasGroupChanged = true; | 3468 | HasGroupChanged = true; |
3080 | ScheduleGroupForTerseUpdate(); | 3469 | if (m_rootPart.Undoing) |
3470 | { | ||
3471 | ScheduleGroupForFullUpdate(); | ||
3472 | } | ||
3473 | else | ||
3474 | { | ||
3475 | ScheduleGroupForTerseUpdate(); | ||
3476 | } | ||
3081 | } | 3477 | } |
3082 | 3478 | ||
3083 | public void OffsetForNewRegion(Vector3 offset) | 3479 | public void OffsetForNewRegion(Vector3 offset) |
@@ -3097,7 +3493,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3097 | { | 3493 | { |
3098 | foreach (SceneObjectPart parts in Children.Values) | 3494 | foreach (SceneObjectPart parts in Children.Values) |
3099 | { | 3495 | { |
3100 | parts.StoreUndoState(); | 3496 | parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION); |
3101 | } | 3497 | } |
3102 | m_rootPart.UpdateRotation(rot); | 3498 | m_rootPart.UpdateRotation(rot); |
3103 | 3499 | ||
@@ -3121,7 +3517,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3121 | { | 3517 | { |
3122 | foreach (SceneObjectPart parts in Children.Values) | 3518 | foreach (SceneObjectPart parts in Children.Values) |
3123 | { | 3519 | { |
3124 | parts.StoreUndoState(); | 3520 | parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION); |
3125 | } | 3521 | } |
3126 | m_rootPart.UpdateRotation(rot); | 3522 | m_rootPart.UpdateRotation(rot); |
3127 | 3523 | ||
@@ -3148,7 +3544,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3148 | SceneObjectPart part = GetChildPart(localID); | 3544 | SceneObjectPart part = GetChildPart(localID); |
3149 | foreach (SceneObjectPart parts in Children.Values) | 3545 | foreach (SceneObjectPart parts in Children.Values) |
3150 | { | 3546 | { |
3151 | parts.StoreUndoState(); | 3547 | parts.StoreUndoState(UndoType.STATE_PRIM_ROTATION); |
3152 | } | 3548 | } |
3153 | if (part != null) | 3549 | if (part != null) |
3154 | { | 3550 | { |
@@ -3176,15 +3572,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
3176 | if (part.UUID == m_rootPart.UUID) | 3572 | if (part.UUID == m_rootPart.UUID) |
3177 | { | 3573 | { |
3178 | UpdateRootRotation(rot); | 3574 | UpdateRootRotation(rot); |
3179 | AbsolutePosition = pos; | 3575 | if (!m_rootPart.Undoing) |
3576 | { | ||
3577 | m_rootPart.Undoing = true; | ||
3578 | AbsolutePosition = pos; | ||
3579 | m_rootPart.Undoing = false; | ||
3580 | } | ||
3581 | else | ||
3582 | { | ||
3583 | AbsolutePosition = pos; | ||
3584 | } | ||
3180 | } | 3585 | } |
3181 | else | 3586 | else |
3182 | { | 3587 | { |
3588 | part.StoreUndoState(UndoType.STATE_PRIM_ROTATION); | ||
3183 | part.IgnoreUndoUpdate = true; | 3589 | part.IgnoreUndoUpdate = true; |
3184 | part.UpdateRotation(rot); | 3590 | part.UpdateRotation(rot); |
3185 | part.OffsetPosition = pos; | 3591 | part.OffsetPosition = pos; |
3186 | part.IgnoreUndoUpdate = false; | 3592 | part.IgnoreUndoUpdate = false; |
3187 | part.StoreUndoState(); | ||
3188 | } | 3593 | } |
3189 | } | 3594 | } |
3190 | } | 3595 | } |
@@ -3198,7 +3603,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
3198 | Quaternion axRot = rot; | 3603 | Quaternion axRot = rot; |
3199 | Quaternion oldParentRot = m_rootPart.RotationOffset; | 3604 | Quaternion oldParentRot = m_rootPart.RotationOffset; |
3200 | 3605 | ||
3201 | m_rootPart.StoreUndoState(); | 3606 | m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION); |
3607 | bool cancelUndo = false; | ||
3608 | if (!m_rootPart.Undoing) | ||
3609 | { | ||
3610 | m_rootPart.Undoing = true; | ||
3611 | cancelUndo = true; | ||
3612 | } | ||
3202 | m_rootPart.UpdateRotation(rot); | 3613 | m_rootPart.UpdateRotation(rot); |
3203 | if (m_rootPart.PhysActor != null) | 3614 | if (m_rootPart.PhysActor != null) |
3204 | { | 3615 | { |
@@ -3206,33 +3617,31 @@ namespace OpenSim.Region.Framework.Scenes | |||
3206 | m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); | 3617 | m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); |
3207 | } | 3618 | } |
3208 | 3619 | ||
3209 | lock (m_parts) | 3620 | lockPartsForRead(true); |
3621 | |||
3622 | foreach (SceneObjectPart prim in m_parts.Values) | ||
3210 | { | 3623 | { |
3211 | foreach (SceneObjectPart prim in m_parts.Values) | 3624 | if (prim.UUID != m_rootPart.UUID) |
3212 | { | 3625 | { |
3213 | if (prim.UUID != m_rootPart.UUID) | 3626 | prim.IgnoreUndoUpdate = true; |
3214 | { | 3627 | Vector3 axPos = prim.OffsetPosition; |
3215 | prim.IgnoreUndoUpdate = true; | 3628 | axPos *= oldParentRot; |
3216 | Vector3 axPos = prim.OffsetPosition; | 3629 | axPos *= Quaternion.Inverse(axRot); |
3217 | axPos *= oldParentRot; | 3630 | prim.OffsetPosition = axPos; |
3218 | axPos *= Quaternion.Inverse(axRot); | 3631 | Quaternion primsRot = prim.RotationOffset; |
3219 | prim.OffsetPosition = axPos; | 3632 | Quaternion newRot = primsRot * oldParentRot; |
3220 | Quaternion primsRot = prim.RotationOffset; | 3633 | newRot *= Quaternion.Inverse(axRot); |
3221 | Quaternion newRot = primsRot * oldParentRot; | 3634 | prim.RotationOffset = newRot; |
3222 | newRot *= Quaternion.Inverse(axRot); | 3635 | prim.ScheduleTerseUpdate(); |
3223 | prim.RotationOffset = newRot; | 3636 | prim.IgnoreUndoUpdate = false; |
3224 | prim.ScheduleTerseUpdate(); | ||
3225 | } | ||
3226 | } | 3637 | } |
3227 | } | 3638 | } |
3228 | foreach (SceneObjectPart childpart in Children.Values) | 3639 | if (cancelUndo == true) |
3229 | { | 3640 | { |
3230 | if (childpart != m_rootPart) | 3641 | m_rootPart.Undoing = false; |
3231 | { | ||
3232 | childpart.IgnoreUndoUpdate = false; | ||
3233 | childpart.StoreUndoState(); | ||
3234 | } | ||
3235 | } | 3642 | } |
3643 | lockPartsForRead(false); | ||
3644 | |||
3236 | m_rootPart.ScheduleTerseUpdate(); | 3645 | m_rootPart.ScheduleTerseUpdate(); |
3237 | } | 3646 | } |
3238 | 3647 | ||
@@ -3354,7 +3763,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3354 | if (atTargets.Count > 0) | 3763 | if (atTargets.Count > 0) |
3355 | { | 3764 | { |
3356 | uint[] localids = new uint[0]; | 3765 | uint[] localids = new uint[0]; |
3357 | lock (m_parts) | 3766 | lockPartsForRead(true); |
3358 | { | 3767 | { |
3359 | localids = new uint[m_parts.Count]; | 3768 | localids = new uint[m_parts.Count]; |
3360 | int cntr = 0; | 3769 | int cntr = 0; |
@@ -3364,6 +3773,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3364 | cntr++; | 3773 | cntr++; |
3365 | } | 3774 | } |
3366 | } | 3775 | } |
3776 | lockPartsForRead(false); | ||
3367 | 3777 | ||
3368 | for (int ctr = 0; ctr < localids.Length; ctr++) | 3778 | for (int ctr = 0; ctr < localids.Length; ctr++) |
3369 | { | 3779 | { |
@@ -3382,7 +3792,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3382 | { | 3792 | { |
3383 | //trigger not_at_target | 3793 | //trigger not_at_target |
3384 | uint[] localids = new uint[0]; | 3794 | uint[] localids = new uint[0]; |
3385 | lock (m_parts) | 3795 | lockPartsForRead(true); |
3386 | { | 3796 | { |
3387 | localids = new uint[m_parts.Count]; | 3797 | localids = new uint[m_parts.Count]; |
3388 | int cntr = 0; | 3798 | int cntr = 0; |
@@ -3392,7 +3802,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3392 | cntr++; | 3802 | cntr++; |
3393 | } | 3803 | } |
3394 | } | 3804 | } |
3395 | 3805 | lockPartsForRead(false); | |
3806 | |||
3396 | for (int ctr = 0; ctr < localids.Length; ctr++) | 3807 | for (int ctr = 0; ctr < localids.Length; ctr++) |
3397 | { | 3808 | { |
3398 | m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); | 3809 | m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); |
@@ -3433,7 +3844,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3433 | if (atRotTargets.Count > 0) | 3844 | if (atRotTargets.Count > 0) |
3434 | { | 3845 | { |
3435 | uint[] localids = new uint[0]; | 3846 | uint[] localids = new uint[0]; |
3436 | lock (m_parts) | 3847 | lockPartsForRead(true); |
3848 | try | ||
3437 | { | 3849 | { |
3438 | localids = new uint[m_parts.Count]; | 3850 | localids = new uint[m_parts.Count]; |
3439 | int cntr = 0; | 3851 | int cntr = 0; |
@@ -3443,6 +3855,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3443 | cntr++; | 3855 | cntr++; |
3444 | } | 3856 | } |
3445 | } | 3857 | } |
3858 | finally | ||
3859 | { | ||
3860 | lockPartsForRead(false); | ||
3861 | } | ||
3446 | 3862 | ||
3447 | for (int ctr = 0; ctr < localids.Length; ctr++) | 3863 | for (int ctr = 0; ctr < localids.Length; ctr++) |
3448 | { | 3864 | { |
@@ -3461,7 +3877,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3461 | { | 3877 | { |
3462 | //trigger not_at_target | 3878 | //trigger not_at_target |
3463 | uint[] localids = new uint[0]; | 3879 | uint[] localids = new uint[0]; |
3464 | lock (m_parts) | 3880 | lockPartsForRead(true); |
3881 | try | ||
3465 | { | 3882 | { |
3466 | localids = new uint[m_parts.Count]; | 3883 | localids = new uint[m_parts.Count]; |
3467 | int cntr = 0; | 3884 | int cntr = 0; |
@@ -3471,6 +3888,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3471 | cntr++; | 3888 | cntr++; |
3472 | } | 3889 | } |
3473 | } | 3890 | } |
3891 | finally | ||
3892 | { | ||
3893 | lockPartsForRead(false); | ||
3894 | } | ||
3474 | 3895 | ||
3475 | for (int ctr = 0; ctr < localids.Length; ctr++) | 3896 | for (int ctr = 0; ctr < localids.Length; ctr++) |
3476 | { | 3897 | { |
@@ -3484,19 +3905,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
3484 | public float GetMass() | 3905 | public float GetMass() |
3485 | { | 3906 | { |
3486 | float retmass = 0f; | 3907 | float retmass = 0f; |
3487 | lock (m_parts) | 3908 | lockPartsForRead(true); |
3488 | { | 3909 | { |
3489 | foreach (SceneObjectPart part in m_parts.Values) | 3910 | foreach (SceneObjectPart part in m_parts.Values) |
3490 | { | 3911 | { |
3491 | retmass += part.GetMass(); | 3912 | retmass += part.GetMass(); |
3492 | } | 3913 | } |
3493 | } | 3914 | } |
3915 | lockPartsForRead(false); | ||
3494 | return retmass; | 3916 | return retmass; |
3495 | } | 3917 | } |
3496 | 3918 | ||
3497 | public void CheckSculptAndLoad() | 3919 | public void CheckSculptAndLoad() |
3498 | { | 3920 | { |
3499 | lock (m_parts) | 3921 | lockPartsForRead(true); |
3500 | { | 3922 | { |
3501 | if (!IsDeleted) | 3923 | if (!IsDeleted) |
3502 | { | 3924 | { |
@@ -3521,6 +3943,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3521 | } | 3943 | } |
3522 | } | 3944 | } |
3523 | } | 3945 | } |
3946 | lockPartsForRead(false); | ||
3524 | } | 3947 | } |
3525 | 3948 | ||
3526 | protected void AssetReceived(string id, Object sender, AssetBase asset) | 3949 | protected void AssetReceived(string id, Object sender, AssetBase asset) |
@@ -3541,7 +3964,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3541 | /// <param name="client"></param> | 3964 | /// <param name="client"></param> |
3542 | public void SetGroup(UUID GroupID, IClientAPI client) | 3965 | public void SetGroup(UUID GroupID, IClientAPI client) |
3543 | { | 3966 | { |
3544 | lock (m_parts) | 3967 | lockPartsForRead(true); |
3545 | { | 3968 | { |
3546 | foreach (SceneObjectPart part in m_parts.Values) | 3969 | foreach (SceneObjectPart part in m_parts.Values) |
3547 | { | 3970 | { |
@@ -3551,6 +3974,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3551 | 3974 | ||
3552 | HasGroupChanged = true; | 3975 | HasGroupChanged = true; |
3553 | } | 3976 | } |
3977 | lockPartsForRead(false); | ||
3554 | 3978 | ||
3555 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled | 3979 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled |
3556 | // for the same object with very different properties. The caller must schedule the update. | 3980 | // for the same object with very different properties. The caller must schedule the update. |
@@ -3572,11 +3996,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
3572 | 3996 | ||
3573 | public void SetAttachmentPoint(byte point) | 3997 | public void SetAttachmentPoint(byte point) |
3574 | { | 3998 | { |
3575 | lock (m_parts) | 3999 | lockPartsForRead(true); |
3576 | { | 4000 | { |
3577 | foreach (SceneObjectPart part in m_parts.Values) | 4001 | foreach (SceneObjectPart part in m_parts.Values) |
3578 | part.SetAttachmentPoint(point); | 4002 | part.SetAttachmentPoint(point); |
3579 | } | 4003 | } |
4004 | lockPartsForRead(false); | ||
3580 | } | 4005 | } |
3581 | 4006 | ||
3582 | #region ISceneObject | 4007 | #region ISceneObject |
@@ -3610,6 +4035,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3610 | SetFromItemID(uuid); | 4035 | SetFromItemID(uuid); |
3611 | } | 4036 | } |
3612 | 4037 | ||
4038 | public void ResetOwnerChangeFlag() | ||
4039 | { | ||
4040 | ForEachPart(delegate(SceneObjectPart part) | ||
4041 | { | ||
4042 | part.ResetOwnerChangeFlag(); | ||
4043 | }); | ||
4044 | } | ||
4045 | |||
3613 | #endregion | 4046 | #endregion |
3614 | } | 4047 | } |
3615 | } | 4048 | } |