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-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs563
1 files changed, 499 insertions, 64 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index d983d7f..7493368 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,11 +24,12 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -105,8 +106,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 106 /// since the group's last persistent backup
106 /// </summary> 107 /// </summary>
107 private bool m_hasGroupChanged = false; 108 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 109 private long timeFirstChanged = 0;
109 private long timeLastChanged; 110 private long timeLastChanged = 0;
111 private long m_maxPersistTime = 0;
112 private long m_minPersistTime = 0;
113 private Random m_rand;
114 private bool m_suspendUpdates;
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 }
110 132
111 public bool HasGroupChanged 133 public bool HasGroupChanged
112 { 134 {
@@ -114,9 +136,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 136 {
115 if (value) 137 if (value)
116 { 138 {
139 if (m_isBackedUp)
140 {
141 m_scene.SceneGraph.FireChangeBackup(this);
142 }
117 timeLastChanged = DateTime.Now.Ticks; 143 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 144 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 145 timeFirstChanged = DateTime.Now.Ticks;
146 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
147 {
148 if (m_rand == null)
149 {
150 byte[] val = new byte[16];
151 m_rootPart.UUID.ToBytes(val, 0);
152 m_rand = new Random(BitConverter.ToInt32(val, 0));
153 }
154
155 if (m_scene.GetRootAgentCount() == 0)
156 {
157 //If the region is empty, this change has been made by an automated process
158 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
159
160 float factor = 1.5f + (float)(m_rand.NextDouble());
161 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
162 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
163 }
164 else
165 {
166 //If the region is not empty, we want to obey the minimum and maximum persist times
167 //but add a random factor so we stagger the object persistance a little
168 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
169 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
170 }
171 }
120 } 172 }
121 m_hasGroupChanged = value; 173 m_hasGroupChanged = value;
122 174
@@ -131,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
131 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 183 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
132 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 184 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
133 /// </summary> 185 /// </summary>
134 public bool HasGroupChangedDueToDelink { get; private set; } 186 public bool HasGroupChangedDueToDelink { get; set; }
135 187
136 private bool isTimeToPersist() 188 private bool isTimeToPersist()
137 { 189 {
@@ -141,8 +193,19 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 193 return false;
142 if (m_scene.ShuttingDown) 194 if (m_scene.ShuttingDown)
143 return true; 195 return true;
196
197 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
198 {
199 m_maxPersistTime = m_scene.m_persistAfter;
200 m_minPersistTime = m_scene.m_dontPersistBefore;
201 }
202
144 long currentTime = DateTime.Now.Ticks; 203 long currentTime = DateTime.Now.Ticks;
145 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 204
205 if (timeLastChanged == 0) timeLastChanged = currentTime;
206 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
207
208 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
146 return true; 209 return true;
147 return false; 210 return false;
148 } 211 }
@@ -247,10 +310,10 @@ namespace OpenSim.Region.Framework.Scenes
247 310
248 private bool m_scriptListens_atTarget; 311 private bool m_scriptListens_atTarget;
249 private bool m_scriptListens_notAtTarget; 312 private bool m_scriptListens_notAtTarget;
250
251 private bool m_scriptListens_atRotTarget; 313 private bool m_scriptListens_atRotTarget;
252 private bool m_scriptListens_notAtRotTarget; 314 private bool m_scriptListens_notAtRotTarget;
253 315
316 public bool m_dupeInProgress = false;
254 internal Dictionary<UUID, string> m_savedScriptState; 317 internal Dictionary<UUID, string> m_savedScriptState;
255 318
256 #region Properties 319 #region Properties
@@ -286,7 +349,9 @@ namespace OpenSim.Region.Framework.Scenes
286 public virtual Quaternion Rotation 349 public virtual Quaternion Rotation
287 { 350 {
288 get { return m_rotation; } 351 get { return m_rotation; }
289 set { m_rotation = value; } 352 set {
353 m_rotation = value;
354 }
290 } 355 }
291 356
292 public Quaternion GroupRotation 357 public Quaternion GroupRotation
@@ -397,7 +462,11 @@ namespace OpenSim.Region.Framework.Scenes
397 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 462 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
398 } 463 }
399 } 464 }
400 465
466 foreach (SceneObjectPart part in m_parts.GetArray())
467 {
468 part.IgnoreUndoUpdate = true;
469 }
401 if (RootPart.GetStatusSandbox()) 470 if (RootPart.GetStatusSandbox())
402 { 471 {
403 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 472 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -411,10 +480,29 @@ namespace OpenSim.Region.Framework.Scenes
411 return; 480 return;
412 } 481 }
413 } 482 }
414
415 SceneObjectPart[] parts = m_parts.GetArray(); 483 SceneObjectPart[] parts = m_parts.GetArray();
416 for (int i = 0; i < parts.Length; i++) 484 foreach (SceneObjectPart part in parts)
417 parts[i].GroupPosition = val; 485 {
486 part.GroupPosition = val;
487 if (!m_dupeInProgress)
488 {
489 part.TriggerScriptChangedEvent(Changed.POSITION);
490 }
491 }
492 if (!m_dupeInProgress)
493 {
494 foreach (ScenePresence av in m_linkedAvatars)
495 {
496 SceneObjectPart p;
497 if (m_parts.TryGetValue(av.LinkedPrim, out p))
498 {
499 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
500 av.AbsolutePosition += offset;
501 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
502 av.SendAvatarDataToAllAgents();
503 }
504 }
505 }
418 506
419 //if (m_rootPart.PhysActor != null) 507 //if (m_rootPart.PhysActor != null)
420 //{ 508 //{
@@ -573,6 +661,7 @@ namespace OpenSim.Region.Framework.Scenes
573 /// </summary> 661 /// </summary>
574 public SceneObjectGroup() 662 public SceneObjectGroup()
575 { 663 {
664
576 } 665 }
577 666
578 /// <summary> 667 /// <summary>
@@ -589,7 +678,7 @@ namespace OpenSim.Region.Framework.Scenes
589 /// Constructor. This object is added to the scene later via AttachToScene() 678 /// Constructor. This object is added to the scene later via AttachToScene()
590 /// </summary> 679 /// </summary>
591 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 680 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
592 { 681 {
593 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 682 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
594 } 683 }
595 684
@@ -637,6 +726,9 @@ namespace OpenSim.Region.Framework.Scenes
637 /// </summary> 726 /// </summary>
638 public virtual void AttachToBackup() 727 public virtual void AttachToBackup()
639 { 728 {
729 if (IsAttachment) return;
730 m_scene.SceneGraph.FireAttachToBackup(this);
731
640 if (InSceneBackup) 732 if (InSceneBackup)
641 { 733 {
642 //m_log.DebugFormat( 734 //m_log.DebugFormat(
@@ -679,6 +771,9 @@ namespace OpenSim.Region.Framework.Scenes
679 771
680 ApplyPhysics(m_scene.m_physicalPrim); 772 ApplyPhysics(m_scene.m_physicalPrim);
681 773
774 if (RootPart.PhysActor != null)
775 RootPart.Buoyancy = RootPart.Buoyancy;
776
682 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 777 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
683 // for the same object with very different properties. The caller must schedule the update. 778 // for the same object with very different properties. The caller must schedule the update.
684 //ScheduleGroupForFullUpdate(); 779 //ScheduleGroupForFullUpdate();
@@ -724,9 +819,9 @@ namespace OpenSim.Region.Framework.Scenes
724 result.normal = inter.normal; 819 result.normal = inter.normal;
725 result.distance = inter.distance; 820 result.distance = inter.distance;
726 } 821 }
822
727 } 823 }
728 } 824 }
729
730 return result; 825 return result;
731 } 826 }
732 827
@@ -746,17 +841,19 @@ namespace OpenSim.Region.Framework.Scenes
746 minZ = 8192f; 841 minZ = 8192f;
747 842
748 SceneObjectPart[] parts = m_parts.GetArray(); 843 SceneObjectPart[] parts = m_parts.GetArray();
749 for (int i = 0; i < parts.Length; i++) 844 foreach (SceneObjectPart part in parts)
750 { 845 {
751 SceneObjectPart part = parts[i];
752
753 Vector3 worldPos = part.GetWorldPosition(); 846 Vector3 worldPos = part.GetWorldPosition();
754 Vector3 offset = worldPos - AbsolutePosition; 847 Vector3 offset = worldPos - AbsolutePosition;
755 Quaternion worldRot; 848 Quaternion worldRot;
756 if (part.ParentID == 0) 849 if (part.ParentID == 0)
850 {
757 worldRot = part.RotationOffset; 851 worldRot = part.RotationOffset;
852 }
758 else 853 else
854 {
759 worldRot = part.GetWorldRotation(); 855 worldRot = part.GetWorldRotation();
856 }
760 857
761 Vector3 frontTopLeft; 858 Vector3 frontTopLeft;
762 Vector3 frontTopRight; 859 Vector3 frontTopRight;
@@ -768,6 +865,8 @@ namespace OpenSim.Region.Framework.Scenes
768 Vector3 backBottomLeft; 865 Vector3 backBottomLeft;
769 Vector3 backBottomRight; 866 Vector3 backBottomRight;
770 867
868 // Vector3[] corners = new Vector3[8];
869
771 Vector3 orig = Vector3.Zero; 870 Vector3 orig = Vector3.Zero;
772 871
773 frontTopLeft.X = orig.X - (part.Scale.X / 2); 872 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -802,6 +901,38 @@ namespace OpenSim.Region.Framework.Scenes
802 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 901 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
803 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 902 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
804 903
904
905
906 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
907 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
908 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
909 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
910 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
911 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
912 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
913 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
914
915 //for (int i = 0; i < 8; i++)
916 //{
917 // corners[i] = corners[i] * worldRot;
918 // corners[i] += offset;
919
920 // if (corners[i].X > maxX)
921 // maxX = corners[i].X;
922 // if (corners[i].X < minX)
923 // minX = corners[i].X;
924
925 // if (corners[i].Y > maxY)
926 // maxY = corners[i].Y;
927 // if (corners[i].Y < minY)
928 // minY = corners[i].Y;
929
930 // if (corners[i].Z > maxZ)
931 // maxZ = corners[i].Y;
932 // if (corners[i].Z < minZ)
933 // minZ = corners[i].Z;
934 //}
935
805 frontTopLeft = frontTopLeft * worldRot; 936 frontTopLeft = frontTopLeft * worldRot;
806 frontTopRight = frontTopRight * worldRot; 937 frontTopRight = frontTopRight * worldRot;
807 frontBottomLeft = frontBottomLeft * worldRot; 938 frontBottomLeft = frontBottomLeft * worldRot;
@@ -823,6 +954,15 @@ namespace OpenSim.Region.Framework.Scenes
823 backTopLeft += offset; 954 backTopLeft += offset;
824 backTopRight += offset; 955 backTopRight += offset;
825 956
957 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
958 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
959 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
960 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
961 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
962 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
963 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
964 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
965
826 if (frontTopRight.X > maxX) 966 if (frontTopRight.X > maxX)
827 maxX = frontTopRight.X; 967 maxX = frontTopRight.X;
828 if (frontTopLeft.X > maxX) 968 if (frontTopLeft.X > maxX)
@@ -968,15 +1108,20 @@ namespace OpenSim.Region.Framework.Scenes
968 1108
969 public void SaveScriptedState(XmlTextWriter writer) 1109 public void SaveScriptedState(XmlTextWriter writer)
970 { 1110 {
1111 SaveScriptedState(writer, false);
1112 }
1113
1114 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1115 {
971 XmlDocument doc = new XmlDocument(); 1116 XmlDocument doc = new XmlDocument();
972 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1117 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
973 1118
974 SceneObjectPart[] parts = m_parts.GetArray(); 1119 SceneObjectPart[] parts = m_parts.GetArray();
975 for (int i = 0; i < parts.Length; i++) 1120 for (int i = 0; i < parts.Length; i++)
976 { 1121 {
977 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1122 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
978 foreach (KeyValuePair<UUID, string> kvp in pstates) 1123 foreach (KeyValuePair<UUID, string> kvp in pstates)
979 states.Add(kvp.Key, kvp.Value); 1124 states[kvp.Key] = kvp.Value;
980 } 1125 }
981 1126
982 if (states.Count > 0) 1127 if (states.Count > 0)
@@ -996,6 +1141,168 @@ namespace OpenSim.Region.Framework.Scenes
996 } 1141 }
997 1142
998 /// <summary> 1143 /// <summary>
1144 /// Add the avatar to this linkset (avatar is sat).
1145 /// </summary>
1146 /// <param name="agentID"></param>
1147 public void AddAvatar(UUID agentID)
1148 {
1149 ScenePresence presence;
1150 if (m_scene.TryGetScenePresence(agentID, out presence))
1151 {
1152 if (!m_linkedAvatars.Contains(presence))
1153 {
1154 m_linkedAvatars.Add(presence);
1155 }
1156 }
1157 }
1158
1159 /// <summary>
1160 /// Delete the avatar from this linkset (avatar is unsat).
1161 /// </summary>
1162 /// <param name="agentID"></param>
1163 public void DeleteAvatar(UUID agentID)
1164 {
1165 ScenePresence presence;
1166 if (m_scene.TryGetScenePresence(agentID, out presence))
1167 {
1168 if (m_linkedAvatars.Contains(presence))
1169 {
1170 m_linkedAvatars.Remove(presence);
1171 }
1172 }
1173 }
1174
1175 /// <summary>
1176 /// Returns the list of linked presences (avatars sat on this group)
1177 /// </summary>
1178 /// <param name="agentID"></param>
1179 public List<ScenePresence> GetLinkedAvatars()
1180 {
1181 return m_linkedAvatars;
1182 }
1183
1184 /// <summary>
1185 /// Attach this scene object to the given avatar.
1186 /// </summary>
1187 /// <param name="agentID"></param>
1188 /// <param name="attachmentpoint"></param>
1189 /// <param name="AttachOffset"></param>
1190 private void AttachToAgent(
1191 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1192 {
1193 if (avatar != null)
1194 {
1195 // don't attach attachments to child agents
1196 if (avatar.IsChildAgent) return;
1197
1198 // Remove from database and parcel prim count
1199 m_scene.DeleteFromStorage(so.UUID);
1200 m_scene.EventManager.TriggerParcelPrimCountTainted();
1201
1202 so.AttachedAvatar = avatar.UUID;
1203
1204 if (so.RootPart.PhysActor != null)
1205 {
1206 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1207 so.RootPart.PhysActor = null;
1208 }
1209
1210 so.AbsolutePosition = attachOffset;
1211 so.RootPart.AttachedPos = attachOffset;
1212 so.IsAttachment = true;
1213 so.RootPart.SetParentLocalId(avatar.LocalId);
1214 so.AttachmentPoint = attachmentpoint;
1215
1216 avatar.AddAttachment(this);
1217
1218 if (!silent)
1219 {
1220 // Killing it here will cause the client to deselect it
1221 // It then reappears on the avatar, deselected
1222 // through the full update below
1223 //
1224 if (IsSelected)
1225 {
1226 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1227 }
1228
1229 IsSelected = false; // fudge....
1230 ScheduleGroupForFullUpdate();
1231 }
1232 }
1233 else
1234 {
1235 m_log.WarnFormat(
1236 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1237 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1238 }
1239 }
1240
1241 public byte GetAttachmentPoint()
1242 {
1243 return m_rootPart.Shape.State;
1244 }
1245
1246 public void DetachToGround()
1247 {
1248 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1249 if (avatar == null)
1250 return;
1251
1252 avatar.RemoveAttachment(this);
1253
1254 Vector3 detachedpos = new Vector3(127f,127f,127f);
1255 if (avatar == null)
1256 return;
1257
1258 detachedpos = avatar.AbsolutePosition;
1259 RootPart.FromItemID = UUID.Zero;
1260
1261 AbsolutePosition = detachedpos;
1262 AttachedAvatar = UUID.Zero;
1263
1264 //SceneObjectPart[] parts = m_parts.GetArray();
1265 //for (int i = 0; i < parts.Length; i++)
1266 // parts[i].AttachedAvatar = UUID.Zero;
1267
1268 m_rootPart.SetParentLocalId(0);
1269 AttachmentPoint = (byte)0;
1270 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_scene.m_physicalPrim);
1271 HasGroupChanged = true;
1272 RootPart.Rezzed = DateTime.Now;
1273 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1274 AttachToBackup();
1275 m_scene.EventManager.TriggerParcelPrimCountTainted();
1276 m_rootPart.ScheduleFullUpdate();
1277 m_rootPart.ClearUndoState();
1278 }
1279
1280 public void DetachToInventoryPrep()
1281 {
1282 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1283 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1284 if (avatar != null)
1285 {
1286 //detachedpos = avatar.AbsolutePosition;
1287 avatar.RemoveAttachment(this);
1288 }
1289
1290 AttachedAvatar = UUID.Zero;
1291
1292 /*SceneObjectPart[] parts = m_parts.GetArray();
1293 for (int i = 0; i < parts.Length; i++)
1294 parts[i].AttachedAvatar = UUID.Zero;*/
1295
1296 m_rootPart.SetParentLocalId(0);
1297 //m_rootPart.SetAttachmentPoint((byte)0);
1298 IsAttachment = false;
1299 AbsolutePosition = m_rootPart.AttachedPos;
1300 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1301 //AttachToBackup();
1302 //m_rootPart.ScheduleFullUpdate();
1303 }
1304
1305 /// <summary>
999 /// 1306 ///
1000 /// </summary> 1307 /// </summary>
1001 /// <param name="part"></param> 1308 /// <param name="part"></param>
@@ -1045,7 +1352,10 @@ namespace OpenSim.Region.Framework.Scenes
1045 public void AddPart(SceneObjectPart part) 1352 public void AddPart(SceneObjectPart part)
1046 { 1353 {
1047 part.SetParent(this); 1354 part.SetParent(this);
1048 part.LinkNum = m_parts.Add(part.UUID, part); 1355 m_parts.Add(part.UUID, part);
1356
1357 part.LinkNum = m_parts.Count;
1358
1049 if (part.LinkNum == 2) 1359 if (part.LinkNum == 2)
1050 RootPart.LinkNum = 1; 1360 RootPart.LinkNum = 1;
1051 } 1361 }
@@ -1153,6 +1463,11 @@ namespace OpenSim.Region.Framework.Scenes
1153 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1463 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1154 public void DeleteGroupFromScene(bool silent) 1464 public void DeleteGroupFromScene(bool silent)
1155 { 1465 {
1466 // We need to keep track of this state in case this group is still queued for backup.
1467 IsDeleted = true;
1468
1469 DetachFromBackup();
1470
1156 SceneObjectPart[] parts = m_parts.GetArray(); 1471 SceneObjectPart[] parts = m_parts.GetArray();
1157 for (int i = 0; i < parts.Length; i++) 1472 for (int i = 0; i < parts.Length; i++)
1158 { 1473 {
@@ -1164,17 +1479,19 @@ namespace OpenSim.Region.Framework.Scenes
1164 avatar.StandUp(); 1479 avatar.StandUp();
1165 1480
1166 if (!silent) 1481 if (!silent)
1167 { 1482 {
1168 part.UpdateFlag = 0; 1483 part.UpdateFlag = 0;
1169 if (part == m_rootPart) 1484 if (part == m_rootPart)
1170 { 1485 {
1171 if (!IsAttachment || (AttachedAvatar == avatar.ControllingClient.AgentId) || 1486 if (!IsAttachment || (AttachedAvatar == avatar.ControllingClient.AgentId) ||
1172 (AttachmentPoint < 31) || (AttachmentPoint > 38)) 1487 (AttachmentPoint < 31) || (AttachmentPoint > 38))
1173 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1488 avatar.ControllingClient.SendKillObject(m_regionHandle, new List<uint>() {part.LocalId});
1174 } 1489 }
1175 } 1490 }
1176 }); 1491 });
1177 } 1492 }
1493
1494
1178 } 1495 }
1179 1496
1180 public void AddScriptLPS(int count) 1497 public void AddScriptLPS(int count)
@@ -1271,7 +1588,12 @@ namespace OpenSim.Region.Framework.Scenes
1271 1588
1272 public void SetOwnerId(UUID userId) 1589 public void SetOwnerId(UUID userId)
1273 { 1590 {
1274 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1591 ForEachPart(delegate(SceneObjectPart part)
1592 {
1593
1594 part.OwnerID = userId;
1595
1596 });
1275 } 1597 }
1276 1598
1277 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1599 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1303,11 +1625,17 @@ namespace OpenSim.Region.Framework.Scenes
1303 return; 1625 return;
1304 } 1626 }
1305 1627
1628 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1629 return;
1630
1306 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1631 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1307 // any exception propogate upwards. 1632 // any exception propogate upwards.
1308 try 1633 try
1309 { 1634 {
1310 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1635 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1636 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1637 m_scene.LoadingPrims) // Land may not be valid yet
1638
1311 { 1639 {
1312 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1640 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1313 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1641 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1334,6 +1662,7 @@ namespace OpenSim.Region.Framework.Scenes
1334 } 1662 }
1335 } 1663 }
1336 } 1664 }
1665
1337 } 1666 }
1338 1667
1339 if (m_scene.UseBackup && HasGroupChanged) 1668 if (m_scene.UseBackup && HasGroupChanged)
@@ -1341,6 +1670,20 @@ namespace OpenSim.Region.Framework.Scenes
1341 // don't backup while it's selected or you're asking for changes mid stream. 1670 // don't backup while it's selected or you're asking for changes mid stream.
1342 if (isTimeToPersist() || forcedBackup) 1671 if (isTimeToPersist() || forcedBackup)
1343 { 1672 {
1673 if (m_rootPart.PhysActor != null &&
1674 (!m_rootPart.PhysActor.IsPhysical))
1675 {
1676 // Possible ghost prim
1677 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1678 {
1679 foreach (SceneObjectPart part in m_parts.GetArray())
1680 {
1681 // Re-set physics actor positions and
1682 // orientations
1683 part.GroupPosition = m_rootPart.GroupPosition;
1684 }
1685 }
1686 }
1344// m_log.DebugFormat( 1687// m_log.DebugFormat(
1345// "[SCENE]: Storing {0}, {1} in {2}", 1688// "[SCENE]: Storing {0}, {1} in {2}",
1346// Name, UUID, m_scene.RegionInfo.RegionName); 1689// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1418,7 +1761,7 @@ namespace OpenSim.Region.Framework.Scenes
1418 // This is only necessary when userExposed is false! 1761 // This is only necessary when userExposed is false!
1419 1762
1420 bool previousAttachmentStatus = dupe.IsAttachment; 1763 bool previousAttachmentStatus = dupe.IsAttachment;
1421 1764
1422 if (!userExposed) 1765 if (!userExposed)
1423 dupe.IsAttachment = true; 1766 dupe.IsAttachment = true;
1424 1767
@@ -1436,11 +1779,11 @@ namespace OpenSim.Region.Framework.Scenes
1436 dupe.m_rootPart.TrimPermissions(); 1779 dupe.m_rootPart.TrimPermissions();
1437 1780
1438 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 1781 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1439 1782
1440 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1783 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1441 { 1784 {
1442 return p1.LinkNum.CompareTo(p2.LinkNum); 1785 return p1.LinkNum.CompareTo(p2.LinkNum);
1443 } 1786 }
1444 ); 1787 );
1445 1788
1446 foreach (SceneObjectPart part in partList) 1789 foreach (SceneObjectPart part in partList)
@@ -1460,7 +1803,7 @@ namespace OpenSim.Region.Framework.Scenes
1460 if (part.PhysActor != null && userExposed) 1803 if (part.PhysActor != null && userExposed)
1461 { 1804 {
1462 PrimitiveBaseShape pbs = newPart.Shape; 1805 PrimitiveBaseShape pbs = newPart.Shape;
1463 1806
1464 newPart.PhysActor 1807 newPart.PhysActor
1465 = m_scene.PhysicsScene.AddPrimShape( 1808 = m_scene.PhysicsScene.AddPrimShape(
1466 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 1809 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
@@ -1470,11 +1813,11 @@ namespace OpenSim.Region.Framework.Scenes
1470 newPart.RotationOffset, 1813 newPart.RotationOffset,
1471 part.PhysActor.IsPhysical, 1814 part.PhysActor.IsPhysical,
1472 newPart.LocalId); 1815 newPart.LocalId);
1473 1816
1474 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); 1817 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1475 } 1818 }
1476 } 1819 }
1477 1820
1478 if (userExposed) 1821 if (userExposed)
1479 { 1822 {
1480 dupe.UpdateParentIDs(); 1823 dupe.UpdateParentIDs();
@@ -1589,6 +1932,7 @@ namespace OpenSim.Region.Framework.Scenes
1589 return Vector3.Zero; 1932 return Vector3.Zero;
1590 } 1933 }
1591 1934
1935 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1592 public void moveToTarget(Vector3 target, float tau) 1936 public void moveToTarget(Vector3 target, float tau)
1593 { 1937 {
1594 if (IsAttachment) 1938 if (IsAttachment)
@@ -1616,10 +1960,44 @@ namespace OpenSim.Region.Framework.Scenes
1616 RootPart.PhysActor.PIDActive = false; 1960 RootPart.PhysActor.PIDActive = false;
1617 } 1961 }
1618 1962
1963 public void rotLookAt(Quaternion target, float strength, float damping)
1964 {
1965 SceneObjectPart rootpart = m_rootPart;
1966 if (rootpart != null)
1967 {
1968 if (IsAttachment)
1969 {
1970 /*
1971 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1972 if (avatar != null)
1973 {
1974 Rotate the Av?
1975 } */
1976 }
1977 else
1978 {
1979 if (rootpart.PhysActor != null)
1980 { // APID must be implemented in your physics system for this to function.
1981 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
1982 rootpart.PhysActor.APIDStrength = strength;
1983 rootpart.PhysActor.APIDDamping = damping;
1984 rootpart.PhysActor.APIDActive = true;
1985 }
1986 }
1987 }
1988 }
1989
1619 public void stopLookAt() 1990 public void stopLookAt()
1620 { 1991 {
1621 if (RootPart.PhysActor != null) 1992 SceneObjectPart rootpart = m_rootPart;
1622 RootPart.PhysActor.APIDActive = false; 1993 if (rootpart != null)
1994 {
1995 if (rootpart.PhysActor != null)
1996 { // APID must be implemented in your physics system for this to function.
1997 rootpart.PhysActor.APIDActive = false;
1998 }
1999 }
2000
1623 } 2001 }
1624 2002
1625 /// <summary> 2003 /// <summary>
@@ -1677,6 +2055,8 @@ namespace OpenSim.Region.Framework.Scenes
1677 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2055 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1678 { 2056 {
1679 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2057 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2058 newPart.SetParent(this);
2059
1680 AddPart(newPart); 2060 AddPart(newPart);
1681 2061
1682 SetPartAsNonRoot(newPart); 2062 SetPartAsNonRoot(newPart);
@@ -1823,11 +2203,11 @@ namespace OpenSim.Region.Framework.Scenes
1823 /// Immediately send a full update for this scene object. 2203 /// Immediately send a full update for this scene object.
1824 /// </summary> 2204 /// </summary>
1825 public void SendGroupFullUpdate() 2205 public void SendGroupFullUpdate()
1826 { 2206 {
1827 if (IsDeleted) 2207 if (IsDeleted)
1828 return; 2208 return;
1829 2209
1830// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2210// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1831 2211
1832 RootPart.SendFullUpdateToAllClients(); 2212 RootPart.SendFullUpdateToAllClients();
1833 2213
@@ -1991,6 +2371,7 @@ namespace OpenSim.Region.Framework.Scenes
1991 Quaternion oldRootRotation = linkPart.RotationOffset; 2371 Quaternion oldRootRotation = linkPart.RotationOffset;
1992 2372
1993 linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition; 2373 linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
2374 linkPart.ParentID = m_rootPart.LocalId;
1994 linkPart.GroupPosition = AbsolutePosition; 2375 linkPart.GroupPosition = AbsolutePosition;
1995 Vector3 axPos = linkPart.OffsetPosition; 2376 Vector3 axPos = linkPart.OffsetPosition;
1996 2377
@@ -2023,12 +2404,15 @@ namespace OpenSim.Region.Framework.Scenes
2023 part.LinkNum += objectGroup.PrimCount; 2404 part.LinkNum += objectGroup.PrimCount;
2024 } 2405 }
2025 } 2406 }
2407 }
2026 2408
2027 linkPart.LinkNum = 2; 2409 linkPart.LinkNum = 2;
2028 2410
2029 linkPart.SetParent(this); 2411 linkPart.SetParent(this);
2030 linkPart.CreateSelected = true; 2412 linkPart.CreateSelected = true;
2031 2413
2414 lock (m_parts.SyncRoot)
2415 {
2032 //if (linkPart.PhysActor != null) 2416 //if (linkPart.PhysActor != null)
2033 //{ 2417 //{
2034 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2418 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
@@ -2186,6 +2570,7 @@ namespace OpenSim.Region.Framework.Scenes
2186 /// <param name="objectGroup"></param> 2570 /// <param name="objectGroup"></param>
2187 public virtual void DetachFromBackup() 2571 public virtual void DetachFromBackup()
2188 { 2572 {
2573 m_scene.SceneGraph.FireDetachFromBackup(this);
2189 if (m_isBackedUp && Scene != null) 2574 if (m_isBackedUp && Scene != null)
2190 m_scene.EventManager.OnBackup -= ProcessBackup; 2575 m_scene.EventManager.OnBackup -= ProcessBackup;
2191 2576
@@ -2204,7 +2589,8 @@ namespace OpenSim.Region.Framework.Scenes
2204 2589
2205 axPos *= parentRot; 2590 axPos *= parentRot;
2206 part.OffsetPosition = axPos; 2591 part.OffsetPosition = axPos;
2207 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2592 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2593 part.GroupPosition = newPos;
2208 part.OffsetPosition = Vector3.Zero; 2594 part.OffsetPosition = Vector3.Zero;
2209 part.RotationOffset = worldRot; 2595 part.RotationOffset = worldRot;
2210 2596
@@ -2215,7 +2601,7 @@ namespace OpenSim.Region.Framework.Scenes
2215 2601
2216 part.LinkNum = linkNum; 2602 part.LinkNum = linkNum;
2217 2603
2218 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2604 part.OffsetPosition = newPos - AbsolutePosition;
2219 2605
2220 Quaternion rootRotation = m_rootPart.RotationOffset; 2606 Quaternion rootRotation = m_rootPart.RotationOffset;
2221 2607
@@ -2225,7 +2611,7 @@ namespace OpenSim.Region.Framework.Scenes
2225 2611
2226 parentRot = m_rootPart.RotationOffset; 2612 parentRot = m_rootPart.RotationOffset;
2227 oldRot = part.RotationOffset; 2613 oldRot = part.RotationOffset;
2228 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2614 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2229 part.RotationOffset = newRot; 2615 part.RotationOffset = newRot;
2230 } 2616 }
2231 2617
@@ -2472,8 +2858,12 @@ namespace OpenSim.Region.Framework.Scenes
2472 } 2858 }
2473 } 2859 }
2474 2860
2861 RootPart.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, SetVolumeDetect);
2475 for (int i = 0; i < parts.Length; i++) 2862 for (int i = 0; i < parts.Length; i++)
2476 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 2863 {
2864 if (parts[i] != RootPart)
2865 parts[i].UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, SetVolumeDetect);
2866 }
2477 } 2867 }
2478 } 2868 }
2479 2869
@@ -2486,6 +2876,17 @@ namespace OpenSim.Region.Framework.Scenes
2486 } 2876 }
2487 } 2877 }
2488 2878
2879
2880
2881 /// <summary>
2882 /// Gets the number of parts
2883 /// </summary>
2884 /// <returns></returns>
2885 public int GetPartCount()
2886 {
2887 return Parts.Count();
2888 }
2889
2489 /// <summary> 2890 /// <summary>
2490 /// Update the texture entry for this part 2891 /// Update the texture entry for this part
2491 /// </summary> 2892 /// </summary>
@@ -2542,7 +2943,6 @@ namespace OpenSim.Region.Framework.Scenes
2542 { 2943 {
2543// m_log.DebugFormat( 2944// m_log.DebugFormat(
2544// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); 2945// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2545
2546 RootPart.StoreUndoState(true); 2946 RootPart.StoreUndoState(true);
2547 2947
2548 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 2948 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
@@ -2643,7 +3043,6 @@ namespace OpenSim.Region.Framework.Scenes
2643 prevScale.X *= x; 3043 prevScale.X *= x;
2644 prevScale.Y *= y; 3044 prevScale.Y *= y;
2645 prevScale.Z *= z; 3045 prevScale.Z *= z;
2646
2647// RootPart.IgnoreUndoUpdate = true; 3046// RootPart.IgnoreUndoUpdate = true;
2648 RootPart.Resize(prevScale); 3047 RootPart.Resize(prevScale);
2649// RootPart.IgnoreUndoUpdate = false; 3048// RootPart.IgnoreUndoUpdate = false;
@@ -2674,7 +3073,9 @@ namespace OpenSim.Region.Framework.Scenes
2674 } 3073 }
2675 3074
2676// obPart.IgnoreUndoUpdate = false; 3075// obPart.IgnoreUndoUpdate = false;
2677// obPart.StoreUndoState(); 3076 HasGroupChanged = true;
3077 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3078 ScheduleGroupForTerseUpdate();
2678 } 3079 }
2679 3080
2680// m_log.DebugFormat( 3081// m_log.DebugFormat(
@@ -2734,9 +3135,9 @@ namespace OpenSim.Region.Framework.Scenes
2734 { 3135 {
2735 SceneObjectPart part = GetChildPart(localID); 3136 SceneObjectPart part = GetChildPart(localID);
2736 3137
2737// SceneObjectPart[] parts = m_parts.GetArray(); 3138 SceneObjectPart[] parts = m_parts.GetArray();
2738// for (int i = 0; i < parts.Length; i++) 3139 for (int i = 0; i < parts.Length; i++)
2739// parts[i].StoreUndoState(); 3140 parts[i].StoreUndoState();
2740 3141
2741 if (part != null) 3142 if (part != null)
2742 { 3143 {
@@ -2792,10 +3193,27 @@ namespace OpenSim.Region.Framework.Scenes
2792 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3193 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2793 } 3194 }
2794 3195
2795 AbsolutePosition = newPos; 3196 //We have to set undoing here because otherwise an undo state will be saved
3197 if (!m_rootPart.Undoing)
3198 {
3199 m_rootPart.Undoing = true;
3200 AbsolutePosition = newPos;
3201 m_rootPart.Undoing = false;
3202 }
3203 else
3204 {
3205 AbsolutePosition = newPos;
3206 }
2796 3207
2797 HasGroupChanged = true; 3208 HasGroupChanged = true;
2798 ScheduleGroupForTerseUpdate(); 3209 if (m_rootPart.Undoing)
3210 {
3211 ScheduleGroupForFullUpdate();
3212 }
3213 else
3214 {
3215 ScheduleGroupForTerseUpdate();
3216 }
2799 } 3217 }
2800 3218
2801 public void OffsetForNewRegion(Vector3 offset) 3219 public void OffsetForNewRegion(Vector3 offset)
@@ -2877,10 +3295,7 @@ namespace OpenSim.Region.Framework.Scenes
2877 public void UpdateSingleRotation(Quaternion rot, uint localID) 3295 public void UpdateSingleRotation(Quaternion rot, uint localID)
2878 { 3296 {
2879 SceneObjectPart part = GetChildPart(localID); 3297 SceneObjectPart part = GetChildPart(localID);
2880
2881 SceneObjectPart[] parts = m_parts.GetArray(); 3298 SceneObjectPart[] parts = m_parts.GetArray();
2882 for (int i = 0; i < parts.Length; i++)
2883 parts[i].StoreUndoState();
2884 3299
2885 if (part != null) 3300 if (part != null)
2886 { 3301 {
@@ -2918,7 +3333,16 @@ namespace OpenSim.Region.Framework.Scenes
2918 if (part.UUID == m_rootPart.UUID) 3333 if (part.UUID == m_rootPart.UUID)
2919 { 3334 {
2920 UpdateRootRotation(rot); 3335 UpdateRootRotation(rot);
2921 AbsolutePosition = pos; 3336 if (!m_rootPart.Undoing)
3337 {
3338 m_rootPart.Undoing = true;
3339 AbsolutePosition = pos;
3340 m_rootPart.Undoing = false;
3341 }
3342 else
3343 {
3344 AbsolutePosition = pos;
3345 }
2922 } 3346 }
2923 else 3347 else
2924 { 3348 {
@@ -2942,9 +3366,10 @@ namespace OpenSim.Region.Framework.Scenes
2942 3366
2943 Quaternion axRot = rot; 3367 Quaternion axRot = rot;
2944 Quaternion oldParentRot = m_rootPart.RotationOffset; 3368 Quaternion oldParentRot = m_rootPart.RotationOffset;
2945
2946 m_rootPart.StoreUndoState(); 3369 m_rootPart.StoreUndoState();
2947 m_rootPart.UpdateRotation(rot); 3370
3371 //Don't use UpdateRotation because it schedules an update prematurely
3372 m_rootPart.RotationOffset = rot;
2948 if (m_rootPart.PhysActor != null) 3373 if (m_rootPart.PhysActor != null)
2949 { 3374 {
2950 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; 3375 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
@@ -2958,15 +3383,18 @@ namespace OpenSim.Region.Framework.Scenes
2958 if (prim.UUID != m_rootPart.UUID) 3383 if (prim.UUID != m_rootPart.UUID)
2959 { 3384 {
2960 prim.IgnoreUndoUpdate = true; 3385 prim.IgnoreUndoUpdate = true;
3386
3387 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3388 NewRot = Quaternion.Inverse(axRot) * NewRot;
3389 prim.RotationOffset = NewRot;
3390
2961 Vector3 axPos = prim.OffsetPosition; 3391 Vector3 axPos = prim.OffsetPosition;
3392
2962 axPos *= oldParentRot; 3393 axPos *= oldParentRot;
2963 axPos *= Quaternion.Inverse(axRot); 3394 axPos *= Quaternion.Inverse(axRot);
2964 prim.OffsetPosition = axPos; 3395 prim.OffsetPosition = axPos;
2965 Quaternion primsRot = prim.RotationOffset; 3396
2966 Quaternion newRot = primsRot * oldParentRot; 3397 prim.IgnoreUndoUpdate = false;
2967 newRot *= Quaternion.Inverse(axRot);
2968 prim.RotationOffset = newRot;
2969 prim.ScheduleTerseUpdate();
2970 prim.IgnoreUndoUpdate = false; 3398 prim.IgnoreUndoUpdate = false;
2971 } 3399 }
2972 } 3400 }
@@ -2980,8 +3408,8 @@ namespace OpenSim.Region.Framework.Scenes
2980//// childpart.StoreUndoState(); 3408//// childpart.StoreUndoState();
2981// } 3409// }
2982// } 3410// }
2983 3411 HasGroupChanged = true;
2984 m_rootPart.ScheduleTerseUpdate(); 3412 ScheduleGroupForFullUpdate();
2985 3413
2986// m_log.DebugFormat( 3414// m_log.DebugFormat(
2987// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3415// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
@@ -3209,7 +3637,6 @@ namespace OpenSim.Region.Framework.Scenes
3209 public float GetMass() 3637 public float GetMass()
3210 { 3638 {
3211 float retmass = 0f; 3639 float retmass = 0f;
3212
3213 SceneObjectPart[] parts = m_parts.GetArray(); 3640 SceneObjectPart[] parts = m_parts.GetArray();
3214 for (int i = 0; i < parts.Length; i++) 3641 for (int i = 0; i < parts.Length; i++)
3215 retmass += parts[i].GetMass(); 3642 retmass += parts[i].GetMass();
@@ -3303,6 +3730,14 @@ namespace OpenSim.Region.Framework.Scenes
3303 SetFromItemID(uuid); 3730 SetFromItemID(uuid);
3304 } 3731 }
3305 3732
3733 public void ResetOwnerChangeFlag()
3734 {
3735 ForEachPart(delegate(SceneObjectPart part)
3736 {
3737 part.ResetOwnerChangeFlag();
3738 });
3739 }
3740
3306 #endregion 3741 #endregion
3307 } 3742 }
3308} 3743}