diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 1130 |
1 files changed, 820 insertions, 310 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index f9a8d41..3411d18 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -105,8 +105,113 @@ namespace OpenSim.Region.Framework.Scenes | |||
105 | /// since the group's last persistent backup | 105 | /// since the group's last persistent backup |
106 | /// </summary> | 106 | /// </summary> |
107 | private bool m_hasGroupChanged = false; | 107 | private bool m_hasGroupChanged = false; |
108 | private long timeFirstChanged; | 108 | private long timeFirstChanged = 0; |
109 | 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 | } | ||
110 | 215 | ||
111 | public bool HasGroupChanged | 216 | public bool HasGroupChanged |
112 | { | 217 | { |
@@ -114,9 +219,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
114 | { | 219 | { |
115 | if (value) | 220 | if (value) |
116 | { | 221 | { |
222 | if (m_isBackedUp) | ||
223 | { | ||
224 | m_scene.SceneGraph.FireChangeBackup(this); | ||
225 | } | ||
117 | timeLastChanged = DateTime.Now.Ticks; | 226 | timeLastChanged = DateTime.Now.Ticks; |
118 | if (!m_hasGroupChanged) | 227 | if (!m_hasGroupChanged) |
119 | 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 | } | ||
120 | } | 255 | } |
121 | m_hasGroupChanged = value; | 256 | m_hasGroupChanged = value; |
122 | } | 257 | } |
@@ -132,8 +267,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
132 | return false; | 267 | return false; |
133 | if (m_scene.ShuttingDown) | 268 | if (m_scene.ShuttingDown) |
134 | 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 | |||
135 | long currentTime = DateTime.Now.Ticks; | 277 | long currentTime = DateTime.Now.Ticks; |
136 | 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) | ||
137 | return true; | 283 | return true; |
138 | return false; | 284 | return false; |
139 | } | 285 | } |
@@ -182,7 +328,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
182 | 328 | ||
183 | private bool m_scriptListens_atRotTarget = false; | 329 | private bool m_scriptListens_atRotTarget = false; |
184 | private bool m_scriptListens_notAtRotTarget = false; | 330 | private bool m_scriptListens_notAtRotTarget = false; |
185 | 331 | public bool m_dupeInProgress = false; | |
186 | internal Dictionary<UUID, string> m_savedScriptState = null; | 332 | internal Dictionary<UUID, string> m_savedScriptState = null; |
187 | 333 | ||
188 | #region Properties | 334 | #region Properties |
@@ -222,7 +368,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
222 | public virtual Quaternion Rotation | 368 | public virtual Quaternion Rotation |
223 | { | 369 | { |
224 | get { return m_rotation; } | 370 | get { return m_rotation; } |
225 | 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 | } | ||
226 | } | 386 | } |
227 | 387 | ||
228 | public Quaternion GroupRotation | 388 | public Quaternion GroupRotation |
@@ -262,13 +422,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
262 | set | 422 | set |
263 | { | 423 | { |
264 | m_regionHandle = value; | 424 | m_regionHandle = value; |
265 | lock (m_parts) | 425 | lockPartsForRead(true); |
266 | { | 426 | { |
267 | foreach (SceneObjectPart part in m_parts.Values) | 427 | foreach (SceneObjectPart part in m_parts.Values) |
268 | { | 428 | { |
429 | |||
269 | part.RegionHandle = m_regionHandle; | 430 | part.RegionHandle = m_regionHandle; |
431 | |||
270 | } | 432 | } |
271 | } | 433 | } |
434 | lockPartsForRead(false); | ||
272 | } | 435 | } |
273 | } | 436 | } |
274 | 437 | ||
@@ -302,7 +465,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
302 | { | 465 | { |
303 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | 466 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); |
304 | } | 467 | } |
305 | 468 | ||
469 | lockPartsForRead(true); | ||
470 | foreach (SceneObjectPart part in m_parts.Values) | ||
471 | { | ||
472 | part.IgnoreUndoUpdate = true; | ||
473 | } | ||
306 | if (RootPart.GetStatusSandbox()) | 474 | if (RootPart.GetStatusSandbox()) |
307 | { | 475 | { |
308 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) | 476 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) |
@@ -310,15 +478,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
310 | RootPart.ScriptSetPhysicsStatus(false); | 478 | RootPart.ScriptSetPhysicsStatus(false); |
311 | Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), | 479 | Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), |
312 | ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); | 480 | ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); |
481 | lockPartsForRead(false); | ||
313 | return; | 482 | return; |
314 | } | 483 | } |
315 | } | 484 | } |
316 | 485 | List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values); | |
317 | lock (m_parts) | 486 | lockPartsForRead(false); |
487 | foreach (SceneObjectPart part in parts) | ||
318 | { | 488 | { |
319 | foreach (SceneObjectPart part in m_parts.Values) | 489 | part.IgnoreUndoUpdate = false; |
490 | part.StoreUndoState(UndoType.STATE_GROUP_POSITION); | ||
491 | part.GroupPosition = val; | ||
492 | if (!m_dupeInProgress) | ||
493 | { | ||
494 | part.TriggerScriptChangedEvent(Changed.POSITION); | ||
495 | } | ||
496 | } | ||
497 | if (!m_dupeInProgress) | ||
498 | { | ||
499 | foreach (ScenePresence av in m_linkedAvatars) | ||
320 | { | 500 | { |
321 | part.GroupPosition = val; | 501 | Vector3 offset = m_parts[av.LinkedPrim].GetWorldPosition() - av.ParentPosition; |
502 | av.AbsolutePosition += offset; | ||
503 | av.ParentPosition = m_parts[av.LinkedPrim].GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition | ||
504 | av.SendFullUpdateToAllClients(); | ||
322 | } | 505 | } |
323 | } | 506 | } |
324 | 507 | ||
@@ -472,6 +655,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
472 | /// </summary> | 655 | /// </summary> |
473 | public SceneObjectGroup() | 656 | public SceneObjectGroup() |
474 | { | 657 | { |
658 | |||
475 | } | 659 | } |
476 | 660 | ||
477 | /// <summary> | 661 | /// <summary> |
@@ -488,7 +672,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
488 | /// Constructor. This object is added to the scene later via AttachToScene() | 672 | /// Constructor. This object is added to the scene later via AttachToScene() |
489 | /// </summary> | 673 | /// </summary> |
490 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) | 674 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) |
491 | { | 675 | { |
492 | SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); | 676 | SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); |
493 | } | 677 | } |
494 | 678 | ||
@@ -519,13 +703,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
519 | 703 | ||
520 | public void SetFromItemID(UUID AssetId) | 704 | public void SetFromItemID(UUID AssetId) |
521 | { | 705 | { |
522 | lock (m_parts) | 706 | lockPartsForRead(true); |
523 | { | 707 | { |
524 | foreach (SceneObjectPart part in m_parts.Values) | 708 | foreach (SceneObjectPart part in m_parts.Values) |
525 | { | 709 | { |
710 | |||
526 | part.FromItemID = AssetId; | 711 | part.FromItemID = AssetId; |
712 | |||
527 | } | 713 | } |
528 | } | 714 | } |
715 | lockPartsForRead(false); | ||
529 | } | 716 | } |
530 | 717 | ||
531 | public UUID GetFromItemID() | 718 | public UUID GetFromItemID() |
@@ -538,6 +725,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
538 | /// </summary> | 725 | /// </summary> |
539 | public virtual void AttachToBackup() | 726 | public virtual void AttachToBackup() |
540 | { | 727 | { |
728 | if (IsAttachment) return; | ||
729 | m_scene.SceneGraph.FireAttachToBackup(this); | ||
730 | |||
541 | if (InSceneBackup) | 731 | if (InSceneBackup) |
542 | { | 732 | { |
543 | //m_log.DebugFormat( | 733 | //m_log.DebugFormat( |
@@ -596,7 +786,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
596 | Vector3 maxScale = Vector3.Zero; | 786 | Vector3 maxScale = Vector3.Zero; |
597 | Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); | 787 | Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); |
598 | 788 | ||
599 | lock (m_parts) | 789 | lockPartsForRead(true); |
600 | { | 790 | { |
601 | foreach (SceneObjectPart part in m_parts.Values) | 791 | foreach (SceneObjectPart part in m_parts.Values) |
602 | { | 792 | { |
@@ -610,8 +800,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
610 | maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; | 800 | maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; |
611 | maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; | 801 | maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; |
612 | maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; | 802 | maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; |
803 | |||
613 | } | 804 | } |
614 | } | 805 | } |
806 | lockPartsForRead(false); | ||
807 | |||
615 | finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; | 808 | finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; |
616 | finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; | 809 | finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; |
617 | finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; | 810 | finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; |
@@ -627,10 +820,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
627 | 820 | ||
628 | EntityIntersection result = new EntityIntersection(); | 821 | EntityIntersection result = new EntityIntersection(); |
629 | 822 | ||
630 | lock (m_parts) | 823 | lockPartsForRead(true); |
631 | { | 824 | { |
632 | foreach (SceneObjectPart part in m_parts.Values) | 825 | foreach (SceneObjectPart part in m_parts.Values) |
633 | { | 826 | { |
827 | |||
634 | // Temporary commented to stop compiler warning | 828 | // Temporary commented to stop compiler warning |
635 | //Vector3 partPosition = | 829 | //Vector3 partPosition = |
636 | // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); | 830 | // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); |
@@ -658,8 +852,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
658 | result.distance = inter.distance; | 852 | result.distance = inter.distance; |
659 | } | 853 | } |
660 | } | 854 | } |
855 | |||
661 | } | 856 | } |
662 | } | 857 | } |
858 | lockPartsForRead(false); | ||
663 | return result; | 859 | return result; |
664 | } | 860 | } |
665 | 861 | ||
@@ -678,10 +874,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
678 | minY = 256f; | 874 | minY = 256f; |
679 | minZ = 8192f; | 875 | minZ = 8192f; |
680 | 876 | ||
681 | lock (m_parts) | 877 | lockPartsForRead(true); |
682 | { | 878 | { |
683 | foreach (SceneObjectPart part in m_parts.Values) | 879 | foreach (SceneObjectPart part in m_parts.Values) |
684 | { | 880 | { |
881 | |||
685 | Vector3 worldPos = part.GetWorldPosition(); | 882 | Vector3 worldPos = part.GetWorldPosition(); |
686 | Vector3 offset = worldPos - AbsolutePosition; | 883 | Vector3 offset = worldPos - AbsolutePosition; |
687 | Quaternion worldRot; | 884 | Quaternion worldRot; |
@@ -740,6 +937,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
740 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); | 937 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); |
741 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); | 938 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); |
742 | 939 | ||
940 | |||
941 | |||
743 | //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | 942 | //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); |
744 | //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | 943 | //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); |
745 | //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | 944 | //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); |
@@ -911,6 +1110,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
911 | minZ = backBottomLeft.Z; | 1110 | minZ = backBottomLeft.Z; |
912 | } | 1111 | } |
913 | } | 1112 | } |
1113 | lockPartsForRead(false); | ||
914 | } | 1114 | } |
915 | 1115 | ||
916 | public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) | 1116 | public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) |
@@ -946,21 +1146,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
946 | 1146 | ||
947 | public void SaveScriptedState(XmlTextWriter writer) | 1147 | public void SaveScriptedState(XmlTextWriter writer) |
948 | { | 1148 | { |
1149 | SaveScriptedState(writer, false); | ||
1150 | } | ||
1151 | |||
1152 | public void SaveScriptedState(XmlTextWriter writer, bool oldIDs) | ||
1153 | { | ||
949 | XmlDocument doc = new XmlDocument(); | 1154 | XmlDocument doc = new XmlDocument(); |
950 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); | 1155 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); |
951 | 1156 | ||
952 | // Capture script state while holding the lock | 1157 | // Capture script state while holding the lock |
953 | lock (m_parts) | 1158 | lockPartsForRead(true); |
954 | { | 1159 | { |
955 | foreach (SceneObjectPart part in m_parts.Values) | 1160 | foreach (SceneObjectPart part in m_parts.Values) |
956 | { | 1161 | { |
957 | Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); | 1162 | |
1163 | Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(oldIDs); | ||
958 | foreach (UUID itemid in pstates.Keys) | 1164 | foreach (UUID itemid in pstates.Keys) |
959 | { | 1165 | { |
960 | states.Add(itemid, pstates[itemid]); | 1166 | states.Add(itemid, pstates[itemid]); |
961 | } | 1167 | } |
1168 | |||
962 | } | 1169 | } |
963 | } | 1170 | } |
1171 | lockPartsForRead(false); | ||
964 | 1172 | ||
965 | if (states.Count > 0) | 1173 | if (states.Count > 0) |
966 | { | 1174 | { |
@@ -978,6 +1186,118 @@ namespace OpenSim.Region.Framework.Scenes | |||
978 | } | 1186 | } |
979 | } | 1187 | } |
980 | 1188 | ||
1189 | /// <summary> | ||
1190 | /// Add the avatar to this linkset (avatar is sat). | ||
1191 | /// </summary> | ||
1192 | /// <param name="agentID"></param> | ||
1193 | public void AddAvatar(UUID agentID) | ||
1194 | { | ||
1195 | ScenePresence presence; | ||
1196 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1197 | { | ||
1198 | if (!m_linkedAvatars.Contains(presence)) | ||
1199 | { | ||
1200 | m_linkedAvatars.Add(presence); | ||
1201 | } | ||
1202 | } | ||
1203 | } | ||
1204 | |||
1205 | /// <summary> | ||
1206 | /// Delete the avatar from this linkset (avatar is unsat). | ||
1207 | /// </summary> | ||
1208 | /// <param name="agentID"></param> | ||
1209 | public void DeleteAvatar(UUID agentID) | ||
1210 | { | ||
1211 | ScenePresence presence; | ||
1212 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1213 | { | ||
1214 | if (m_linkedAvatars.Contains(presence)) | ||
1215 | { | ||
1216 | m_linkedAvatars.Remove(presence); | ||
1217 | } | ||
1218 | } | ||
1219 | } | ||
1220 | |||
1221 | /// <summary> | ||
1222 | /// Returns the list of linked presences (avatars sat on this group) | ||
1223 | /// </summary> | ||
1224 | /// <param name="agentID"></param> | ||
1225 | public List<ScenePresence> GetLinkedAvatars() | ||
1226 | { | ||
1227 | return m_linkedAvatars; | ||
1228 | } | ||
1229 | |||
1230 | /// <summary> | ||
1231 | /// Attach this scene object to the given avatar. | ||
1232 | /// </summary> | ||
1233 | /// <param name="agentID"></param> | ||
1234 | /// <param name="attachmentpoint"></param> | ||
1235 | /// <param name="AttachOffset"></param> | ||
1236 | public void AttachToAgent(UUID agentID, uint attachmentpoint, Vector3 AttachOffset, bool silent) | ||
1237 | { | ||
1238 | ScenePresence avatar = m_scene.GetScenePresence(agentID); | ||
1239 | if (avatar != null) | ||
1240 | { | ||
1241 | // don't attach attachments to child agents | ||
1242 | if (avatar.IsChildAgent) return; | ||
1243 | |||
1244 | // m_log.DebugFormat("[SOG]: Adding attachment {0} to avatar {1}", Name, avatar.Name); | ||
1245 | |||
1246 | DetachFromBackup(); | ||
1247 | |||
1248 | // Remove from database and parcel prim count | ||
1249 | m_scene.DeleteFromStorage(UUID); | ||
1250 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1251 | |||
1252 | m_rootPart.AttachedAvatar = agentID; | ||
1253 | |||
1254 | //Anakin Lohner bug #3839 | ||
1255 | lock (m_parts) | ||
1256 | { | ||
1257 | foreach (SceneObjectPart p in m_parts.Values) | ||
1258 | { | ||
1259 | p.AttachedAvatar = agentID; | ||
1260 | } | ||
1261 | } | ||
1262 | |||
1263 | if (m_rootPart.PhysActor != null) | ||
1264 | { | ||
1265 | m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor); | ||
1266 | m_rootPart.PhysActor = null; | ||
1267 | } | ||
1268 | |||
1269 | AbsolutePosition = AttachOffset; | ||
1270 | m_rootPart.AttachedPos = AttachOffset; | ||
1271 | m_rootPart.IsAttachment = true; | ||
1272 | |||
1273 | m_rootPart.SetParentLocalId(avatar.LocalId); | ||
1274 | SetAttachmentPoint(Convert.ToByte(attachmentpoint)); | ||
1275 | |||
1276 | avatar.AddAttachment(this); | ||
1277 | |||
1278 | if (!silent) | ||
1279 | { | ||
1280 | // Killing it here will cause the client to deselect it | ||
1281 | // It then reappears on the avatar, deselected | ||
1282 | // through the full update below | ||
1283 | // | ||
1284 | if (IsSelected) | ||
1285 | { | ||
1286 | m_scene.SendKillObject(m_rootPart.LocalId); | ||
1287 | } | ||
1288 | |||
1289 | IsSelected = false; // fudge.... | ||
1290 | ScheduleGroupForFullUpdate(); | ||
1291 | } | ||
1292 | } | ||
1293 | else | ||
1294 | { | ||
1295 | m_log.WarnFormat( | ||
1296 | "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present", | ||
1297 | UUID, agentID, Scene.RegionInfo.RegionName); | ||
1298 | } | ||
1299 | } | ||
1300 | |||
981 | public byte GetAttachmentPoint() | 1301 | public byte GetAttachmentPoint() |
982 | { | 1302 | { |
983 | return m_rootPart.Shape.State; | 1303 | return m_rootPart.Shape.State; |
@@ -1069,13 +1389,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
1069 | 1389 | ||
1070 | public override void UpdateMovement() | 1390 | public override void UpdateMovement() |
1071 | { | 1391 | { |
1072 | lock (m_parts) | 1392 | lockPartsForRead(true); |
1073 | { | 1393 | { |
1074 | foreach (SceneObjectPart part in m_parts.Values) | 1394 | foreach (SceneObjectPart part in m_parts.Values) |
1075 | { | 1395 | { |
1396 | |||
1076 | part.UpdateMovement(); | 1397 | part.UpdateMovement(); |
1398 | |||
1077 | } | 1399 | } |
1078 | } | 1400 | } |
1401 | lockPartsForRead(false); | ||
1079 | } | 1402 | } |
1080 | 1403 | ||
1081 | public ushort GetTimeDilation() | 1404 | public ushort GetTimeDilation() |
@@ -1118,7 +1441,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1118 | /// <param name="part"></param> | 1441 | /// <param name="part"></param> |
1119 | public void AddPart(SceneObjectPart part) | 1442 | public void AddPart(SceneObjectPart part) |
1120 | { | 1443 | { |
1121 | lock (m_parts) | 1444 | lockPartsForWrite(true); |
1122 | { | 1445 | { |
1123 | part.SetParent(this); | 1446 | part.SetParent(this); |
1124 | m_parts.Add(part.UUID, part); | 1447 | m_parts.Add(part.UUID, part); |
@@ -1128,6 +1451,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1128 | if (part.LinkNum == 2 && RootPart != null) | 1451 | if (part.LinkNum == 2 && RootPart != null) |
1129 | RootPart.LinkNum = 1; | 1452 | RootPart.LinkNum = 1; |
1130 | } | 1453 | } |
1454 | lockPartsForWrite(false); | ||
1131 | } | 1455 | } |
1132 | 1456 | ||
1133 | /// <summary> | 1457 | /// <summary> |
@@ -1135,28 +1459,33 @@ namespace OpenSim.Region.Framework.Scenes | |||
1135 | /// </summary> | 1459 | /// </summary> |
1136 | private void UpdateParentIDs() | 1460 | private void UpdateParentIDs() |
1137 | { | 1461 | { |
1138 | lock (m_parts) | 1462 | lockPartsForRead(true); |
1139 | { | 1463 | { |
1140 | foreach (SceneObjectPart part in m_parts.Values) | 1464 | foreach (SceneObjectPart part in m_parts.Values) |
1141 | { | 1465 | { |
1466 | |||
1142 | if (part.UUID != m_rootPart.UUID) | 1467 | if (part.UUID != m_rootPart.UUID) |
1143 | { | 1468 | { |
1144 | part.ParentID = m_rootPart.LocalId; | 1469 | part.ParentID = m_rootPart.LocalId; |
1145 | } | 1470 | } |
1471 | |||
1146 | } | 1472 | } |
1147 | } | 1473 | } |
1474 | lockPartsForRead(false); | ||
1148 | } | 1475 | } |
1149 | 1476 | ||
1150 | public void RegenerateFullIDs() | 1477 | public void RegenerateFullIDs() |
1151 | { | 1478 | { |
1152 | lock (m_parts) | 1479 | lockPartsForRead(true); |
1153 | { | 1480 | { |
1154 | foreach (SceneObjectPart part in m_parts.Values) | 1481 | foreach (SceneObjectPart part in m_parts.Values) |
1155 | { | 1482 | { |
1483 | |||
1156 | part.UUID = UUID.Random(); | 1484 | part.UUID = UUID.Random(); |
1157 | 1485 | ||
1158 | } | 1486 | } |
1159 | } | 1487 | } |
1488 | lockPartsForRead(false); | ||
1160 | } | 1489 | } |
1161 | 1490 | ||
1162 | // helper provided for parts. | 1491 | // helper provided for parts. |
@@ -1217,7 +1546,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1217 | 1546 | ||
1218 | public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) | 1547 | public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) |
1219 | { | 1548 | { |
1220 | part.StoreUndoState(); | 1549 | part.StoreUndoState(UndoType.STATE_PRIM_ALL); |
1221 | part.OnGrab(offsetPos, remoteClient); | 1550 | part.OnGrab(offsetPos, remoteClient); |
1222 | } | 1551 | } |
1223 | 1552 | ||
@@ -1237,14 +1566,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
1237 | /// <param name="silent">If true then deletion is not broadcast to clients</param> | 1566 | /// <param name="silent">If true then deletion is not broadcast to clients</param> |
1238 | public void DeleteGroupFromScene(bool silent) | 1567 | public void DeleteGroupFromScene(bool silent) |
1239 | { | 1568 | { |
1240 | List<SceneObjectPart> parts; | 1569 | // We need to keep track of this state in case this group is still queued for backup. |
1570 | m_isDeleted = true; | ||
1241 | 1571 | ||
1242 | lock (m_parts) | 1572 | DetachFromBackup(); |
1243 | parts = m_parts.Values.ToList(); | 1573 | |
1574 | lockPartsForRead(true); | ||
1575 | List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values); | ||
1576 | lockPartsForRead(false); | ||
1244 | 1577 | ||
1245 | foreach (SceneObjectPart part in parts) | 1578 | foreach (SceneObjectPart part in parts) |
1246 | { | 1579 | { |
1247 | Scene.ForEachScenePresence(delegate(ScenePresence avatar) | 1580 | Scene.ForEachScenePresence(delegate (ScenePresence avatar) |
1248 | { | 1581 | { |
1249 | if (avatar.ParentID == LocalId) | 1582 | if (avatar.ParentID == LocalId) |
1250 | { | 1583 | { |
@@ -1259,6 +1592,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1259 | } | 1592 | } |
1260 | }); | 1593 | }); |
1261 | } | 1594 | } |
1595 | |||
1596 | |||
1262 | } | 1597 | } |
1263 | 1598 | ||
1264 | public void AddScriptLPS(int count) | 1599 | public void AddScriptLPS(int count) |
@@ -1283,17 +1618,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1283 | 1618 | ||
1284 | scriptEvents aggregateScriptEvents = 0; | 1619 | scriptEvents aggregateScriptEvents = 0; |
1285 | 1620 | ||
1286 | lock (m_parts) | 1621 | lockPartsForRead(true); |
1287 | { | 1622 | { |
1288 | foreach (SceneObjectPart part in m_parts.Values) | 1623 | foreach (SceneObjectPart part in m_parts.Values) |
1289 | { | 1624 | { |
1625 | |||
1290 | if (part == null) | 1626 | if (part == null) |
1291 | continue; | 1627 | continue; |
1292 | if (part != RootPart) | 1628 | if (part != RootPart) |
1293 | part.Flags = objectflagupdate; | 1629 | part.Flags = objectflagupdate; |
1294 | aggregateScriptEvents |= part.AggregateScriptEvents; | 1630 | aggregateScriptEvents |= part.AggregateScriptEvents; |
1631 | |||
1295 | } | 1632 | } |
1296 | } | 1633 | } |
1634 | lockPartsForRead(false); | ||
1297 | 1635 | ||
1298 | m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); | 1636 | m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); |
1299 | m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); | 1637 | m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); |
@@ -1335,42 +1673,52 @@ namespace OpenSim.Region.Framework.Scenes | |||
1335 | /// <param name="m_physicalPrim"></param> | 1673 | /// <param name="m_physicalPrim"></param> |
1336 | public void ApplyPhysics(bool m_physicalPrim) | 1674 | public void ApplyPhysics(bool m_physicalPrim) |
1337 | { | 1675 | { |
1338 | lock (m_parts) | 1676 | lockPartsForRead(true); |
1677 | |||
1678 | if (m_parts.Count > 1) | ||
1339 | { | 1679 | { |
1340 | if (m_parts.Count > 1) | 1680 | List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values); |
1681 | lockPartsForRead(false); | ||
1682 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); | ||
1683 | foreach (SceneObjectPart part in values) | ||
1341 | { | 1684 | { |
1342 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); | 1685 | |
1343 | foreach (SceneObjectPart part in m_parts.Values) | 1686 | if (part.LocalId != m_rootPart.LocalId) |
1344 | { | 1687 | { |
1345 | if (part.LocalId != m_rootPart.LocalId) | 1688 | part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim); |
1346 | { | ||
1347 | part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim); | ||
1348 | } | ||
1349 | } | 1689 | } |
1350 | 1690 | ||
1351 | // Hack to get the physics scene geometries in the right spot | ||
1352 | ResetChildPrimPhysicsPositions(); | ||
1353 | } | ||
1354 | else | ||
1355 | { | ||
1356 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); | ||
1357 | } | 1691 | } |
1692 | // Hack to get the physics scene geometries in the right spot | ||
1693 | ResetChildPrimPhysicsPositions(); | ||
1694 | } | ||
1695 | else | ||
1696 | { | ||
1697 | lockPartsForRead(false); | ||
1698 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); | ||
1358 | } | 1699 | } |
1359 | } | 1700 | } |
1360 | 1701 | ||
1361 | public void SetOwnerId(UUID userId) | 1702 | public void SetOwnerId(UUID userId) |
1362 | { | 1703 | { |
1363 | ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); | 1704 | ForEachPart(delegate(SceneObjectPart part) |
1705 | { | ||
1706 | |||
1707 | part.OwnerID = userId; | ||
1708 | |||
1709 | }); | ||
1364 | } | 1710 | } |
1365 | 1711 | ||
1366 | public void ForEachPart(Action<SceneObjectPart> whatToDo) | 1712 | public void ForEachPart(Action<SceneObjectPart> whatToDo) |
1367 | { | 1713 | { |
1368 | lock (m_parts) | 1714 | lockPartsForRead(true); |
1715 | List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values); | ||
1716 | lockPartsForRead(false); | ||
1717 | foreach (SceneObjectPart part in values) | ||
1369 | { | 1718 | { |
1370 | foreach (SceneObjectPart part in m_parts.Values) | 1719 | |
1371 | { | 1720 | whatToDo(part); |
1372 | whatToDo(part); | 1721 | |
1373 | } | ||
1374 | } | 1722 | } |
1375 | } | 1723 | } |
1376 | 1724 | ||
@@ -1400,7 +1748,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1400 | // any exception propogate upwards. | 1748 | // any exception propogate upwards. |
1401 | try | 1749 | try |
1402 | { | 1750 | { |
1403 | if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart | 1751 | if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart |
1752 | m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things | ||
1753 | m_scene.LoadingPrims) // Land may not be valid yet | ||
1754 | |||
1404 | { | 1755 | { |
1405 | ILandObject parcel = m_scene.LandChannel.GetLandObject( | 1756 | ILandObject parcel = m_scene.LandChannel.GetLandObject( |
1406 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); | 1757 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); |
@@ -1432,6 +1783,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1432 | // don't backup while it's selected or you're asking for changes mid stream. | 1783 | // don't backup while it's selected or you're asking for changes mid stream. |
1433 | if (isTimeToPersist() || forcedBackup) | 1784 | if (isTimeToPersist() || forcedBackup) |
1434 | { | 1785 | { |
1786 | if (m_rootPart.PhysActor != null && | ||
1787 | (!m_rootPart.PhysActor.IsPhysical)) | ||
1788 | { | ||
1789 | // Possible ghost prim | ||
1790 | if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition) | ||
1791 | { | ||
1792 | foreach (SceneObjectPart part in Children.Values) | ||
1793 | { | ||
1794 | // Re-set physics actor positions and | ||
1795 | // orientations | ||
1796 | part.GroupPosition = m_rootPart.GroupPosition; | ||
1797 | } | ||
1798 | } | ||
1799 | } | ||
1435 | // m_log.DebugFormat( | 1800 | // m_log.DebugFormat( |
1436 | // "[SCENE]: Storing {0}, {1} in {2}", | 1801 | // "[SCENE]: Storing {0}, {1} in {2}", |
1437 | // Name, UUID, m_scene.RegionInfo.RegionName); | 1802 | // Name, UUID, m_scene.RegionInfo.RegionName); |
@@ -1476,15 +1841,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1476 | RootPart.SendFullUpdate( | 1841 | RootPart.SendFullUpdate( |
1477 | remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); | 1842 | remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); |
1478 | 1843 | ||
1479 | lock (m_parts) | 1844 | lockPartsForRead(true); |
1480 | { | 1845 | { |
1481 | foreach (SceneObjectPart part in m_parts.Values) | 1846 | foreach (SceneObjectPart part in m_parts.Values) |
1482 | { | 1847 | { |
1848 | |||
1483 | if (part != RootPart) | 1849 | if (part != RootPart) |
1484 | part.SendFullUpdate( | 1850 | part.SendFullUpdate( |
1485 | remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); | 1851 | remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); |
1486 | } | 1852 | } |
1487 | } | 1853 | } |
1854 | lockPartsForRead(false); | ||
1488 | } | 1855 | } |
1489 | 1856 | ||
1490 | #region Copying | 1857 | #region Copying |
@@ -1496,86 +1863,112 @@ namespace OpenSim.Region.Framework.Scenes | |||
1496 | /// <returns></returns> | 1863 | /// <returns></returns> |
1497 | public SceneObjectGroup Copy(bool userExposed) | 1864 | public SceneObjectGroup Copy(bool userExposed) |
1498 | { | 1865 | { |
1499 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); | 1866 | SceneObjectGroup dupe; |
1500 | dupe.m_isBackedUp = false; | 1867 | try |
1501 | dupe.m_parts = new Dictionary<UUID, SceneObjectPart>(); | 1868 | { |
1869 | m_dupeInProgress = true; | ||
1870 | dupe = (SceneObjectGroup)MemberwiseClone(); | ||
1871 | dupe.m_isBackedUp = false; | ||
1872 | dupe.m_parts = new Dictionary<UUID, SceneObjectPart>(); | ||
1502 | 1873 | ||
1503 | // Warning, The following code related to previousAttachmentStatus is needed so that clones of | 1874 | // Warning, The following code related to previousAttachmentStatus is needed so that clones of |
1504 | // attachments do not bordercross while they're being duplicated. This is hacktastic! | 1875 | // attachments do not bordercross while they're being duplicated. This is hacktastic! |
1505 | // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! | 1876 | // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! |
1506 | // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state | 1877 | // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state |
1507 | // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, | 1878 | // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, |
1508 | // then restore it's attachment state | 1879 | // then restore it's attachment state |
1509 | 1880 | ||
1510 | // This is only necessary when userExposed is false! | 1881 | // This is only necessary when userExposed is false! |
1511 | 1882 | ||
1512 | bool previousAttachmentStatus = dupe.RootPart.IsAttachment; | 1883 | bool previousAttachmentStatus = dupe.RootPart.IsAttachment; |
1513 | |||
1514 | if (!userExposed) | ||
1515 | dupe.RootPart.IsAttachment = true; | ||
1516 | 1884 | ||
1517 | dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); | 1885 | if (!userExposed) |
1886 | dupe.RootPart.IsAttachment = true; | ||
1518 | 1887 | ||
1519 | if (!userExposed) | 1888 | dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); |
1520 | { | ||
1521 | dupe.RootPart.IsAttachment = previousAttachmentStatus; | ||
1522 | } | ||
1523 | 1889 | ||
1524 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); | 1890 | if (!userExposed) |
1525 | dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; | 1891 | { |
1892 | dupe.RootPart.IsAttachment = previousAttachmentStatus; | ||
1893 | } | ||
1526 | 1894 | ||
1527 | if (userExposed) | 1895 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); |
1528 | dupe.m_rootPart.TrimPermissions(); | 1896 | dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; |
1529 | 1897 | ||
1530 | List<SceneObjectPart> partList; | 1898 | if (userExposed) |
1899 | dupe.m_rootPart.TrimPermissions(); | ||
1531 | 1900 | ||
1532 | lock (m_parts) | 1901 | /// may need to create a new Physics actor. |
1533 | { | 1902 | if (dupe.RootPart.PhysActor != null && userExposed) |
1534 | partList = new List<SceneObjectPart>(m_parts.Values); | ||
1535 | } | ||
1536 | |||
1537 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) | ||
1538 | { | 1903 | { |
1539 | return p1.LinkNum.CompareTo(p2.LinkNum); | 1904 | PrimitiveBaseShape pbs = dupe.RootPart.Shape; |
1905 | |||
1906 | dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape( | ||
1907 | dupe.RootPart.Name, | ||
1908 | pbs, | ||
1909 | dupe.RootPart.AbsolutePosition, | ||
1910 | dupe.RootPart.Scale, | ||
1911 | dupe.RootPart.RotationOffset, | ||
1912 | dupe.RootPart.PhysActor.IsPhysical); | ||
1913 | |||
1914 | dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId; | ||
1915 | dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true); | ||
1540 | } | 1916 | } |
1541 | ); | ||
1542 | 1917 | ||
1543 | foreach (SceneObjectPart part in partList) | 1918 | lockPartsForRead(true); |
1544 | { | 1919 | |
1545 | if (part.UUID != m_rootPart.UUID) | 1920 | List<SceneObjectPart> partList; |
1921 | |||
1922 | partList = new List<SceneObjectPart>(m_parts.Values); | ||
1923 | |||
1924 | lockPartsForRead(false); | ||
1925 | |||
1926 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) | ||
1927 | { | ||
1928 | return p1.LinkNum.CompareTo(p2.LinkNum); | ||
1929 | } | ||
1930 | ); | ||
1931 | |||
1932 | foreach (SceneObjectPart part in partList) | ||
1546 | { | 1933 | { |
1547 | SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); | 1934 | if (part.UUID != m_rootPart.UUID) |
1548 | newPart.LinkNum = part.LinkNum; | 1935 | { |
1549 | } | 1936 | SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); |
1937 | |||
1938 | newPart.LinkNum = part.LinkNum; | ||
1939 | } | ||
1550 | 1940 | ||
1551 | // Need to duplicate the physics actor as well | 1941 | // Need to duplicate the physics actor as well |
1552 | if (part.PhysActor != null && userExposed) | 1942 | if (part.PhysActor != null && userExposed) |
1943 | { | ||
1944 | PrimitiveBaseShape pbs = part.Shape; | ||
1945 | |||
1946 | part.PhysActor | ||
1947 | = m_scene.PhysicsScene.AddPrimShape( | ||
1948 | part.Name, | ||
1949 | pbs, | ||
1950 | part.AbsolutePosition, | ||
1951 | part.Scale, | ||
1952 | part.RotationOffset, | ||
1953 | part.PhysActor.IsPhysical); | ||
1954 | |||
1955 | part.PhysActor.LocalID = part.LocalId; | ||
1956 | part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); | ||
1957 | } | ||
1958 | } | ||
1959 | if (userExposed) | ||
1553 | { | 1960 | { |
1554 | PrimitiveBaseShape pbs = part.Shape; | 1961 | dupe.UpdateParentIDs(); |
1555 | 1962 | dupe.HasGroupChanged = true; | |
1556 | part.PhysActor | 1963 | dupe.AttachToBackup(); |
1557 | = m_scene.PhysicsScene.AddPrimShape( | 1964 | |
1558 | part.Name, | 1965 | ScheduleGroupForFullUpdate(); |
1559 | pbs, | ||
1560 | part.AbsolutePosition, | ||
1561 | part.Scale, | ||
1562 | part.RotationOffset, | ||
1563 | part.PhysActor.IsPhysical); | ||
1564 | |||
1565 | part.PhysActor.LocalID = part.LocalId; | ||
1566 | part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); | ||
1567 | } | 1966 | } |
1568 | } | 1967 | } |
1569 | 1968 | finally | |
1570 | if (userExposed) | ||
1571 | { | 1969 | { |
1572 | dupe.UpdateParentIDs(); | 1970 | m_dupeInProgress = false; |
1573 | dupe.HasGroupChanged = true; | ||
1574 | dupe.AttachToBackup(); | ||
1575 | |||
1576 | ScheduleGroupForFullUpdate(); | ||
1577 | } | 1971 | } |
1578 | |||
1579 | return dupe; | 1972 | return dupe; |
1580 | } | 1973 | } |
1581 | 1974 | ||
@@ -1766,13 +2159,40 @@ namespace OpenSim.Region.Framework.Scenes | |||
1766 | } | 2159 | } |
1767 | } | 2160 | } |
1768 | 2161 | ||
2162 | public void rotLookAt(Quaternion target, float strength, float damping) | ||
2163 | { | ||
2164 | SceneObjectPart rootpart = m_rootPart; | ||
2165 | if (rootpart != null) | ||
2166 | { | ||
2167 | if (IsAttachment) | ||
2168 | { | ||
2169 | /* | ||
2170 | ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); | ||
2171 | if (avatar != null) | ||
2172 | { | ||
2173 | Rotate the Av? | ||
2174 | } */ | ||
2175 | } | ||
2176 | else | ||
2177 | { | ||
2178 | if (rootpart.PhysActor != null) | ||
2179 | { // APID must be implemented in your physics system for this to function. | ||
2180 | rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W); | ||
2181 | rootpart.PhysActor.APIDStrength = strength; | ||
2182 | rootpart.PhysActor.APIDDamping = damping; | ||
2183 | rootpart.PhysActor.APIDActive = true; | ||
2184 | } | ||
2185 | } | ||
2186 | } | ||
2187 | } | ||
2188 | |||
1769 | public void stopLookAt() | 2189 | public void stopLookAt() |
1770 | { | 2190 | { |
1771 | SceneObjectPart rootpart = m_rootPart; | 2191 | SceneObjectPart rootpart = m_rootPart; |
1772 | if (rootpart != null) | 2192 | if (rootpart != null) |
1773 | { | 2193 | { |
1774 | if (rootpart.PhysActor != null) | 2194 | if (rootpart.PhysActor != null) |
1775 | { | 2195 | { // APID must be implemented in your physics system for this to function. |
1776 | rootpart.PhysActor.APIDActive = false; | 2196 | rootpart.PhysActor.APIDActive = false; |
1777 | } | 2197 | } |
1778 | } | 2198 | } |
@@ -1837,14 +2257,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1837 | /// <param name="cGroupID"></param> | 2257 | /// <param name="cGroupID"></param> |
1838 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) | 2258 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) |
1839 | { | 2259 | { |
1840 | SceneObjectPart newPart = null; | 2260 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); |
1841 | 2261 | newPart.SetParent(this); | |
1842 | lock (m_parts) | 2262 | |
2263 | lockPartsForWrite(true); | ||
1843 | { | 2264 | { |
1844 | newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); | ||
1845 | newPart.SetParent(this); | ||
1846 | m_parts.Add(newPart.UUID, newPart); | 2265 | m_parts.Add(newPart.UUID, newPart); |
1847 | } | 2266 | } |
2267 | lockPartsForWrite(false); | ||
1848 | 2268 | ||
1849 | SetPartAsNonRoot(newPart); | 2269 | SetPartAsNonRoot(newPart); |
1850 | 2270 | ||
@@ -1908,6 +2328,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1908 | //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) | 2328 | //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) |
1909 | // return; | 2329 | // return; |
1910 | 2330 | ||
2331 | lockPartsForRead(true); | ||
2332 | |||
1911 | bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); | 2333 | bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); |
1912 | 2334 | ||
1913 | if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f)) | 2335 | if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f)) |
@@ -1923,8 +2345,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1923 | } | 2345 | } |
1924 | 2346 | ||
1925 | List<SceneObjectPart> partList = null; | 2347 | List<SceneObjectPart> partList = null; |
1926 | lock (m_parts) | 2348 | partList = new List<SceneObjectPart>(m_parts.Values); |
1927 | partList = new List<SceneObjectPart>(m_parts.Values); | ||
1928 | 2349 | ||
1929 | foreach (SceneObjectPart part in partList) | 2350 | foreach (SceneObjectPart part in partList) |
1930 | { | 2351 | { |
@@ -1932,6 +2353,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1932 | part.UpdateLookAt(); | 2353 | part.UpdateLookAt(); |
1933 | part.SendScheduledUpdates(); | 2354 | part.SendScheduledUpdates(); |
1934 | } | 2355 | } |
2356 | lockPartsForRead(false); | ||
1935 | } | 2357 | } |
1936 | 2358 | ||
1937 | public void ScheduleFullUpdateToAvatar(ScenePresence presence) | 2359 | public void ScheduleFullUpdateToAvatar(ScenePresence presence) |
@@ -1940,27 +2362,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
1940 | 2362 | ||
1941 | RootPart.AddFullUpdateToAvatar(presence); | 2363 | RootPart.AddFullUpdateToAvatar(presence); |
1942 | 2364 | ||
1943 | lock (m_parts) | 2365 | lockPartsForRead(true); |
1944 | { | 2366 | { |
1945 | foreach (SceneObjectPart part in m_parts.Values) | 2367 | foreach (SceneObjectPart part in m_parts.Values) |
1946 | { | 2368 | { |
2369 | |||
1947 | if (part != RootPart) | 2370 | if (part != RootPart) |
1948 | part.AddFullUpdateToAvatar(presence); | 2371 | part.AddFullUpdateToAvatar(presence); |
2372 | |||
1949 | } | 2373 | } |
1950 | } | 2374 | } |
2375 | lockPartsForRead(false); | ||
1951 | } | 2376 | } |
1952 | 2377 | ||
1953 | public void ScheduleTerseUpdateToAvatar(ScenePresence presence) | 2378 | public void ScheduleTerseUpdateToAvatar(ScenePresence presence) |
1954 | { | 2379 | { |
1955 | // m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); | 2380 | lockPartsForRead(true); |
1956 | 2381 | ||
1957 | lock (m_parts) | 2382 | foreach (SceneObjectPart part in m_parts.Values) |
1958 | { | 2383 | { |
1959 | foreach (SceneObjectPart part in m_parts.Values) | 2384 | part.AddTerseUpdateToAvatar(presence); |
1960 | { | ||
1961 | part.AddTerseUpdateToAvatar(presence); | ||
1962 | } | ||
1963 | } | 2385 | } |
2386 | |||
2387 | lockPartsForRead(false); | ||
1964 | } | 2388 | } |
1965 | 2389 | ||
1966 | /// <summary> | 2390 | /// <summary> |
@@ -1974,14 +2398,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1974 | checkAtTargets(); | 2398 | checkAtTargets(); |
1975 | RootPart.ScheduleFullUpdate(); | 2399 | RootPart.ScheduleFullUpdate(); |
1976 | 2400 | ||
1977 | lock (m_parts) | 2401 | lockPartsForRead(true); |
1978 | { | 2402 | { |
1979 | foreach (SceneObjectPart part in m_parts.Values) | 2403 | foreach (SceneObjectPart part in m_parts.Values) |
1980 | { | 2404 | { |
2405 | |||
1981 | if (part != RootPart) | 2406 | if (part != RootPart) |
1982 | part.ScheduleFullUpdate(); | 2407 | part.ScheduleFullUpdate(); |
2408 | |||
1983 | } | 2409 | } |
1984 | } | 2410 | } |
2411 | lockPartsForRead(false); | ||
1985 | } | 2412 | } |
1986 | 2413 | ||
1987 | /// <summary> | 2414 | /// <summary> |
@@ -1989,37 +2416,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
1989 | /// </summary> | 2416 | /// </summary> |
1990 | public void ScheduleGroupForTerseUpdate() | 2417 | public void ScheduleGroupForTerseUpdate() |
1991 | { | 2418 | { |
1992 | // m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID); | 2419 | lockPartsForRead(true); |
1993 | 2420 | foreach (SceneObjectPart part in m_parts.Values) | |
1994 | lock (m_parts) | ||
1995 | { | 2421 | { |
1996 | foreach (SceneObjectPart part in m_parts.Values) | 2422 | part.ScheduleTerseUpdate(); |
1997 | { | ||
1998 | part.ScheduleTerseUpdate(); | ||
1999 | } | ||
2000 | } | 2423 | } |
2424 | |||
2425 | lockPartsForRead(false); | ||
2001 | } | 2426 | } |
2002 | 2427 | ||
2003 | /// <summary> | 2428 | /// <summary> |
2004 | /// Immediately send a full update for this scene object. | 2429 | /// Immediately send a full update for this scene object. |
2005 | /// </summary> | 2430 | /// </summary> |
2006 | public void SendGroupFullUpdate() | 2431 | public void SendGroupFullUpdate() |
2007 | { | 2432 | { |
2008 | if (IsDeleted) | 2433 | if (IsDeleted) |
2009 | return; | 2434 | return; |
2010 | 2435 | ||
2011 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); | 2436 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); |
2012 | 2437 | ||
2013 | RootPart.SendFullUpdateToAllClients(); | 2438 | RootPart.SendFullUpdateToAllClients(); |
2014 | 2439 | ||
2015 | lock (m_parts) | 2440 | lockPartsForRead(true); |
2016 | { | 2441 | { |
2017 | foreach (SceneObjectPart part in m_parts.Values) | 2442 | foreach (SceneObjectPart part in m_parts.Values) |
2018 | { | 2443 | { |
2444 | |||
2019 | if (part != RootPart) | 2445 | if (part != RootPart) |
2020 | part.SendFullUpdateToAllClients(); | 2446 | part.SendFullUpdateToAllClients(); |
2447 | |||
2021 | } | 2448 | } |
2022 | } | 2449 | } |
2450 | lockPartsForRead(false); | ||
2023 | } | 2451 | } |
2024 | 2452 | ||
2025 | /// <summary> | 2453 | /// <summary> |
@@ -2051,14 +2479,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
2051 | { | 2479 | { |
2052 | if (IsDeleted) | 2480 | if (IsDeleted) |
2053 | return; | 2481 | return; |
2054 | 2482 | ||
2055 | lock (m_parts) | 2483 | lockPartsForRead(true); |
2056 | { | 2484 | { |
2057 | foreach (SceneObjectPart part in m_parts.Values) | 2485 | foreach (SceneObjectPart part in m_parts.Values) |
2058 | { | 2486 | { |
2059 | part.SendTerseUpdateToAllClients(); | 2487 | part.SendTerseUpdateToAllClients(); |
2060 | } | 2488 | } |
2061 | } | 2489 | } |
2490 | lockPartsForRead(false); | ||
2062 | } | 2491 | } |
2063 | 2492 | ||
2064 | #endregion | 2493 | #endregion |
@@ -2072,16 +2501,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
2072 | /// <returns>null if no child part with that linknum or child part</returns> | 2501 | /// <returns>null if no child part with that linknum or child part</returns> |
2073 | public SceneObjectPart GetLinkNumPart(int linknum) | 2502 | public SceneObjectPart GetLinkNumPart(int linknum) |
2074 | { | 2503 | { |
2075 | lock (m_parts) | 2504 | lockPartsForRead(true); |
2076 | { | 2505 | { |
2077 | foreach (SceneObjectPart part in m_parts.Values) | 2506 | foreach (SceneObjectPart part in m_parts.Values) |
2078 | { | 2507 | { |
2079 | if (part.LinkNum == linknum) | 2508 | if (part.LinkNum == linknum) |
2080 | { | 2509 | { |
2510 | lockPartsForRead(false); | ||
2081 | return part; | 2511 | return part; |
2082 | } | 2512 | } |
2083 | } | 2513 | } |
2084 | } | 2514 | } |
2515 | lockPartsForRead(false); | ||
2085 | 2516 | ||
2086 | return null; | 2517 | return null; |
2087 | } | 2518 | } |
@@ -2107,17 +2538,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
2107 | public SceneObjectPart GetChildPart(uint localID) | 2538 | public SceneObjectPart GetChildPart(uint localID) |
2108 | { | 2539 | { |
2109 | //m_log.DebugFormat("Entered looking for {0}", localID); | 2540 | //m_log.DebugFormat("Entered looking for {0}", localID); |
2110 | lock (m_parts) | 2541 | lockPartsForRead(true); |
2111 | { | 2542 | { |
2112 | foreach (SceneObjectPart part in m_parts.Values) | 2543 | foreach (SceneObjectPart part in m_parts.Values) |
2113 | { | 2544 | { |
2114 | //m_log.DebugFormat("Found {0}", part.LocalId); | 2545 | //m_log.DebugFormat("Found {0}", part.LocalId); |
2115 | if (part.LocalId == localID) | 2546 | if (part.LocalId == localID) |
2116 | { | 2547 | { |
2548 | lockPartsForRead(false); | ||
2117 | return part; | 2549 | return part; |
2118 | } | 2550 | } |
2119 | } | 2551 | } |
2120 | } | 2552 | } |
2553 | lockPartsForRead(false); | ||
2121 | 2554 | ||
2122 | return null; | 2555 | return null; |
2123 | } | 2556 | } |
@@ -2148,17 +2581,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
2148 | public bool HasChildPrim(uint localID) | 2581 | public bool HasChildPrim(uint localID) |
2149 | { | 2582 | { |
2150 | //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); | 2583 | //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); |
2151 | lock (m_parts) | 2584 | lockPartsForRead(true); |
2152 | { | 2585 | { |
2153 | foreach (SceneObjectPart part in m_parts.Values) | 2586 | foreach (SceneObjectPart part in m_parts.Values) |
2154 | { | 2587 | { |
2155 | //m_log.DebugFormat("Found {0}", part.LocalId); | 2588 | //m_log.DebugFormat("Found {0}", part.LocalId); |
2156 | if (part.LocalId == localID) | 2589 | if (part.LocalId == localID) |
2157 | { | 2590 | { |
2591 | lockPartsForRead(false); | ||
2158 | return true; | 2592 | return true; |
2159 | } | 2593 | } |
2160 | } | 2594 | } |
2161 | } | 2595 | } |
2596 | lockPartsForRead(false); | ||
2162 | 2597 | ||
2163 | return false; | 2598 | return false; |
2164 | } | 2599 | } |
@@ -2208,53 +2643,57 @@ namespace OpenSim.Region.Framework.Scenes | |||
2208 | if (m_rootPart.LinkNum == 0) | 2643 | if (m_rootPart.LinkNum == 0) |
2209 | m_rootPart.LinkNum = 1; | 2644 | m_rootPart.LinkNum = 1; |
2210 | 2645 | ||
2211 | lock (m_parts) | 2646 | lockPartsForWrite(true); |
2212 | { | 2647 | |
2213 | m_parts.Add(linkPart.UUID, linkPart); | 2648 | m_parts.Add(linkPart.UUID, linkPart); |
2649 | |||
2650 | lockPartsForWrite(false); | ||
2214 | 2651 | ||
2215 | // Insert in terms of link numbers, the new links | 2652 | // Insert in terms of link numbers, the new links |
2216 | // before the current ones (with the exception of | 2653 | // before the current ones (with the exception of |
2217 | // the root prim. Shuffle the old ones up | 2654 | // the root prim. Shuffle the old ones up |
2218 | foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) | 2655 | lockPartsForRead(true); |
2656 | foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) | ||
2657 | { | ||
2658 | if (kvp.Value.LinkNum != 1) | ||
2219 | { | 2659 | { |
2220 | if (kvp.Value.LinkNum != 1) | 2660 | // Don't update root prim link number |
2221 | { | 2661 | kvp.Value.LinkNum += objectGroup.PrimCount; |
2222 | // Don't update root prim link number | ||
2223 | kvp.Value.LinkNum += objectGroup.PrimCount; | ||
2224 | } | ||
2225 | } | 2662 | } |
2663 | } | ||
2664 | lockPartsForRead(false); | ||
2226 | 2665 | ||
2227 | linkPart.LinkNum = 2; | 2666 | linkPart.LinkNum = 2; |
2228 | 2667 | ||
2229 | linkPart.SetParent(this); | 2668 | linkPart.SetParent(this); |
2230 | linkPart.CreateSelected = true; | 2669 | linkPart.CreateSelected = true; |
2231 | 2670 | ||
2232 | //if (linkPart.PhysActor != null) | 2671 | //if (linkPart.PhysActor != null) |
2233 | //{ | 2672 | //{ |
2234 | // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); | 2673 | // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); |
2235 | 2674 | ||
2236 | //linkPart.PhysActor = null; | 2675 | //linkPart.PhysActor = null; |
2237 | //} | 2676 | //} |
2238 | 2677 | ||
2239 | //TODO: rest of parts | 2678 | //TODO: rest of parts |
2240 | int linkNum = 3; | 2679 | int linkNum = 3; |
2241 | foreach (SceneObjectPart part in objectGroup.Children.Values) | 2680 | foreach (SceneObjectPart part in objectGroup.Children.Values) |
2681 | { | ||
2682 | if (part.UUID != objectGroup.m_rootPart.UUID) | ||
2242 | { | 2683 | { |
2243 | if (part.UUID != objectGroup.m_rootPart.UUID) | 2684 | LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); |
2244 | { | ||
2245 | LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); | ||
2246 | } | ||
2247 | part.ClearUndoState(); | ||
2248 | } | 2685 | } |
2686 | part.ClearUndoState(); | ||
2249 | } | 2687 | } |
2250 | 2688 | ||
2251 | m_scene.UnlinkSceneObject(objectGroup, true); | 2689 | m_scene.UnlinkSceneObject(objectGroup, true); |
2252 | objectGroup.m_isDeleted = true; | 2690 | objectGroup.m_isDeleted = true; |
2691 | |||
2692 | objectGroup.lockPartsForWrite(true); | ||
2253 | 2693 | ||
2254 | lock (objectGroup.m_parts) | 2694 | objectGroup.m_parts.Clear(); |
2255 | { | 2695 | |
2256 | objectGroup.m_parts.Clear(); | 2696 | objectGroup.lockPartsForWrite(false); |
2257 | } | ||
2258 | 2697 | ||
2259 | // Can't do this yet since backup still makes use of the root part without any synchronization | 2698 | // Can't do this yet since backup still makes use of the root part without any synchronization |
2260 | // objectGroup.m_rootPart = null; | 2699 | // objectGroup.m_rootPart = null; |
@@ -2324,23 +2763,23 @@ namespace OpenSim.Region.Framework.Scenes | |||
2324 | Quaternion worldRot = linkPart.GetWorldRotation(); | 2763 | Quaternion worldRot = linkPart.GetWorldRotation(); |
2325 | 2764 | ||
2326 | // Remove the part from this object | 2765 | // Remove the part from this object |
2327 | lock (m_parts) | 2766 | lockPartsForWrite(true); |
2328 | { | 2767 | { |
2329 | m_parts.Remove(linkPart.UUID); | 2768 | m_parts.Remove(linkPart.UUID); |
2330 | 2769 | } | |
2331 | if (m_parts.Count == 1 && RootPart != null) //Single prim is left | 2770 | lockPartsForWrite(false); |
2332 | { | 2771 | lockPartsForRead(true); |
2333 | RootPart.LinkNum = 0; | 2772 | if (m_parts.Count == 1 && RootPart != null) //Single prim is left |
2334 | } | 2773 | RootPart.LinkNum = 0; |
2335 | else | 2774 | else |
2775 | { | ||
2776 | foreach (SceneObjectPart p in m_parts.Values) | ||
2336 | { | 2777 | { |
2337 | foreach (SceneObjectPart p in m_parts.Values) | 2778 | if (p.LinkNum > linkPart.LinkNum) |
2338 | { | 2779 | p.LinkNum--; |
2339 | if (p.LinkNum > linkPart.LinkNum) | ||
2340 | p.LinkNum--; | ||
2341 | } | ||
2342 | } | 2780 | } |
2343 | } | 2781 | } |
2782 | lockPartsForRead(false); | ||
2344 | 2783 | ||
2345 | linkPart.ParentID = 0; | 2784 | linkPart.ParentID = 0; |
2346 | linkPart.LinkNum = 0; | 2785 | linkPart.LinkNum = 0; |
@@ -2384,6 +2823,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2384 | /// <param name="objectGroup"></param> | 2823 | /// <param name="objectGroup"></param> |
2385 | public virtual void DetachFromBackup() | 2824 | public virtual void DetachFromBackup() |
2386 | { | 2825 | { |
2826 | m_scene.SceneGraph.FireDetachFromBackup(this); | ||
2827 | |||
2387 | if (m_isBackedUp) | 2828 | if (m_isBackedUp) |
2388 | m_scene.EventManager.OnBackup -= ProcessBackup; | 2829 | m_scene.EventManager.OnBackup -= ProcessBackup; |
2389 | 2830 | ||
@@ -2662,9 +3103,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2662 | 3103 | ||
2663 | if (selectionPart != null) | 3104 | if (selectionPart != null) |
2664 | { | 3105 | { |
2665 | lock (m_parts) | 3106 | lockPartsForRead(true); |
3107 | List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values); | ||
3108 | lockPartsForRead(false); | ||
3109 | foreach (SceneObjectPart part in parts) | ||
2666 | { | 3110 | { |
2667 | foreach (SceneObjectPart part in m_parts.Values) | 3111 | if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0) |
2668 | { | 3112 | { |
2669 | if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || | 3113 | if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || |
2670 | part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || | 3114 | part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || |
@@ -2674,12 +3118,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2674 | break; | 3118 | break; |
2675 | } | 3119 | } |
2676 | } | 3120 | } |
3121 | } | ||
2677 | 3122 | ||
2678 | foreach (SceneObjectPart part in m_parts.Values) | 3123 | foreach (SceneObjectPart part in parts) |
2679 | { | 3124 | { |
2680 | part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); | 3125 | part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); |
2681 | } | ||
2682 | } | 3126 | } |
3127 | |||
2683 | } | 3128 | } |
2684 | } | 3129 | } |
2685 | 3130 | ||
@@ -2692,6 +3137,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2692 | } | 3137 | } |
2693 | } | 3138 | } |
2694 | 3139 | ||
3140 | |||
3141 | |||
3142 | /// <summary> | ||
3143 | /// Gets the number of parts | ||
3144 | /// </summary> | ||
3145 | /// <returns></returns> | ||
3146 | public int GetPartCount() | ||
3147 | { | ||
3148 | return Children.Count; | ||
3149 | } | ||
3150 | |||
2695 | /// <summary> | 3151 | /// <summary> |
2696 | /// Get the parts of this scene object | 3152 | /// Get the parts of this scene object |
2697 | /// </summary> | 3153 | /// </summary> |
@@ -2768,11 +3224,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2768 | scale.Y = m_scene.m_maxNonphys; | 3224 | scale.Y = m_scene.m_maxNonphys; |
2769 | if (scale.Z > m_scene.m_maxNonphys) | 3225 | if (scale.Z > m_scene.m_maxNonphys) |
2770 | scale.Z = m_scene.m_maxNonphys; | 3226 | scale.Z = m_scene.m_maxNonphys; |
2771 | |||
2772 | SceneObjectPart part = GetChildPart(localID); | 3227 | SceneObjectPart part = GetChildPart(localID); |
2773 | if (part != null) | 3228 | if (part != null) |
2774 | { | 3229 | { |
2775 | part.Resize(scale); | ||
2776 | if (part.PhysActor != null) | 3230 | if (part.PhysActor != null) |
2777 | { | 3231 | { |
2778 | if (part.PhysActor.IsPhysical) | 3232 | if (part.PhysActor.IsPhysical) |
@@ -2787,7 +3241,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2787 | part.PhysActor.Size = scale; | 3241 | part.PhysActor.Size = scale; |
2788 | m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); | 3242 | m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); |
2789 | } | 3243 | } |
2790 | //if (part.UUID != m_rootPart.UUID) | 3244 | part.Resize(scale); |
2791 | 3245 | ||
2792 | HasGroupChanged = true; | 3246 | HasGroupChanged = true; |
2793 | ScheduleGroupForFullUpdate(); | 3247 | ScheduleGroupForFullUpdate(); |
@@ -2809,7 +3263,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2809 | SceneObjectPart part = GetChildPart(localID); | 3263 | SceneObjectPart part = GetChildPart(localID); |
2810 | if (part != null) | 3264 | if (part != null) |
2811 | { | 3265 | { |
2812 | part.IgnoreUndoUpdate = true; | ||
2813 | if (scale.X > m_scene.m_maxNonphys) | 3266 | if (scale.X > m_scene.m_maxNonphys) |
2814 | scale.X = m_scene.m_maxNonphys; | 3267 | scale.X = m_scene.m_maxNonphys; |
2815 | if (scale.Y > m_scene.m_maxNonphys) | 3268 | if (scale.Y > m_scene.m_maxNonphys) |
@@ -2829,94 +3282,100 @@ namespace OpenSim.Region.Framework.Scenes | |||
2829 | float y = (scale.Y / part.Scale.Y); | 3282 | float y = (scale.Y / part.Scale.Y); |
2830 | float z = (scale.Z / part.Scale.Z); | 3283 | float z = (scale.Z / part.Scale.Z); |
2831 | 3284 | ||
2832 | lock (m_parts) | 3285 | lockPartsForRead(true); |
3286 | if (x > 1.0f || y > 1.0f || z > 1.0f) | ||
2833 | { | 3287 | { |
2834 | if (x > 1.0f || y > 1.0f || z > 1.0f) | 3288 | foreach (SceneObjectPart obPart in m_parts.Values) |
2835 | { | 3289 | { |
2836 | foreach (SceneObjectPart obPart in m_parts.Values) | 3290 | if (obPart.UUID != m_rootPart.UUID) |
2837 | { | 3291 | { |
2838 | if (obPart.UUID != m_rootPart.UUID) | 3292 | Vector3 oldSize = new Vector3(obPart.Scale); |
2839 | { | 3293 | obPart.IgnoreUndoUpdate = true; |
2840 | obPart.IgnoreUndoUpdate = true; | ||
2841 | Vector3 oldSize = new Vector3(obPart.Scale); | ||
2842 | 3294 | ||
2843 | float f = 1.0f; | 3295 | float f = 1.0f; |
2844 | float a = 1.0f; | 3296 | float a = 1.0f; |
2845 | 3297 | ||
2846 | if (part.PhysActor != null && part.PhysActor.IsPhysical) | 3298 | if (part.PhysActor != null && part.PhysActor.IsPhysical) |
3299 | { | ||
3300 | if (oldSize.X*x > m_scene.m_maxPhys) | ||
2847 | { | 3301 | { |
2848 | if (oldSize.X*x > m_scene.m_maxPhys) | 3302 | f = m_scene.m_maxPhys / oldSize.X; |
2849 | { | 3303 | a = f / x; |
2850 | f = m_scene.m_maxPhys / oldSize.X; | 3304 | x *= a; |
2851 | a = f / x; | 3305 | y *= a; |
2852 | x *= a; | 3306 | z *= a; |
2853 | y *= a; | ||
2854 | z *= a; | ||
2855 | } | ||
2856 | if (oldSize.Y*y > m_scene.m_maxPhys) | ||
2857 | { | ||
2858 | f = m_scene.m_maxPhys / oldSize.Y; | ||
2859 | a = f / y; | ||
2860 | x *= a; | ||
2861 | y *= a; | ||
2862 | z *= a; | ||
2863 | } | ||
2864 | if (oldSize.Z*z > m_scene.m_maxPhys) | ||
2865 | { | ||
2866 | f = m_scene.m_maxPhys / oldSize.Z; | ||
2867 | a = f / z; | ||
2868 | x *= a; | ||
2869 | y *= a; | ||
2870 | z *= a; | ||
2871 | } | ||
2872 | } | 3307 | } |
2873 | else | 3308 | if (oldSize.Y*y > m_scene.m_maxPhys) |
3309 | { | ||
3310 | f = m_scene.m_maxPhys / oldSize.Y; | ||
3311 | a = f / y; | ||
3312 | x *= a; | ||
3313 | y *= a; | ||
3314 | z *= a; | ||
3315 | } | ||
3316 | if (oldSize.Z*z > m_scene.m_maxPhys) | ||
2874 | { | 3317 | { |
2875 | if (oldSize.X*x > m_scene.m_maxNonphys) | 3318 | f = m_scene.m_maxPhys / oldSize.Z; |
2876 | { | 3319 | a = f / z; |
2877 | f = m_scene.m_maxNonphys / oldSize.X; | 3320 | x *= a; |
2878 | a = f / x; | 3321 | y *= a; |
2879 | x *= a; | 3322 | z *= a; |
2880 | y *= a; | ||
2881 | z *= a; | ||
2882 | } | ||
2883 | if (oldSize.Y*y > m_scene.m_maxNonphys) | ||
2884 | { | ||
2885 | f = m_scene.m_maxNonphys / oldSize.Y; | ||
2886 | a = f / y; | ||
2887 | x *= a; | ||
2888 | y *= a; | ||
2889 | z *= a; | ||
2890 | } | ||
2891 | if (oldSize.Z*z > m_scene.m_maxNonphys) | ||
2892 | { | ||
2893 | f = m_scene.m_maxNonphys / oldSize.Z; | ||
2894 | a = f / z; | ||
2895 | x *= a; | ||
2896 | y *= a; | ||
2897 | z *= a; | ||
2898 | } | ||
2899 | } | 3323 | } |
2900 | obPart.IgnoreUndoUpdate = false; | 3324 | } |
2901 | obPart.StoreUndoState(); | 3325 | else |
3326 | { | ||
3327 | if (oldSize.X*x > m_scene.m_maxNonphys) | ||
3328 | { | ||
3329 | f = m_scene.m_maxNonphys / oldSize.X; | ||
3330 | a = f / x; | ||
3331 | x *= a; | ||
3332 | y *= a; | ||
3333 | z *= a; | ||
3334 | } | ||
3335 | if (oldSize.Y*y > m_scene.m_maxNonphys) | ||
3336 | { | ||
3337 | f = m_scene.m_maxNonphys / oldSize.Y; | ||
3338 | a = f / y; | ||
3339 | x *= a; | ||
3340 | y *= a; | ||
3341 | z *= a; | ||
3342 | } | ||
3343 | if (oldSize.Z*z > m_scene.m_maxNonphys) | ||
3344 | { | ||
3345 | f = m_scene.m_maxNonphys / oldSize.Z; | ||
3346 | a = f / z; | ||
3347 | x *= a; | ||
3348 | y *= a; | ||
3349 | z *= a; | ||
3350 | } | ||
3351 | |||
2902 | } | 3352 | } |
2903 | } | 3353 | } |
2904 | } | 3354 | } |
2905 | } | 3355 | } |
3356 | lockPartsForRead(false); | ||
2906 | 3357 | ||
2907 | Vector3 prevScale = part.Scale; | 3358 | Vector3 prevScale = part.Scale; |
2908 | prevScale.X *= x; | 3359 | prevScale.X *= x; |
2909 | prevScale.Y *= y; | 3360 | prevScale.Y *= y; |
2910 | prevScale.Z *= z; | 3361 | prevScale.Z *= z;; |
3362 | |||
3363 | part.IgnoreUndoUpdate = false; | ||
3364 | part.StoreUndoState(UndoType.STATE_GROUP_SCALE); | ||
3365 | part.IgnoreUndoUpdate = true; | ||
2911 | part.Resize(prevScale); | 3366 | part.Resize(prevScale); |
3367 | part.IgnoreUndoUpdate = false; | ||
2912 | 3368 | ||
2913 | lock (m_parts) | 3369 | lockPartsForRead(true); |
2914 | { | 3370 | { |
2915 | foreach (SceneObjectPart obPart in m_parts.Values) | 3371 | foreach (SceneObjectPart obPart in m_parts.Values) |
2916 | { | 3372 | { |
2917 | obPart.IgnoreUndoUpdate = true; | ||
2918 | if (obPart.UUID != m_rootPart.UUID) | 3373 | if (obPart.UUID != m_rootPart.UUID) |
2919 | { | 3374 | { |
3375 | obPart.IgnoreUndoUpdate = false; | ||
3376 | obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE); | ||
3377 | obPart.IgnoreUndoUpdate = true; | ||
3378 | |||
2920 | Vector3 currentpos = new Vector3(obPart.OffsetPosition); | 3379 | Vector3 currentpos = new Vector3(obPart.OffsetPosition); |
2921 | currentpos.X *= x; | 3380 | currentpos.X *= x; |
2922 | currentpos.Y *= y; | 3381 | currentpos.Y *= y; |
@@ -2929,9 +3388,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2929 | obPart.UpdateOffSet(currentpos); | 3388 | obPart.UpdateOffSet(currentpos); |
2930 | } | 3389 | } |
2931 | obPart.IgnoreUndoUpdate = false; | 3390 | obPart.IgnoreUndoUpdate = false; |
2932 | obPart.StoreUndoState(); | ||
2933 | } | 3391 | } |
2934 | } | 3392 | } |
3393 | lockPartsForRead(false); | ||
2935 | 3394 | ||
2936 | if (part.PhysActor != null) | 3395 | if (part.PhysActor != null) |
2937 | { | 3396 | { |
@@ -2940,7 +3399,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2940 | } | 3399 | } |
2941 | 3400 | ||
2942 | part.IgnoreUndoUpdate = false; | 3401 | part.IgnoreUndoUpdate = false; |
2943 | part.StoreUndoState(); | ||
2944 | HasGroupChanged = true; | 3402 | HasGroupChanged = true; |
2945 | ScheduleGroupForTerseUpdate(); | 3403 | ScheduleGroupForTerseUpdate(); |
2946 | } | 3404 | } |
@@ -2956,14 +3414,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2956 | /// <param name="pos"></param> | 3414 | /// <param name="pos"></param> |
2957 | public void UpdateGroupPosition(Vector3 pos) | 3415 | public void UpdateGroupPosition(Vector3 pos) |
2958 | { | 3416 | { |
2959 | foreach (SceneObjectPart part in Children.Values) | ||
2960 | { | ||
2961 | part.StoreUndoState(); | ||
2962 | } | ||
2963 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) | 3417 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) |
2964 | { | 3418 | { |
2965 | if (IsAttachment) | 3419 | if (IsAttachment) |
2966 | { | 3420 | { |
3421 | m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION); | ||
2967 | m_rootPart.AttachedPos = pos; | 3422 | m_rootPart.AttachedPos = pos; |
2968 | } | 3423 | } |
2969 | if (RootPart.GetStatusSandbox()) | 3424 | if (RootPart.GetStatusSandbox()) |
@@ -2996,7 +3451,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2996 | SceneObjectPart part = GetChildPart(localID); | 3451 | SceneObjectPart part = GetChildPart(localID); |
2997 | foreach (SceneObjectPart parts in Children.Values) | 3452 | foreach (SceneObjectPart parts in Children.Values) |
2998 | { | 3453 | { |
2999 | parts.StoreUndoState(); | 3454 | parts.StoreUndoState(UndoType.STATE_PRIM_POSITION); |
3000 | } | 3455 | } |
3001 | if (part != null) | 3456 | if (part != null) |
3002 | { | 3457 | { |
@@ -3021,7 +3476,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3021 | { | 3476 | { |
3022 | foreach (SceneObjectPart part in Children.Values) | 3477 | foreach (SceneObjectPart part in Children.Values) |
3023 | { | 3478 | { |
3024 | part.StoreUndoState(); | 3479 | part.StoreUndoState(UndoType.STATE_PRIM_POSITION); |
3025 | } | 3480 | } |
3026 | Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); | 3481 | Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); |
3027 | Vector3 oldPos = | 3482 | Vector3 oldPos = |
@@ -3034,7 +3489,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3034 | axDiff *= Quaternion.Inverse(partRotation); | 3489 | axDiff *= Quaternion.Inverse(partRotation); |
3035 | diff = axDiff; | 3490 | diff = axDiff; |
3036 | 3491 | ||
3037 | lock (m_parts) | 3492 | lockPartsForRead(true); |
3038 | { | 3493 | { |
3039 | foreach (SceneObjectPart obPart in m_parts.Values) | 3494 | foreach (SceneObjectPart obPart in m_parts.Values) |
3040 | { | 3495 | { |
@@ -3044,11 +3499,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
3044 | } | 3499 | } |
3045 | } | 3500 | } |
3046 | } | 3501 | } |
3502 | lockPartsForRead(false); | ||
3047 | 3503 | ||
3048 | AbsolutePosition = newPos; | 3504 | //We have to set undoing here because otherwise an undo state will be saved |
3505 | if (!m_rootPart.Undoing) | ||
3506 | { | ||
3507 | m_rootPart.Undoing = true; | ||
3508 | AbsolutePosition = newPos; | ||
3509 | m_rootPart.Undoing = false; | ||
3510 | } | ||
3511 | else | ||
3512 | { | ||
3513 | AbsolutePosition = newPos; | ||
3514 | } | ||
3049 | 3515 | ||
3050 | HasGroupChanged = true; | 3516 | HasGroupChanged = true; |
3051 | ScheduleGroupForTerseUpdate(); | 3517 | if (m_rootPart.Undoing) |
3518 | { | ||
3519 | ScheduleGroupForFullUpdate(); | ||
3520 | } | ||
3521 | else | ||
3522 | { | ||
3523 | ScheduleGroupForTerseUpdate(); | ||
3524 | } | ||
3052 | } | 3525 | } |
3053 | 3526 | ||
3054 | public void OffsetForNewRegion(Vector3 offset) | 3527 | public void OffsetForNewRegion(Vector3 offset) |
@@ -3068,7 +3541,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3068 | { | 3541 | { |
3069 | foreach (SceneObjectPart parts in Children.Values) | 3542 | foreach (SceneObjectPart parts in Children.Values) |
3070 | { | 3543 | { |
3071 | parts.StoreUndoState(); | 3544 | parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION); |
3072 | } | 3545 | } |
3073 | m_rootPart.UpdateRotation(rot); | 3546 | m_rootPart.UpdateRotation(rot); |
3074 | 3547 | ||
@@ -3092,7 +3565,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3092 | { | 3565 | { |
3093 | foreach (SceneObjectPart parts in Children.Values) | 3566 | foreach (SceneObjectPart parts in Children.Values) |
3094 | { | 3567 | { |
3095 | parts.StoreUndoState(); | 3568 | parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION); |
3096 | } | 3569 | } |
3097 | m_rootPart.UpdateRotation(rot); | 3570 | m_rootPart.UpdateRotation(rot); |
3098 | 3571 | ||
@@ -3119,7 +3592,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3119 | SceneObjectPart part = GetChildPart(localID); | 3592 | SceneObjectPart part = GetChildPart(localID); |
3120 | foreach (SceneObjectPart parts in Children.Values) | 3593 | foreach (SceneObjectPart parts in Children.Values) |
3121 | { | 3594 | { |
3122 | parts.StoreUndoState(); | 3595 | parts.StoreUndoState(UndoType.STATE_PRIM_ROTATION); |
3123 | } | 3596 | } |
3124 | if (part != null) | 3597 | if (part != null) |
3125 | { | 3598 | { |
@@ -3147,15 +3620,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
3147 | if (part.UUID == m_rootPart.UUID) | 3620 | if (part.UUID == m_rootPart.UUID) |
3148 | { | 3621 | { |
3149 | UpdateRootRotation(rot); | 3622 | UpdateRootRotation(rot); |
3150 | AbsolutePosition = pos; | 3623 | if (!m_rootPart.Undoing) |
3624 | { | ||
3625 | m_rootPart.Undoing = true; | ||
3626 | AbsolutePosition = pos; | ||
3627 | m_rootPart.Undoing = false; | ||
3628 | } | ||
3629 | else | ||
3630 | { | ||
3631 | AbsolutePosition = pos; | ||
3632 | } | ||
3151 | } | 3633 | } |
3152 | else | 3634 | else |
3153 | { | 3635 | { |
3636 | part.StoreUndoState(UndoType.STATE_PRIM_ROTATION); | ||
3154 | part.IgnoreUndoUpdate = true; | 3637 | part.IgnoreUndoUpdate = true; |
3155 | part.UpdateRotation(rot); | 3638 | part.UpdateRotation(rot); |
3156 | part.OffsetPosition = pos; | 3639 | part.OffsetPosition = pos; |
3157 | part.IgnoreUndoUpdate = false; | 3640 | part.IgnoreUndoUpdate = false; |
3158 | part.StoreUndoState(); | ||
3159 | } | 3641 | } |
3160 | } | 3642 | } |
3161 | } | 3643 | } |
@@ -3169,7 +3651,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
3169 | Quaternion axRot = rot; | 3651 | Quaternion axRot = rot; |
3170 | Quaternion oldParentRot = m_rootPart.RotationOffset; | 3652 | Quaternion oldParentRot = m_rootPart.RotationOffset; |
3171 | 3653 | ||
3172 | m_rootPart.StoreUndoState(); | 3654 | m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION); |
3655 | bool cancelUndo = false; | ||
3656 | if (!m_rootPart.Undoing) | ||
3657 | { | ||
3658 | m_rootPart.Undoing = true; | ||
3659 | cancelUndo = true; | ||
3660 | } | ||
3173 | m_rootPart.UpdateRotation(rot); | 3661 | m_rootPart.UpdateRotation(rot); |
3174 | if (m_rootPart.PhysActor != null) | 3662 | if (m_rootPart.PhysActor != null) |
3175 | { | 3663 | { |
@@ -3177,33 +3665,31 @@ namespace OpenSim.Region.Framework.Scenes | |||
3177 | m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); | 3665 | m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); |
3178 | } | 3666 | } |
3179 | 3667 | ||
3180 | lock (m_parts) | 3668 | lockPartsForRead(true); |
3669 | |||
3670 | foreach (SceneObjectPart prim in m_parts.Values) | ||
3181 | { | 3671 | { |
3182 | foreach (SceneObjectPart prim in m_parts.Values) | 3672 | if (prim.UUID != m_rootPart.UUID) |
3183 | { | 3673 | { |
3184 | if (prim.UUID != m_rootPart.UUID) | 3674 | prim.IgnoreUndoUpdate = true; |
3185 | { | 3675 | Vector3 axPos = prim.OffsetPosition; |
3186 | prim.IgnoreUndoUpdate = true; | 3676 | axPos *= oldParentRot; |
3187 | Vector3 axPos = prim.OffsetPosition; | 3677 | axPos *= Quaternion.Inverse(axRot); |
3188 | axPos *= oldParentRot; | 3678 | prim.OffsetPosition = axPos; |
3189 | axPos *= Quaternion.Inverse(axRot); | 3679 | Quaternion primsRot = prim.RotationOffset; |
3190 | prim.OffsetPosition = axPos; | 3680 | Quaternion newRot = primsRot * oldParentRot; |
3191 | Quaternion primsRot = prim.RotationOffset; | 3681 | newRot *= Quaternion.Inverse(axRot); |
3192 | Quaternion newRot = primsRot * oldParentRot; | 3682 | prim.RotationOffset = newRot; |
3193 | newRot *= Quaternion.Inverse(axRot); | 3683 | prim.ScheduleTerseUpdate(); |
3194 | prim.RotationOffset = newRot; | 3684 | prim.IgnoreUndoUpdate = false; |
3195 | prim.ScheduleTerseUpdate(); | ||
3196 | } | ||
3197 | } | 3685 | } |
3198 | } | 3686 | } |
3199 | foreach (SceneObjectPart childpart in Children.Values) | 3687 | if (cancelUndo == true) |
3200 | { | 3688 | { |
3201 | if (childpart != m_rootPart) | 3689 | m_rootPart.Undoing = false; |
3202 | { | ||
3203 | childpart.IgnoreUndoUpdate = false; | ||
3204 | childpart.StoreUndoState(); | ||
3205 | } | ||
3206 | } | 3690 | } |
3691 | lockPartsForRead(false); | ||
3692 | |||
3207 | m_rootPart.ScheduleTerseUpdate(); | 3693 | m_rootPart.ScheduleTerseUpdate(); |
3208 | } | 3694 | } |
3209 | 3695 | ||
@@ -3325,7 +3811,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3325 | if (atTargets.Count > 0) | 3811 | if (atTargets.Count > 0) |
3326 | { | 3812 | { |
3327 | uint[] localids = new uint[0]; | 3813 | uint[] localids = new uint[0]; |
3328 | lock (m_parts) | 3814 | lockPartsForRead(true); |
3329 | { | 3815 | { |
3330 | localids = new uint[m_parts.Count]; | 3816 | localids = new uint[m_parts.Count]; |
3331 | int cntr = 0; | 3817 | int cntr = 0; |
@@ -3335,6 +3821,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3335 | cntr++; | 3821 | cntr++; |
3336 | } | 3822 | } |
3337 | } | 3823 | } |
3824 | lockPartsForRead(false); | ||
3338 | 3825 | ||
3339 | for (int ctr = 0; ctr < localids.Length; ctr++) | 3826 | for (int ctr = 0; ctr < localids.Length; ctr++) |
3340 | { | 3827 | { |
@@ -3353,7 +3840,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3353 | { | 3840 | { |
3354 | //trigger not_at_target | 3841 | //trigger not_at_target |
3355 | uint[] localids = new uint[0]; | 3842 | uint[] localids = new uint[0]; |
3356 | lock (m_parts) | 3843 | lockPartsForRead(true); |
3357 | { | 3844 | { |
3358 | localids = new uint[m_parts.Count]; | 3845 | localids = new uint[m_parts.Count]; |
3359 | int cntr = 0; | 3846 | int cntr = 0; |
@@ -3363,7 +3850,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3363 | cntr++; | 3850 | cntr++; |
3364 | } | 3851 | } |
3365 | } | 3852 | } |
3366 | 3853 | lockPartsForRead(false); | |
3854 | |||
3367 | for (int ctr = 0; ctr < localids.Length; ctr++) | 3855 | for (int ctr = 0; ctr < localids.Length; ctr++) |
3368 | { | 3856 | { |
3369 | m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); | 3857 | m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); |
@@ -3404,7 +3892,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3404 | if (atRotTargets.Count > 0) | 3892 | if (atRotTargets.Count > 0) |
3405 | { | 3893 | { |
3406 | uint[] localids = new uint[0]; | 3894 | uint[] localids = new uint[0]; |
3407 | lock (m_parts) | 3895 | lockPartsForRead(true); |
3896 | try | ||
3408 | { | 3897 | { |
3409 | localids = new uint[m_parts.Count]; | 3898 | localids = new uint[m_parts.Count]; |
3410 | int cntr = 0; | 3899 | int cntr = 0; |
@@ -3414,6 +3903,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3414 | cntr++; | 3903 | cntr++; |
3415 | } | 3904 | } |
3416 | } | 3905 | } |
3906 | finally | ||
3907 | { | ||
3908 | lockPartsForRead(false); | ||
3909 | } | ||
3417 | 3910 | ||
3418 | for (int ctr = 0; ctr < localids.Length; ctr++) | 3911 | for (int ctr = 0; ctr < localids.Length; ctr++) |
3419 | { | 3912 | { |
@@ -3432,7 +3925,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3432 | { | 3925 | { |
3433 | //trigger not_at_target | 3926 | //trigger not_at_target |
3434 | uint[] localids = new uint[0]; | 3927 | uint[] localids = new uint[0]; |
3435 | lock (m_parts) | 3928 | lockPartsForRead(true); |
3929 | try | ||
3436 | { | 3930 | { |
3437 | localids = new uint[m_parts.Count]; | 3931 | localids = new uint[m_parts.Count]; |
3438 | int cntr = 0; | 3932 | int cntr = 0; |
@@ -3442,6 +3936,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3442 | cntr++; | 3936 | cntr++; |
3443 | } | 3937 | } |
3444 | } | 3938 | } |
3939 | finally | ||
3940 | { | ||
3941 | lockPartsForRead(false); | ||
3942 | } | ||
3445 | 3943 | ||
3446 | for (int ctr = 0; ctr < localids.Length; ctr++) | 3944 | for (int ctr = 0; ctr < localids.Length; ctr++) |
3447 | { | 3945 | { |
@@ -3455,19 +3953,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
3455 | public float GetMass() | 3953 | public float GetMass() |
3456 | { | 3954 | { |
3457 | float retmass = 0f; | 3955 | float retmass = 0f; |
3458 | lock (m_parts) | 3956 | lockPartsForRead(true); |
3459 | { | 3957 | { |
3460 | foreach (SceneObjectPart part in m_parts.Values) | 3958 | foreach (SceneObjectPart part in m_parts.Values) |
3461 | { | 3959 | { |
3462 | retmass += part.GetMass(); | 3960 | retmass += part.GetMass(); |
3463 | } | 3961 | } |
3464 | } | 3962 | } |
3963 | lockPartsForRead(false); | ||
3465 | return retmass; | 3964 | return retmass; |
3466 | } | 3965 | } |
3467 | 3966 | ||
3468 | public void CheckSculptAndLoad() | 3967 | public void CheckSculptAndLoad() |
3469 | { | 3968 | { |
3470 | lock (m_parts) | 3969 | lockPartsForRead(true); |
3471 | { | 3970 | { |
3472 | if (!IsDeleted) | 3971 | if (!IsDeleted) |
3473 | { | 3972 | { |
@@ -3492,6 +3991,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3492 | } | 3991 | } |
3493 | } | 3992 | } |
3494 | } | 3993 | } |
3994 | lockPartsForRead(false); | ||
3495 | } | 3995 | } |
3496 | 3996 | ||
3497 | protected void AssetReceived(string id, Object sender, AssetBase asset) | 3997 | protected void AssetReceived(string id, Object sender, AssetBase asset) |
@@ -3512,7 +4012,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3512 | /// <param name="client"></param> | 4012 | /// <param name="client"></param> |
3513 | public void SetGroup(UUID GroupID, IClientAPI client) | 4013 | public void SetGroup(UUID GroupID, IClientAPI client) |
3514 | { | 4014 | { |
3515 | lock (m_parts) | 4015 | lockPartsForRead(true); |
3516 | { | 4016 | { |
3517 | foreach (SceneObjectPart part in m_parts.Values) | 4017 | foreach (SceneObjectPart part in m_parts.Values) |
3518 | { | 4018 | { |
@@ -3522,6 +4022,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3522 | 4022 | ||
3523 | HasGroupChanged = true; | 4023 | HasGroupChanged = true; |
3524 | } | 4024 | } |
4025 | lockPartsForRead(false); | ||
3525 | 4026 | ||
3526 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled | 4027 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled |
3527 | // for the same object with very different properties. The caller must schedule the update. | 4028 | // for the same object with very different properties. The caller must schedule the update. |
@@ -3543,11 +4044,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
3543 | 4044 | ||
3544 | public void SetAttachmentPoint(byte point) | 4045 | public void SetAttachmentPoint(byte point) |
3545 | { | 4046 | { |
3546 | lock (m_parts) | 4047 | lockPartsForRead(true); |
3547 | { | 4048 | { |
3548 | foreach (SceneObjectPart part in m_parts.Values) | 4049 | foreach (SceneObjectPart part in m_parts.Values) |
3549 | part.SetAttachmentPoint(point); | 4050 | part.SetAttachmentPoint(point); |
3550 | } | 4051 | } |
4052 | lockPartsForRead(false); | ||
3551 | } | 4053 | } |
3552 | 4054 | ||
3553 | #region ISceneObject | 4055 | #region ISceneObject |
@@ -3581,6 +4083,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3581 | SetFromItemID(uuid); | 4083 | SetFromItemID(uuid); |
3582 | } | 4084 | } |
3583 | 4085 | ||
4086 | public void ResetOwnerChangeFlag() | ||
4087 | { | ||
4088 | ForEachPart(delegate(SceneObjectPart part) | ||
4089 | { | ||
4090 | part.ResetOwnerChangeFlag(); | ||
4091 | }); | ||
4092 | } | ||
4093 | |||
3584 | #endregion | 4094 | #endregion |
3585 | } | 4095 | } |
3586 | } | 4096 | } |