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-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs20
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs422
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPMaterial.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs742
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs320
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs70
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs724
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs37
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs479
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1350
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1506
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs770
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs523
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs122
-rw-r--r--OpenSim/Region/Framework/Scenes/SimStatsReporter.cs97
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs367
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
22 files changed, 6018 insertions, 1679 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 14ae287..9ddac19 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -79,13 +79,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
79 m_scenePresence = sp; 79 m_scenePresence = sp;
80 CurrentMovementAnimation = "CROUCH"; 80 CurrentMovementAnimation = "CROUCH";
81 } 81 }
82 82
83 public void AddAnimation(UUID animID, UUID objectID) 83 public void AddAnimation(UUID animID, UUID objectID)
84 { 84 {
85 if (m_scenePresence.IsChildAgent) 85 if (m_scenePresence.IsChildAgent)
86 return; 86 return;
87 87
88// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name); 88 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name);
89 89
90 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) 90 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID))
91 SendAnimPack(); 91 SendAnimPack();
@@ -117,6 +117,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
117 SendAnimPack(); 117 SendAnimPack();
118 } 118 }
119 119
120 public void avnChangeAnim(UUID animID, bool addRemove, bool sendPack)
121 {
122 if (m_scenePresence.IsChildAgent)
123 return;
124
125 if (animID != UUID.Zero)
126 {
127 if (addRemove)
128 m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero);
129 else
130 m_animations.Remove(animID);
131 }
132 if(sendPack)
133 SendAnimPack();
134 }
135
120 // Called from scripts 136 // Called from scripts
121 public void RemoveAnimation(string name) 137 public void RemoveAnimation(string name)
122 { 138 {
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index f97b0a9..7688cf8 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -59,8 +59,12 @@ namespace OpenSim.Region.Framework.Scenes
59 59
60 public delegate void OnTerrainTickDelegate(); 60 public delegate void OnTerrainTickDelegate();
61 61
62 public delegate void OnTerrainUpdateDelegate();
63
62 public event OnTerrainTickDelegate OnTerrainTick; 64 public event OnTerrainTickDelegate OnTerrainTick;
63 65
66 public event OnTerrainUpdateDelegate OnTerrainUpdate;
67
64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 68 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
65 69
66 public event OnBackupDelegate OnBackup; 70 public event OnBackupDelegate OnBackup;
@@ -896,6 +900,26 @@ namespace OpenSim.Region.Framework.Scenes
896 } 900 }
897 } 901 }
898 } 902 }
903 public void TriggerTerrainUpdate()
904 {
905 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
906 if (handlerTerrainUpdate != null)
907 {
908 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
909 {
910 try
911 {
912 d();
913 }
914 catch (Exception e)
915 {
916 m_log.ErrorFormat(
917 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
918 e.Message, e.StackTrace);
919 }
920 }
921 }
922 }
899 923
900 public void TriggerTerrainTick() 924 public void TriggerTerrainTick()
901 { 925 {
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
new file mode 100644
index 0000000..b7b0d27
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -0,0 +1,422 @@
1// Proprietary code of Avination Virtual Limited
2// (c) 2012 Melanie Thielker
3//
4
5using System;
6using System.Timers;
7using System.Collections;
8using System.Collections.Generic;
9using System.IO;
10using System.Diagnostics;
11using System.Reflection;
12using System.Threading;
13using OpenMetaverse;
14using OpenSim.Framework;
15using OpenSim.Region.Framework.Interfaces;
16using OpenSim.Region.Physics.Manager;
17using OpenSim.Region.Framework.Scenes.Serialization;
18using System.Runtime.Serialization.Formatters.Binary;
19using System.Runtime.Serialization;
20using Timer = System.Timers.Timer;
21using log4net;
22
23namespace OpenSim.Region.Framework.Scenes
24{
25 [Serializable]
26 public class KeyframeMotion
27 {
28 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
29
30 public enum PlayMode : int
31 {
32 Forward = 0,
33 Reverse = 1,
34 Loop = 2,
35 PingPong = 3
36 };
37
38 [Flags]
39 public enum DataFormat : int
40 {
41 Translation = 1,
42 Rotation = 2
43 }
44
45 [Serializable]
46 public struct Keyframe
47 {
48 public Vector3? Position;
49 public Quaternion? Rotation;
50 public Quaternion StartRotation;
51 public int TimeMS;
52 public int TimeTotal;
53 public Vector3 AngularVelocity;
54 };
55
56 private Vector3 m_basePosition;
57 private Quaternion m_baseRotation;
58 private Vector3 m_serializedPosition;
59
60 private Keyframe m_currentFrame;
61 private List<Keyframe> m_frames = new List<Keyframe>();
62
63 private Keyframe[] m_keyframes;
64
65 [NonSerialized()]
66 protected Timer m_timer = new Timer();
67
68 [NonSerialized()]
69 private SceneObjectGroup m_group;
70
71 private PlayMode m_mode = PlayMode.Forward;
72 private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
73
74 private bool m_running = false;
75 [NonSerialized()]
76 private bool m_selected = false;
77
78 private int m_iterations = 0;
79
80 private const double timerInterval = 50.0;
81
82 public DataFormat Data
83 {
84 get { return m_data; }
85 }
86
87 public bool Selected
88 {
89 set
90 {
91 if (value)
92 {
93 // Once we're let go, recompute positions
94 if (m_selected)
95 UpdateSceneObject(m_group);
96 }
97 else
98 {
99 // Save selection position in case we get moved
100 if (!m_selected)
101 m_serializedPosition = m_group.AbsolutePosition;
102 }
103 m_selected = value; }
104 }
105
106 public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
107 {
108 MemoryStream ms = new MemoryStream(data);
109
110 BinaryFormatter fmt = new BinaryFormatter();
111
112 KeyframeMotion newMotion = (KeyframeMotion)fmt.Deserialize(ms);
113
114 // This will be started when position is updated
115 newMotion.m_timer = new Timer();
116 newMotion.m_timer.Interval = (int)timerInterval;
117 newMotion.m_timer.AutoReset = true;
118 newMotion.m_timer.Elapsed += newMotion.OnTimer;
119
120 return newMotion;
121 }
122
123 public void UpdateSceneObject(SceneObjectGroup grp)
124 {
125 m_group = grp;
126 Vector3 offset = grp.AbsolutePosition - m_serializedPosition;
127
128 m_basePosition += offset;
129 m_currentFrame.Position += offset;
130 for (int i = 0 ; i < m_frames.Count ; i++)
131 {
132 Keyframe k = m_frames[i];
133 k.Position += offset;
134 m_frames[i] = k;
135 }
136
137 if (m_running)
138 Start();
139 }
140
141 public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
142 {
143 m_mode = mode;
144 m_data = data;
145
146 m_group = grp;
147 m_basePosition = grp.AbsolutePosition;
148 m_baseRotation = grp.GroupRotation;
149
150 m_timer.Interval = (int)timerInterval;
151 m_timer.AutoReset = true;
152 m_timer.Elapsed += OnTimer;
153 }
154
155 public void SetKeyframes(Keyframe[] frames)
156 {
157 m_keyframes = frames;
158 }
159
160 public void Start()
161 {
162 if (m_keyframes.Length > 0)
163 m_timer.Start();
164 m_running = true;
165 }
166
167 public void Stop()
168 {
169 // Failed object creation
170 if (m_timer == null)
171 return;
172 m_timer.Stop();
173
174 m_basePosition = m_group.AbsolutePosition;
175 m_baseRotation = m_group.GroupRotation;
176
177 m_group.RootPart.Velocity = Vector3.Zero;
178 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
179 m_group.SendGroupRootTerseUpdate();
180
181 m_frames.Clear();
182 m_running = false;
183 }
184
185 public void Pause()
186 {
187 m_group.RootPart.Velocity = Vector3.Zero;
188 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
189 m_group.SendGroupRootTerseUpdate();
190
191 m_timer.Stop();
192 m_running = false;
193 }
194
195 private void GetNextList()
196 {
197 m_frames.Clear();
198 Vector3 pos = m_basePosition;
199 Quaternion rot = m_baseRotation;
200
201 if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0)
202 {
203 int direction = 1;
204 if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0)))
205 direction = -1;
206
207 int start = 0;
208 int end = m_keyframes.Length;
209// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
210// end = m_keyframes.Length - 1;
211
212 if (direction < 0)
213 {
214 start = m_keyframes.Length - 1;
215 end = -1;
216// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
217// end = 0;
218 }
219
220 for (int i = start; i != end ; i += direction)
221 {
222 Keyframe k = m_keyframes[i];
223
224 if (k.Position.HasValue)
225 k.Position = (k.Position * direction) + pos;
226 else
227 k.Position = pos;
228
229 k.StartRotation = rot;
230 if (k.Rotation.HasValue)
231 {
232 if (direction == -1)
233 k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation);
234 k.Rotation = rot * k.Rotation;
235 }
236 else
237 {
238 k.Rotation = rot;
239 }
240
241 float angle = 0;
242
243 float aa = k.StartRotation.X * k.StartRotation.X + k.StartRotation.Y * k.StartRotation.Y + k.StartRotation.Z * k.StartRotation.Z + k.StartRotation.W * k.StartRotation.W;
244 float bb = ((Quaternion)k.Rotation).X * ((Quaternion)k.Rotation).X + ((Quaternion)k.Rotation).Y * ((Quaternion)k.Rotation).Y + ((Quaternion)k.Rotation).Z * ((Quaternion)k.Rotation).Z + ((Quaternion)k.Rotation).W * ((Quaternion)k.Rotation).W;
245 float aa_bb = aa * bb;
246
247 if (aa_bb == 0)
248 {
249 angle = 0;
250 }
251 else
252 {
253 float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X +
254 k.StartRotation.Y * ((Quaternion)k.Rotation).Y +
255 k.StartRotation.Z * ((Quaternion)k.Rotation).Z +
256 k.StartRotation.W * ((Quaternion)k.Rotation).W;
257 float q = (ab * ab) / aa_bb;
258
259 if (q > 1.0f)
260 {
261 angle = 0;
262 }
263 else
264 {
265 angle = (float)Math.Acos(2 * q - 1);
266 }
267 }
268
269 k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
270 k.TimeTotal = k.TimeMS;
271
272 m_frames.Add(k);
273
274 pos = (Vector3)k.Position;
275 rot = (Quaternion)k.Rotation;
276 }
277
278 m_basePosition = pos;
279 m_baseRotation = rot;
280
281 m_iterations++;
282 }
283 }
284
285 protected void OnTimer(object sender, ElapsedEventArgs e)
286 {
287 if (m_frames.Count == 0)
288 {
289 GetNextList();
290
291 if (m_frames.Count == 0)
292 {
293 Stop();
294 return;
295 }
296
297 m_currentFrame = m_frames[0];
298 }
299
300 if (m_selected)
301 {
302 if (m_group.RootPart.Velocity != Vector3.Zero)
303 {
304 m_group.RootPart.Velocity = Vector3.Zero;
305 m_group.SendGroupRootTerseUpdate();
306 }
307 return;
308 }
309
310 // Do the frame processing
311 double steps = (double)m_currentFrame.TimeMS / timerInterval;
312 float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
313
314 if (steps <= 1.0)
315 {
316 m_currentFrame.TimeMS = 0;
317
318 m_group.AbsolutePosition = (Vector3)m_currentFrame.Position;
319 m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
320 }
321 else
322 {
323 Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
324 Vector3 motionThisFrame = v / (float)steps;
325 v = v * 1000 / m_currentFrame.TimeMS;
326
327 bool update = false;
328
329 if (Vector3.Mag(motionThisFrame) >= 0.05f)
330 {
331 m_group.AbsolutePosition += motionThisFrame;
332 m_group.RootPart.Velocity = v;
333 update = true;
334 }
335
336 if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
337 {
338 Quaternion current = m_group.GroupRotation;
339
340 Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
341
342 float angle = 0;
343
344 float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
345 float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
346 float aa_bb = aa * bb;
347
348 if (aa_bb == 0)
349 {
350 angle = 0;
351 }
352 else
353 {
354 float ab = current.X * step.X +
355 current.Y * step.Y +
356 current.Z * step.Z +
357 current.W * step.W;
358 float q = (ab * ab) / aa_bb;
359
360 if (q > 1.0f)
361 {
362 angle = 0;
363 }
364 else
365 {
366 angle = (float)Math.Acos(2 * q - 1);
367 }
368 }
369
370 if (angle > 0.01f)
371 {
372 m_group.UpdateGroupRotationR(step);
373 //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
374 update = true;
375 }
376 }
377
378 if (update)
379 m_group.SendGroupRootTerseUpdate();
380 }
381
382 m_currentFrame.TimeMS -= (int)timerInterval;
383
384 if (m_currentFrame.TimeMS <= 0)
385 {
386 m_group.RootPart.Velocity = Vector3.Zero;
387 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
388 m_group.SendGroupRootTerseUpdate();
389
390 m_frames.RemoveAt(0);
391 if (m_frames.Count > 0)
392 m_currentFrame = m_frames[0];
393 }
394 }
395
396 public Byte[] Serialize()
397 {
398 MemoryStream ms = new MemoryStream();
399 m_timer.Stop();
400
401 BinaryFormatter fmt = new BinaryFormatter();
402 SceneObjectGroup tmp = m_group;
403 m_group = null;
404 m_serializedPosition = tmp.AbsolutePosition;
405 fmt.Serialize(ms, this);
406 m_group = tmp;
407 return ms.ToArray();
408 }
409
410 public void CrossingFailure()
411 {
412 // The serialization has stopped the timer, so let's wait a moment
413 // then retry the crossing. We'll get back here if it fails.
414 Util.FireAndForget(delegate (object x)
415 {
416 Thread.Sleep(60000);
417 if (m_running)
418 m_timer.Start();
419 });
420 }
421 }
422}
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..0a34a4c 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -226,7 +226,7 @@ namespace OpenSim.Region.Framework.Scenes
226 226
227 for (int i = 0; i < queues - 1; i++) 227 for (int i = 0; i < queues - 1; i++)
228 { 228 {
229 if (distance < 10 * Math.Pow(2.0,i)) 229 if (distance < 30 * Math.Pow(2.0,i))
230 break; 230 break;
231 pqueue++; 231 pqueue++;
232 } 232 }
diff --git a/OpenSim/Region/Framework/Scenes/SOPMaterial.cs b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
new file mode 100644
index 0000000..10ac37c
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
@@ -0,0 +1,95 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32
33namespace OpenSim.Region.Framework.Scenes
34{
35 public static class SOPMaterialData
36 {
37 public enum SopMaterial : int // redundante and not in use for now
38 {
39 Stone = 0,
40 Metal = 1,
41 Glass = 2,
42 Wood = 3,
43 Flesh = 4,
44 Plastic = 5,
45 Rubber = 6,
46 light = 7 // compatibility with old viewers
47 }
48
49 private struct MaterialData
50 {
51 public float friction;
52 public float bounce;
53 public MaterialData(float f, float b)
54 {
55 friction = f;
56 bounce = b;
57 }
58 }
59
60 private static MaterialData[] m_materialdata = {
61 new MaterialData(0.8f,0.4f), // Stone
62 new MaterialData(0.3f,0.4f), // Metal
63 new MaterialData(0.2f,0.7f), // Glass
64 new MaterialData(0.6f,0.5f), // Wood
65 new MaterialData(0.9f,0.3f), // Flesh
66 new MaterialData(0.4f,0.7f), // Plastic
67 new MaterialData(0.9f,0.95f), // Rubber
68 new MaterialData(0.0f,0.0f) // light ??
69 };
70
71 public static Material MaxMaterial
72 {
73 get { return (Material)(m_materialdata.Length - 1); }
74 }
75
76 public static float friction(Material material)
77 {
78 int indx = (int)material;
79 if (indx < m_materialdata.Length)
80 return (m_materialdata[indx].friction);
81 else
82 return 0;
83 }
84
85 public static float bounce(Material material)
86 {
87 int indx = (int)material;
88 if (indx < m_materialdata.Length)
89 return (m_materialdata[indx].bounce);
90 else
91 return 0;
92 }
93
94 }
95} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
new file mode 100644
index 0000000..d3c2d27
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
@@ -0,0 +1,742 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using System.Xml;
34using OpenSim.Framework.Serialization;
35using OpenSim.Framework.Serialization.External;
36using OpenSim.Region.Framework.Scenes.Serialization;
37using OpenSim.Region.Framework.Scenes.Serialization;
38
39namespace OpenSim.Region.Framework.Scenes
40{
41 public class SOPVehicle
42 {
43 public VehicleData vd;
44
45 public Vehicle Type
46 {
47 get { return vd.m_type; }
48 }
49
50 public SOPVehicle()
51 {
52 vd = new VehicleData();
53 ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
54 }
55
56 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
57 {
58 float len;
59 float timestep = 0.01f;
60 switch (pParam)
61 {
62 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
63 if (pValue < 0f) pValue = 0f;
64 if (pValue > 1f) pValue = 1f;
65 vd.m_angularDeflectionEfficiency = pValue;
66 break;
67 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
68 if (pValue < timestep) pValue = timestep;
69 vd.m_angularDeflectionTimescale = pValue;
70 break;
71 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
72 if (pValue < timestep) pValue = timestep;
73 else if (pValue > 120) pValue = 120;
74 vd.m_angularMotorDecayTimescale = pValue;
75 break;
76 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
77 if (pValue < timestep) pValue = timestep;
78 vd.m_angularMotorTimescale = pValue;
79 break;
80 case Vehicle.BANKING_EFFICIENCY:
81 if (pValue < -1f) pValue = -1f;
82 if (pValue > 1f) pValue = 1f;
83 vd.m_bankingEfficiency = pValue;
84 break;
85 case Vehicle.BANKING_MIX:
86 if (pValue < 0f) pValue = 0f;
87 if (pValue > 1f) pValue = 1f;
88 vd.m_bankingMix = pValue;
89 break;
90 case Vehicle.BANKING_TIMESCALE:
91 if (pValue < timestep) pValue = timestep;
92 vd.m_bankingTimescale = pValue;
93 break;
94 case Vehicle.BUOYANCY:
95 if (pValue < -1f) pValue = -1f;
96 if (pValue > 1f) pValue = 1f;
97 vd.m_VehicleBuoyancy = pValue;
98 break;
99 case Vehicle.HOVER_EFFICIENCY:
100 if (pValue < 0f) pValue = 0f;
101 if (pValue > 1f) pValue = 1f;
102 vd.m_VhoverEfficiency = pValue;
103 break;
104 case Vehicle.HOVER_HEIGHT:
105 vd.m_VhoverHeight = pValue;
106 break;
107 case Vehicle.HOVER_TIMESCALE:
108 if (pValue < timestep) pValue = timestep;
109 vd.m_VhoverTimescale = pValue;
110 break;
111 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
112 if (pValue < 0f) pValue = 0f;
113 if (pValue > 1f) pValue = 1f;
114 vd.m_linearDeflectionEfficiency = pValue;
115 break;
116 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
117 if (pValue < timestep) pValue = timestep;
118 vd.m_linearDeflectionTimescale = pValue;
119 break;
120 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
121 if (pValue < timestep) pValue = timestep;
122 else if (pValue > 120) pValue = 120;
123 vd.m_linearMotorDecayTimescale = pValue;
124 break;
125 case Vehicle.LINEAR_MOTOR_TIMESCALE:
126 if (pValue < timestep) pValue = timestep;
127 vd.m_linearMotorTimescale = pValue;
128 break;
129 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
130 if (pValue < 0f) pValue = 0f;
131 if (pValue > 1f) pValue = 1f;
132 vd.m_verticalAttractionEfficiency = pValue;
133 break;
134 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
135 if (pValue < timestep) pValue = timestep;
136 vd.m_verticalAttractionTimescale = pValue;
137 break;
138
139 // These are vector properties but the engine lets you use a single float value to
140 // set all of the components to the same value
141 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
142 if (pValue < timestep) pValue = timestep;
143 vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
144 break;
145 case Vehicle.ANGULAR_MOTOR_DIRECTION:
146 vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
147 len = vd.m_angularMotorDirection.Length();
148 if (len > 12.566f)
149 vd.m_angularMotorDirection *= (12.566f / len);
150 break;
151 case Vehicle.LINEAR_FRICTION_TIMESCALE:
152 if (pValue < timestep) pValue = timestep;
153 vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
154 break;
155 case Vehicle.LINEAR_MOTOR_DIRECTION:
156 vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
157 len = vd.m_linearMotorDirection.Length();
158 if (len > 30.0f)
159 vd.m_linearMotorDirection *= (30.0f / len);
160 break;
161 case Vehicle.LINEAR_MOTOR_OFFSET:
162 vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
163 len = vd.m_linearMotorOffset.Length();
164 if (len > 100.0f)
165 vd.m_linearMotorOffset *= (100.0f / len);
166 break;
167 }
168 }//end ProcessFloatVehicleParam
169
170 public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
171 {
172 float len;
173 float timestep = 0.01f;
174 switch (pParam)
175 {
176 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
177 if (pValue.X < timestep) pValue.X = timestep;
178 if (pValue.Y < timestep) pValue.Y = timestep;
179 if (pValue.Z < timestep) pValue.Z = timestep;
180
181 vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
182 break;
183 case Vehicle.ANGULAR_MOTOR_DIRECTION:
184 vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
185 // Limit requested angular speed to 2 rps= 4 pi rads/sec
186 len = vd.m_angularMotorDirection.Length();
187 if (len > 12.566f)
188 vd.m_angularMotorDirection *= (12.566f / len);
189 break;
190 case Vehicle.LINEAR_FRICTION_TIMESCALE:
191 if (pValue.X < timestep) pValue.X = timestep;
192 if (pValue.Y < timestep) pValue.Y = timestep;
193 if (pValue.Z < timestep) pValue.Z = timestep;
194 vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
195 break;
196 case Vehicle.LINEAR_MOTOR_DIRECTION:
197 vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
198 len = vd.m_linearMotorDirection.Length();
199 if (len > 30.0f)
200 vd.m_linearMotorDirection *= (30.0f / len);
201 break;
202 case Vehicle.LINEAR_MOTOR_OFFSET:
203 vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
204 len = vd.m_linearMotorOffset.Length();
205 if (len > 100.0f)
206 vd.m_linearMotorOffset *= (100.0f / len);
207 break;
208 }
209 }//end ProcessVectorVehicleParam
210
211 public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
212 {
213 switch (pParam)
214 {
215 case Vehicle.REFERENCE_FRAME:
216 vd.m_referenceFrame = Quaternion.Inverse(pValue);
217 break;
218 }
219 }//end ProcessRotationVehicleParam
220
221 public void ProcessVehicleFlags(int pParam, bool remove)
222 {
223 if (remove)
224 {
225 vd.m_flags &= ~((VehicleFlag)pParam);
226 }
227 else
228 {
229 vd.m_flags |= (VehicleFlag)pParam;
230 }
231 }//end ProcessVehicleFlags
232
233 public void ProcessTypeChange(Vehicle pType)
234 {
235 vd.m_linearMotorDirection = Vector3.Zero;
236 vd.m_angularMotorDirection = Vector3.Zero;
237 vd.m_linearMotorOffset = Vector3.Zero;
238 vd.m_referenceFrame = Quaternion.Identity;
239
240 // Set Defaults For Type
241 vd.m_type = pType;
242 switch (pType)
243 {
244 case Vehicle.TYPE_NONE:
245 vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
246 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
247 vd.m_linearMotorTimescale = 1000;
248 vd.m_linearMotorDecayTimescale = 120;
249 vd.m_angularMotorTimescale = 1000;
250 vd.m_angularMotorDecayTimescale = 1000;
251 vd.m_VhoverHeight = 0;
252 vd.m_VhoverEfficiency = 1;
253 vd.m_VhoverTimescale = 1000;
254 vd.m_VehicleBuoyancy = 0;
255 vd.m_linearDeflectionEfficiency = 0;
256 vd.m_linearDeflectionTimescale = 1000;
257 vd.m_angularDeflectionEfficiency = 0;
258 vd.m_angularDeflectionTimescale = 1000;
259 vd.m_bankingEfficiency = 0;
260 vd.m_bankingMix = 1;
261 vd.m_bankingTimescale = 1000;
262 vd.m_verticalAttractionEfficiency = 0;
263 vd.m_verticalAttractionTimescale = 1000;
264
265 vd.m_flags = (VehicleFlag)0;
266 break;
267
268 case Vehicle.TYPE_SLED:
269 vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000);
270 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
271 vd.m_linearMotorTimescale = 1000;
272 vd.m_linearMotorDecayTimescale = 120;
273 vd.m_angularMotorTimescale = 1000;
274 vd.m_angularMotorDecayTimescale = 120;
275 vd.m_VhoverHeight = 0;
276 vd.m_VhoverEfficiency = 1;
277 vd.m_VhoverTimescale = 10;
278 vd.m_VehicleBuoyancy = 0;
279 vd.m_linearDeflectionEfficiency = 1;
280 vd.m_linearDeflectionTimescale = 1;
281 vd.m_angularDeflectionEfficiency = 0;
282 vd.m_angularDeflectionTimescale = 1000;
283 vd.m_bankingEfficiency = 0;
284 vd.m_bankingMix = 1;
285 vd.m_bankingTimescale = 10;
286 vd.m_flags &=
287 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
288 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
289 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
290 break;
291 case Vehicle.TYPE_CAR:
292 vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000);
293 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
294 vd.m_linearMotorTimescale = 1;
295 vd.m_linearMotorDecayTimescale = 60;
296 vd.m_angularMotorTimescale = 1;
297 vd.m_angularMotorDecayTimescale = 0.8f;
298 vd.m_VhoverHeight = 0;
299 vd.m_VhoverEfficiency = 0;
300 vd.m_VhoverTimescale = 1000;
301 vd.m_VehicleBuoyancy = 0;
302 vd.m_linearDeflectionEfficiency = 1;
303 vd.m_linearDeflectionTimescale = 2;
304 vd.m_angularDeflectionEfficiency = 0;
305 vd.m_angularDeflectionTimescale = 10;
306 vd.m_verticalAttractionEfficiency = 1f;
307 vd.m_verticalAttractionTimescale = 10f;
308 vd.m_bankingEfficiency = -0.2f;
309 vd.m_bankingMix = 1;
310 vd.m_bankingTimescale = 1;
311 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
312 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
313 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
314 break;
315 case Vehicle.TYPE_BOAT:
316 vd.m_linearFrictionTimescale = new Vector3(10, 3, 2);
317 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
318 vd.m_linearMotorTimescale = 5;
319 vd.m_linearMotorDecayTimescale = 60;
320 vd.m_angularMotorTimescale = 4;
321 vd.m_angularMotorDecayTimescale = 4;
322 vd.m_VhoverHeight = 0;
323 vd.m_VhoverEfficiency = 0.5f;
324 vd.m_VhoverTimescale = 2;
325 vd.m_VehicleBuoyancy = 1;
326 vd.m_linearDeflectionEfficiency = 0.5f;
327 vd.m_linearDeflectionTimescale = 3;
328 vd.m_angularDeflectionEfficiency = 0.5f;
329 vd.m_angularDeflectionTimescale = 5;
330 vd.m_verticalAttractionEfficiency = 0.5f;
331 vd.m_verticalAttractionTimescale = 5f;
332 vd.m_bankingEfficiency = -0.3f;
333 vd.m_bankingMix = 0.8f;
334 vd.m_bankingTimescale = 1;
335 vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
336 VehicleFlag.HOVER_GLOBAL_HEIGHT |
337 VehicleFlag.HOVER_UP_ONLY |
338 VehicleFlag.LIMIT_ROLL_ONLY);
339 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
340 VehicleFlag.LIMIT_MOTOR_UP |
341 VehicleFlag.HOVER_WATER_ONLY);
342 break;
343 case Vehicle.TYPE_AIRPLANE:
344 vd.m_linearFrictionTimescale = new Vector3(200, 10, 5);
345 vd.m_angularFrictionTimescale = new Vector3(20, 20, 20);
346 vd.m_linearMotorTimescale = 2;
347 vd.m_linearMotorDecayTimescale = 60;
348 vd.m_angularMotorTimescale = 4;
349 vd.m_angularMotorDecayTimescale = 8;
350 vd.m_VhoverHeight = 0;
351 vd.m_VhoverEfficiency = 0.5f;
352 vd.m_VhoverTimescale = 1000;
353 vd.m_VehicleBuoyancy = 0;
354 vd.m_linearDeflectionEfficiency = 0.5f;
355 vd.m_linearDeflectionTimescale = 0.5f;
356 vd.m_angularDeflectionEfficiency = 1;
357 vd.m_angularDeflectionTimescale = 2;
358 vd.m_verticalAttractionEfficiency = 0.9f;
359 vd.m_verticalAttractionTimescale = 2f;
360 vd.m_bankingEfficiency = 1;
361 vd.m_bankingMix = 0.7f;
362 vd.m_bankingTimescale = 2;
363 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
364 VehicleFlag.HOVER_TERRAIN_ONLY |
365 VehicleFlag.HOVER_GLOBAL_HEIGHT |
366 VehicleFlag.HOVER_UP_ONLY |
367 VehicleFlag.NO_DEFLECTION_UP |
368 VehicleFlag.LIMIT_MOTOR_UP);
369 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
370 break;
371 case Vehicle.TYPE_BALLOON:
372 vd.m_linearFrictionTimescale = new Vector3(5, 5, 5);
373 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
374 vd.m_linearMotorTimescale = 5;
375 vd.m_linearMotorDecayTimescale = 60;
376 vd.m_angularMotorTimescale = 6;
377 vd.m_angularMotorDecayTimescale = 10;
378 vd.m_VhoverHeight = 5;
379 vd.m_VhoverEfficiency = 0.8f;
380 vd.m_VhoverTimescale = 10;
381 vd.m_VehicleBuoyancy = 1;
382 vd.m_linearDeflectionEfficiency = 0;
383 vd.m_linearDeflectionTimescale = 5;
384 vd.m_angularDeflectionEfficiency = 0;
385 vd.m_angularDeflectionTimescale = 5;
386 vd.m_verticalAttractionEfficiency = 0f;
387 vd.m_verticalAttractionTimescale = 1000f;
388 vd.m_bankingEfficiency = 0;
389 vd.m_bankingMix = 0.7f;
390 vd.m_bankingTimescale = 5;
391 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
392 VehicleFlag.HOVER_TERRAIN_ONLY |
393 VehicleFlag.HOVER_UP_ONLY |
394 VehicleFlag.NO_DEFLECTION_UP |
395 VehicleFlag.LIMIT_MOTOR_UP);
396 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
397 VehicleFlag.HOVER_GLOBAL_HEIGHT);
398 break;
399 }
400 }
401 public void SetVehicle(PhysicsActor ph)
402 {
403 if (ph == null)
404 return;
405 ph.SetVehicle(vd);
406 }
407
408 private XmlTextWriter writer;
409
410 private void XWint(string name, int i)
411 {
412 writer.WriteElementString(name, i.ToString());
413 }
414
415 private void XWfloat(string name, float f)
416 {
417 writer.WriteElementString(name, f.ToString(Utils.EnUsCulture));
418 }
419
420 private void XWVector(string name, Vector3 vec)
421 {
422 writer.WriteStartElement(name);
423 writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture));
424 writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture));
425 writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture));
426 writer.WriteEndElement();
427 }
428
429 private void XWQuat(string name, Quaternion quat)
430 {
431 writer.WriteStartElement(name);
432 writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture));
433 writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture));
434 writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture));
435 writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture));
436 writer.WriteEndElement();
437 }
438
439 public void ToXml2(XmlTextWriter twriter)
440 {
441 writer = twriter;
442 writer.WriteStartElement("Vehicle");
443
444 XWint("TYPE", (int)vd.m_type);
445 XWint("FLAGS", (int)vd.m_flags);
446
447 // Linear properties
448 XWVector("LMDIR", vd.m_linearMotorDirection);
449 XWVector("LMFTIME", vd.m_linearFrictionTimescale);
450 XWfloat("LMDTIME", vd.m_linearMotorDecayTimescale);
451 XWfloat("LMTIME", vd.m_linearMotorTimescale);
452 XWVector("LMOFF", vd.m_linearMotorOffset);
453
454 //Angular properties
455 XWVector("AMDIR", vd.m_angularMotorDirection);
456 XWfloat("AMTIME", vd.m_angularMotorTimescale);
457 XWfloat("AMDTIME", vd.m_angularMotorDecayTimescale);
458 XWVector("AMFTIME", vd.m_angularFrictionTimescale);
459
460 //Deflection properties
461 XWfloat("ADEFF", vd.m_angularDeflectionEfficiency);
462 XWfloat("ADTIME", vd.m_angularDeflectionTimescale);
463 XWfloat("LDEFF", vd.m_linearDeflectionEfficiency);
464 XWfloat("LDTIME", vd.m_linearDeflectionTimescale);
465
466 //Banking properties
467 XWfloat("BEFF", vd.m_bankingEfficiency);
468 XWfloat("BMIX", vd.m_bankingMix);
469 XWfloat("BTIME", vd.m_bankingTimescale);
470
471 //Hover and Buoyancy properties
472 XWfloat("HHEI", vd.m_VhoverHeight);
473 XWfloat("HEFF", vd.m_VhoverEfficiency);
474 XWfloat("HTIME", vd.m_VhoverTimescale);
475 XWfloat("VBUO", vd.m_VehicleBuoyancy);
476
477 //Attractor properties
478 XWfloat("VAEFF", vd.m_verticalAttractionEfficiency);
479 XWfloat("VATIME", vd.m_verticalAttractionTimescale);
480
481 XWQuat("REF_FRAME", vd.m_referenceFrame);
482
483 writer.WriteEndElement();
484 writer = null;
485 }
486
487
488
489 XmlTextReader reader;
490
491 private int XRint()
492 {
493 return reader.ReadElementContentAsInt();
494 }
495
496 private float XRfloat()
497 {
498 return reader.ReadElementContentAsFloat();
499 }
500
501 public Vector3 XRvector()
502 {
503 Vector3 vec;
504 reader.ReadStartElement();
505 vec.X = reader.ReadElementContentAsFloat();
506 vec.Y = reader.ReadElementContentAsFloat();
507 vec.Z = reader.ReadElementContentAsFloat();
508 reader.ReadEndElement();
509 return vec;
510 }
511
512 public Quaternion XRquat()
513 {
514 Quaternion q;
515 reader.ReadStartElement();
516 q.X = reader.ReadElementContentAsFloat();
517 q.Y = reader.ReadElementContentAsFloat();
518 q.Z = reader.ReadElementContentAsFloat();
519 q.W = reader.ReadElementContentAsFloat();
520 reader.ReadEndElement();
521 return q;
522 }
523
524 public static bool EReadProcessors(
525 Dictionary<string, Action> processors,
526 XmlTextReader xtr)
527 {
528 bool errors = false;
529
530 string nodeName = string.Empty;
531 while (xtr.NodeType != XmlNodeType.EndElement)
532 {
533 nodeName = xtr.Name;
534
535 // m_log.DebugFormat("[ExternalRepresentationUtils]: Processing: {0}", nodeName);
536
537 Action p = null;
538 if (processors.TryGetValue(xtr.Name, out p))
539 {
540 // m_log.DebugFormat("[ExternalRepresentationUtils]: Found {0} processor, nodeName);
541
542 try
543 {
544 p();
545 }
546 catch (Exception e)
547 {
548 errors = true;
549 if (xtr.NodeType == XmlNodeType.EndElement)
550 xtr.Read();
551 }
552 }
553 else
554 {
555 // m_log.DebugFormat("[LandDataSerializer]: caught unknown element {0}", nodeName);
556 xtr.ReadOuterXml(); // ignore
557 }
558 }
559
560 return errors;
561 }
562
563
564
565 public void FromXml2(XmlTextReader _reader, out bool errors)
566 {
567 errors = false;
568 reader = _reader;
569
570 Dictionary<string, Action> m_VehicleXmlProcessors
571 = new Dictionary<string, Action>();
572
573 m_VehicleXmlProcessors.Add("TYPE", ProcessXR_type);
574 m_VehicleXmlProcessors.Add("FLAGS", ProcessXR_flags);
575
576 // Linear properties
577 m_VehicleXmlProcessors.Add("LMDIR", ProcessXR_linearMotorDirection);
578 m_VehicleXmlProcessors.Add("LMFTIME", ProcessXR_linearFrictionTimescale);
579 m_VehicleXmlProcessors.Add("LMDTIME", ProcessXR_linearMotorDecayTimescale);
580 m_VehicleXmlProcessors.Add("LMTIME", ProcessXR_linearMotorTimescale);
581 m_VehicleXmlProcessors.Add("LMOFF", ProcessXR_linearMotorOffset);
582
583 //Angular properties
584 m_VehicleXmlProcessors.Add("AMDIR", ProcessXR_angularMotorDirection);
585 m_VehicleXmlProcessors.Add("AMTIME", ProcessXR_angularMotorTimescale);
586 m_VehicleXmlProcessors.Add("AMDTIME", ProcessXR_angularMotorDecayTimescale);
587 m_VehicleXmlProcessors.Add("AMFTIME", ProcessXR_angularFrictionTimescale);
588
589 //Deflection properties
590 m_VehicleXmlProcessors.Add("ADEFF", ProcessXR_angularDeflectionEfficiency);
591 m_VehicleXmlProcessors.Add("ADTIME", ProcessXR_angularDeflectionTimescale);
592 m_VehicleXmlProcessors.Add("LDEFF", ProcessXR_linearDeflectionEfficiency);
593 m_VehicleXmlProcessors.Add("LDTIME", ProcessXR_linearDeflectionTimescale);
594
595 //Banking properties
596 m_VehicleXmlProcessors.Add("BEFF", ProcessXR_bankingEfficiency);
597 m_VehicleXmlProcessors.Add("BMIX", ProcessXR_bankingMix);
598 m_VehicleXmlProcessors.Add("BTIME", ProcessXR_bankingTimescale);
599
600 //Hover and Buoyancy properties
601 m_VehicleXmlProcessors.Add("HHEI", ProcessXR_VhoverHeight);
602 m_VehicleXmlProcessors.Add("HEFF", ProcessXR_VhoverEfficiency);
603 m_VehicleXmlProcessors.Add("HTIME", ProcessXR_VhoverTimescale);
604
605 m_VehicleXmlProcessors.Add("VBUO", ProcessXR_VehicleBuoyancy);
606
607 //Attractor properties
608 m_VehicleXmlProcessors.Add("VAEFF", ProcessXR_verticalAttractionEfficiency);
609 m_VehicleXmlProcessors.Add("VATIME", ProcessXR_verticalAttractionTimescale);
610
611 m_VehicleXmlProcessors.Add("REF_FRAME", ProcessXR_referenceFrame);
612
613 vd = new VehicleData();
614
615 reader.ReadStartElement("Vehicle", String.Empty);
616
617 errors = EReadProcessors(
618 m_VehicleXmlProcessors,
619 reader);
620
621 reader.ReadEndElement();
622 reader = null;
623 }
624
625 private void ProcessXR_type()
626 {
627 vd.m_type = (Vehicle)XRint();
628 }
629 private void ProcessXR_flags()
630 {
631 vd.m_flags = (VehicleFlag)XRint();
632 }
633 // Linear properties
634 private void ProcessXR_linearMotorDirection()
635 {
636 vd.m_linearMotorDirection = XRvector();
637 }
638
639 private void ProcessXR_linearFrictionTimescale()
640 {
641 vd.m_linearFrictionTimescale = XRvector();
642 }
643
644 private void ProcessXR_linearMotorDecayTimescale()
645 {
646 vd.m_linearMotorDecayTimescale = XRfloat();
647 }
648 private void ProcessXR_linearMotorTimescale()
649 {
650 vd.m_linearMotorTimescale = XRfloat();
651 }
652 private void ProcessXR_linearMotorOffset()
653 {
654 vd.m_linearMotorOffset = XRvector();
655 }
656
657
658 //Angular properties
659 private void ProcessXR_angularMotorDirection()
660 {
661 vd.m_angularMotorDirection = XRvector();
662 }
663 private void ProcessXR_angularMotorTimescale()
664 {
665 vd.m_angularMotorTimescale = XRfloat();
666 }
667 private void ProcessXR_angularMotorDecayTimescale()
668 {
669 vd.m_angularMotorDecayTimescale = XRfloat();
670 }
671 private void ProcessXR_angularFrictionTimescale()
672 {
673 vd.m_angularFrictionTimescale = XRvector();
674 }
675
676 //Deflection properties
677 private void ProcessXR_angularDeflectionEfficiency()
678 {
679 vd.m_angularDeflectionEfficiency = XRfloat();
680 }
681 private void ProcessXR_angularDeflectionTimescale()
682 {
683 vd.m_angularDeflectionTimescale = XRfloat();
684 }
685 private void ProcessXR_linearDeflectionEfficiency()
686 {
687 vd.m_linearDeflectionEfficiency = XRfloat();
688 }
689 private void ProcessXR_linearDeflectionTimescale()
690 {
691 vd.m_linearDeflectionTimescale = XRfloat();
692 }
693
694 //Banking properties
695 private void ProcessXR_bankingEfficiency()
696 {
697 vd.m_bankingEfficiency = XRfloat();
698 }
699 private void ProcessXR_bankingMix()
700 {
701 vd.m_bankingMix = XRfloat();
702 }
703 private void ProcessXR_bankingTimescale()
704 {
705 vd.m_bankingTimescale = XRfloat();
706 }
707
708 //Hover and Buoyancy properties
709 private void ProcessXR_VhoverHeight()
710 {
711 vd.m_VhoverHeight = XRfloat();
712 }
713 private void ProcessXR_VhoverEfficiency()
714 {
715 vd.m_VhoverEfficiency = XRfloat();
716 }
717 private void ProcessXR_VhoverTimescale()
718 {
719 vd.m_VhoverTimescale = XRfloat();
720 }
721
722 private void ProcessXR_VehicleBuoyancy()
723 {
724 vd.m_VehicleBuoyancy = XRfloat();
725 }
726
727 //Attractor properties
728 private void ProcessXR_verticalAttractionEfficiency()
729 {
730 vd.m_verticalAttractionEfficiency = XRfloat();
731 }
732 private void ProcessXR_verticalAttractionTimescale()
733 {
734 vd.m_verticalAttractionTimescale = XRfloat();
735 }
736
737 private void ProcessXR_referenceFrame()
738 {
739 vd.m_referenceFrame = XRquat();
740 }
741 }
742} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 8a26df1..942c625 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -156,7 +156,7 @@ namespace OpenSim.Region.Framework.Scenes
156 return false; 156 return false;
157 } 157 }
158 } 158 }
159 159
160 if (InventoryService.AddItem(item)) 160 if (InventoryService.AddItem(item))
161 { 161 {
162 int userlevel = 0; 162 int userlevel = 0;
@@ -311,8 +311,7 @@ namespace OpenSim.Region.Framework.Scenes
311 311
312 // Update item with new asset 312 // Update item with new asset
313 item.AssetID = asset.FullID; 313 item.AssetID = asset.FullID;
314 if (group.UpdateInventoryItem(item)) 314 group.UpdateInventoryItem(item);
315 remoteClient.SendAgentAlertMessage("Script saved", false);
316 315
317 part.SendPropertiesToClient(remoteClient); 316 part.SendPropertiesToClient(remoteClient);
318 317
@@ -323,12 +322,7 @@ namespace OpenSim.Region.Framework.Scenes
323 { 322 {
324 // Needs to determine which engine was running it and use that 323 // Needs to determine which engine was running it and use that
325 // 324 //
326 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 325 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
327 errors = part.Inventory.GetScriptErrors(item.ItemID);
328 }
329 else
330 {
331 remoteClient.SendAgentAlertMessage("Script saved", false);
332 } 326 }
333 327
334 // Tell anyone managing scripts that a script has been reloaded/changed 328 // Tell anyone managing scripts that a script has been reloaded/changed
@@ -396,6 +390,7 @@ namespace OpenSim.Region.Framework.Scenes
396 390
397 if (UUID.Zero == transactionID) 391 if (UUID.Zero == transactionID)
398 { 392 {
393 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
399 item.Name = itemUpd.Name; 394 item.Name = itemUpd.Name;
400 item.Description = itemUpd.Description; 395 item.Description = itemUpd.Description;
401 396
@@ -783,6 +778,8 @@ namespace OpenSim.Region.Framework.Scenes
783 return; 778 return;
784 } 779 }
785 780
781 if (newName == null) newName = item.Name;
782
786 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 783 AssetBase asset = AssetService.Get(item.AssetID.ToString());
787 784
788 if (asset != null) 785 if (asset != null)
@@ -839,6 +836,24 @@ namespace OpenSim.Region.Framework.Scenes
839 } 836 }
840 837
841 /// <summary> 838 /// <summary>
839 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
840 /// </summary>
841 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
842 {
843 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
844 foreach (InventoryItemBase b in items)
845 {
846 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
847 InventoryItemBase n = InventoryService.GetItem(b);
848 n.Folder = destfolder;
849 moveitems.Add(n);
850 remoteClient.SendInventoryItemCreateUpdate(n, 0);
851 }
852
853 MoveInventoryItem(remoteClient, moveitems);
854 }
855
856 /// <summary>
842 /// Move an item within the agent's inventory. 857 /// Move an item within the agent's inventory.
843 /// </summary> 858 /// </summary>
844 /// <param name="remoteClient"></param> 859 /// <param name="remoteClient"></param>
@@ -1181,6 +1196,10 @@ namespace OpenSim.Region.Framework.Scenes
1181 { 1196 {
1182 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1197 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1183 1198
1199 // Can't move a null item
1200 if (itemId == UUID.Zero)
1201 return;
1202
1184 if (null == part) 1203 if (null == part)
1185 { 1204 {
1186 m_log.WarnFormat( 1205 m_log.WarnFormat(
@@ -1285,21 +1304,28 @@ namespace OpenSim.Region.Framework.Scenes
1285 return; 1304 return;
1286 } 1305 }
1287 1306
1288 if (part.OwnerID != destPart.OwnerID) 1307 // Can't transfer this
1308 //
1309 if (part.OwnerID != destPart.OwnerID && (srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1310 return;
1311
1312 bool overrideNoMod = false;
1313 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1314 overrideNoMod = true;
1315
1316 if (part.OwnerID != destPart.OwnerID && (destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1289 { 1317 {
1290 // Source must have transfer permissions 1318 // object cannot copy items to an object owned by a different owner
1291 if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) 1319 // unless llAllowInventoryDrop has been called
1292 return;
1293 1320
1294 // Object cannot copy items to an object owned by a different owner 1321 return;
1295 // unless llAllowInventoryDrop has been called on the destination
1296 if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1297 return;
1298 } 1322 }
1299 1323
1300 // must have both move and modify permission to put an item in an object 1324 // must have both move and modify permission to put an item in an object
1301 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1325 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1326 {
1302 return; 1327 return;
1328 }
1303 1329
1304 TaskInventoryItem destTaskItem = new TaskInventoryItem(); 1330 TaskInventoryItem destTaskItem = new TaskInventoryItem();
1305 1331
@@ -1355,6 +1381,14 @@ namespace OpenSim.Region.Framework.Scenes
1355 1381
1356 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1382 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1357 { 1383 {
1384 SceneObjectPart destPart = GetSceneObjectPart(destID);
1385 if (destPart != null) // Move into a prim
1386 {
1387 foreach(UUID itemID in items)
1388 MoveTaskInventoryItem(destID, host, itemID);
1389 return destID; // Prim folder ID == prim ID
1390 }
1391
1358 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1392 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1359 1393
1360 UUID newFolderID = UUID.Random(); 1394 UUID newFolderID = UUID.Random();
@@ -1540,12 +1574,12 @@ namespace OpenSim.Region.Framework.Scenes
1540 agentTransactions.HandleTaskItemUpdateFromTransaction( 1574 agentTransactions.HandleTaskItemUpdateFromTransaction(
1541 remoteClient, part, transactionID, currentItem); 1575 remoteClient, part, transactionID, currentItem);
1542 1576
1543 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1577// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1544 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1578// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1545 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1579// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1546 remoteClient.SendAgentAlertMessage("Script saved", false); 1580// remoteClient.SendAgentAlertMessage("Script saved", false);
1547 else 1581// else
1548 remoteClient.SendAgentAlertMessage("Item saved", false); 1582// remoteClient.SendAgentAlertMessage("Item saved", false);
1549 } 1583 }
1550 } 1584 }
1551 1585
@@ -1729,7 +1763,7 @@ namespace OpenSim.Region.Framework.Scenes
1729 } 1763 }
1730 1764
1731 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1765 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1732 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1766 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1733 agentID); 1767 agentID);
1734 AssetService.Store(asset); 1768 AssetService.Store(asset);
1735 1769
@@ -1885,23 +1919,32 @@ namespace OpenSim.Region.Framework.Scenes
1885 // build a list of eligible objects 1919 // build a list of eligible objects
1886 List<uint> deleteIDs = new List<uint>(); 1920 List<uint> deleteIDs = new List<uint>();
1887 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1921 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1888 1922 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1889 // Start with true for both, then remove the flags if objects
1890 // that we can't derez are part of the selection
1891 bool permissionToTake = true;
1892 bool permissionToTakeCopy = true;
1893 bool permissionToDelete = true;
1894 1923
1895 foreach (uint localID in localIDs) 1924 foreach (uint localID in localIDs)
1896 { 1925 {
1926 // Start with true for both, then remove the flags if objects
1927 // that we can't derez are part of the selection
1928 bool permissionToTake = true;
1929 bool permissionToTakeCopy = true;
1930 bool permissionToDelete = true;
1931
1897 // Invalid id 1932 // Invalid id
1898 SceneObjectPart part = GetSceneObjectPart(localID); 1933 SceneObjectPart part = GetSceneObjectPart(localID);
1899 if (part == null) 1934 if (part == null)
1935 {
1936 //Client still thinks the object exists, kill it
1937 deleteIDs.Add(localID);
1900 continue; 1938 continue;
1939 }
1901 1940
1902 // Already deleted by someone else 1941 // Already deleted by someone else
1903 if (part.ParentGroup.IsDeleted) 1942 if (part.ParentGroup.IsDeleted)
1943 {
1944 //Client still thinks the object exists, kill it
1945 deleteIDs.Add(localID);
1904 continue; 1946 continue;
1947 }
1905 1948
1906 // Can't delete child prims 1949 // Can't delete child prims
1907 if (part != part.ParentGroup.RootPart) 1950 if (part != part.ParentGroup.RootPart)
@@ -1909,9 +1952,6 @@ namespace OpenSim.Region.Framework.Scenes
1909 1952
1910 SceneObjectGroup grp = part.ParentGroup; 1953 SceneObjectGroup grp = part.ParentGroup;
1911 1954
1912 deleteIDs.Add(localID);
1913 deleteGroups.Add(grp);
1914
1915 if (remoteClient == null) 1955 if (remoteClient == null)
1916 { 1956 {
1917 // Autoreturn has a null client. Nothing else does. So 1957 // Autoreturn has a null client. Nothing else does. So
@@ -1928,83 +1968,195 @@ namespace OpenSim.Region.Framework.Scenes
1928 } 1968 }
1929 else 1969 else
1930 { 1970 {
1931 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1971 if (action == DeRezAction.TakeCopy)
1972 {
1973 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1974 permissionToTakeCopy = false;
1975 }
1976 else
1977 {
1932 permissionToTakeCopy = false; 1978 permissionToTakeCopy = false;
1933 1979 }
1934 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1980 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1935 permissionToTake = false; 1981 permissionToTake = false;
1936 1982
1937 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1983 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1938 permissionToDelete = false; 1984 permissionToDelete = false;
1939 } 1985 }
1940 }
1941 1986
1942 // Handle god perms 1987 // Handle god perms
1943 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1988 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1944 { 1989 {
1945 permissionToTake = true; 1990 permissionToTake = true;
1946 permissionToTakeCopy = true; 1991 permissionToTakeCopy = true;
1947 permissionToDelete = true; 1992 permissionToDelete = true;
1948 } 1993 }
1949 1994
1950 // If we're re-saving, we don't even want to delete 1995 // If we're re-saving, we don't even want to delete
1951 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1996 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1952 permissionToDelete = false; 1997 permissionToDelete = false;
1953 1998
1954 // if we want to take a copy, we also don't want to delete 1999 // if we want to take a copy, we also don't want to delete
1955 // Note: after this point, the permissionToTakeCopy flag 2000 // Note: after this point, the permissionToTakeCopy flag
1956 // becomes irrelevant. It already includes the permissionToTake 2001 // becomes irrelevant. It already includes the permissionToTake
1957 // permission and after excluding no copy items here, we can 2002 // permission and after excluding no copy items here, we can
1958 // just use that. 2003 // just use that.
1959 if (action == DeRezAction.TakeCopy) 2004 if (action == DeRezAction.TakeCopy)
1960 { 2005 {
1961 // If we don't have permission, stop right here 2006 // If we don't have permission, stop right here
1962 if (!permissionToTakeCopy) 2007 if (!permissionToTakeCopy)
1963 return; 2008 return;
1964 2009
1965 permissionToTake = true; 2010 permissionToTake = true;
1966 // Don't delete 2011 // Don't delete
1967 permissionToDelete = false; 2012 permissionToDelete = false;
1968 } 2013 }
1969 2014
1970 if (action == DeRezAction.Return) 2015 if (action == DeRezAction.Return)
1971 {
1972 if (remoteClient != null)
1973 { 2016 {
1974 if (Permissions.CanReturnObjects( 2017 if (remoteClient != null)
1975 null,
1976 remoteClient.AgentId,
1977 deleteGroups))
1978 { 2018 {
1979 permissionToTake = true; 2019 if (Permissions.CanReturnObjects(
1980 permissionToDelete = true; 2020 null,
1981 2021 remoteClient.AgentId,
1982 foreach (SceneObjectGroup g in deleteGroups) 2022 deleteGroups))
1983 { 2023 {
1984 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 2024 permissionToTake = true;
2025 permissionToDelete = true;
2026
2027 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1985 } 2028 }
1986 } 2029 }
2030 else // Auto return passes through here with null agent
2031 {
2032 permissionToTake = true;
2033 permissionToDelete = true;
2034 }
1987 } 2035 }
1988 else // Auto return passes through here with null agent 2036
2037 if (permissionToTake && (!permissionToDelete))
2038 takeGroups.Add(grp);
2039
2040 if (permissionToDelete)
1989 { 2041 {
1990 permissionToTake = true; 2042 if (permissionToTake)
1991 permissionToDelete = true; 2043 deleteGroups.Add(grp);
2044 deleteIDs.Add(grp.LocalId);
1992 } 2045 }
1993 } 2046 }
1994 2047
1995 if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete)) 2048 SendKillObject(deleteIDs);
2049
2050 if (deleteGroups.Count > 0)
1996 { 2051 {
2052 foreach (SceneObjectGroup g in deleteGroups)
2053 deleteIDs.Remove(g.LocalId);
2054
1997 m_asyncSceneObjectDeleter.DeleteToInventory( 2055 m_asyncSceneObjectDeleter.DeleteToInventory(
1998 action, destinationID, deleteGroups, remoteClient, 2056 action, destinationID, deleteGroups, remoteClient,
1999 permissionToDelete); 2057 true);
2000 } 2058 }
2001 else if (permissionToDelete) 2059 if (takeGroups.Count > 0)
2060 {
2061 m_asyncSceneObjectDeleter.DeleteToInventory(
2062 action, destinationID, takeGroups, remoteClient,
2063 false);
2064 }
2065 if (deleteIDs.Count > 0)
2002 { 2066 {
2003 foreach (SceneObjectGroup g in deleteGroups) 2067 foreach (SceneObjectGroup g in deleteGroups)
2004 DeleteSceneObject(g, false); 2068 DeleteSceneObject(g, true);
2005 } 2069 }
2006 } 2070 }
2007 2071
2072 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2073 {
2074 itemID = UUID.Zero;
2075 if (grp != null)
2076 {
2077 Vector3 inventoryStoredPosition = new Vector3
2078 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2079 ? 250
2080 : grp.AbsolutePosition.X)
2081 ,
2082 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2083 ? 250
2084 : grp.AbsolutePosition.X,
2085 grp.AbsolutePosition.Z);
2086
2087 Vector3 originalPosition = grp.AbsolutePosition;
2088
2089 grp.AbsolutePosition = inventoryStoredPosition;
2090
2091 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2092
2093 grp.AbsolutePosition = originalPosition;
2094
2095 AssetBase asset = CreateAsset(
2096 grp.GetPartName(grp.LocalId),
2097 grp.GetPartDescription(grp.LocalId),
2098 (sbyte)AssetType.Object,
2099 Utils.StringToBytes(sceneObjectXml),
2100 remoteClient.AgentId);
2101 AssetService.Store(asset);
2102
2103 InventoryItemBase item = new InventoryItemBase();
2104 item.CreatorId = grp.RootPart.CreatorID.ToString();
2105 item.CreatorData = grp.RootPart.CreatorData;
2106 item.Owner = remoteClient.AgentId;
2107 item.ID = UUID.Random();
2108 item.AssetID = asset.FullID;
2109 item.Description = asset.Description;
2110 item.Name = asset.Name;
2111 item.AssetType = asset.Type;
2112 item.InvType = (int)InventoryType.Object;
2113
2114 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2115 if (folder != null)
2116 item.Folder = folder.ID;
2117 else // oopsies
2118 item.Folder = UUID.Zero;
2119
2120 // Set up base perms properly
2121 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2122 permsBase &= grp.RootPart.BaseMask;
2123 permsBase |= (uint)PermissionMask.Move;
2124
2125 // Make sure we don't lock it
2126 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2127
2128 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2129 {
2130 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2131 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2132 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2133 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2134 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2135 }
2136 else
2137 {
2138 item.BasePermissions = permsBase;
2139 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2140 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2141 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2142 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2143 }
2144 item.CreationDate = Util.UnixTimeSinceEpoch();
2145
2146 // sets itemID so client can show item as 'attached' in inventory
2147 grp.FromItemID = item.ID;
2148
2149 if (AddInventoryItem(item))
2150 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2151 else
2152 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2153
2154 itemID = item.ID;
2155 return item.AssetID;
2156 }
2157 return UUID.Zero;
2158 }
2159
2008 /// <summary> 2160 /// <summary>
2009 /// Event Handler Rez an object into a scene 2161 /// Event Handler Rez an object into a scene
2010 /// Calls the non-void event handler 2162 /// Calls the non-void event handler
@@ -2131,6 +2283,9 @@ namespace OpenSim.Region.Framework.Scenes
2131 2283
2132 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2284 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2133 { 2285 {
2286 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2287 return;
2288
2134 SceneObjectPart part = GetSceneObjectPart(objectID); 2289 SceneObjectPart part = GetSceneObjectPart(objectID);
2135 if (part == null) 2290 if (part == null)
2136 return; 2291 return;
@@ -2187,7 +2342,10 @@ namespace OpenSim.Region.Framework.Scenes
2187 } 2342 }
2188 else 2343 else
2189 { 2344 {
2190 if (!Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)) 2345 if (!Permissions.IsGod(remoteClient.AgentId) && sog.OwnerID != remoteClient.AgentId)
2346 continue;
2347
2348 if (!Permissions.CanTransferObject(sog.UUID, groupID))
2191 continue; 2349 continue;
2192 2350
2193 if (sog.GroupID != groupID) 2351 if (sog.GroupID != groupID)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 2701d6e..cf68ff4 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -149,27 +149,47 @@ namespace OpenSim.Region.Framework.Scenes
149 /// <param name="remoteClient"></param> 149 /// <param name="remoteClient"></param>
150 public void SelectPrim(uint primLocalID, IClientAPI remoteClient) 150 public void SelectPrim(uint primLocalID, IClientAPI remoteClient)
151 { 151 {
152 /*
153 SceneObjectPart part = GetSceneObjectPart(primLocalID);
154
155 if (null == part)
156 return;
157
158 if (part.IsRoot)
159 {
160 SceneObjectGroup sog = part.ParentGroup;
161 sog.SendPropertiesToClient(remoteClient);
162
163 // A prim is only tainted if it's allowed to be edited by the person clicking it.
164 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
165 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
166 {
167 sog.IsSelected = true;
168 EventManager.TriggerParcelPrimCountTainted();
169 }
170 }
171 else
172 {
173 part.SendPropertiesToClient(remoteClient);
174 }
175 */
152 SceneObjectPart part = GetSceneObjectPart(primLocalID); 176 SceneObjectPart part = GetSceneObjectPart(primLocalID);
153 177
154 if (null == part) 178 if (null == part)
155 return; 179 return;
156 180
157 if (part.IsRoot) 181 SceneObjectGroup sog = part.ParentGroup;
158 { 182 if (sog == null)
159 SceneObjectGroup sog = part.ParentGroup; 183 return;
160 sog.SendPropertiesToClient(remoteClient);
161 sog.IsSelected = true;
162 184
163 // A prim is only tainted if it's allowed to be edited by the person clicking it. 185 part.SendPropertiesToClient(remoteClient);
164 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) 186
165 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) 187 // A prim is only tainted if it's allowed to be edited by the person clicking it.
166 { 188 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
167 EventManager.TriggerParcelPrimCountTainted(); 189 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
168 }
169 }
170 else
171 { 190 {
172 part.SendPropertiesToClient(remoteClient); 191 part.IsSelected = true;
192 EventManager.TriggerParcelPrimCountTainted();
173 } 193 }
174 } 194 }
175 195
@@ -222,7 +242,7 @@ namespace OpenSim.Region.Framework.Scenes
222 SceneObjectPart part = GetSceneObjectPart(primLocalID); 242 SceneObjectPart part = GetSceneObjectPart(primLocalID);
223 if (part == null) 243 if (part == null)
224 return; 244 return;
225 245 /*
226 // A deselect packet contains all the local prims being deselected. However, since selection is still 246 // A deselect packet contains all the local prims being deselected. However, since selection is still
227 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims 247 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims
228 // we end up sending many duplicate ObjectUpdates 248 // we end up sending many duplicate ObjectUpdates
@@ -235,7 +255,9 @@ namespace OpenSim.Region.Framework.Scenes
235 // handled by group, but by prim. Legacy cruft. 255 // handled by group, but by prim. Legacy cruft.
236 // TODO: Make selection flagging per prim! 256 // TODO: Make selection flagging per prim!
237 // 257 //
238 part.ParentGroup.IsSelected = false; 258 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
259 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
260 part.ParentGroup.IsSelected = false;
239 261
240 if (part.ParentGroup.IsAttachment) 262 if (part.ParentGroup.IsAttachment)
241 isAttachment = true; 263 isAttachment = true;
@@ -255,6 +277,22 @@ namespace OpenSim.Region.Framework.Scenes
255 part.UUID, remoteClient.AgentId)) 277 part.UUID, remoteClient.AgentId))
256 EventManager.TriggerParcelPrimCountTainted(); 278 EventManager.TriggerParcelPrimCountTainted();
257 } 279 }
280 */
281
282 bool oldgprSelect = part.ParentGroup.IsSelected;
283
284 // This is wrong, wrong, wrong. Selection should not be
285 // handled by group, but by prim. Legacy cruft.
286 // TODO: Make selection flagging per prim!
287 //
288 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
289 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
290 {
291 part.IsSelected = false;
292 if (!part.ParentGroup.IsAttachment && oldgprSelect != part.ParentGroup.IsSelected)
293 EventManager.TriggerParcelPrimCountTainted();
294 }
295
258 } 296 }
259 297
260 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount, 298 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount,
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 2bf3638..3e11db3 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -119,6 +119,7 @@ namespace OpenSim.Region.Framework.Scenes
119 // TODO: need to figure out how allow client agents but deny 119 // TODO: need to figure out how allow client agents but deny
120 // root agents when ACL denies access to root agent 120 // root agents when ACL denies access to root agent
121 public bool m_strictAccessControl = true; 121 public bool m_strictAccessControl = true;
122 public bool m_seeIntoBannedRegion = false;
122 public int MaxUndoCount = 5; 123 public int MaxUndoCount = 5;
123 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 124 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
124 public bool LoginLock = false; 125 public bool LoginLock = false;
@@ -134,12 +135,14 @@ namespace OpenSim.Region.Framework.Scenes
134 135
135 protected int m_splitRegionID; 136 protected int m_splitRegionID;
136 protected Timer m_restartWaitTimer = new Timer(); 137 protected Timer m_restartWaitTimer = new Timer();
138 protected Timer m_timerWatchdog = new Timer();
137 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 139 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
138 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 140 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
139 protected string m_simulatorVersion = "OpenSimulator Server"; 141 protected string m_simulatorVersion = "OpenSimulator Server";
140 protected ModuleLoader m_moduleLoader; 142 protected ModuleLoader m_moduleLoader;
141 protected AgentCircuitManager m_authenticateHandler; 143 protected AgentCircuitManager m_authenticateHandler;
142 protected SceneCommunicationService m_sceneGridService; 144 protected SceneCommunicationService m_sceneGridService;
145 protected ISnmpModule m_snmpService = null;
143 146
144 protected ISimulationDataService m_SimulationDataService; 147 protected ISimulationDataService m_SimulationDataService;
145 protected IEstateDataService m_EstateDataService; 148 protected IEstateDataService m_EstateDataService;
@@ -202,7 +205,7 @@ namespace OpenSim.Region.Framework.Scenes
202 private int m_update_events = 1; 205 private int m_update_events = 1;
203 private int m_update_backup = 200; 206 private int m_update_backup = 200;
204 private int m_update_terrain = 50; 207 private int m_update_terrain = 50;
205// private int m_update_land = 1; 208 private int m_update_land = 10;
206 private int m_update_coarse_locations = 50; 209 private int m_update_coarse_locations = 50;
207 210
208 private int agentMS; 211 private int agentMS;
@@ -221,6 +224,7 @@ namespace OpenSim.Region.Framework.Scenes
221 /// </summary> 224 /// </summary>
222 private int m_lastFrameTick; 225 private int m_lastFrameTick;
223 226
227 public bool CombineRegions = false;
224 /// <summary> 228 /// <summary>
225 /// Tick at which the last maintenance run occurred. 229 /// Tick at which the last maintenance run occurred.
226 /// </summary> 230 /// </summary>
@@ -251,6 +255,11 @@ namespace OpenSim.Region.Framework.Scenes
251 /// </summary> 255 /// </summary>
252 private int m_LastLogin; 256 private int m_LastLogin;
253 257
258 private int m_lastIncoming;
259 private int m_lastOutgoing;
260 private int m_hbRestarts = 0;
261
262
254 /// <summary> 263 /// <summary>
255 /// Thread that runs the scene loop. 264 /// Thread that runs the scene loop.
256 /// </summary> 265 /// </summary>
@@ -266,7 +275,7 @@ namespace OpenSim.Region.Framework.Scenes
266 private volatile bool m_shuttingDown; 275 private volatile bool m_shuttingDown;
267 276
268// private int m_lastUpdate; 277// private int m_lastUpdate;
269// private bool m_firstHeartbeat = true; 278 private bool m_firstHeartbeat = true;
270 279
271 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 280 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
272 private bool m_reprioritizationEnabled = true; 281 private bool m_reprioritizationEnabled = true;
@@ -311,6 +320,19 @@ namespace OpenSim.Region.Framework.Scenes
311 get { return m_sceneGridService; } 320 get { return m_sceneGridService; }
312 } 321 }
313 322
323 public ISnmpModule SnmpService
324 {
325 get
326 {
327 if (m_snmpService == null)
328 {
329 m_snmpService = RequestModuleInterface<ISnmpModule>();
330 }
331
332 return m_snmpService;
333 }
334 }
335
314 public ISimulationDataService SimulationDataService 336 public ISimulationDataService SimulationDataService
315 { 337 {
316 get 338 get
@@ -603,6 +625,8 @@ namespace OpenSim.Region.Framework.Scenes
603 m_EstateDataService = estateDataService; 625 m_EstateDataService = estateDataService;
604 m_regionHandle = m_regInfo.RegionHandle; 626 m_regionHandle = m_regInfo.RegionHandle;
605 m_regionName = m_regInfo.RegionName; 627 m_regionName = m_regInfo.RegionName;
628 m_lastIncoming = 0;
629 m_lastOutgoing = 0;
606 630
607 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 631 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
608 m_asyncSceneObjectDeleter.Enabled = true; 632 m_asyncSceneObjectDeleter.Enabled = true;
@@ -683,101 +707,110 @@ namespace OpenSim.Region.Framework.Scenes
683 707
684 // Region config overrides global config 708 // Region config overrides global config
685 // 709 //
686 if (m_config.Configs["Startup"] != null) 710 try
687 { 711 {
688 IConfig startupConfig = m_config.Configs["Startup"]; 712 if (m_config.Configs["Startup"] != null)
689
690 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance);
691 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
692 if (!m_useBackup)
693 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
694
695 //Animation states
696 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
697
698 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
699 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
700
701 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
702 if (RegionInfo.NonphysPrimMax > 0)
703 { 713 {
704 m_maxNonphys = RegionInfo.NonphysPrimMax; 714 IConfig startupConfig = m_config.Configs["Startup"];
705 }
706
707 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
708 715
709 if (RegionInfo.PhysPrimMax > 0) 716 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
710 { 717 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
711 m_maxPhys = RegionInfo.PhysPrimMax; 718 if (!m_useBackup)
712 } 719 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
720
721 //Animation states
722 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
713 723
714 // Here, if clamping is requested in either global or 724 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
715 // local config, it will be used 725 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
716 //
717 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
718 if (RegionInfo.ClampPrimSize)
719 {
720 m_clampPrimSize = true;
721 }
722 726
723 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete); 727 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
724 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 728 if (RegionInfo.NonphysPrimMax > 0)
725 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 729 {
726 m_dontPersistBefore = 730 m_maxNonphys = RegionInfo.NonphysPrimMax;
727 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE); 731 }
728 m_dontPersistBefore *= 10000000;
729 m_persistAfter =
730 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
731 m_persistAfter *= 10000000;
732 732
733 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 733 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
734 734
735 m_SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest"); 735 if (RegionInfo.PhysPrimMax > 0)
736 {
737 m_maxPhys = RegionInfo.PhysPrimMax;
738 }
736 739
737 IConfig packetConfig = m_config.Configs["PacketPool"]; 740 m_SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
738 if (packetConfig != null)
739 {
740 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
741 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
742 }
743 741
744 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 742 // Here, if clamping is requested in either global or
743 // local config, it will be used
744 //
745 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
746 if (RegionInfo.ClampPrimSize)
747 {
748 m_clampPrimSize = true;
749 }
745 750
746 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 751 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
747 if (m_generateMaptiles) 752 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
748 { 753 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
749 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0); 754 m_dontPersistBefore =
750 if (maptileRefresh != 0) 755 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
756 m_dontPersistBefore *= 10000000;
757 m_persistAfter =
758 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
759 m_persistAfter *= 10000000;
760
761 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
762 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
763
764 IConfig packetConfig = m_config.Configs["PacketPool"];
765 if (packetConfig != null)
751 { 766 {
752 m_mapGenerationTimer.Interval = maptileRefresh * 1000; 767 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
753 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister; 768 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
754 m_mapGenerationTimer.AutoReset = true;
755 m_mapGenerationTimer.Start();
756 } 769 }
757 }
758 else
759 {
760 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
761 UUID tileID;
762 770
763 if (UUID.TryParse(tile, out tileID)) 771 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
772 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
773 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
774
775 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
776 if (m_generateMaptiles)
764 { 777 {
765 RegionInfo.RegionSettings.TerrainImageID = tileID; 778 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0);
779 if (maptileRefresh != 0)
780 {
781 m_mapGenerationTimer.Interval = maptileRefresh * 1000;
782 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
783 m_mapGenerationTimer.AutoReset = true;
784 m_mapGenerationTimer.Start();
785 }
766 } 786 }
767 } 787 else
788 {
789 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
790 UUID tileID;
768 791
769 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime); 792 if (UUID.TryParse(tile, out tileID))
770 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup); 793 {
771 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); 794 RegionInfo.RegionSettings.TerrainImageID = tileID;
772 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement); 795 }
773 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events); 796 }
774 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
775 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
776 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
777 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
778 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
779 797
780 SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates); 798 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
799 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup);
800 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
801 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement);
802 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events);
803 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
804 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
805 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
806 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
807 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
808 SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates);
809 }
810 }
811 catch (Exception e)
812 {
813 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
781 } 814 }
782 815
783 #endregion Region Config 816 #endregion Region Config
@@ -1204,7 +1237,22 @@ namespace OpenSim.Region.Framework.Scenes
1204 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1237 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1205 if (m_heartbeatThread != null) 1238 if (m_heartbeatThread != null)
1206 { 1239 {
1240 m_hbRestarts++;
1241 if(m_hbRestarts > 10)
1242 Environment.Exit(1);
1243 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1244
1245//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1246//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1247//proc.EnableRaisingEvents=false;
1248//proc.StartInfo.FileName = "/bin/kill";
1249//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1250//proc.Start();
1251//proc.WaitForExit();
1252//Thread.Sleep(1000);
1253//Environment.Exit(1);
1207 m_heartbeatThread.Abort(); 1254 m_heartbeatThread.Abort();
1255 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1208 m_heartbeatThread = null; 1256 m_heartbeatThread = null;
1209 } 1257 }
1210// m_lastUpdate = Util.EnvironmentTickCount(); 1258// m_lastUpdate = Util.EnvironmentTickCount();
@@ -1352,10 +1400,12 @@ namespace OpenSim.Region.Framework.Scenes
1352 int tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS; 1400 int tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS;
1353 int previousFrameTick; 1401 int previousFrameTick;
1354 int maintc; 1402 int maintc;
1403 int sleepMS;
1404 int framestart;
1355 1405
1356 while (!m_shuttingDown && (endFrame == null || Frame < endFrame)) 1406 while (!m_shuttingDown && (endFrame == null || Frame < endFrame))
1357 { 1407 {
1358 maintc = Util.EnvironmentTickCount(); 1408 framestart = Util.EnvironmentTickCount();
1359 ++Frame; 1409 ++Frame;
1360 1410
1361// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); 1411// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
@@ -1443,7 +1493,7 @@ namespace OpenSim.Region.Framework.Scenes
1443 // landMS = Util.EnvironmentTickCountSubtract(ldMS); 1493 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1444 //} 1494 //}
1445 1495
1446 frameMS = Util.EnvironmentTickCountSubtract(maintc); 1496 // frameMS = Util.EnvironmentTickCountSubtract(maintc);
1447 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1497 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1448 1498
1449 // if (Frame%m_update_avatars == 0) 1499 // if (Frame%m_update_avatars == 0)
@@ -1458,7 +1508,7 @@ namespace OpenSim.Region.Framework.Scenes
1458 1508
1459 // frameMS currently records work frame times, not total frame times (work + any required sleep to 1509 // frameMS currently records work frame times, not total frame times (work + any required sleep to
1460 // reach min frame time. 1510 // reach min frame time.
1461 StatsReporter.addFrameMS(frameMS); 1511 // StatsReporter.addFrameMS(frameMS);
1462 1512
1463 StatsReporter.addAgentMS(agentMS); 1513 StatsReporter.addAgentMS(agentMS);
1464 StatsReporter.addPhysicsMS(physicsMS + physicsMS2); 1514 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
@@ -1515,12 +1565,22 @@ namespace OpenSim.Region.Framework.Scenes
1515 1565
1516 previousFrameTick = m_lastFrameTick; 1566 previousFrameTick = m_lastFrameTick;
1517 m_lastFrameTick = Util.EnvironmentTickCount(); 1567 m_lastFrameTick = Util.EnvironmentTickCount();
1518 maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1568 maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart);
1519 maintc = (int)(MinFrameTime * 1000) - maintc; 1569 maintc = (int)(MinFrameTime * 1000) - maintc;
1520 1570
1571 m_firstHeartbeat = false;
1572
1573
1574 sleepMS = Util.EnvironmentTickCount();
1575
1521 if (maintc > 0) 1576 if (maintc > 0)
1522 Thread.Sleep(maintc); 1577 Thread.Sleep(maintc);
1523 1578
1579 sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
1580 frameMS = Util.EnvironmentTickCountSubtract(framestart);
1581 StatsReporter.addSleepMS(sleepMS);
1582 StatsReporter.addFrameMS(frameMS);
1583
1524 // Optionally warn if a frame takes double the amount of time that it should. 1584 // Optionally warn if a frame takes double the amount of time that it should.
1525 if (DebugUpdates 1585 if (DebugUpdates
1526 && Util.EnvironmentTickCountSubtract( 1586 && Util.EnvironmentTickCountSubtract(
@@ -1547,9 +1607,9 @@ namespace OpenSim.Region.Framework.Scenes
1547 1607
1548 private void CheckAtTargets() 1608 private void CheckAtTargets()
1549 { 1609 {
1550 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1610 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1551 lock (m_groupsWithTargets) 1611 lock (m_groupsWithTargets)
1552 objs = m_groupsWithTargets.Values; 1612 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1553 1613
1554 foreach (SceneObjectGroup entry in objs) 1614 foreach (SceneObjectGroup entry in objs)
1555 entry.checkAtTargets(); 1615 entry.checkAtTargets();
@@ -1630,7 +1690,7 @@ namespace OpenSim.Region.Framework.Scenes
1630 msg.fromAgentName = "Server"; 1690 msg.fromAgentName = "Server";
1631 msg.dialog = (byte)19; // Object msg 1691 msg.dialog = (byte)19; // Object msg
1632 msg.fromGroup = false; 1692 msg.fromGroup = false;
1633 msg.offline = (byte)0; 1693 msg.offline = (byte)1;
1634 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1694 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1635 msg.Position = Vector3.Zero; 1695 msg.Position = Vector3.Zero;
1636 msg.RegionID = RegionInfo.RegionID.Guid; 1696 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1852,6 +1912,19 @@ namespace OpenSim.Region.Framework.Scenes
1852 EventManager.TriggerPrimsLoaded(this); 1912 EventManager.TriggerPrimsLoaded(this);
1853 } 1913 }
1854 1914
1915 public bool SuportsRayCastFiltered()
1916 {
1917 if (PhysicsScene == null)
1918 return false;
1919 return PhysicsScene.SuportsRaycastWorldFiltered();
1920 }
1921
1922 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
1923 {
1924 if (PhysicsScene == null)
1925 return null;
1926 return PhysicsScene.RaycastWorld(position, direction, length, Count,filter);
1927 }
1855 1928
1856 /// <summary> 1929 /// <summary>
1857 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed. 1930 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed.
@@ -1868,14 +1941,24 @@ namespace OpenSim.Region.Framework.Scenes
1868 /// <returns></returns> 1941 /// <returns></returns>
1869 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1942 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1870 { 1943 {
1944
1945 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1946 Vector3 wpos = Vector3.Zero;
1947 // Check for water surface intersection from above
1948 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1949 {
1950 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1951 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1952 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1953 wpos.Z = wheight;
1954 }
1955
1871 Vector3 pos = Vector3.Zero; 1956 Vector3 pos = Vector3.Zero;
1872 if (RayEndIsIntersection == (byte)1) 1957 if (RayEndIsIntersection == (byte)1)
1873 { 1958 {
1874 pos = RayEnd; 1959 pos = RayEnd;
1875 return pos;
1876 } 1960 }
1877 1961 else if (RayTargetID != UUID.Zero)
1878 if (RayTargetID != UUID.Zero)
1879 { 1962 {
1880 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1963 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1881 1964
@@ -1897,7 +1980,7 @@ namespace OpenSim.Region.Framework.Scenes
1897 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1980 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1898 1981
1899 // Un-comment out the following line to Get Raytrace results printed to the console. 1982 // Un-comment out the following line to Get Raytrace results printed to the console.
1900 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1983 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1901 float ScaleOffset = 0.5f; 1984 float ScaleOffset = 0.5f;
1902 1985
1903 // If we hit something 1986 // If we hit something
@@ -1920,13 +2003,10 @@ namespace OpenSim.Region.Framework.Scenes
1920 //pos.Z -= 0.25F; 2003 //pos.Z -= 0.25F;
1921 2004
1922 } 2005 }
1923
1924 return pos;
1925 } 2006 }
1926 else 2007 else
1927 { 2008 {
1928 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2009 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1929
1930 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2010 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1931 2011
1932 // Un-comment the following line to print the raytrace results to the console. 2012 // Un-comment the following line to print the raytrace results to the console.
@@ -1935,13 +2015,12 @@ namespace OpenSim.Region.Framework.Scenes
1935 if (ei.HitTF) 2015 if (ei.HitTF)
1936 { 2016 {
1937 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2017 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1938 } else 2018 }
2019 else
1939 { 2020 {
1940 // fall back to our stupid functionality 2021 // fall back to our stupid functionality
1941 pos = RayEnd; 2022 pos = RayEnd;
1942 } 2023 }
1943
1944 return pos;
1945 } 2024 }
1946 } 2025 }
1947 else 2026 else
@@ -1952,8 +2031,12 @@ namespace OpenSim.Region.Framework.Scenes
1952 //increase height so its above the ground. 2031 //increase height so its above the ground.
1953 //should be getting the normal of the ground at the rez point and using that? 2032 //should be getting the normal of the ground at the rez point and using that?
1954 pos.Z += scale.Z / 2f; 2033 pos.Z += scale.Z / 2f;
1955 return pos; 2034// return pos;
1956 } 2035 }
2036
2037 // check against posible water intercept
2038 if (wpos.Z > pos.Z) pos = wpos;
2039 return pos;
1957 } 2040 }
1958 2041
1959 2042
@@ -2043,7 +2126,10 @@ namespace OpenSim.Region.Framework.Scenes
2043 public bool AddRestoredSceneObject( 2126 public bool AddRestoredSceneObject(
2044 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 2127 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
2045 { 2128 {
2046 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 2129 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
2130 if (result)
2131 sceneObject.IsDeleted = false;
2132 return result;
2047 } 2133 }
2048 2134
2049 /// <summary> 2135 /// <summary>
@@ -2135,6 +2221,15 @@ namespace OpenSim.Region.Framework.Scenes
2135 /// </summary> 2221 /// </summary>
2136 public void DeleteAllSceneObjects() 2222 public void DeleteAllSceneObjects()
2137 { 2223 {
2224 DeleteAllSceneObjects(false);
2225 }
2226
2227 /// <summary>
2228 /// Delete every object from the scene. This does not include attachments worn by avatars.
2229 /// </summary>
2230 public void DeleteAllSceneObjects(bool exceptNoCopy)
2231 {
2232 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2138 lock (Entities) 2233 lock (Entities)
2139 { 2234 {
2140 EntityBase[] entities = Entities.GetEntities(); 2235 EntityBase[] entities = Entities.GetEntities();
@@ -2143,11 +2238,24 @@ namespace OpenSim.Region.Framework.Scenes
2143 if (e is SceneObjectGroup) 2238 if (e is SceneObjectGroup)
2144 { 2239 {
2145 SceneObjectGroup sog = (SceneObjectGroup)e; 2240 SceneObjectGroup sog = (SceneObjectGroup)e;
2146 if (!sog.IsAttachment) 2241 if (sog != null && !sog.IsAttachment)
2147 DeleteSceneObject((SceneObjectGroup)e, false); 2242 {
2243 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2244 {
2245 DeleteSceneObject((SceneObjectGroup)e, false);
2246 }
2247 else
2248 {
2249 toReturn.Add((SceneObjectGroup)e);
2250 }
2251 }
2148 } 2252 }
2149 } 2253 }
2150 } 2254 }
2255 if (toReturn.Count > 0)
2256 {
2257 returnObjects(toReturn.ToArray(), UUID.Zero);
2258 }
2151 } 2259 }
2152 2260
2153 /// <summary> 2261 /// <summary>
@@ -2182,6 +2290,8 @@ namespace OpenSim.Region.Framework.Scenes
2182 } 2290 }
2183 2291
2184 group.DeleteGroupFromScene(silent); 2292 group.DeleteGroupFromScene(silent);
2293 if (!silent)
2294 SendKillObject(new List<uint>() { group.LocalId });
2185 2295
2186// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2296// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2187 } 2297 }
@@ -2471,6 +2581,8 @@ namespace OpenSim.Region.Framework.Scenes
2471 2581
2472 if (newPosition != Vector3.Zero) 2582 if (newPosition != Vector3.Zero)
2473 newObject.RootPart.GroupPosition = newPosition; 2583 newObject.RootPart.GroupPosition = newPosition;
2584 if (newObject.RootPart.KeyframeMotion != null)
2585 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2474 2586
2475 if (!AddSceneObject(newObject)) 2587 if (!AddSceneObject(newObject))
2476 { 2588 {
@@ -2539,10 +2651,17 @@ namespace OpenSim.Region.Framework.Scenes
2539 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2651 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2540 public bool AddSceneObject(SceneObjectGroup sceneObject) 2652 public bool AddSceneObject(SceneObjectGroup sceneObject)
2541 { 2653 {
2654 if (sceneObject.OwnerID == UUID.Zero)
2655 {
2656 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2657 return false;
2658 }
2659
2542 // If the user is banned, we won't let any of their objects 2660 // If the user is banned, we won't let any of their objects
2543 // enter. Period. 2661 // enter. Period.
2544 // 2662 //
2545 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2663 int flags = GetUserFlags(sceneObject.OwnerID);
2664 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2546 { 2665 {
2547 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID); 2666 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2548 2667
@@ -2588,12 +2707,23 @@ namespace OpenSim.Region.Framework.Scenes
2588 } 2707 }
2589 else 2708 else
2590 { 2709 {
2710 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2591 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2711 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2592 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2712 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2593 } 2713 }
2714 if (sceneObject.OwnerID == UUID.Zero)
2715 {
2716 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2717 return false;
2718 }
2594 } 2719 }
2595 else 2720 else
2596 { 2721 {
2722 if (sceneObject.OwnerID == UUID.Zero)
2723 {
2724 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2725 return false;
2726 }
2597 AddRestoredSceneObject(sceneObject, true, false); 2727 AddRestoredSceneObject(sceneObject, true, false);
2598 2728
2599 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2729 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2622,6 +2752,24 @@ namespace OpenSim.Region.Framework.Scenes
2622 return 2; // StateSource.PrimCrossing 2752 return 2; // StateSource.PrimCrossing
2623 } 2753 }
2624 2754
2755 public int GetUserFlags(UUID user)
2756 {
2757 //Unfortunately the SP approach means that the value is cached until region is restarted
2758 /*
2759 ScenePresence sp;
2760 if (TryGetScenePresence(user, out sp))
2761 {
2762 return sp.UserFlags;
2763 }
2764 else
2765 {
2766 */
2767 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2768 if (uac == null)
2769 return 0;
2770 return uac.UserFlags;
2771 //}
2772 }
2625 #endregion 2773 #endregion
2626 2774
2627 #region Add/Remove Avatar Methods 2775 #region Add/Remove Avatar Methods
@@ -2635,7 +2783,7 @@ namespace OpenSim.Region.Framework.Scenes
2635 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2783 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2636 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2784 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2637 2785
2638// CheckHeartbeat(); 2786 CheckHeartbeat();
2639 2787
2640 ScenePresence sp = GetScenePresence(client.AgentId); 2788 ScenePresence sp = GetScenePresence(client.AgentId);
2641 2789
@@ -2688,7 +2836,13 @@ namespace OpenSim.Region.Framework.Scenes
2688 2836
2689 EventManager.TriggerOnNewClient(client); 2837 EventManager.TriggerOnNewClient(client);
2690 if (vialogin) 2838 if (vialogin)
2839 {
2691 EventManager.TriggerOnClientLogin(client); 2840 EventManager.TriggerOnClientLogin(client);
2841 // Send initial parcel data
2842 Vector3 pos = sp.AbsolutePosition;
2843 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2844 land.SendLandUpdateToClient(client);
2845 }
2692 2846
2693 return sp; 2847 return sp;
2694 } 2848 }
@@ -2778,19 +2932,12 @@ namespace OpenSim.Region.Framework.Scenes
2778 // and the scene presence and the client, if they exist 2932 // and the scene presence and the client, if they exist
2779 try 2933 try
2780 { 2934 {
2781 // We need to wait for the client to make UDP contact first. 2935 ScenePresence sp = GetScenePresence(agentID);
2782 // It's the UDP contact that creates the scene presence 2936 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2783 ScenePresence sp = WaitGetScenePresence(agentID); 2937
2784 if (sp != null) 2938 if (sp != null)
2785 {
2786 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2787
2788 sp.ControllingClient.Close(); 2939 sp.ControllingClient.Close();
2789 } 2940
2790 else
2791 {
2792 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2793 }
2794 // BANG! SLASH! 2941 // BANG! SLASH!
2795 m_authenticateHandler.RemoveCircuit(agentID); 2942 m_authenticateHandler.RemoveCircuit(agentID);
2796 2943
@@ -2835,6 +2982,8 @@ namespace OpenSim.Region.Framework.Scenes
2835 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 2982 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
2836 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 2983 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
2837 2984
2985 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
2986
2838 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 2987 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
2839 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 2988 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
2840 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 2989 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -2891,6 +3040,7 @@ namespace OpenSim.Region.Framework.Scenes
2891 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3040 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2892 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3041 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2893 client.OnCopyInventoryItem += CopyInventoryItem; 3042 client.OnCopyInventoryItem += CopyInventoryItem;
3043 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2894 client.OnMoveInventoryItem += MoveInventoryItem; 3044 client.OnMoveInventoryItem += MoveInventoryItem;
2895 client.OnRemoveInventoryItem += RemoveInventoryItem; 3045 client.OnRemoveInventoryItem += RemoveInventoryItem;
2896 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3046 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2962,6 +3112,8 @@ namespace OpenSim.Region.Framework.Scenes
2962 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3112 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
2963 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3113 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
2964 3114
3115 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3116
2965 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3117 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2966 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3118 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2967 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3119 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3064,15 +3216,16 @@ namespace OpenSim.Region.Framework.Scenes
3064 /// </summary> 3216 /// </summary>
3065 /// <param name="agentId">The avatar's Unique ID</param> 3217 /// <param name="agentId">The avatar's Unique ID</param>
3066 /// <param name="client">The IClientAPI for the client</param> 3218 /// <param name="client">The IClientAPI for the client</param>
3067 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3219 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
3068 { 3220 {
3069 if (m_teleportModule != null) 3221 if (m_teleportModule != null)
3070 m_teleportModule.TeleportHome(agentId, client); 3222 return m_teleportModule.TeleportHome(agentId, client);
3071 else 3223 else
3072 { 3224 {
3073 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3225 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
3074 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3226 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
3075 } 3227 }
3228 return false;
3076 } 3229 }
3077 3230
3078 /// <summary> 3231 /// <summary>
@@ -3182,6 +3335,16 @@ namespace OpenSim.Region.Framework.Scenes
3182 /// <param name="flags"></param> 3335 /// <param name="flags"></param>
3183 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3336 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3184 { 3337 {
3338 //Add half the avatar's height so that the user doesn't fall through prims
3339 ScenePresence presence;
3340 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3341 {
3342 if (presence.Appearance != null)
3343 {
3344 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3345 }
3346 }
3347
3185 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3348 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3186 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3349 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3187 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3350 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3250,8 +3413,9 @@ namespace OpenSim.Region.Framework.Scenes
3250 regions.Remove(RegionInfo.RegionHandle); 3413 regions.Remove(RegionInfo.RegionHandle);
3251 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3414 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3252 } 3415 }
3253 3416 m_log.Debug("[Scene] Beginning ClientClosed");
3254 m_eventManager.TriggerClientClosed(agentID, this); 3417 m_eventManager.TriggerClientClosed(agentID, this);
3418 m_log.Debug("[Scene] Finished ClientClosed");
3255 } 3419 }
3256 catch (NullReferenceException) 3420 catch (NullReferenceException)
3257 { 3421 {
@@ -3313,9 +3477,10 @@ namespace OpenSim.Region.Framework.Scenes
3313 { 3477 {
3314 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace); 3478 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace);
3315 } 3479 }
3316 3480 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3317 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3481 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3318// CleanDroppedAttachments(); 3482// CleanDroppedAttachments();
3483 m_log.Debug("[Scene] The avatar has left the building");
3319 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3484 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3320 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3485 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3321 } 3486 }
@@ -3450,13 +3615,16 @@ namespace OpenSim.Region.Framework.Scenes
3450 sp = null; 3615 sp = null;
3451 } 3616 }
3452 3617
3453 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3454 3618
3455 //On login test land permisions 3619 //On login test land permisions
3456 if (vialogin) 3620 if (vialogin)
3457 { 3621 {
3458 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3622 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3623 if (cache != null)
3624 cache.Remove(agent.firstname + " " + agent.lastname);
3625 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3459 { 3626 {
3627 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3460 return false; 3628 return false;
3461 } 3629 }
3462 } 3630 }
@@ -3479,9 +3647,15 @@ namespace OpenSim.Region.Framework.Scenes
3479 3647
3480 try 3648 try
3481 { 3649 {
3482 if (!AuthorizeUser(agent, out reason)) 3650 // Always check estate if this is a login. Always
3483 return false; 3651 // check if banned regions are to be blacked out.
3484 } catch (Exception e) 3652 if (vialogin || (!m_seeIntoBannedRegion))
3653 {
3654 if (!AuthorizeUser(agent, out reason))
3655 return false;
3656 }
3657 }
3658 catch (Exception e)
3485 { 3659 {
3486 m_log.ErrorFormat( 3660 m_log.ErrorFormat(
3487 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace); 3661 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace);
@@ -3612,6 +3786,8 @@ namespace OpenSim.Region.Framework.Scenes
3612 } 3786 }
3613 3787
3614 // Honor parcel landing type and position. 3788 // Honor parcel landing type and position.
3789 /*
3790 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3615 if (land != null) 3791 if (land != null)
3616 { 3792 {
3617 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3793 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3619,26 +3795,34 @@ namespace OpenSim.Region.Framework.Scenes
3619 agent.startpos = land.LandData.UserLocation; 3795 agent.startpos = land.LandData.UserLocation;
3620 } 3796 }
3621 } 3797 }
3798 */// This is now handled properly in ScenePresence.MakeRootAgent
3622 } 3799 }
3623 3800
3624 return true; 3801 return true;
3625 } 3802 }
3626 3803
3627 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3804 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3628 { 3805 {
3629 3806 reason = String.Empty;
3630 bool banned = land.IsBannedFromLand(agent.AgentID); 3807 if (Permissions.IsGod(agentID))
3631 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3808 return true;
3809
3810 ILandObject land = LandChannel.GetLandObject(posX, posY);
3811 if (land == null)
3812 return false;
3813
3814 bool banned = land.IsBannedFromLand(agentID);
3815 bool restricted = land.IsRestrictedFromLand(agentID);
3632 3816
3633 if (banned || restricted) 3817 if (banned || restricted)
3634 { 3818 {
3635 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3819 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3636 if (nearestParcel != null) 3820 if (nearestParcel != null)
3637 { 3821 {
3638 //Move agent to nearest allowed 3822 //Move agent to nearest allowed
3639 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3823 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3640 agent.startpos.X = newPosition.X; 3824 posX = newPosition.X;
3641 agent.startpos.Y = newPosition.Y; 3825 posY = newPosition.Y;
3642 } 3826 }
3643 else 3827 else
3644 { 3828 {
@@ -3700,7 +3884,7 @@ namespace OpenSim.Region.Framework.Scenes
3700 3884
3701 if (!m_strictAccessControl) return true; 3885 if (!m_strictAccessControl) return true;
3702 if (Permissions.IsGod(agent.AgentID)) return true; 3886 if (Permissions.IsGod(agent.AgentID)) return true;
3703 3887
3704 if (AuthorizationService != null) 3888 if (AuthorizationService != null)
3705 { 3889 {
3706 if (!AuthorizationService.IsAuthorizedForRegion( 3890 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3715,7 +3899,7 @@ namespace OpenSim.Region.Framework.Scenes
3715 3899
3716 if (m_regInfo.EstateSettings != null) 3900 if (m_regInfo.EstateSettings != null)
3717 { 3901 {
3718 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3902 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
3719 { 3903 {
3720 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3904 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3721 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3905 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3907,6 +4091,13 @@ namespace OpenSim.Region.Framework.Scenes
3907 4091
3908 // We have to wait until the viewer contacts this region after receiving EAC. 4092 // We have to wait until the viewer contacts this region after receiving EAC.
3909 // That calls AddNewClient, which finally creates the ScenePresence 4093 // That calls AddNewClient, which finally creates the ScenePresence
4094 int flags = GetUserFlags(cAgentData.AgentID);
4095 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4096 {
4097 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4098 return false;
4099 }
4100
3910 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4101 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3911 if (nearestParcel == null) 4102 if (nearestParcel == null)
3912 { 4103 {
@@ -3991,12 +4182,22 @@ namespace OpenSim.Region.Framework.Scenes
3991 return false; 4182 return false;
3992 } 4183 }
3993 4184
4185 public bool IncomingCloseAgent(UUID agentID)
4186 {
4187 return IncomingCloseAgent(agentID, false);
4188 }
4189
4190 public bool IncomingCloseChildAgent(UUID agentID)
4191 {
4192 return IncomingCloseAgent(agentID, true);
4193 }
4194
3994 /// <summary> 4195 /// <summary>
3995 /// Tell a single agent to disconnect from the region. 4196 /// Tell a single agent to disconnect from the region.
3996 /// </summary> 4197 /// </summary>
3997 /// <param name="regionHandle"></param>
3998 /// <param name="agentID"></param> 4198 /// <param name="agentID"></param>
3999 public bool IncomingCloseAgent(UUID agentID) 4199 /// <param name="childOnly"></param>
4200 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
4000 { 4201 {
4001 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4202 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
4002 4203
@@ -4008,7 +4209,7 @@ namespace OpenSim.Region.Framework.Scenes
4008 { 4209 {
4009 m_sceneGraph.removeUserCount(false); 4210 m_sceneGraph.removeUserCount(false);
4010 } 4211 }
4011 else 4212 else if (!childOnly)
4012 { 4213 {
4013 m_sceneGraph.removeUserCount(true); 4214 m_sceneGraph.removeUserCount(true);
4014 } 4215 }
@@ -4024,9 +4225,12 @@ namespace OpenSim.Region.Framework.Scenes
4024 } 4225 }
4025 else 4226 else
4026 presence.ControllingClient.SendShutdownConnectionNotice(); 4227 presence.ControllingClient.SendShutdownConnectionNotice();
4228 presence.ControllingClient.Close(false);
4229 }
4230 else if (!childOnly)
4231 {
4232 presence.ControllingClient.Close(true);
4027 } 4233 }
4028
4029 presence.ControllingClient.Close();
4030 return true; 4234 return true;
4031 } 4235 }
4032 4236
@@ -4608,35 +4812,81 @@ namespace OpenSim.Region.Framework.Scenes
4608 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4812 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4609 } 4813 }
4610 4814
4611 public int GetHealth() 4815 public int GetHealth(out int flags, out string message)
4612 { 4816 {
4613 // Returns: 4817 // Returns:
4614 // 1 = sim is up and accepting http requests. The heartbeat has 4818 // 1 = sim is up and accepting http requests. The heartbeat has
4615 // stopped and the sim is probably locked up, but a remote 4819 // stopped and the sim is probably locked up, but a remote
4616 // admin restart may succeed 4820 // admin restart may succeed
4617 // 4821 //
4618 // 2 = Sim is up and the heartbeat is running. The sim is likely 4822 // 2 = Sim is up and the heartbeat is running. The sim is likely
4619 // usable for people within and logins _may_ work 4823 // usable for people within
4824 //
4825 // 3 = Sim is up and one packet thread is running. Sim is
4826 // unstable and will not accept new logins
4620 // 4827 //
4621 // 3 = We have seen a new user enter within the past 4 minutes 4828 // 4 = Sim is up and both packet threads are running. Sim is
4829 // likely usable
4830 //
4831 // 5 = We have seen a new user enter within the past 4 minutes
4622 // which can be seen as positive confirmation of sim health 4832 // which can be seen as positive confirmation of sim health
4623 // 4833 //
4834
4835 flags = 0;
4836 message = String.Empty;
4837
4838 CheckHeartbeat();
4839
4840 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4841 {
4842 // We're still starting
4843 // 0 means "in startup", it can't happen another way, since
4844 // to get here, we must be able to accept http connections
4845 return 0;
4846 }
4847
4624 int health=1; // Start at 1, means we're up 4848 int health=1; // Start at 1, means we're up
4625 4849
4626 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 4850 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
4627 health += 1; 4851 {
4852 health+=1;
4853 flags |= 1;
4854 }
4855
4856 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4857 {
4858 health+=1;
4859 flags |= 2;
4860 }
4861
4862 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4863 {
4864 health+=1;
4865 flags |= 4;
4866 }
4628 else 4867 else
4868 {
4869int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
4870System.Diagnostics.Process proc = new System.Diagnostics.Process();
4871proc.EnableRaisingEvents=false;
4872proc.StartInfo.FileName = "/bin/kill";
4873proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
4874proc.Start();
4875proc.WaitForExit();
4876Thread.Sleep(1000);
4877Environment.Exit(1);
4878 }
4879
4880 if (flags != 7)
4629 return health; 4881 return health;
4630 4882
4631 // A login in the last 4 mins? We can't be doing too badly 4883 // A login in the last 4 mins? We can't be doing too badly
4632 // 4884 //
4633 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4885 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4634 health++; 4886 health++;
4635 else 4887 else
4636 return health; 4888 return health;
4637 4889
4638// CheckHeartbeat();
4639
4640 return health; 4890 return health;
4641 } 4891 }
4642 4892
@@ -4724,7 +4974,7 @@ namespace OpenSim.Region.Framework.Scenes
4724 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 4974 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
4725 if (wasUsingPhysics) 4975 if (wasUsingPhysics)
4726 { 4976 {
4727 jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock 4977 jointProxyObject.UpdatePrimFlags(false, false, true, false,false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
4728 } 4978 }
4729 } 4979 }
4730 4980
@@ -4823,14 +5073,14 @@ namespace OpenSim.Region.Framework.Scenes
4823 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5073 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
4824 } 5074 }
4825 5075
4826// private void CheckHeartbeat() 5076 private void CheckHeartbeat()
4827// { 5077 {
4828// if (m_firstHeartbeat) 5078 if (m_firstHeartbeat)
4829// return; 5079 return;
4830// 5080
4831// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5081 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
4832// StartTimer(); 5082 Start();
4833// } 5083 }
4834 5084
4835 public override ISceneObject DeserializeObject(string representation) 5085 public override ISceneObject DeserializeObject(string representation)
4836 { 5086 {
@@ -4842,9 +5092,14 @@ namespace OpenSim.Region.Framework.Scenes
4842 get { return m_allowScriptCrossings; } 5092 get { return m_allowScriptCrossings; }
4843 } 5093 }
4844 5094
4845 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 5095 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
5096 {
5097 return GetNearestAllowedPosition(avatar, null);
5098 }
5099
5100 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
4846 { 5101 {
4847 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 5102 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
4848 5103
4849 if (nearestParcel != null) 5104 if (nearestParcel != null)
4850 { 5105 {
@@ -4853,10 +5108,7 @@ namespace OpenSim.Region.Framework.Scenes
4853 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5108 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4854 if (nearestPoint != null) 5109 if (nearestPoint != null)
4855 { 5110 {
4856// m_log.DebugFormat( 5111 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
4857// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
4858// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
4859
4860 return nearestPoint.Value; 5112 return nearestPoint.Value;
4861 } 5113 }
4862 5114
@@ -4866,17 +5118,20 @@ namespace OpenSim.Region.Framework.Scenes
4866 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5118 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4867 if (nearestPoint != null) 5119 if (nearestPoint != null)
4868 { 5120 {
4869// m_log.DebugFormat( 5121 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
4870// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
4871
4872 return nearestPoint.Value; 5122 return nearestPoint.Value;
4873 } 5123 }
4874 5124
4875 //Ultimate backup if we have no idea where they are 5125 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
4876// m_log.DebugFormat( 5126 if (dest != excludeParcel)
4877// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); 5127 {
5128 // Ultimate backup if we have no idea where they are and
5129 // the last allowed position was in another parcel
5130 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
5131 return avatar.lastKnownAllowedPosition;
5132 }
4878 5133
4879 return avatar.lastKnownAllowedPosition; 5134 // else fall through to region edge
4880 } 5135 }
4881 5136
4882 //Go to the edge, this happens in teleporting to a region with no available parcels 5137 //Go to the edge, this happens in teleporting to a region with no available parcels
@@ -4910,13 +5165,18 @@ namespace OpenSim.Region.Framework.Scenes
4910 5165
4911 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 5166 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
4912 { 5167 {
5168 return GetNearestAllowedParcel(avatarId, x, y, null);
5169 }
5170
5171 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
5172 {
4913 List<ILandObject> all = AllParcels(); 5173 List<ILandObject> all = AllParcels();
4914 float minParcelDistance = float.MaxValue; 5174 float minParcelDistance = float.MaxValue;
4915 ILandObject nearestParcel = null; 5175 ILandObject nearestParcel = null;
4916 5176
4917 foreach (var parcel in all) 5177 foreach (var parcel in all)
4918 { 5178 {
4919 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 5179 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
4920 { 5180 {
4921 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 5181 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
4922 if (parcelDistance < minParcelDistance) 5182 if (parcelDistance < minParcelDistance)
@@ -5158,7 +5418,55 @@ namespace OpenSim.Region.Framework.Scenes
5158 mapModule.GenerateMaptile(); 5418 mapModule.GenerateMaptile();
5159 } 5419 }
5160 5420
5161 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5421// public void CleanDroppedAttachments()
5422// {
5423// List<SceneObjectGroup> objectsToDelete =
5424// new List<SceneObjectGroup>();
5425//
5426// lock (m_cleaningAttachments)
5427// {
5428// ForEachSOG(delegate (SceneObjectGroup grp)
5429// {
5430// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5431// {
5432// UUID agentID = grp.OwnerID;
5433// if (agentID == UUID.Zero)
5434// {
5435// objectsToDelete.Add(grp);
5436// return;
5437// }
5438//
5439// ScenePresence sp = GetScenePresence(agentID);
5440// if (sp == null)
5441// {
5442// objectsToDelete.Add(grp);
5443// return;
5444// }
5445// }
5446// });
5447// }
5448//
5449// foreach (SceneObjectGroup grp in objectsToDelete)
5450// {
5451// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5452// DeleteSceneObject(grp, true);
5453// }
5454// }
5455
5456 public void ThreadAlive(int threadCode)
5457 {
5458 switch(threadCode)
5459 {
5460 case 1: // Incoming
5461 m_lastIncoming = Util.EnvironmentTickCount();
5462 break;
5463 case 2: // Incoming
5464 m_lastOutgoing = Util.EnvironmentTickCount();
5465 break;
5466 }
5467 }
5468
5469 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5162 { 5470 {
5163 RegenerateMaptile(); 5471 RegenerateMaptile();
5164 5472
@@ -5177,6 +5485,14 @@ namespace OpenSim.Region.Framework.Scenes
5177 // child agent creation, thereby emulating the SL behavior. 5485 // child agent creation, thereby emulating the SL behavior.
5178 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5486 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5179 { 5487 {
5488 reason = "You are banned from the region";
5489
5490 if (Permissions.IsGod(agentID))
5491 {
5492 reason = String.Empty;
5493 return true;
5494 }
5495
5180 int num = m_sceneGraph.GetNumberOfScenePresences(); 5496 int num = m_sceneGraph.GetNumberOfScenePresences();
5181 5497
5182 if (num >= RegionInfo.RegionSettings.AgentLimit) 5498 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -5188,6 +5504,41 @@ namespace OpenSim.Region.Framework.Scenes
5188 } 5504 }
5189 } 5505 }
5190 5506
5507 ScenePresence presence = GetScenePresence(agentID);
5508 IClientAPI client = null;
5509 AgentCircuitData aCircuit = null;
5510
5511 if (presence != null)
5512 {
5513 client = presence.ControllingClient;
5514 if (client != null)
5515 aCircuit = client.RequestClientInfo();
5516 }
5517
5518 // We may be called before there is a presence or a client.
5519 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5520 if (client == null)
5521 {
5522 aCircuit = new AgentCircuitData();
5523 aCircuit.AgentID = agentID;
5524 aCircuit.firstname = String.Empty;
5525 aCircuit.lastname = String.Empty;
5526 }
5527
5528 try
5529 {
5530 if (!AuthorizeUser(aCircuit, out reason))
5531 {
5532 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5533 return false;
5534 }
5535 }
5536 catch (Exception e)
5537 {
5538 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5539 return false;
5540 }
5541
5191 if (position == Vector3.Zero) // Teleport 5542 if (position == Vector3.Zero) // Teleport
5192 { 5543 {
5193 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5544 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5216,13 +5567,46 @@ namespace OpenSim.Region.Framework.Scenes
5216 } 5567 }
5217 } 5568 }
5218 } 5569 }
5570
5571 float posX = 128.0f;
5572 float posY = 128.0f;
5573
5574 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5575 {
5576 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5577 return false;
5578 }
5579 }
5580 else // Walking
5581 {
5582 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5583 if (land == null)
5584 return false;
5585
5586 bool banned = land.IsBannedFromLand(agentID);
5587 bool restricted = land.IsRestrictedFromLand(agentID);
5588
5589 if (banned || restricted)
5590 return false;
5219 } 5591 }
5220 5592
5221 reason = String.Empty; 5593 reason = String.Empty;
5222 return true; 5594 return true;
5223 } 5595 }
5224 5596
5225 /// <summary> 5597 public void StartTimerWatchdog()
5598 {
5599 m_timerWatchdog.Interval = 1000;
5600 m_timerWatchdog.Elapsed += TimerWatchdog;
5601 m_timerWatchdog.AutoReset = true;
5602 m_timerWatchdog.Start();
5603 }
5604
5605 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5606 {
5607 CheckHeartbeat();
5608 }
5609
5226 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5610 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5227 /// autopilot that moves an avatar to a sit target!. 5611 /// autopilot that moves an avatar to a sit target!.
5228 /// </summary> 5612 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index 9c6b884..9b8a3ae 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -136,6 +136,8 @@ namespace OpenSim.Region.Framework.Scenes
136 get { return m_permissions; } 136 get { return m_permissions; }
137 } 137 }
138 138
139 protected string m_datastore;
140
139 /* Used by the loadbalancer plugin on GForge */ 141 /* Used by the loadbalancer plugin on GForge */
140 protected RegionStatus m_regStatus; 142 protected RegionStatus m_regStatus;
141 public RegionStatus RegionStatus 143 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index b8616e8..77e808e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -88,7 +88,7 @@ namespace OpenSim.Region.Framework.Scenes
88 88
89 if (neighbour != null) 89 if (neighbour != null)
90 { 90 {
91 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 91 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
92 m_scene.EventManager.TriggerOnRegionUp(neighbour); 92 m_scene.EventManager.TriggerOnRegionUp(neighbour);
93 } 93 }
94 else 94 else
@@ -102,7 +102,7 @@ namespace OpenSim.Region.Framework.Scenes
102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
103 103
104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
105 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 105 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
106 foreach (GridRegion n in neighbours) 106 foreach (GridRegion n in neighbours)
107 { 107 {
108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -182,10 +182,13 @@ namespace OpenSim.Region.Framework.Scenes
182 } 182 }
183 } 183 }
184 184
185 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
186
185 /// <summary> 187 /// <summary>
186 /// Closes a child agent on a given region 188 /// This Closes child agents on neighboring regions
189 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
187 /// </summary> 190 /// </summary>
188 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 191 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
189 { 192 {
190 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 193 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
191 194
@@ -194,31 +197,29 @@ namespace OpenSim.Region.Framework.Scenes
194 Utils.LongToUInts(regionHandle, out x, out y); 197 Utils.LongToUInts(regionHandle, out x, out y);
195 198
196 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 199 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
200 m_scene.SimulationService.CloseChildAgent(destination, agentID);
201 }
197 202
198 m_log.DebugFormat( 203 private void SendCloseChildAgentCompleted(IAsyncResult iar)
199 "[INTERGRID]: Sending close agent {0} to region at {1}-{2}", 204 {
200 agentID, destination.RegionCoordX, destination.RegionCoordY); 205 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
201 206 icon.EndInvoke(iar);
202 m_scene.SimulationService.CloseAgent(destination, agentID);
203 } 207 }
204 208
205 /// <summary>
206 /// Closes a child agents in a collection of regions. Does so asynchronously
207 /// so that the caller doesn't wait.
208 /// </summary>
209 /// <param name="agentID"></param>
210 /// <param name="regionslst"></param>
211 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 209 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
212 { 210 {
213 foreach (ulong handle in regionslst) 211 foreach (ulong handle in regionslst)
214 { 212 {
215 SendCloseChildAgent(agentID, handle); 213 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
214 d.BeginInvoke(agentID, handle,
215 SendCloseChildAgentCompleted,
216 d);
216 } 217 }
217 } 218 }
218 219
219 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 220 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
220 { 221 {
221 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 222 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
222 } 223 }
223 } 224 }
224} \ No newline at end of file 225}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 4815922..00f76e0 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -41,6 +41,12 @@ namespace OpenSim.Region.Framework.Scenes
41{ 41{
42 public delegate void PhysicsCrash(); 42 public delegate void PhysicsCrash();
43 43
44 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
45
46 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
49
44 /// <summary> 50 /// <summary>
45 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components 51 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
46 /// should be migrated out over time. 52 /// should be migrated out over time.
@@ -54,11 +60,15 @@ namespace OpenSim.Region.Framework.Scenes
54 protected internal event PhysicsCrash UnRecoverableError; 60 protected internal event PhysicsCrash UnRecoverableError;
55 private PhysicsCrash handlerPhysicsCrash = null; 61 private PhysicsCrash handlerPhysicsCrash = null;
56 62
63 public event AttachToBackupDelegate OnAttachToBackup;
64 public event DetachFromBackupDelegate OnDetachFromBackup;
65 public event ChangedBackupDelegate OnChangeBackup;
66
57 #endregion 67 #endregion
58 68
59 #region Fields 69 #region Fields
60 70
61 protected object m_presenceLock = new object(); 71 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
62 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
63 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
64 74
@@ -127,13 +137,18 @@ namespace OpenSim.Region.Framework.Scenes
127 137
128 protected internal void Close() 138 protected internal void Close()
129 { 139 {
130 lock (m_presenceLock) 140 m_scenePresencesLock.EnterWriteLock();
141 try
131 { 142 {
132 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 143 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
133 List<ScenePresence> newlist = new List<ScenePresence>(); 144 List<ScenePresence> newlist = new List<ScenePresence>();
134 m_scenePresenceMap = newmap; 145 m_scenePresenceMap = newmap;
135 m_scenePresenceArray = newlist; 146 m_scenePresenceArray = newlist;
136 } 147 }
148 finally
149 {
150 m_scenePresencesLock.ExitWriteLock();
151 }
137 152
138 lock (SceneObjectGroupsByFullID) 153 lock (SceneObjectGroupsByFullID)
139 SceneObjectGroupsByFullID.Clear(); 154 SceneObjectGroupsByFullID.Clear();
@@ -254,6 +269,33 @@ namespace OpenSim.Region.Framework.Scenes
254 protected internal bool AddRestoredSceneObject( 269 protected internal bool AddRestoredSceneObject(
255 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 270 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
256 { 271 {
272 if (!m_parentScene.CombineRegions)
273 {
274 // KF: Check for out-of-region, move inside and make static.
275 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
276 sceneObject.RootPart.GroupPosition.Y,
277 sceneObject.RootPart.GroupPosition.Z);
278 if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
279 npos.X > Constants.RegionSize ||
280 npos.Y > Constants.RegionSize))
281 {
282 if (npos.X < 0.0) npos.X = 1.0f;
283 if (npos.Y < 0.0) npos.Y = 1.0f;
284 if (npos.Z < 0.0) npos.Z = 0.0f;
285 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
286 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
287
288 foreach (SceneObjectPart part in sceneObject.Parts)
289 {
290 part.GroupPosition = npos;
291 }
292 sceneObject.RootPart.Velocity = Vector3.Zero;
293 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
294 sceneObject.RootPart.Acceleration = Vector3.Zero;
295 sceneObject.RootPart.Velocity = Vector3.Zero;
296 }
297 }
298
257 if (attachToBackup && (!alreadyPersisted)) 299 if (attachToBackup && (!alreadyPersisted))
258 { 300 {
259 sceneObject.ForceInventoryPersistence(); 301 sceneObject.ForceInventoryPersistence();
@@ -319,7 +361,7 @@ namespace OpenSim.Region.Framework.Scenes
319 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false); 361 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
320 sceneObject.Velocity = vel; 362 sceneObject.Velocity = vel;
321 } 363 }
322 364
323 return true; 365 return true;
324 } 366 }
325 367
@@ -344,6 +386,11 @@ namespace OpenSim.Region.Framework.Scenes
344 /// </returns> 386 /// </returns>
345 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 387 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
346 { 388 {
389 if (sceneObject == null)
390 {
391 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
392 return false;
393 }
347 if (sceneObject.UUID == UUID.Zero) 394 if (sceneObject.UUID == UUID.Zero)
348 { 395 {
349 m_log.ErrorFormat( 396 m_log.ErrorFormat(
@@ -478,6 +525,30 @@ namespace OpenSim.Region.Framework.Scenes
478 m_updateList[obj.UUID] = obj; 525 m_updateList[obj.UUID] = obj;
479 } 526 }
480 527
528 public void FireAttachToBackup(SceneObjectGroup obj)
529 {
530 if (OnAttachToBackup != null)
531 {
532 OnAttachToBackup(obj);
533 }
534 }
535
536 public void FireDetachFromBackup(SceneObjectGroup obj)
537 {
538 if (OnDetachFromBackup != null)
539 {
540 OnDetachFromBackup(obj);
541 }
542 }
543
544 public void FireChangeBackup(SceneObjectGroup obj)
545 {
546 if (OnChangeBackup != null)
547 {
548 OnChangeBackup(obj);
549 }
550 }
551
481 /// <summary> 552 /// <summary>
482 /// Process all pending updates 553 /// Process all pending updates
483 /// </summary> 554 /// </summary>
@@ -595,7 +666,8 @@ namespace OpenSim.Region.Framework.Scenes
595 666
596 Entities[presence.UUID] = presence; 667 Entities[presence.UUID] = presence;
597 668
598 lock (m_presenceLock) 669 m_scenePresencesLock.EnterWriteLock();
670 try
599 { 671 {
600 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 672 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
601 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 673 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -619,6 +691,10 @@ namespace OpenSim.Region.Framework.Scenes
619 m_scenePresenceMap = newmap; 691 m_scenePresenceMap = newmap;
620 m_scenePresenceArray = newlist; 692 m_scenePresenceArray = newlist;
621 } 693 }
694 finally
695 {
696 m_scenePresencesLock.ExitWriteLock();
697 }
622 } 698 }
623 699
624 /// <summary> 700 /// <summary>
@@ -633,7 +709,8 @@ namespace OpenSim.Region.Framework.Scenes
633 agentID); 709 agentID);
634 } 710 }
635 711
636 lock (m_presenceLock) 712 m_scenePresencesLock.EnterWriteLock();
713 try
637 { 714 {
638 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 715 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
639 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 716 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -655,6 +732,10 @@ namespace OpenSim.Region.Framework.Scenes
655 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 732 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
656 } 733 }
657 } 734 }
735 finally
736 {
737 m_scenePresencesLock.ExitWriteLock();
738 }
658 } 739 }
659 740
660 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 741 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1187,6 +1268,52 @@ namespace OpenSim.Region.Framework.Scenes
1187 1268
1188 #region Client Event handlers 1269 #region Client Event handlers
1189 1270
1271 protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
1272 {
1273 SceneObjectPart part = GetSceneObjectPart(localID);
1274 ObjectChangeData data = (ObjectChangeData)odata;
1275
1276 if (part != null)
1277 {
1278 SceneObjectGroup grp = part.ParentGroup;
1279 if (grp != null)
1280 {
1281 if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
1282 {
1283 // These two are exceptions SL makes in the interpretation
1284 // of the change flags. Must check them here because otherwise
1285 // the group flag (see below) would be lost
1286 if (data.change == ObjectChangeType.groupS)
1287 data.change = ObjectChangeType.primS;
1288 if (data.change == ObjectChangeType.groupPS)
1289 data.change = ObjectChangeType.primPS;
1290 part.StoreUndoState(data.change); // lets test only saving what we changed
1291 grp.doChangeObject(part, (ObjectChangeData)data);
1292 }
1293 else
1294 {
1295 // Is this any kind of group operation?
1296 if ((data.change & ObjectChangeType.Group) != 0)
1297 {
1298 // Is a move and/or rotation requested?
1299 if ((data.change & (ObjectChangeType.Position | ObjectChangeType.Rotation)) != 0)
1300 {
1301 // Are we allowed to move it?
1302 if (m_parentScene.Permissions.CanMoveObject(grp.UUID, remoteClient.AgentId))
1303 {
1304 // Strip all but move and rotation from request
1305 data.change &= (ObjectChangeType.Group | ObjectChangeType.Position | ObjectChangeType.Rotation);
1306
1307 part.StoreUndoState(data.change);
1308 grp.doChangeObject(part, (ObjectChangeData)data);
1309 }
1310 }
1311 }
1312 }
1313 }
1314 }
1315 }
1316
1190 /// <summary> 1317 /// <summary>
1191 /// Update the scale of an individual prim. 1318 /// Update the scale of an individual prim.
1192 /// </summary> 1319 /// </summary>
@@ -1201,7 +1328,17 @@ namespace OpenSim.Region.Framework.Scenes
1201 { 1328 {
1202 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) 1329 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1203 { 1330 {
1331 bool physbuild = false;
1332 if (part.ParentGroup.RootPart.PhysActor != null)
1333 {
1334 part.ParentGroup.RootPart.PhysActor.Building = true;
1335 physbuild = true;
1336 }
1337
1204 part.Resize(scale); 1338 part.Resize(scale);
1339
1340 if (physbuild)
1341 part.ParentGroup.RootPart.PhysActor.Building = false;
1205 } 1342 }
1206 } 1343 }
1207 } 1344 }
@@ -1213,7 +1350,17 @@ namespace OpenSim.Region.Framework.Scenes
1213 { 1350 {
1214 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1351 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1215 { 1352 {
1353 bool physbuild = false;
1354 if (group.RootPart.PhysActor != null)
1355 {
1356 group.RootPart.PhysActor.Building = true;
1357 physbuild = true;
1358 }
1359
1216 group.GroupResize(scale); 1360 group.GroupResize(scale);
1361
1362 if (physbuild)
1363 group.RootPart.PhysActor.Building = false;
1217 } 1364 }
1218 } 1365 }
1219 } 1366 }
@@ -1341,8 +1488,13 @@ namespace OpenSim.Region.Framework.Scenes
1341 { 1488 {
1342 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1489 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1343 { 1490 {
1344 if (m_parentScene.AttachmentsModule != null) 1491 // Set the new attachment point data in the object
1345 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1492 byte attachmentPoint = group.GetAttachmentPoint();
1493 group.UpdateGroupPosition(pos);
1494 group.IsAttachment = false;
1495 group.AbsolutePosition = group.RootPart.AttachedPos;
1496 group.AttachmentPoint = attachmentPoint;
1497 group.HasGroupChanged = true;
1346 } 1498 }
1347 else 1499 else
1348 { 1500 {
@@ -1390,7 +1542,7 @@ namespace OpenSim.Region.Framework.Scenes
1390 /// <param name="SetPhantom"></param> 1542 /// <param name="SetPhantom"></param>
1391 /// <param name="remoteClient"></param> 1543 /// <param name="remoteClient"></param>
1392 protected internal void UpdatePrimFlags( 1544 protected internal void UpdatePrimFlags(
1393 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, IClientAPI remoteClient) 1545 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, ExtraPhysicsData PhysData, IClientAPI remoteClient)
1394 { 1546 {
1395 SceneObjectGroup group = GetGroupByPrim(localID); 1547 SceneObjectGroup group = GetGroupByPrim(localID);
1396 if (group != null) 1548 if (group != null)
@@ -1398,7 +1550,28 @@ namespace OpenSim.Region.Framework.Scenes
1398 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1550 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1399 { 1551 {
1400 // VolumeDetect can't be set via UI and will always be off when a change is made there 1552 // VolumeDetect can't be set via UI and will always be off when a change is made there
1401 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false); 1553 // now only change volume dtc if phantom off
1554
1555 if (PhysData.PhysShapeType == PhysShapeType.invalid) // check for extraPhysics data
1556 {
1557 bool vdtc;
1558 if (SetPhantom) // if phantom keep volumedtc
1559 vdtc = group.RootPart.VolumeDetectActive;
1560 else // else turn it off
1561 vdtc = false;
1562
1563 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, vdtc);
1564 }
1565 else
1566 {
1567 SceneObjectPart part = GetSceneObjectPart(localID);
1568 if (part != null)
1569 {
1570 part.UpdateExtraPhysics(PhysData);
1571 if (part.UpdatePhysRequired)
1572 remoteClient.SendPartPhysicsProprieties(part);
1573 }
1574 }
1402 } 1575 }
1403 } 1576 }
1404 } 1577 }
@@ -1542,6 +1715,7 @@ namespace OpenSim.Region.Framework.Scenes
1542 { 1715 {
1543 part.Material = Convert.ToByte(material); 1716 part.Material = Convert.ToByte(material);
1544 group.HasGroupChanged = true; 1717 group.HasGroupChanged = true;
1718 remoteClient.SendPartPhysicsProprieties(part);
1545 } 1719 }
1546 } 1720 }
1547 } 1721 }
@@ -1606,6 +1780,12 @@ namespace OpenSim.Region.Framework.Scenes
1606 /// <param name="childPrims"></param> 1780 /// <param name="childPrims"></param>
1607 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1781 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1608 { 1782 {
1783 if (root.KeyframeMotion != null)
1784 {
1785 root.KeyframeMotion.Stop();
1786 root.KeyframeMotion = null;
1787 }
1788
1609 SceneObjectGroup parentGroup = root.ParentGroup; 1789 SceneObjectGroup parentGroup = root.ParentGroup;
1610 if (parentGroup == null) return; 1790 if (parentGroup == null) return;
1611 1791
@@ -1614,8 +1794,11 @@ namespace OpenSim.Region.Framework.Scenes
1614 return; 1794 return;
1615 1795
1616 Monitor.Enter(m_updateLock); 1796 Monitor.Enter(m_updateLock);
1797
1617 try 1798 try
1618 { 1799 {
1800 parentGroup.areUpdatesSuspended = true;
1801
1619 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1802 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1620 1803
1621 // We do this in reverse to get the link order of the prims correct 1804 // We do this in reverse to get the link order of the prims correct
@@ -1630,9 +1813,13 @@ namespace OpenSim.Region.Framework.Scenes
1630 // Make sure no child prim is set for sale 1813 // Make sure no child prim is set for sale
1631 // So that, on delink, no prims are unwittingly 1814 // So that, on delink, no prims are unwittingly
1632 // left for sale and sold off 1815 // left for sale and sold off
1633 child.RootPart.ObjectSaleType = 0; 1816
1634 child.RootPart.SalePrice = 10; 1817 if (child != null)
1635 childGroups.Add(child); 1818 {
1819 child.RootPart.ObjectSaleType = 0;
1820 child.RootPart.SalePrice = 10;
1821 childGroups.Add(child);
1822 }
1636 } 1823 }
1637 1824
1638 foreach (SceneObjectGroup child in childGroups) 1825 foreach (SceneObjectGroup child in childGroups)
@@ -1659,6 +1846,16 @@ namespace OpenSim.Region.Framework.Scenes
1659 } 1846 }
1660 finally 1847 finally
1661 { 1848 {
1849 lock (SceneObjectGroupsByLocalPartID)
1850 {
1851 foreach (SceneObjectPart part in parentGroup.Parts)
1852 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1853 }
1854
1855 parentGroup.areUpdatesSuspended = false;
1856 parentGroup.HasGroupChanged = true;
1857 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1858 parentGroup.ScheduleGroupForFullUpdate();
1662 Monitor.Exit(m_updateLock); 1859 Monitor.Exit(m_updateLock);
1663 } 1860 }
1664 } 1861 }
@@ -1681,6 +1878,11 @@ namespace OpenSim.Region.Framework.Scenes
1681 { 1878 {
1682 if (part != null) 1879 if (part != null)
1683 { 1880 {
1881 if (part.KeyframeMotion != null)
1882 {
1883 part.KeyframeMotion.Stop();
1884 part.KeyframeMotion = null;
1885 }
1684 if (part.ParentGroup.PrimCount != 1) // Skip single 1886 if (part.ParentGroup.PrimCount != 1) // Skip single
1685 { 1887 {
1686 if (part.LinkNum < 2) // Root 1888 if (part.LinkNum < 2) // Root
@@ -1695,21 +1897,24 @@ namespace OpenSim.Region.Framework.Scenes
1695 1897
1696 SceneObjectGroup group = part.ParentGroup; 1898 SceneObjectGroup group = part.ParentGroup;
1697 if (!affectedGroups.Contains(group)) 1899 if (!affectedGroups.Contains(group))
1900 {
1901 group.areUpdatesSuspended = true;
1698 affectedGroups.Add(group); 1902 affectedGroups.Add(group);
1903 }
1699 } 1904 }
1700 } 1905 }
1701 } 1906 }
1702 1907
1703 foreach (SceneObjectPart child in childParts) 1908 if (childParts.Count > 0)
1704 { 1909 {
1705 // Unlink all child parts from their groups 1910 foreach (SceneObjectPart child in childParts)
1706 // 1911 {
1707 child.ParentGroup.DelinkFromGroup(child, true); 1912 // Unlink all child parts from their groups
1708 1913 //
1709 // These are not in affected groups and will not be 1914 child.ParentGroup.DelinkFromGroup(child, true);
1710 // handled further. Do the honors here. 1915 child.ParentGroup.HasGroupChanged = true;
1711 child.ParentGroup.HasGroupChanged = true; 1916 child.ParentGroup.ScheduleGroupForFullUpdate();
1712 child.ParentGroup.ScheduleGroupForFullUpdate(); 1917 }
1713 } 1918 }
1714 1919
1715 foreach (SceneObjectPart root in rootParts) 1920 foreach (SceneObjectPart root in rootParts)
@@ -1719,56 +1924,68 @@ namespace OpenSim.Region.Framework.Scenes
1719 // However, editing linked parts and unlinking may be different 1924 // However, editing linked parts and unlinking may be different
1720 // 1925 //
1721 SceneObjectGroup group = root.ParentGroup; 1926 SceneObjectGroup group = root.ParentGroup;
1927 group.areUpdatesSuspended = true;
1722 1928
1723 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1929 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1724 int numChildren = newSet.Count; 1930 int numChildren = newSet.Count;
1725 1931
1932 if (numChildren == 1)
1933 break;
1934
1726 // If there are prims left in a link set, but the root is 1935 // If there are prims left in a link set, but the root is
1727 // slated for unlink, we need to do this 1936 // slated for unlink, we need to do this
1937 // Unlink the remaining set
1728 // 1938 //
1729 if (numChildren != 1) 1939 bool sendEventsToRemainder = true;
1730 { 1940 if (numChildren > 1)
1731 // Unlink the remaining set 1941 sendEventsToRemainder = false;
1732 //
1733 bool sendEventsToRemainder = true;
1734 if (numChildren > 1)
1735 sendEventsToRemainder = false;
1736 1942
1737 foreach (SceneObjectPart p in newSet) 1943 foreach (SceneObjectPart p in newSet)
1944 {
1945 if (p != group.RootPart)
1738 { 1946 {
1739 if (p != group.RootPart) 1947 group.DelinkFromGroup(p, sendEventsToRemainder);
1740 group.DelinkFromGroup(p, sendEventsToRemainder); 1948 if (numChildren > 2)
1949 {
1950 p.ParentGroup.areUpdatesSuspended = true;
1951 }
1952 else
1953 {
1954 p.ParentGroup.HasGroupChanged = true;
1955 p.ParentGroup.ScheduleGroupForFullUpdate();
1956 }
1741 } 1957 }
1958 }
1959
1960 // If there is more than one prim remaining, we
1961 // need to re-link
1962 //
1963 if (numChildren > 2)
1964 {
1965 // Remove old root
1966 //
1967 if (newSet.Contains(root))
1968 newSet.Remove(root);
1742 1969
1743 // If there is more than one prim remaining, we 1970 // Preserve link ordering
1744 // need to re-link
1745 // 1971 //
1746 if (numChildren > 2) 1972 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1747 { 1973 {
1748 // Remove old root 1974 return a.LinkNum.CompareTo(b.LinkNum);
1749 // 1975 });
1750 if (newSet.Contains(root))
1751 newSet.Remove(root);
1752
1753 // Preserve link ordering
1754 //
1755 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1756 {
1757 return a.LinkNum.CompareTo(b.LinkNum);
1758 });
1759 1976
1760 // Determine new root 1977 // Determine new root
1761 // 1978 //
1762 SceneObjectPart newRoot = newSet[0]; 1979 SceneObjectPart newRoot = newSet[0];
1763 newSet.RemoveAt(0); 1980 newSet.RemoveAt(0);
1764 1981
1765 foreach (SceneObjectPart newChild in newSet) 1982 foreach (SceneObjectPart newChild in newSet)
1766 newChild.ClearUpdateSchedule(); 1983 newChild.ClearUpdateSchedule();
1767 1984
1768 LinkObjects(newRoot, newSet); 1985 newRoot.ParentGroup.areUpdatesSuspended = true;
1769 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1986 LinkObjects(newRoot, newSet);
1770 affectedGroups.Add(newRoot.ParentGroup); 1987 if (!affectedGroups.Contains(newRoot.ParentGroup))
1771 } 1988 affectedGroups.Add(newRoot.ParentGroup);
1772 } 1989 }
1773 } 1990 }
1774 1991
@@ -1776,8 +1993,14 @@ namespace OpenSim.Region.Framework.Scenes
1776 // 1993 //
1777 foreach (SceneObjectGroup g in affectedGroups) 1994 foreach (SceneObjectGroup g in affectedGroups)
1778 { 1995 {
1996 // Child prims that have been unlinked and deleted will
1997 // return unless the root is deleted. This will remove them
1998 // from the database. They will be rewritten immediately,
1999 // minus the rows for the unlinked child prims.
2000 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1779 g.TriggerScriptChangedEvent(Changed.LINK); 2001 g.TriggerScriptChangedEvent(Changed.LINK);
1780 g.HasGroupChanged = true; // Persist 2002 g.HasGroupChanged = true; // Persist
2003 g.areUpdatesSuspended = false;
1781 g.ScheduleGroupForFullUpdate(); 2004 g.ScheduleGroupForFullUpdate();
1782 } 2005 }
1783 } 2006 }
@@ -1849,108 +2072,96 @@ namespace OpenSim.Region.Framework.Scenes
1849 /// <param name="GroupID"></param> 2072 /// <param name="GroupID"></param>
1850 /// <param name="rot"></param> 2073 /// <param name="rot"></param>
1851 /// <returns>null if duplication fails, otherwise the duplicated object</returns> 2074 /// <returns>null if duplication fails, otherwise the duplicated object</returns>
1852 public SceneObjectGroup DuplicateObject( 2075 /// <summary>
1853 uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) 2076 public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
1854 { 2077 {
1855 Monitor.Enter(m_updateLock); 2078// m_log.DebugFormat(
2079// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
2080// originalPrimID, offset, AgentID);
1856 2081
1857 try 2082 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
2083 if (original != null)
1858 { 2084 {
1859 // m_log.DebugFormat( 2085 if (m_parentScene.Permissions.CanDuplicateObject(
1860 // "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", 2086 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1861 // originalPrimID, offset, AgentID);
1862
1863 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
1864 if (original == null)
1865 { 2087 {
1866 m_log.WarnFormat( 2088 SceneObjectGroup copy = original.Copy(true);
1867 "[SCENEGRAPH]: Attempt to duplicate nonexistant prim id {0} by {1}", originalPrimID, AgentID); 2089 copy.AbsolutePosition = copy.AbsolutePosition + offset;
1868 2090
1869 return null; 2091 if (original.OwnerID != AgentID)
1870 } 2092 {
2093 copy.SetOwnerId(AgentID);
2094 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1871 2095
1872 if (!m_parentScene.Permissions.CanDuplicateObject( 2096 SceneObjectPart[] partList = copy.Parts;
1873 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1874 return null;
1875 2097
1876 SceneObjectGroup copy = original.Copy(true); 2098 if (m_parentScene.Permissions.PropagatePermissions())
1877 copy.AbsolutePosition = copy.AbsolutePosition + offset; 2099 {
2100 foreach (SceneObjectPart child in partList)
2101 {
2102 child.Inventory.ChangeInventoryOwner(AgentID);
2103 child.TriggerScriptChangedEvent(Changed.OWNER);
2104 child.ApplyNextOwnerPermissions();
2105 }
2106 }
2107 }
1878 2108
1879 if (original.OwnerID != AgentID) 2109 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
1880 { 2110 Entities.Add(copy);
1881 copy.SetOwnerId(AgentID);
1882 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1883 2111
1884 SceneObjectPart[] partList = copy.Parts; 2112 lock (SceneObjectGroupsByFullID)
2113 SceneObjectGroupsByFullID[copy.UUID] = copy;
1885 2114
1886 if (m_parentScene.Permissions.PropagatePermissions()) 2115 SceneObjectPart[] children = copy.Parts;
2116
2117 lock (SceneObjectGroupsByFullPartID)
1887 { 2118 {
1888 foreach (SceneObjectPart child in partList) 2119 SceneObjectGroupsByFullPartID[copy.UUID] = copy;
1889 { 2120 foreach (SceneObjectPart part in children)
1890 child.Inventory.ChangeInventoryOwner(AgentID); 2121 SceneObjectGroupsByFullPartID[part.UUID] = copy;
1891 child.TriggerScriptChangedEvent(Changed.OWNER);
1892 child.ApplyNextOwnerPermissions();
1893 }
1894 } 2122 }
1895 2123
1896 copy.RootPart.ObjectSaleType = 0; 2124 lock (SceneObjectGroupsByLocalPartID)
1897 copy.RootPart.SalePrice = 10; 2125 {
1898 } 2126 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
2127 foreach (SceneObjectPart part in children)
2128 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
2129 }
2130 // PROBABLE END OF FIXME
1899 2131
1900 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2132 // Since we copy from a source group that is in selected
1901 Entities.Add(copy); 2133 // state, but the copy is shown deselected in the viewer,
1902 2134 // We need to clear the selection flag here, else that
1903 lock (SceneObjectGroupsByFullID) 2135 // prim never gets persisted at all. The client doesn't
1904 SceneObjectGroupsByFullID[copy.UUID] = copy; 2136 // think it's selected, so it will never send a deselect...
1905 2137 copy.IsSelected = false;
1906 SceneObjectPart[] children = copy.Parts; 2138
1907 2139 m_numPrim += copy.Parts.Length;
1908 lock (SceneObjectGroupsByFullPartID) 2140
1909 { 2141 if (rot != Quaternion.Identity)
1910 SceneObjectGroupsByFullPartID[copy.UUID] = copy; 2142 {
1911 foreach (SceneObjectPart part in children) 2143 copy.UpdateGroupRotationR(rot);
1912 SceneObjectGroupsByFullPartID[part.UUID] = copy; 2144 }
1913 }
1914
1915 lock (SceneObjectGroupsByLocalPartID)
1916 {
1917 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
1918 foreach (SceneObjectPart part in children)
1919 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
1920 }
1921 // PROBABLE END OF FIXME
1922
1923 // Since we copy from a source group that is in selected
1924 // state, but the copy is shown deselected in the viewer,
1925 // We need to clear the selection flag here, else that
1926 // prim never gets persisted at all. The client doesn't
1927 // think it's selected, so it will never send a deselect...
1928 copy.IsSelected = false;
1929
1930 m_numPrim += copy.Parts.Length;
1931
1932 if (rot != Quaternion.Identity)
1933 {
1934 copy.UpdateGroupRotationR(rot);
1935 }
1936 2145
1937 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1); 2146 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1);
1938 copy.HasGroupChanged = true; 2147 copy.HasGroupChanged = true;
1939 copy.ScheduleGroupForFullUpdate(); 2148 copy.ScheduleGroupForFullUpdate();
1940 copy.ResumeScripts(); 2149 copy.ResumeScripts();
1941 2150
1942 // required for physics to update it's position 2151 // required for physics to update it's position
1943 copy.AbsolutePosition = copy.AbsolutePosition; 2152 copy.AbsolutePosition = copy.AbsolutePosition;
1944 2153
1945 return copy; 2154 return copy;
2155 }
1946 } 2156 }
1947 finally 2157 else
1948 { 2158 {
1949 Monitor.Exit(m_updateLock); 2159 m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
1950 } 2160 }
2161
2162 return null;
1951 } 2163 }
1952 2164
1953 /// <summary>
1954 /// Calculates the distance between two Vector3s 2165 /// Calculates the distance between two Vector3s
1955 /// </summary> 2166 /// </summary>
1956 /// <param name="v1"></param> 2167 /// <param name="v1"></param>
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index d73a959..e4eaf3a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -356,7 +356,7 @@ namespace OpenSim.Region.Framework.Scenes
356 356
357 public bool TrySetCurrentScene(UUID regionID) 357 public bool TrySetCurrentScene(UUID regionID)
358 { 358 {
359 m_log.Debug("Searching for Region: '" + regionID + "'"); 359// m_log.Debug("Searching for Region: '" + regionID + "'");
360 360
361 lock (m_localScenes) 361 lock (m_localScenes)
362 { 362 {
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 10012d0..2effa25 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -69,10 +69,6 @@ namespace OpenSim.Region.Framework.Scenes
69 /// <summary> 69 /// <summary>
70 /// Stop the scripts contained in all the prims in this group 70 /// Stop the scripts contained in all the prims in this group
71 /// </summary> 71 /// </summary>
72 /// <param name="sceneObjectBeingDeleted">
73 /// Should be true if these scripts are being removed because the scene
74 /// object is being deleted. This will prevent spurious updates to the client.
75 /// </param>
76 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 72 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
77 { 73 {
78 SceneObjectPart[] parts = m_parts.GetArray(); 74 SceneObjectPart[] parts = m_parts.GetArray();
@@ -227,6 +223,11 @@ namespace OpenSim.Region.Framework.Scenes
227 223
228 public uint GetEffectivePermissions() 224 public uint GetEffectivePermissions()
229 { 225 {
226 return GetEffectivePermissions(false);
227 }
228
229 public uint GetEffectivePermissions(bool useBase)
230 {
230 uint perms=(uint)(PermissionMask.Modify | 231 uint perms=(uint)(PermissionMask.Modify |
231 PermissionMask.Copy | 232 PermissionMask.Copy |
232 PermissionMask.Move | 233 PermissionMask.Move |
@@ -238,7 +239,10 @@ namespace OpenSim.Region.Framework.Scenes
238 for (int i = 0; i < parts.Length; i++) 239 for (int i = 0; i < parts.Length; i++)
239 { 240 {
240 SceneObjectPart part = parts[i]; 241 SceneObjectPart part = parts[i];
241 ownerMask &= part.OwnerMask; 242 if (useBase)
243 ownerMask &= part.BaseMask;
244 else
245 ownerMask &= part.OwnerMask;
242 perms &= part.Inventory.MaskEffectivePermissions(); 246 perms &= part.Inventory.MaskEffectivePermissions();
243 } 247 }
244 248
@@ -380,6 +384,9 @@ namespace OpenSim.Region.Framework.Scenes
380 384
381 public void ResumeScripts() 385 public void ResumeScripts()
382 { 386 {
387 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
388 return;
389
383 SceneObjectPart[] parts = m_parts.GetArray(); 390 SceneObjectPart[] parts = m_parts.GetArray();
384 for (int i = 0; i < parts.Length; i++) 391 for (int i = 0; i < parts.Length; i++)
385 parts[i].Inventory.ResumeScripts(); 392 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 20d7a01..5328ddc 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;
@@ -42,6 +43,7 @@ using OpenSim.Region.Framework.Scenes.Serialization;
42 43
43namespace OpenSim.Region.Framework.Scenes 44namespace OpenSim.Region.Framework.Scenes
44{ 45{
46
45 [Flags] 47 [Flags]
46 public enum scriptEvents 48 public enum scriptEvents
47 { 49 {
@@ -105,8 +107,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 107 /// since the group's last persistent backup
106 /// </summary> 108 /// </summary>
107 private bool m_hasGroupChanged = false; 109 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 110 private long timeFirstChanged = 0;
109 private long timeLastChanged; 111 private long timeLastChanged = 0;
112 private long m_maxPersistTime = 0;
113 private long m_minPersistTime = 0;
114 private Random m_rand;
115 private bool m_suspendUpdates;
116 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
117
118 public bool areUpdatesSuspended
119 {
120 get
121 {
122 return m_suspendUpdates;
123 }
124 set
125 {
126 m_suspendUpdates = value;
127 if (!value)
128 {
129 QueueForUpdateCheck();
130 }
131 }
132 }
110 133
111 public bool HasGroupChanged 134 public bool HasGroupChanged
112 { 135 {
@@ -114,9 +137,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 137 {
115 if (value) 138 if (value)
116 { 139 {
140 if (m_isBackedUp)
141 {
142 m_scene.SceneGraph.FireChangeBackup(this);
143 }
117 timeLastChanged = DateTime.Now.Ticks; 144 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 145 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 146 timeFirstChanged = DateTime.Now.Ticks;
147 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
148 {
149 if (m_rand == null)
150 {
151 byte[] val = new byte[16];
152 m_rootPart.UUID.ToBytes(val, 0);
153 m_rand = new Random(BitConverter.ToInt32(val, 0));
154 }
155
156 if (m_scene.GetRootAgentCount() == 0)
157 {
158 //If the region is empty, this change has been made by an automated process
159 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
160
161 float factor = 1.5f + (float)(m_rand.NextDouble());
162 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
163 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
164 }
165 else
166 {
167 //If the region is not empty, we want to obey the minimum and maximum persist times
168 //but add a random factor so we stagger the object persistance a little
169 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
170 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
171 }
172 }
120 } 173 }
121 m_hasGroupChanged = value; 174 m_hasGroupChanged = value;
122 175
@@ -131,7 +184,7 @@ namespace OpenSim.Region.Framework.Scenes
131 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 184 /// 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. 185 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
133 /// </summary> 186 /// </summary>
134 public bool HasGroupChangedDueToDelink { get; private set; } 187 public bool HasGroupChangedDueToDelink { get; set; }
135 188
136 private bool isTimeToPersist() 189 private bool isTimeToPersist()
137 { 190 {
@@ -141,8 +194,19 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 194 return false;
142 if (m_scene.ShuttingDown) 195 if (m_scene.ShuttingDown)
143 return true; 196 return true;
197
198 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
199 {
200 m_maxPersistTime = m_scene.m_persistAfter;
201 m_minPersistTime = m_scene.m_dontPersistBefore;
202 }
203
144 long currentTime = DateTime.Now.Ticks; 204 long currentTime = DateTime.Now.Ticks;
145 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 205
206 if (timeLastChanged == 0) timeLastChanged = currentTime;
207 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
208
209 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
146 return true; 210 return true;
147 return false; 211 return false;
148 } 212 }
@@ -245,10 +309,10 @@ namespace OpenSim.Region.Framework.Scenes
245 309
246 private bool m_scriptListens_atTarget; 310 private bool m_scriptListens_atTarget;
247 private bool m_scriptListens_notAtTarget; 311 private bool m_scriptListens_notAtTarget;
248
249 private bool m_scriptListens_atRotTarget; 312 private bool m_scriptListens_atRotTarget;
250 private bool m_scriptListens_notAtRotTarget; 313 private bool m_scriptListens_notAtRotTarget;
251 314
315 public bool m_dupeInProgress = false;
252 internal Dictionary<UUID, string> m_savedScriptState; 316 internal Dictionary<UUID, string> m_savedScriptState;
253 317
254 #region Properties 318 #region Properties
@@ -285,6 +349,16 @@ namespace OpenSim.Region.Framework.Scenes
285 get { return m_parts.Count; } 349 get { return m_parts.Count; }
286 } 350 }
287 351
352// protected Quaternion m_rotation = Quaternion.Identity;
353//
354// public virtual Quaternion Rotation
355// {
356// get { return m_rotation; }
357// set {
358// m_rotation = value;
359// }
360// }
361
288 public Quaternion GroupRotation 362 public Quaternion GroupRotation
289 { 363 {
290 get { return m_rootPart.RotationOffset; } 364 get { return m_rootPart.RotationOffset; }
@@ -391,7 +465,15 @@ namespace OpenSim.Region.Framework.Scenes
391 { 465 {
392 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); 466 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
393 } 467 }
394 468
469
470
471 private struct avtocrossInfo
472 {
473 public ScenePresence av;
474 public uint ParentID;
475 }
476
395 /// <summary> 477 /// <summary>
396 /// The absolute position of this scene object in the scene 478 /// The absolute position of this scene object in the scene
397 /// </summary> 479 /// </summary>
@@ -404,14 +486,128 @@ namespace OpenSim.Region.Framework.Scenes
404 486
405 if (Scene != null) 487 if (Scene != null)
406 { 488 {
407 if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) 489 // if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
408 || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) 490 // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
491 // && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
492 if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W)
493 || Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S))
409 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 494 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
410 { 495 {
411 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 496 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
497 uint x = 0;
498 uint y = 0;
499 string version = String.Empty;
500 Vector3 newpos = Vector3.Zero;
501 OpenSim.Services.Interfaces.GridRegion destination = null;
502
503 bool canCross = true;
504 foreach (ScenePresence av in m_linkedAvatars)
505 {
506 // We need to cross these agents. First, let's find
507 // out if any of them can't cross for some reason.
508 // We have to deny the crossing entirely if any
509 // of them are banned. Alternatively, we could
510 // unsit banned agents....
511
512
513 // We set the avatar position as being the object
514 // position to get the region to send to
515 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
516 {
517 canCross = false;
518 break;
519 }
520
521 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
522 }
523
524 if (canCross)
525 {
526 // We unparent the SP quietly so that it won't
527 // be made to stand up
528
529 List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
530
531 foreach (ScenePresence av in m_linkedAvatars)
532 {
533 avtocrossInfo avinfo = new avtocrossInfo();
534 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
535 if (parentPart != null)
536 av.ParentUUID = parentPart.UUID;
537
538 avinfo.av = av;
539 avinfo.ParentID = av.ParentID;
540 avsToCross.Add(avinfo);
541
542 av.ParentID = 0;
543 }
544
545// m_linkedAvatars.Clear();
546 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
547
548 // Normalize
549 if (val.X >= Constants.RegionSize)
550 val.X -= Constants.RegionSize;
551 if (val.Y >= Constants.RegionSize)
552 val.Y -= Constants.RegionSize;
553 if (val.X < 0)
554 val.X += Constants.RegionSize;
555 if (val.Y < 0)
556 val.Y += Constants.RegionSize;
557
558 // If it's deleted, crossing was successful
559 if (IsDeleted)
560 {
561 // foreach (ScenePresence av in m_linkedAvatars)
562 foreach (avtocrossInfo avinfo in avsToCross)
563 {
564 ScenePresence av = avinfo.av;
565 if (!av.IsInTransit) // just in case...
566 {
567 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
568
569 av.IsInTransit = true;
570
571 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
572 d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
573 }
574 else
575 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
576 }
577 avsToCross.Clear();
578 return;
579 }
580 else // cross failed, put avas back ??
581 {
582 foreach (avtocrossInfo avinfo in avsToCross)
583 {
584 ScenePresence av = avinfo.av;
585 av.ParentUUID = UUID.Zero;
586 av.ParentID = avinfo.ParentID;
587// m_linkedAvatars.Add(av);
588 }
589 }
590 avsToCross.Clear();
591
592 }
593 else if (RootPart.PhysActor != null)
594 {
595 RootPart.PhysActor.CrossingFailure();
596 }
597
598 Vector3 oldp = AbsolutePosition;
599 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
600 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
601 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
412 } 602 }
413 } 603 }
414 604
605/* don't see the need but worse don't see where is restored to false if things stay in
606 foreach (SceneObjectPart part in m_parts.GetArray())
607 {
608 part.IgnoreUndoUpdate = true;
609 }
610 */
415 if (RootPart.GetStatusSandbox()) 611 if (RootPart.GetStatusSandbox())
416 { 612 {
417 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 613 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -425,10 +621,30 @@ namespace OpenSim.Region.Framework.Scenes
425 return; 621 return;
426 } 622 }
427 } 623 }
428
429 SceneObjectPart[] parts = m_parts.GetArray(); 624 SceneObjectPart[] parts = m_parts.GetArray();
430 for (int i = 0; i < parts.Length; i++) 625 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
431 parts[i].GroupPosition = val; 626 if (m_dupeInProgress)
627 triggerScriptEvent = false;
628 foreach (SceneObjectPart part in parts)
629 {
630 part.GroupPosition = val;
631 if (triggerScriptEvent)
632 part.TriggerScriptChangedEvent(Changed.POSITION);
633 }
634 if (!m_dupeInProgress)
635 {
636 foreach (ScenePresence av in m_linkedAvatars)
637 {
638 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
639 if (p != null && m_parts.TryGetValue(p.UUID, out p))
640 {
641 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
642 av.AbsolutePosition += offset;
643 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
644 av.SendAvatarDataToAllAgents();
645 }
646 }
647 }
432 648
433 //if (m_rootPart.PhysActor != null) 649 //if (m_rootPart.PhysActor != null)
434 //{ 650 //{
@@ -443,6 +659,40 @@ namespace OpenSim.Region.Framework.Scenes
443 } 659 }
444 } 660 }
445 661
662 public override Vector3 Velocity
663 {
664 get { return RootPart.Velocity; }
665 set { RootPart.Velocity = value; }
666 }
667
668 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
669 {
670 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
671 ScenePresence agent = icon.EndInvoke(iar);
672
673 //// If the cross was successful, this agent is a child agent
674 if (agent.IsChildAgent)
675 {
676 if (agent.ParentUUID != UUID.Zero)
677 {
678 agent.ParentPart = null;
679 agent.ParentPosition = Vector3.Zero;
680 // agent.ParentUUID = UUID.Zero;
681 }
682 }
683
684 agent.ParentUUID = UUID.Zero;
685
686// agent.Reset();
687// else // Not successful
688// agent.RestoreInCurrentScene();
689
690 // In any case
691 agent.IsInTransit = false;
692
693 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
694 }
695
446 public override uint LocalId 696 public override uint LocalId
447 { 697 {
448 get { return m_rootPart.LocalId; } 698 get { return m_rootPart.LocalId; }
@@ -513,6 +763,11 @@ namespace OpenSim.Region.Framework.Scenes
513 m_isSelected = value; 763 m_isSelected = value;
514 // Tell physics engine that group is selected 764 // Tell physics engine that group is selected
515 765
766 // this is not right
767 // but ode engines should only really need to know about root part
768 // so they can put entire object simulation on hold and not colliding
769 // keep as was for now
770
516 PhysicsActor pa = m_rootPart.PhysActor; 771 PhysicsActor pa = m_rootPart.PhysActor;
517 if (pa != null) 772 if (pa != null)
518 { 773 {
@@ -529,6 +784,42 @@ namespace OpenSim.Region.Framework.Scenes
529 childPa.Selected = value; 784 childPa.Selected = value;
530 } 785 }
531 } 786 }
787 if (RootPart.KeyframeMotion != null)
788 RootPart.KeyframeMotion.Selected = value;
789 }
790 }
791
792 public void PartSelectChanged(bool partSelect)
793 {
794 // any part selected makes group selected
795 if (m_isSelected == partSelect)
796 return;
797
798 if (partSelect)
799 {
800 IsSelected = partSelect;
801// if (!IsAttachment)
802// ScheduleGroupForFullUpdate();
803 }
804 else
805 {
806 // bad bad bad 2 heavy for large linksets
807 // since viewer does send lot of (un)selects
808 // this needs to be replaced by a specific list or count ?
809 // but that will require extra code in several places
810
811 SceneObjectPart[] parts = m_parts.GetArray();
812 for (int i = 0; i < parts.Length; i++)
813 {
814 SceneObjectPart part = parts[i];
815 if (part.IsSelected)
816 return;
817 }
818 IsSelected = partSelect;
819 if (!IsAttachment)
820 {
821 ScheduleGroupForFullUpdate();
822 }
532 } 823 }
533 } 824 }
534 825
@@ -606,6 +897,7 @@ namespace OpenSim.Region.Framework.Scenes
606 /// </summary> 897 /// </summary>
607 public SceneObjectGroup() 898 public SceneObjectGroup()
608 { 899 {
900
609 } 901 }
610 902
611 /// <summary> 903 /// <summary>
@@ -622,7 +914,7 @@ namespace OpenSim.Region.Framework.Scenes
622 /// Constructor. This object is added to the scene later via AttachToScene() 914 /// Constructor. This object is added to the scene later via AttachToScene()
623 /// </summary> 915 /// </summary>
624 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 916 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
625 { 917 {
626 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 918 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
627 } 919 }
628 920
@@ -658,6 +950,9 @@ namespace OpenSim.Region.Framework.Scenes
658 /// </summary> 950 /// </summary>
659 public virtual void AttachToBackup() 951 public virtual void AttachToBackup()
660 { 952 {
953 if (IsAttachment) return;
954 m_scene.SceneGraph.FireAttachToBackup(this);
955
661 if (InSceneBackup) 956 if (InSceneBackup)
662 { 957 {
663 //m_log.DebugFormat( 958 //m_log.DebugFormat(
@@ -700,6 +995,13 @@ namespace OpenSim.Region.Framework.Scenes
700 995
701 ApplyPhysics(); 996 ApplyPhysics();
702 997
998 if (RootPart.PhysActor != null)
999 RootPart.Force = RootPart.Force;
1000 if (RootPart.PhysActor != null)
1001 RootPart.Torque = RootPart.Torque;
1002 if (RootPart.PhysActor != null)
1003 RootPart.Buoyancy = RootPart.Buoyancy;
1004
703 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 1005 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
704 // for the same object with very different properties. The caller must schedule the update. 1006 // for the same object with very different properties. The caller must schedule the update.
705 //ScheduleGroupForFullUpdate(); 1007 //ScheduleGroupForFullUpdate();
@@ -715,6 +1017,10 @@ namespace OpenSim.Region.Framework.Scenes
715 EntityIntersection result = new EntityIntersection(); 1017 EntityIntersection result = new EntityIntersection();
716 1018
717 SceneObjectPart[] parts = m_parts.GetArray(); 1019 SceneObjectPart[] parts = m_parts.GetArray();
1020
1021 // Find closest hit here
1022 float idist = float.MaxValue;
1023
718 for (int i = 0; i < parts.Length; i++) 1024 for (int i = 0; i < parts.Length; i++)
719 { 1025 {
720 SceneObjectPart part = parts[i]; 1026 SceneObjectPart part = parts[i];
@@ -729,11 +1035,6 @@ namespace OpenSim.Region.Framework.Scenes
729 1035
730 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 1036 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
731 1037
732 // This may need to be updated to the maximum draw distance possible..
733 // We might (and probably will) be checking for prim creation from other sims
734 // when the camera crosses the border.
735 float idist = Constants.RegionSize;
736
737 if (inter.HitTF) 1038 if (inter.HitTF)
738 { 1039 {
739 // We need to find the closest prim to return to the testcaller along the ray 1040 // We need to find the closest prim to return to the testcaller along the ray
@@ -744,10 +1045,11 @@ namespace OpenSim.Region.Framework.Scenes
744 result.obj = part; 1045 result.obj = part;
745 result.normal = inter.normal; 1046 result.normal = inter.normal;
746 result.distance = inter.distance; 1047 result.distance = inter.distance;
1048
1049 idist = inter.distance;
747 } 1050 }
748 } 1051 }
749 } 1052 }
750
751 return result; 1053 return result;
752 } 1054 }
753 1055
@@ -759,25 +1061,27 @@ namespace OpenSim.Region.Framework.Scenes
759 /// <returns></returns> 1061 /// <returns></returns>
760 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 1062 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
761 { 1063 {
762 maxX = -256f; 1064 maxX = float.MinValue;
763 maxY = -256f; 1065 maxY = float.MinValue;
764 maxZ = -256f; 1066 maxZ = float.MinValue;
765 minX = 256f; 1067 minX = float.MaxValue;
766 minY = 256f; 1068 minY = float.MaxValue;
767 minZ = 8192f; 1069 minZ = float.MaxValue;
768 1070
769 SceneObjectPart[] parts = m_parts.GetArray(); 1071 SceneObjectPart[] parts = m_parts.GetArray();
770 for (int i = 0; i < parts.Length; i++) 1072 foreach (SceneObjectPart part in parts)
771 { 1073 {
772 SceneObjectPart part = parts[i];
773
774 Vector3 worldPos = part.GetWorldPosition(); 1074 Vector3 worldPos = part.GetWorldPosition();
775 Vector3 offset = worldPos - AbsolutePosition; 1075 Vector3 offset = worldPos - AbsolutePosition;
776 Quaternion worldRot; 1076 Quaternion worldRot;
777 if (part.ParentID == 0) 1077 if (part.ParentID == 0)
1078 {
778 worldRot = part.RotationOffset; 1079 worldRot = part.RotationOffset;
1080 }
779 else 1081 else
1082 {
780 worldRot = part.GetWorldRotation(); 1083 worldRot = part.GetWorldRotation();
1084 }
781 1085
782 Vector3 frontTopLeft; 1086 Vector3 frontTopLeft;
783 Vector3 frontTopRight; 1087 Vector3 frontTopRight;
@@ -789,6 +1093,8 @@ namespace OpenSim.Region.Framework.Scenes
789 Vector3 backBottomLeft; 1093 Vector3 backBottomLeft;
790 Vector3 backBottomRight; 1094 Vector3 backBottomRight;
791 1095
1096 // Vector3[] corners = new Vector3[8];
1097
792 Vector3 orig = Vector3.Zero; 1098 Vector3 orig = Vector3.Zero;
793 1099
794 frontTopLeft.X = orig.X - (part.Scale.X / 2); 1100 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -823,6 +1129,38 @@ namespace OpenSim.Region.Framework.Scenes
823 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1129 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
824 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1130 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
825 1131
1132
1133
1134 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1135 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1136 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1137 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1138 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1139 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1140 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1141 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1142
1143 //for (int i = 0; i < 8; i++)
1144 //{
1145 // corners[i] = corners[i] * worldRot;
1146 // corners[i] += offset;
1147
1148 // if (corners[i].X > maxX)
1149 // maxX = corners[i].X;
1150 // if (corners[i].X < minX)
1151 // minX = corners[i].X;
1152
1153 // if (corners[i].Y > maxY)
1154 // maxY = corners[i].Y;
1155 // if (corners[i].Y < minY)
1156 // minY = corners[i].Y;
1157
1158 // if (corners[i].Z > maxZ)
1159 // maxZ = corners[i].Y;
1160 // if (corners[i].Z < minZ)
1161 // minZ = corners[i].Z;
1162 //}
1163
826 frontTopLeft = frontTopLeft * worldRot; 1164 frontTopLeft = frontTopLeft * worldRot;
827 frontTopRight = frontTopRight * worldRot; 1165 frontTopRight = frontTopRight * worldRot;
828 frontBottomLeft = frontBottomLeft * worldRot; 1166 frontBottomLeft = frontBottomLeft * worldRot;
@@ -844,6 +1182,15 @@ namespace OpenSim.Region.Framework.Scenes
844 backTopLeft += offset; 1182 backTopLeft += offset;
845 backTopRight += offset; 1183 backTopRight += offset;
846 1184
1185 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1186 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1187 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1188 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1189 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1190 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1191 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1192 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1193
847 if (frontTopRight.X > maxX) 1194 if (frontTopRight.X > maxX)
848 maxX = frontTopRight.X; 1195 maxX = frontTopRight.X;
849 if (frontTopLeft.X > maxX) 1196 if (frontTopLeft.X > maxX)
@@ -987,17 +1334,118 @@ namespace OpenSim.Region.Framework.Scenes
987 1334
988 #endregion 1335 #endregion
989 1336
1337 public void GetResourcesCosts(SceneObjectPart apart,
1338 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1339 {
1340 // this information may need to be cached
1341
1342 float cost;
1343 float tmpcost;
1344
1345 bool ComplexCost = false;
1346
1347 SceneObjectPart p;
1348 SceneObjectPart[] parts;
1349
1350 lock (m_parts)
1351 {
1352 parts = m_parts.GetArray();
1353 }
1354
1355 int nparts = parts.Length;
1356
1357
1358 for (int i = 0; i < nparts; i++)
1359 {
1360 p = parts[i];
1361
1362 if (p.UsesComplexCost)
1363 {
1364 ComplexCost = true;
1365 break;
1366 }
1367 }
1368
1369 if (ComplexCost)
1370 {
1371 linksetResCost = 0;
1372 linksetPhysCost = 0;
1373 partCost = 0;
1374 partPhysCost = 0;
1375
1376 for (int i = 0; i < nparts; i++)
1377 {
1378 p = parts[i];
1379
1380 cost = p.StreamingCost;
1381 tmpcost = p.SimulationCost;
1382 if (tmpcost > cost)
1383 cost = tmpcost;
1384 tmpcost = p.PhysicsCost;
1385 if (tmpcost > cost)
1386 cost = tmpcost;
1387
1388 linksetPhysCost += tmpcost;
1389 linksetResCost += cost;
1390
1391 if (p == apart)
1392 {
1393 partCost = cost;
1394 partPhysCost = tmpcost;
1395 }
1396 }
1397 }
1398 else
1399 {
1400 partPhysCost = 1.0f;
1401 partCost = 1.0f;
1402 linksetResCost = (float)nparts;
1403 linksetPhysCost = linksetResCost;
1404 }
1405 }
1406
1407 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1408 {
1409 SceneObjectPart p;
1410 SceneObjectPart[] parts;
1411
1412 lock (m_parts)
1413 {
1414 parts = m_parts.GetArray();
1415 }
1416
1417 int nparts = parts.Length;
1418
1419 PhysCost = 0;
1420 StreamCost = 0;
1421 SimulCost = 0;
1422
1423 for (int i = 0; i < nparts; i++)
1424 {
1425 p = parts[i];
1426
1427 StreamCost += p.StreamingCost;
1428 SimulCost += p.SimulationCost;
1429 PhysCost += p.PhysicsCost;
1430 }
1431 }
1432
990 public void SaveScriptedState(XmlTextWriter writer) 1433 public void SaveScriptedState(XmlTextWriter writer)
991 { 1434 {
1435 SaveScriptedState(writer, false);
1436 }
1437
1438 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1439 {
992 XmlDocument doc = new XmlDocument(); 1440 XmlDocument doc = new XmlDocument();
993 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1441 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
994 1442
995 SceneObjectPart[] parts = m_parts.GetArray(); 1443 SceneObjectPart[] parts = m_parts.GetArray();
996 for (int i = 0; i < parts.Length; i++) 1444 for (int i = 0; i < parts.Length; i++)
997 { 1445 {
998 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1446 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
999 foreach (KeyValuePair<UUID, string> kvp in pstates) 1447 foreach (KeyValuePair<UUID, string> kvp in pstates)
1000 states.Add(kvp.Key, kvp.Value); 1448 states[kvp.Key] = kvp.Value;
1001 } 1449 }
1002 1450
1003 if (states.Count > 0) 1451 if (states.Count > 0)
@@ -1017,6 +1465,169 @@ namespace OpenSim.Region.Framework.Scenes
1017 } 1465 }
1018 1466
1019 /// <summary> 1467 /// <summary>
1468 /// Add the avatar to this linkset (avatar is sat).
1469 /// </summary>
1470 /// <param name="agentID"></param>
1471 public void AddAvatar(UUID agentID)
1472 {
1473 ScenePresence presence;
1474 if (m_scene.TryGetScenePresence(agentID, out presence))
1475 {
1476 if (!m_linkedAvatars.Contains(presence))
1477 {
1478 m_linkedAvatars.Add(presence);
1479 }
1480 }
1481 }
1482
1483 /// <summary>
1484 /// Delete the avatar from this linkset (avatar is unsat).
1485 /// </summary>
1486 /// <param name="agentID"></param>
1487 public void DeleteAvatar(UUID agentID)
1488 {
1489 ScenePresence presence;
1490 if (m_scene.TryGetScenePresence(agentID, out presence))
1491 {
1492 if (m_linkedAvatars.Contains(presence))
1493 {
1494 m_linkedAvatars.Remove(presence);
1495 }
1496 }
1497 }
1498
1499 /// <summary>
1500 /// Returns the list of linked presences (avatars sat on this group)
1501 /// </summary>
1502 /// <param name="agentID"></param>
1503 public List<ScenePresence> GetLinkedAvatars()
1504 {
1505 return m_linkedAvatars;
1506 }
1507
1508 /// <summary>
1509 /// Attach this scene object to the given avatar.
1510 /// </summary>
1511 /// <param name="agentID"></param>
1512 /// <param name="attachmentpoint"></param>
1513 /// <param name="AttachOffset"></param>
1514 private void AttachToAgent(
1515 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1516 {
1517 if (avatar != null)
1518 {
1519 // don't attach attachments to child agents
1520 if (avatar.IsChildAgent) return;
1521
1522 // Remove from database and parcel prim count
1523 m_scene.DeleteFromStorage(so.UUID);
1524 m_scene.EventManager.TriggerParcelPrimCountTainted();
1525
1526 so.AttachedAvatar = avatar.UUID;
1527
1528 if (so.RootPart.PhysActor != null)
1529 {
1530 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1531 so.RootPart.PhysActor = null;
1532 }
1533
1534 so.AbsolutePosition = attachOffset;
1535 so.RootPart.AttachedPos = attachOffset;
1536 so.IsAttachment = true;
1537 so.RootPart.SetParentLocalId(avatar.LocalId);
1538 so.AttachmentPoint = attachmentpoint;
1539
1540 avatar.AddAttachment(this);
1541
1542 if (!silent)
1543 {
1544 // Killing it here will cause the client to deselect it
1545 // It then reappears on the avatar, deselected
1546 // through the full update below
1547 //
1548 if (IsSelected)
1549 {
1550 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1551 }
1552
1553 IsSelected = false; // fudge....
1554 ScheduleGroupForFullUpdate();
1555 }
1556 }
1557 else
1558 {
1559 m_log.WarnFormat(
1560 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1561 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1562 }
1563 }
1564
1565 public byte GetAttachmentPoint()
1566 {
1567 return m_rootPart.Shape.State;
1568 }
1569
1570 public void DetachToGround()
1571 {
1572 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1573 if (avatar == null)
1574 return;
1575
1576 avatar.RemoveAttachment(this);
1577
1578 Vector3 detachedpos = new Vector3(127f,127f,127f);
1579 if (avatar == null)
1580 return;
1581
1582 detachedpos = avatar.AbsolutePosition;
1583 FromItemID = UUID.Zero;
1584
1585 AbsolutePosition = detachedpos;
1586 AttachedAvatar = UUID.Zero;
1587
1588 //SceneObjectPart[] parts = m_parts.GetArray();
1589 //for (int i = 0; i < parts.Length; i++)
1590 // parts[i].AttachedAvatar = UUID.Zero;
1591
1592 m_rootPart.SetParentLocalId(0);
1593 AttachmentPoint = (byte)0;
1594 // must check if buildind should be true or false here
1595 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1596 HasGroupChanged = true;
1597 RootPart.Rezzed = DateTime.Now;
1598 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1599 AttachToBackup();
1600 m_scene.EventManager.TriggerParcelPrimCountTainted();
1601 m_rootPart.ScheduleFullUpdate();
1602 m_rootPart.ClearUndoState();
1603 }
1604
1605 public void DetachToInventoryPrep()
1606 {
1607 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1608 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1609 if (avatar != null)
1610 {
1611 //detachedpos = avatar.AbsolutePosition;
1612 avatar.RemoveAttachment(this);
1613 }
1614
1615 AttachedAvatar = UUID.Zero;
1616
1617 /*SceneObjectPart[] parts = m_parts.GetArray();
1618 for (int i = 0; i < parts.Length; i++)
1619 parts[i].AttachedAvatar = UUID.Zero;*/
1620
1621 m_rootPart.SetParentLocalId(0);
1622 //m_rootPart.SetAttachmentPoint((byte)0);
1623 IsAttachment = false;
1624 AbsolutePosition = m_rootPart.AttachedPos;
1625 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1626 //AttachToBackup();
1627 //m_rootPart.ScheduleFullUpdate();
1628 }
1629
1630 /// <summary>
1020 /// 1631 ///
1021 /// </summary> 1632 /// </summary>
1022 /// <param name="part"></param> 1633 /// <param name="part"></param>
@@ -1066,7 +1677,10 @@ namespace OpenSim.Region.Framework.Scenes
1066 public void AddPart(SceneObjectPart part) 1677 public void AddPart(SceneObjectPart part)
1067 { 1678 {
1068 part.SetParent(this); 1679 part.SetParent(this);
1069 part.LinkNum = m_parts.Add(part.UUID, part); 1680 m_parts.Add(part.UUID, part);
1681
1682 part.LinkNum = m_parts.Count;
1683
1070 if (part.LinkNum == 2) 1684 if (part.LinkNum == 2)
1071 RootPart.LinkNum = 1; 1685 RootPart.LinkNum = 1;
1072 } 1686 }
@@ -1154,7 +1768,7 @@ namespace OpenSim.Region.Framework.Scenes
1154// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1768// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1155// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1769// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1156 1770
1157 part.StoreUndoState(); 1771// part.StoreUndoState();
1158 part.OnGrab(offsetPos, remoteClient); 1772 part.OnGrab(offsetPos, remoteClient);
1159 } 1773 }
1160 1774
@@ -1174,6 +1788,11 @@ namespace OpenSim.Region.Framework.Scenes
1174 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1788 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1175 public void DeleteGroupFromScene(bool silent) 1789 public void DeleteGroupFromScene(bool silent)
1176 { 1790 {
1791 // We need to keep track of this state in case this group is still queued for backup.
1792 IsDeleted = true;
1793
1794 DetachFromBackup();
1795
1177 SceneObjectPart[] parts = m_parts.GetArray(); 1796 SceneObjectPart[] parts = m_parts.GetArray();
1178 for (int i = 0; i < parts.Length; i++) 1797 for (int i = 0; i < parts.Length; i++)
1179 { 1798 {
@@ -1189,13 +1808,14 @@ namespace OpenSim.Region.Framework.Scenes
1189 part.ClearUpdateSchedule(); 1808 part.ClearUpdateSchedule();
1190 if (part == m_rootPart) 1809 if (part == m_rootPart)
1191 { 1810 {
1192 if (!IsAttachment || (AttachedAvatar == avatar.ControllingClient.AgentId) || 1811 if (!IsAttachment || (AttachedAvatar == avatar.ControllingClient.AgentId) ||
1193 (AttachmentPoint < 31) || (AttachmentPoint > 38)) 1812 (AttachmentPoint < 31) || (AttachmentPoint > 38))
1194 avatar.ControllingClient.SendKillObject(m_regionHandle, new List<uint> { part.LocalId }); 1813 avatar.ControllingClient.SendKillObject(m_regionHandle, new List<uint> { part.LocalId });
1195 } 1814 }
1196 } 1815 }
1197 }); 1816 });
1198 } 1817 }
1818
1199 } 1819 }
1200 1820
1201 public void AddScriptLPS(int count) 1821 public void AddScriptLPS(int count)
@@ -1265,28 +1885,43 @@ namespace OpenSim.Region.Framework.Scenes
1265 /// </summary> 1885 /// </summary>
1266 public void ApplyPhysics() 1886 public void ApplyPhysics()
1267 { 1887 {
1268 // Apply physics to the root prim
1269 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1270
1271 // Apply physics to child prims
1272 SceneObjectPart[] parts = m_parts.GetArray(); 1888 SceneObjectPart[] parts = m_parts.GetArray();
1273 if (parts.Length > 1) 1889 if (parts.Length > 1)
1274 { 1890 {
1891 ResetChildPrimPhysicsPositions();
1892
1893 // Apply physics to the root prim
1894 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1895
1896
1275 for (int i = 0; i < parts.Length; i++) 1897 for (int i = 0; i < parts.Length; i++)
1276 { 1898 {
1277 SceneObjectPart part = parts[i]; 1899 SceneObjectPart part = parts[i];
1278 if (part.LocalId != m_rootPart.LocalId) 1900 if (part.LocalId != m_rootPart.LocalId)
1279 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1901 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1280 } 1902 }
1281
1282 // Hack to get the physics scene geometries in the right spot 1903 // Hack to get the physics scene geometries in the right spot
1283 ResetChildPrimPhysicsPositions(); 1904// ResetChildPrimPhysicsPositions();
1905 if (m_rootPart.PhysActor != null)
1906 {
1907 m_rootPart.PhysActor.Building = false;
1908 }
1909 }
1910 else
1911 {
1912 // Apply physics to the root prim
1913 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1284 } 1914 }
1285 } 1915 }
1286 1916
1287 public void SetOwnerId(UUID userId) 1917 public void SetOwnerId(UUID userId)
1288 { 1918 {
1289 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1919 ForEachPart(delegate(SceneObjectPart part)
1920 {
1921
1922 part.OwnerID = userId;
1923
1924 });
1290 } 1925 }
1291 1926
1292 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1927 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1318,11 +1953,17 @@ namespace OpenSim.Region.Framework.Scenes
1318 return; 1953 return;
1319 } 1954 }
1320 1955
1956 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1957 return;
1958
1321 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1959 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1322 // any exception propogate upwards. 1960 // any exception propogate upwards.
1323 try 1961 try
1324 { 1962 {
1325 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1963 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1964 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1965 m_scene.LoadingPrims) // Land may not be valid yet
1966
1326 { 1967 {
1327 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1968 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1328 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1969 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1349,6 +1990,7 @@ namespace OpenSim.Region.Framework.Scenes
1349 } 1990 }
1350 } 1991 }
1351 } 1992 }
1993
1352 } 1994 }
1353 1995
1354 if (m_scene.UseBackup && HasGroupChanged) 1996 if (m_scene.UseBackup && HasGroupChanged)
@@ -1356,10 +1998,30 @@ namespace OpenSim.Region.Framework.Scenes
1356 // don't backup while it's selected or you're asking for changes mid stream. 1998 // don't backup while it's selected or you're asking for changes mid stream.
1357 if (isTimeToPersist() || forcedBackup) 1999 if (isTimeToPersist() || forcedBackup)
1358 { 2000 {
2001 if (m_rootPart.PhysActor != null &&
2002 (!m_rootPart.PhysActor.IsPhysical))
2003 {
2004 // Possible ghost prim
2005 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
2006 {
2007 foreach (SceneObjectPart part in m_parts.GetArray())
2008 {
2009 // Re-set physics actor positions and
2010 // orientations
2011 part.GroupPosition = m_rootPart.GroupPosition;
2012 }
2013 }
2014 }
1359// m_log.DebugFormat( 2015// m_log.DebugFormat(
1360// "[SCENE]: Storing {0}, {1} in {2}", 2016// "[SCENE]: Storing {0}, {1} in {2}",
1361// Name, UUID, m_scene.RegionInfo.RegionName); 2017// Name, UUID, m_scene.RegionInfo.RegionName);
1362 2018
2019 if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0)
2020 {
2021 RootPart.Shape.State = 0;
2022 ScheduleGroupForFullUpdate();
2023 }
2024
1363 SceneObjectGroup backup_group = Copy(false); 2025 SceneObjectGroup backup_group = Copy(false);
1364 backup_group.RootPart.Velocity = RootPart.Velocity; 2026 backup_group.RootPart.Velocity = RootPart.Velocity;
1365 backup_group.RootPart.Acceleration = RootPart.Acceleration; 2027 backup_group.RootPart.Acceleration = RootPart.Acceleration;
@@ -1373,6 +2035,11 @@ namespace OpenSim.Region.Framework.Scenes
1373 2035
1374 backup_group.ForEachPart(delegate(SceneObjectPart part) 2036 backup_group.ForEachPart(delegate(SceneObjectPart part)
1375 { 2037 {
2038 if (part.KeyframeMotion != null)
2039 {
2040 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
2041 part.KeyframeMotion.UpdateSceneObject(this);
2042 }
1376 part.Inventory.ProcessInventoryBackup(datastore); 2043 part.Inventory.ProcessInventoryBackup(datastore);
1377 }); 2044 });
1378 2045
@@ -1425,10 +2092,14 @@ namespace OpenSim.Region.Framework.Scenes
1425 /// <returns></returns> 2092 /// <returns></returns>
1426 public SceneObjectGroup Copy(bool userExposed) 2093 public SceneObjectGroup Copy(bool userExposed)
1427 { 2094 {
2095 m_dupeInProgress = true;
1428 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2096 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1429 dupe.m_isBackedUp = false; 2097 dupe.m_isBackedUp = false;
1430 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2098 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1431 2099
2100 // new group as no sitting avatars
2101 dupe.m_linkedAvatars = new List<ScenePresence>();
2102
1432 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 2103 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1433 // attachments do not bordercross while they're being duplicated. This is hacktastic! 2104 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1434 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 2105 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
@@ -1439,7 +2110,7 @@ namespace OpenSim.Region.Framework.Scenes
1439 // This is only necessary when userExposed is false! 2110 // This is only necessary when userExposed is false!
1440 2111
1441 bool previousAttachmentStatus = dupe.IsAttachment; 2112 bool previousAttachmentStatus = dupe.IsAttachment;
1442 2113
1443 if (!userExposed) 2114 if (!userExposed)
1444 dupe.IsAttachment = true; 2115 dupe.IsAttachment = true;
1445 2116
@@ -1457,11 +2128,11 @@ namespace OpenSim.Region.Framework.Scenes
1457 dupe.m_rootPart.TrimPermissions(); 2128 dupe.m_rootPart.TrimPermissions();
1458 2129
1459 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2130 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1460 2131
1461 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2132 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1462 { 2133 {
1463 return p1.LinkNum.CompareTo(p2.LinkNum); 2134 return p1.LinkNum.CompareTo(p2.LinkNum);
1464 } 2135 }
1465 ); 2136 );
1466 2137
1467 foreach (SceneObjectPart part in partList) 2138 foreach (SceneObjectPart part in partList)
@@ -1471,41 +2142,53 @@ namespace OpenSim.Region.Framework.Scenes
1471 { 2142 {
1472 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2143 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1473 newPart.LinkNum = part.LinkNum; 2144 newPart.LinkNum = part.LinkNum;
1474 } 2145 if (userExposed)
2146 newPart.ParentID = dupe.m_rootPart.LocalId;
2147 }
1475 else 2148 else
1476 { 2149 {
1477 newPart = dupe.m_rootPart; 2150 newPart = dupe.m_rootPart;
1478 } 2151 }
2152/*
2153 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2154 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1479 2155
1480 // Need to duplicate the physics actor as well 2156 // Need to duplicate the physics actor as well
1481 PhysicsActor originalPartPa = part.PhysActor; 2157 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1482 if (originalPartPa != null && userExposed)
1483 { 2158 {
1484 PrimitiveBaseShape pbs = newPart.Shape; 2159 PrimitiveBaseShape pbs = newPart.Shape;
1485
1486 newPart.PhysActor 2160 newPart.PhysActor
1487 = m_scene.PhysicsScene.AddPrimShape( 2161 = m_scene.PhysicsScene.AddPrimShape(
1488 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2162 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1489 pbs, 2163 pbs,
1490 newPart.AbsolutePosition, 2164 newPart.AbsolutePosition,
1491 newPart.Scale, 2165 newPart.Scale,
1492 newPart.RotationOffset, 2166 newPart.GetWorldRotation(),
1493 originalPartPa.IsPhysical, 2167 isphys,
2168 isphan,
1494 newPart.LocalId); 2169 newPart.LocalId);
1495 2170
1496 newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); 2171 newPart.DoPhysicsPropertyUpdate(isphys, true);
1497 } 2172 */
2173 if (userExposed)
2174 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2175// }
1498 } 2176 }
1499 2177
1500 if (userExposed) 2178 if (userExposed)
1501 { 2179 {
1502 dupe.UpdateParentIDs(); 2180// done above dupe.UpdateParentIDs();
2181
2182 if (dupe.m_rootPart.PhysActor != null)
2183 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2184
1503 dupe.HasGroupChanged = true; 2185 dupe.HasGroupChanged = true;
1504 dupe.AttachToBackup(); 2186 dupe.AttachToBackup();
1505 2187
1506 ScheduleGroupForFullUpdate(); 2188 ScheduleGroupForFullUpdate();
1507 } 2189 }
1508 2190
2191 m_dupeInProgress = false;
1509 return dupe; 2192 return dupe;
1510 } 2193 }
1511 2194
@@ -1517,11 +2200,24 @@ namespace OpenSim.Region.Framework.Scenes
1517 /// <param name="cGroupID"></param> 2200 /// <param name="cGroupID"></param>
1518 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2201 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1519 { 2202 {
1520 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2203 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2204 // give newpart a new local ID lettng old part keep same
2205 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2206 newpart.LocalId = m_scene.AllocateLocalId();
2207
2208 SetRootPart(newpart);
2209 if (userExposed)
2210 RootPart.Velocity = Vector3.Zero; // In case source is moving
1521 } 2211 }
1522 2212
1523 public void ScriptSetPhysicsStatus(bool usePhysics) 2213 public void ScriptSetPhysicsStatus(bool usePhysics)
1524 { 2214 {
2215 if (usePhysics)
2216 {
2217 if (RootPart.KeyframeMotion != null)
2218 RootPart.KeyframeMotion.Stop();
2219 RootPart.KeyframeMotion = null;
2220 }
1525 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2221 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1526 } 2222 }
1527 2223
@@ -1569,13 +2265,14 @@ namespace OpenSim.Region.Framework.Scenes
1569 2265
1570 if (pa != null) 2266 if (pa != null)
1571 { 2267 {
1572 pa.AddForce(impulse, true); 2268 // false to be applied as a impulse
2269 pa.AddForce(impulse, false);
1573 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2270 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1574 } 2271 }
1575 } 2272 }
1576 } 2273 }
1577 2274
1578 public void applyAngularImpulse(Vector3 impulse) 2275 public void ApplyAngularImpulse(Vector3 impulse)
1579 { 2276 {
1580 PhysicsActor pa = RootPart.PhysActor; 2277 PhysicsActor pa = RootPart.PhysActor;
1581 2278
@@ -1583,21 +2280,8 @@ namespace OpenSim.Region.Framework.Scenes
1583 { 2280 {
1584 if (!IsAttachment) 2281 if (!IsAttachment)
1585 { 2282 {
1586 pa.AddAngularForce(impulse, true); 2283 // false to be applied as a impulse
1587 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2284 pa.AddAngularForce(impulse, false);
1588 }
1589 }
1590 }
1591
1592 public void setAngularImpulse(Vector3 impulse)
1593 {
1594 PhysicsActor pa = RootPart.PhysActor;
1595
1596 if (pa != null)
1597 {
1598 if (!IsAttachment)
1599 {
1600 pa.Torque = impulse;
1601 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2285 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1602 } 2286 }
1603 } 2287 }
@@ -1605,20 +2289,10 @@ namespace OpenSim.Region.Framework.Scenes
1605 2289
1606 public Vector3 GetTorque() 2290 public Vector3 GetTorque()
1607 { 2291 {
1608 PhysicsActor pa = RootPart.PhysActor; 2292 return RootPart.Torque;
1609
1610 if (pa != null)
1611 {
1612 if (!IsAttachment)
1613 {
1614 Vector3 torque = pa.Torque;
1615 return torque;
1616 }
1617 }
1618
1619 return Vector3.Zero;
1620 } 2293 }
1621 2294
2295 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1622 public void moveToTarget(Vector3 target, float tau) 2296 public void moveToTarget(Vector3 target, float tau)
1623 { 2297 {
1624 if (IsAttachment) 2298 if (IsAttachment)
@@ -1650,6 +2324,46 @@ namespace OpenSim.Region.Framework.Scenes
1650 pa.PIDActive = false; 2324 pa.PIDActive = false;
1651 } 2325 }
1652 2326
2327 public void rotLookAt(Quaternion target, float strength, float damping)
2328 {
2329 SceneObjectPart rootpart = m_rootPart;
2330 if (rootpart != null)
2331 {
2332 if (IsAttachment)
2333 {
2334 /*
2335 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2336 if (avatar != null)
2337 {
2338 Rotate the Av?
2339 } */
2340 }
2341 else
2342 {
2343 if (rootpart.PhysActor != null)
2344 { // APID must be implemented in your physics system for this to function.
2345 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2346 rootpart.PhysActor.APIDStrength = strength;
2347 rootpart.PhysActor.APIDDamping = damping;
2348 rootpart.PhysActor.APIDActive = true;
2349 }
2350 }
2351 }
2352 }
2353
2354 public void stopLookAt()
2355 {
2356 SceneObjectPart rootpart = m_rootPart;
2357 if (rootpart != null)
2358 {
2359 if (rootpart.PhysActor != null)
2360 { // APID must be implemented in your physics system for this to function.
2361 rootpart.PhysActor.APIDActive = false;
2362 }
2363 }
2364
2365 }
2366
1653 /// <summary> 2367 /// <summary>
1654 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2368 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1655 /// </summary> 2369 /// </summary>
@@ -1666,7 +2380,7 @@ namespace OpenSim.Region.Framework.Scenes
1666 { 2380 {
1667 pa.PIDHoverHeight = height; 2381 pa.PIDHoverHeight = height;
1668 pa.PIDHoverType = hoverType; 2382 pa.PIDHoverType = hoverType;
1669 pa.PIDTau = tau; 2383 pa.PIDHoverTau = tau;
1670 pa.PIDHoverActive = true; 2384 pa.PIDHoverActive = true;
1671 } 2385 }
1672 else 2386 else
@@ -1706,7 +2420,12 @@ namespace OpenSim.Region.Framework.Scenes
1706 /// <param name="cGroupID"></param> 2420 /// <param name="cGroupID"></param>
1707 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2421 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1708 { 2422 {
1709 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2423 // give new ID to the new part, letting old keep original
2424 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2425 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2426 newPart.LocalId = m_scene.AllocateLocalId();
2427 newPart.SetParent(this);
2428
1710 AddPart(newPart); 2429 AddPart(newPart);
1711 2430
1712 SetPartAsNonRoot(newPart); 2431 SetPartAsNonRoot(newPart);
@@ -1835,11 +2554,11 @@ namespace OpenSim.Region.Framework.Scenes
1835 /// Immediately send a full update for this scene object. 2554 /// Immediately send a full update for this scene object.
1836 /// </summary> 2555 /// </summary>
1837 public void SendGroupFullUpdate() 2556 public void SendGroupFullUpdate()
1838 { 2557 {
1839 if (IsDeleted) 2558 if (IsDeleted)
1840 return; 2559 return;
1841 2560
1842// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2561// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1843 2562
1844 RootPart.SendFullUpdateToAllClients(); 2563 RootPart.SendFullUpdateToAllClients();
1845 2564
@@ -1973,6 +2692,11 @@ namespace OpenSim.Region.Framework.Scenes
1973 2692
1974 SceneObjectPart linkPart = objectGroup.m_rootPart; 2693 SceneObjectPart linkPart = objectGroup.m_rootPart;
1975 2694
2695 if (m_rootPart.PhysActor != null)
2696 m_rootPart.PhysActor.Building = true;
2697 if (linkPart.PhysActor != null)
2698 linkPart.PhysActor.Building = true;
2699
1976 // physics flags from group to be applied to linked parts 2700 // physics flags from group to be applied to linked parts
1977 bool grpusephys = UsesPhysics; 2701 bool grpusephys = UsesPhysics;
1978 bool grptemporary = IsTemporary; 2702 bool grptemporary = IsTemporary;
@@ -1981,19 +2705,21 @@ namespace OpenSim.Region.Framework.Scenes
1981 Quaternion oldRootRotation = linkPart.RotationOffset; 2705 Quaternion oldRootRotation = linkPart.RotationOffset;
1982 2706
1983 linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition; 2707 linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
2708
1984 linkPart.ParentID = m_rootPart.LocalId; 2709 linkPart.ParentID = m_rootPart.LocalId;
1985 linkPart.GroupPosition = AbsolutePosition; 2710
1986 Vector3 axPos = linkPart.OffsetPosition; 2711 linkPart.GroupPosition = AbsolutePosition;
1987 2712
2713 Vector3 axPos = linkPart.OffsetPosition;
1988 Quaternion parentRot = m_rootPart.RotationOffset; 2714 Quaternion parentRot = m_rootPart.RotationOffset;
1989 axPos *= Quaternion.Inverse(parentRot); 2715 axPos *= Quaternion.Conjugate(parentRot);
1990
1991 linkPart.OffsetPosition = axPos; 2716 linkPart.OffsetPosition = axPos;
2717
1992 Quaternion oldRot = linkPart.RotationOffset; 2718 Quaternion oldRot = linkPart.RotationOffset;
1993 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2719 Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
1994 linkPart.RotationOffset = newRot; 2720 linkPart.RotationOffset = newRot;
1995 2721
1996 linkPart.ParentID = m_rootPart.LocalId; 2722// linkPart.ParentID = m_rootPart.LocalId; done above
1997 2723
1998 if (m_rootPart.LinkNum == 0) 2724 if (m_rootPart.LinkNum == 0)
1999 m_rootPart.LinkNum = 1; 2725 m_rootPart.LinkNum = 1;
@@ -2021,7 +2747,7 @@ namespace OpenSim.Region.Framework.Scenes
2021 linkPart.CreateSelected = true; 2747 linkPart.CreateSelected = true;
2022 2748
2023 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now 2749 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2024 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); 2750 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2025 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2751 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
2026 { 2752 {
2027 linkPart.PhysActor.link(m_rootPart.PhysActor); 2753 linkPart.PhysActor.link(m_rootPart.PhysActor);
@@ -2029,6 +2755,7 @@ namespace OpenSim.Region.Framework.Scenes
2029 } 2755 }
2030 2756
2031 linkPart.LinkNum = linkNum++; 2757 linkPart.LinkNum = linkNum++;
2758 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2032 2759
2033 SceneObjectPart[] ogParts = objectGroup.Parts; 2760 SceneObjectPart[] ogParts = objectGroup.Parts;
2034 Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b) 2761 Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b)
@@ -2043,7 +2770,7 @@ namespace OpenSim.Region.Framework.Scenes
2043 { 2770 {
2044 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); 2771 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2045 // let physics know 2772 // let physics know
2046 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); 2773 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2047 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2774 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
2048 { 2775 {
2049 part.PhysActor.link(m_rootPart.PhysActor); 2776 part.PhysActor.link(m_rootPart.PhysActor);
@@ -2058,7 +2785,7 @@ namespace OpenSim.Region.Framework.Scenes
2058 objectGroup.IsDeleted = true; 2785 objectGroup.IsDeleted = true;
2059 2786
2060 objectGroup.m_parts.Clear(); 2787 objectGroup.m_parts.Clear();
2061 2788
2062 // Can't do this yet since backup still makes use of the root part without any synchronization 2789 // Can't do this yet since backup still makes use of the root part without any synchronization
2063// objectGroup.m_rootPart = null; 2790// objectGroup.m_rootPart = null;
2064 2791
@@ -2069,6 +2796,9 @@ namespace OpenSim.Region.Framework.Scenes
2069 // unmoved prims! 2796 // unmoved prims!
2070 ResetChildPrimPhysicsPositions(); 2797 ResetChildPrimPhysicsPositions();
2071 2798
2799 if (m_rootPart.PhysActor != null)
2800 m_rootPart.PhysActor.Building = false;
2801
2072 //HasGroupChanged = true; 2802 //HasGroupChanged = true;
2073 //ScheduleGroupForFullUpdate(); 2803 //ScheduleGroupForFullUpdate();
2074 } 2804 }
@@ -2136,7 +2866,10 @@ namespace OpenSim.Region.Framework.Scenes
2136// m_log.DebugFormat( 2866// m_log.DebugFormat(
2137// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 2867// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2138// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 2868// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2139 2869
2870 if (m_rootPart.PhysActor != null)
2871 m_rootPart.PhysActor.Building = true;
2872
2140 linkPart.ClearUndoState(); 2873 linkPart.ClearUndoState();
2141 2874
2142 Quaternion worldRot = linkPart.GetWorldRotation(); 2875 Quaternion worldRot = linkPart.GetWorldRotation();
@@ -2196,6 +2929,14 @@ namespace OpenSim.Region.Framework.Scenes
2196 2929
2197 // When we delete a group, we currently have to force persist to the database if the object id has changed 2930 // When we delete a group, we currently have to force persist to the database if the object id has changed
2198 // (since delete works by deleting all rows which have a given object id) 2931 // (since delete works by deleting all rows which have a given object id)
2932
2933 // this is as it seems to be in sl now
2934 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
2935 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
2936
2937 if (m_rootPart.PhysActor != null)
2938 m_rootPart.PhysActor.Building = false;
2939
2199 objectGroup.HasGroupChangedDueToDelink = true; 2940 objectGroup.HasGroupChangedDueToDelink = true;
2200 2941
2201 return objectGroup; 2942 return objectGroup;
@@ -2207,6 +2948,7 @@ namespace OpenSim.Region.Framework.Scenes
2207 /// <param name="objectGroup"></param> 2948 /// <param name="objectGroup"></param>
2208 public virtual void DetachFromBackup() 2949 public virtual void DetachFromBackup()
2209 { 2950 {
2951 m_scene.SceneGraph.FireDetachFromBackup(this);
2210 if (m_isBackedUp && Scene != null) 2952 if (m_isBackedUp && Scene != null)
2211 m_scene.EventManager.OnBackup -= ProcessBackup; 2953 m_scene.EventManager.OnBackup -= ProcessBackup;
2212 2954
@@ -2225,7 +2967,8 @@ namespace OpenSim.Region.Framework.Scenes
2225 2967
2226 axPos *= parentRot; 2968 axPos *= parentRot;
2227 part.OffsetPosition = axPos; 2969 part.OffsetPosition = axPos;
2228 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2970 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2971 part.GroupPosition = newPos;
2229 part.OffsetPosition = Vector3.Zero; 2972 part.OffsetPosition = Vector3.Zero;
2230 part.RotationOffset = worldRot; 2973 part.RotationOffset = worldRot;
2231 2974
@@ -2236,20 +2979,20 @@ namespace OpenSim.Region.Framework.Scenes
2236 2979
2237 part.LinkNum = linkNum; 2980 part.LinkNum = linkNum;
2238 2981
2239 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2982 part.OffsetPosition = newPos - AbsolutePosition;
2240 2983
2241 Quaternion rootRotation = m_rootPart.RotationOffset; 2984 Quaternion rootRotation = m_rootPart.RotationOffset;
2242 2985
2243 Vector3 pos = part.OffsetPosition; 2986 Vector3 pos = part.OffsetPosition;
2244 pos *= Quaternion.Inverse(rootRotation); 2987 pos *= Quaternion.Conjugate(rootRotation);
2245 part.OffsetPosition = pos; 2988 part.OffsetPosition = pos;
2246 2989
2247 parentRot = m_rootPart.RotationOffset; 2990 parentRot = m_rootPart.RotationOffset;
2248 oldRot = part.RotationOffset; 2991 oldRot = part.RotationOffset;
2249 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2992 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
2250 part.RotationOffset = newRot; 2993 part.RotationOffset = newRot;
2251 2994
2252 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2995 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2253 } 2996 }
2254 2997
2255 /// <summary> 2998 /// <summary>
@@ -2500,8 +3243,22 @@ namespace OpenSim.Region.Framework.Scenes
2500 } 3243 }
2501 } 3244 }
2502 3245
2503 for (int i = 0; i < parts.Length; i++) 3246 if (parts.Length > 1)
2504 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3247 {
3248 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3249
3250 for (int i = 0; i < parts.Length; i++)
3251 {
3252
3253 if (parts[i].UUID != m_rootPart.UUID)
3254 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3255 }
3256
3257 if (m_rootPart.PhysActor != null)
3258 m_rootPart.PhysActor.Building = false;
3259 }
3260 else
3261 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2505 } 3262 }
2506 } 3263 }
2507 3264
@@ -2514,6 +3271,17 @@ namespace OpenSim.Region.Framework.Scenes
2514 } 3271 }
2515 } 3272 }
2516 3273
3274
3275
3276 /// <summary>
3277 /// Gets the number of parts
3278 /// </summary>
3279 /// <returns></returns>
3280 public int GetPartCount()
3281 {
3282 return Parts.Count();
3283 }
3284
2517 /// <summary> 3285 /// <summary>
2518 /// Update the texture entry for this part 3286 /// Update the texture entry for this part
2519 /// </summary> 3287 /// </summary>
@@ -2575,11 +3343,6 @@ namespace OpenSim.Region.Framework.Scenes
2575 /// <param name="scale"></param> 3343 /// <param name="scale"></param>
2576 public void GroupResize(Vector3 scale) 3344 public void GroupResize(Vector3 scale)
2577 { 3345 {
2578// m_log.DebugFormat(
2579// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2580
2581 RootPart.StoreUndoState(true);
2582
2583 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 3346 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
2584 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); 3347 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
2585 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); 3348 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
@@ -2606,7 +3369,6 @@ namespace OpenSim.Region.Framework.Scenes
2606 SceneObjectPart obPart = parts[i]; 3369 SceneObjectPart obPart = parts[i];
2607 if (obPart.UUID != m_rootPart.UUID) 3370 if (obPart.UUID != m_rootPart.UUID)
2608 { 3371 {
2609// obPart.IgnoreUndoUpdate = true;
2610 Vector3 oldSize = new Vector3(obPart.Scale); 3372 Vector3 oldSize = new Vector3(obPart.Scale);
2611 3373
2612 float f = 1.0f; 3374 float f = 1.0f;
@@ -2670,8 +3432,6 @@ namespace OpenSim.Region.Framework.Scenes
2670 z *= a; 3432 z *= a;
2671 } 3433 }
2672 } 3434 }
2673
2674// obPart.IgnoreUndoUpdate = false;
2675 } 3435 }
2676 } 3436 }
2677 } 3437 }
@@ -2681,9 +3441,7 @@ namespace OpenSim.Region.Framework.Scenes
2681 prevScale.Y *= y; 3441 prevScale.Y *= y;
2682 prevScale.Z *= z; 3442 prevScale.Z *= z;
2683 3443
2684// RootPart.IgnoreUndoUpdate = true;
2685 RootPart.Resize(prevScale); 3444 RootPart.Resize(prevScale);
2686// RootPart.IgnoreUndoUpdate = false;
2687 3445
2688 parts = m_parts.GetArray(); 3446 parts = m_parts.GetArray();
2689 for (int i = 0; i < parts.Length; i++) 3447 for (int i = 0; i < parts.Length; i++)
@@ -2692,8 +3450,6 @@ namespace OpenSim.Region.Framework.Scenes
2692 3450
2693 if (obPart.UUID != m_rootPart.UUID) 3451 if (obPart.UUID != m_rootPart.UUID)
2694 { 3452 {
2695 obPart.IgnoreUndoUpdate = true;
2696
2697 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3453 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2698 currentpos.X *= x; 3454 currentpos.X *= x;
2699 currentpos.Y *= y; 3455 currentpos.Y *= y;
@@ -2706,16 +3462,12 @@ namespace OpenSim.Region.Framework.Scenes
2706 3462
2707 obPart.Resize(newSize); 3463 obPart.Resize(newSize);
2708 obPart.UpdateOffSet(currentpos); 3464 obPart.UpdateOffSet(currentpos);
2709
2710 obPart.IgnoreUndoUpdate = false;
2711 } 3465 }
2712 3466
2713// obPart.IgnoreUndoUpdate = false; 3467 HasGroupChanged = true;
2714// obPart.StoreUndoState(); 3468 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3469 ScheduleGroupForTerseUpdate();
2715 } 3470 }
2716
2717// m_log.DebugFormat(
2718// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2719 } 3471 }
2720 3472
2721 #endregion 3473 #endregion
@@ -2728,14 +3480,6 @@ namespace OpenSim.Region.Framework.Scenes
2728 /// <param name="pos"></param> 3480 /// <param name="pos"></param>
2729 public void UpdateGroupPosition(Vector3 pos) 3481 public void UpdateGroupPosition(Vector3 pos)
2730 { 3482 {
2731// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2732
2733 RootPart.StoreUndoState(true);
2734
2735// SceneObjectPart[] parts = m_parts.GetArray();
2736// for (int i = 0; i < parts.Length; i++)
2737// parts[i].StoreUndoState();
2738
2739 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3483 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2740 { 3484 {
2741 if (IsAttachment) 3485 if (IsAttachment)
@@ -2768,21 +3512,17 @@ namespace OpenSim.Region.Framework.Scenes
2768 /// </summary> 3512 /// </summary>
2769 /// <param name="pos"></param> 3513 /// <param name="pos"></param>
2770 /// <param name="localID"></param> 3514 /// <param name="localID"></param>
3515 ///
3516
2771 public void UpdateSinglePosition(Vector3 pos, uint localID) 3517 public void UpdateSinglePosition(Vector3 pos, uint localID)
2772 { 3518 {
2773 SceneObjectPart part = GetPart(localID); 3519 SceneObjectPart part = GetPart(localID);
2774 3520
2775// SceneObjectPart[] parts = m_parts.GetArray();
2776// for (int i = 0; i < parts.Length; i++)
2777// parts[i].StoreUndoState();
2778
2779 if (part != null) 3521 if (part != null)
2780 { 3522 {
2781// m_log.DebugFormat( 3523// unlock parts position change
2782// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3524 if (m_rootPart.PhysActor != null)
2783 3525 m_rootPart.PhysActor.Building = true;
2784 part.StoreUndoState(false);
2785 part.IgnoreUndoUpdate = true;
2786 3526
2787 if (part.UUID == m_rootPart.UUID) 3527 if (part.UUID == m_rootPart.UUID)
2788 { 3528 {
@@ -2793,8 +3533,10 @@ namespace OpenSim.Region.Framework.Scenes
2793 part.UpdateOffSet(pos); 3533 part.UpdateOffSet(pos);
2794 } 3534 }
2795 3535
3536 if (m_rootPart.PhysActor != null)
3537 m_rootPart.PhysActor.Building = false;
3538
2796 HasGroupChanged = true; 3539 HasGroupChanged = true;
2797 part.IgnoreUndoUpdate = false;
2798 } 3540 }
2799 } 3541 }
2800 3542
@@ -2804,13 +3546,7 @@ namespace OpenSim.Region.Framework.Scenes
2804 /// <param name="pos"></param> 3546 /// <param name="pos"></param>
2805 public void UpdateRootPosition(Vector3 pos) 3547 public void UpdateRootPosition(Vector3 pos)
2806 { 3548 {
2807// m_log.DebugFormat( 3549 // needs to be called with phys building true
2808// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
2809
2810// SceneObjectPart[] parts = m_parts.GetArray();
2811// for (int i = 0; i < parts.Length; i++)
2812// parts[i].StoreUndoState();
2813
2814 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3550 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2815 Vector3 oldPos = 3551 Vector3 oldPos =
2816 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3552 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -2833,7 +3569,14 @@ namespace OpenSim.Region.Framework.Scenes
2833 AbsolutePosition = newPos; 3569 AbsolutePosition = newPos;
2834 3570
2835 HasGroupChanged = true; 3571 HasGroupChanged = true;
2836 ScheduleGroupForTerseUpdate(); 3572 if (m_rootPart.Undoing)
3573 {
3574 ScheduleGroupForFullUpdate();
3575 }
3576 else
3577 {
3578 ScheduleGroupForTerseUpdate();
3579 }
2837 } 3580 }
2838 3581
2839 #endregion 3582 #endregion
@@ -2846,24 +3589,16 @@ namespace OpenSim.Region.Framework.Scenes
2846 /// <param name="rot"></param> 3589 /// <param name="rot"></param>
2847 public void UpdateGroupRotationR(Quaternion rot) 3590 public void UpdateGroupRotationR(Quaternion rot)
2848 { 3591 {
2849// m_log.DebugFormat(
2850// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
2851
2852// SceneObjectPart[] parts = m_parts.GetArray();
2853// for (int i = 0; i < parts.Length; i++)
2854// parts[i].StoreUndoState();
2855
2856 m_rootPart.StoreUndoState(true);
2857
2858 m_rootPart.UpdateRotation(rot); 3592 m_rootPart.UpdateRotation(rot);
2859 3593
3594/* this is done by rootpart RotationOffset set called by UpdateRotation
2860 PhysicsActor actor = m_rootPart.PhysActor; 3595 PhysicsActor actor = m_rootPart.PhysActor;
2861 if (actor != null) 3596 if (actor != null)
2862 { 3597 {
2863 actor.Orientation = m_rootPart.RotationOffset; 3598 actor.Orientation = m_rootPart.RotationOffset;
2864 m_scene.PhysicsScene.AddPhysicsActorTaint(actor); 3599 m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
2865 } 3600 }
2866 3601*/
2867 HasGroupChanged = true; 3602 HasGroupChanged = true;
2868 ScheduleGroupForTerseUpdate(); 3603 ScheduleGroupForTerseUpdate();
2869 } 3604 }
@@ -2875,16 +3610,6 @@ namespace OpenSim.Region.Framework.Scenes
2875 /// <param name="rot"></param> 3610 /// <param name="rot"></param>
2876 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3611 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
2877 { 3612 {
2878// m_log.DebugFormat(
2879// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
2880
2881// SceneObjectPart[] parts = m_parts.GetArray();
2882// for (int i = 0; i < parts.Length; i++)
2883// parts[i].StoreUndoState();
2884
2885 RootPart.StoreUndoState(true);
2886 RootPart.IgnoreUndoUpdate = true;
2887
2888 m_rootPart.UpdateRotation(rot); 3613 m_rootPart.UpdateRotation(rot);
2889 3614
2890 PhysicsActor actor = m_rootPart.PhysActor; 3615 PhysicsActor actor = m_rootPart.PhysActor;
@@ -2898,8 +3623,6 @@ namespace OpenSim.Region.Framework.Scenes
2898 3623
2899 HasGroupChanged = true; 3624 HasGroupChanged = true;
2900 ScheduleGroupForTerseUpdate(); 3625 ScheduleGroupForTerseUpdate();
2901
2902 RootPart.IgnoreUndoUpdate = false;
2903 } 3626 }
2904 3627
2905 /// <summary> 3628 /// <summary>
@@ -2912,13 +3635,11 @@ namespace OpenSim.Region.Framework.Scenes
2912 SceneObjectPart part = GetPart(localID); 3635 SceneObjectPart part = GetPart(localID);
2913 3636
2914 SceneObjectPart[] parts = m_parts.GetArray(); 3637 SceneObjectPart[] parts = m_parts.GetArray();
2915 for (int i = 0; i < parts.Length; i++)
2916 parts[i].StoreUndoState();
2917 3638
2918 if (part != null) 3639 if (part != null)
2919 { 3640 {
2920// m_log.DebugFormat( 3641 if (m_rootPart.PhysActor != null)
2921// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3642 m_rootPart.PhysActor.Building = true;
2922 3643
2923 if (part.UUID == m_rootPart.UUID) 3644 if (part.UUID == m_rootPart.UUID)
2924 { 3645 {
@@ -2928,6 +3649,9 @@ namespace OpenSim.Region.Framework.Scenes
2928 { 3649 {
2929 part.UpdateRotation(rot); 3650 part.UpdateRotation(rot);
2930 } 3651 }
3652
3653 if (m_rootPart.PhysActor != null)
3654 m_rootPart.PhysActor.Building = false;
2931 } 3655 }
2932 } 3656 }
2933 3657
@@ -2941,12 +3665,8 @@ namespace OpenSim.Region.Framework.Scenes
2941 SceneObjectPart part = GetPart(localID); 3665 SceneObjectPart part = GetPart(localID);
2942 if (part != null) 3666 if (part != null)
2943 { 3667 {
2944// m_log.DebugFormat( 3668 if (m_rootPart.PhysActor != null)
2945// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3669 m_rootPart.PhysActor.Building = true;
2946// part.Name, part.LocalId, rot);
2947
2948 part.StoreUndoState();
2949 part.IgnoreUndoUpdate = true;
2950 3670
2951 if (part.UUID == m_rootPart.UUID) 3671 if (part.UUID == m_rootPart.UUID)
2952 { 3672 {
@@ -2959,7 +3679,8 @@ namespace OpenSim.Region.Framework.Scenes
2959 part.OffsetPosition = pos; 3679 part.OffsetPosition = pos;
2960 } 3680 }
2961 3681
2962 part.IgnoreUndoUpdate = false; 3682 if (m_rootPart.PhysActor != null)
3683 m_rootPart.PhysActor.Building = false;
2963 } 3684 }
2964 } 3685 }
2965 3686
@@ -2969,15 +3690,12 @@ namespace OpenSim.Region.Framework.Scenes
2969 /// <param name="rot"></param> 3690 /// <param name="rot"></param>
2970 public void UpdateRootRotation(Quaternion rot) 3691 public void UpdateRootRotation(Quaternion rot)
2971 { 3692 {
2972// m_log.DebugFormat( 3693 // needs to be called with phys building true
2973// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
2974// Name, LocalId, rot);
2975
2976 Quaternion axRot = rot; 3694 Quaternion axRot = rot;
2977 Quaternion oldParentRot = m_rootPart.RotationOffset; 3695 Quaternion oldParentRot = m_rootPart.RotationOffset;
2978 3696
2979 m_rootPart.StoreUndoState(); 3697 //Don't use UpdateRotation because it schedules an update prematurely
2980 m_rootPart.UpdateRotation(rot); 3698 m_rootPart.RotationOffset = rot;
2981 3699
2982 PhysicsActor pa = m_rootPart.PhysActor; 3700 PhysicsActor pa = m_rootPart.PhysActor;
2983 3701
@@ -2993,35 +3711,145 @@ namespace OpenSim.Region.Framework.Scenes
2993 SceneObjectPart prim = parts[i]; 3711 SceneObjectPart prim = parts[i];
2994 if (prim.UUID != m_rootPart.UUID) 3712 if (prim.UUID != m_rootPart.UUID)
2995 { 3713 {
2996 prim.IgnoreUndoUpdate = true; 3714 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3715 NewRot = Quaternion.Inverse(axRot) * NewRot;
3716 prim.RotationOffset = NewRot;
3717
2997 Vector3 axPos = prim.OffsetPosition; 3718 Vector3 axPos = prim.OffsetPosition;
3719
2998 axPos *= oldParentRot; 3720 axPos *= oldParentRot;
2999 axPos *= Quaternion.Inverse(axRot); 3721 axPos *= Quaternion.Inverse(axRot);
3000 prim.OffsetPosition = axPos; 3722 prim.OffsetPosition = axPos;
3001 Quaternion primsRot = prim.RotationOffset; 3723 }
3002 Quaternion newRot = oldParentRot * primsRot; 3724 }
3003 newRot = Quaternion.Inverse(axRot) * newRot;
3004 prim.RotationOffset = newRot;
3005 prim.ScheduleTerseUpdate();
3006 prim.IgnoreUndoUpdate = false;
3007 }
3008 }
3009
3010// for (int i = 0; i < parts.Length; i++)
3011// {
3012// SceneObjectPart childpart = parts[i];
3013// if (childpart != m_rootPart)
3014// {
3015//// childpart.IgnoreUndoUpdate = false;
3016//// childpart.StoreUndoState();
3017// }
3018// }
3019 3725
3020 m_rootPart.ScheduleTerseUpdate(); 3726 HasGroupChanged = true;
3727 ScheduleGroupForFullUpdate();
3728 }
3021 3729
3022// m_log.DebugFormat( 3730 private enum updatetype :int
3023// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3731 {
3024// Name, LocalId, rot); 3732 none = 0,
3733 partterse = 1,
3734 partfull = 2,
3735 groupterse = 3,
3736 groupfull = 4
3737 }
3738
3739 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
3740 {
3741 // TODO this still as excessive *.Schedule*Update()s
3742
3743 if (part != null && part.ParentGroup != null)
3744 {
3745 ObjectChangeType change = data.change;
3746 bool togroup = ((change & ObjectChangeType.Group) != 0);
3747 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
3748
3749 SceneObjectGroup group = part.ParentGroup;
3750 PhysicsActor pha = group.RootPart.PhysActor;
3751
3752 updatetype updateType = updatetype.none;
3753
3754 if (togroup)
3755 {
3756 // related to group
3757 if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0)
3758 {
3759 if ((change & ObjectChangeType.Rotation) != 0)
3760 {
3761 group.RootPart.UpdateRotation(data.rotation);
3762 updateType = updatetype.none;
3763 }
3764 if ((change & ObjectChangeType.Position) != 0)
3765 {
3766 if (m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position))
3767 UpdateGroupPosition(data.position);
3768 updateType = updatetype.groupterse;
3769 }
3770 else
3771 // ugly rotation update of all parts
3772 {
3773 group.AbsolutePosition = AbsolutePosition;
3774 }
3775
3776 }
3777 if ((change & ObjectChangeType.Scale) != 0)
3778 {
3779 if (pha != null)
3780 pha.Building = true;
3781
3782 group.GroupResize(data.scale);
3783 updateType = updatetype.none;
3784
3785 if (pha != null)
3786 pha.Building = false;
3787 }
3788 }
3789 else
3790 {
3791 // related to single prim in a link-set ( ie group)
3792 if (pha != null)
3793 pha.Building = true;
3794
3795 // root part is special
3796 // parts offset positions or rotations need to change also
3797
3798 if (part == group.RootPart)
3799 {
3800 if ((change & ObjectChangeType.Rotation) != 0)
3801 group.UpdateRootRotation(data.rotation);
3802 if ((change & ObjectChangeType.Position) != 0)
3803 group.UpdateRootPosition(data.position);
3804 if ((change & ObjectChangeType.Scale) != 0)
3805 part.Resize(data.scale);
3806 }
3807 else
3808 {
3809 if ((change & ObjectChangeType.Position) != 0)
3810 {
3811 part.OffsetPosition = data.position;
3812 updateType = updatetype.partterse;
3813 }
3814 if ((change & ObjectChangeType.Rotation) != 0)
3815 {
3816 part.UpdateRotation(data.rotation);
3817 updateType = updatetype.none;
3818 }
3819 if ((change & ObjectChangeType.Scale) != 0)
3820 {
3821 part.Resize(data.scale);
3822 updateType = updatetype.none;
3823 }
3824 }
3825
3826 if (pha != null)
3827 pha.Building = false;
3828 }
3829
3830 if (updateType != updatetype.none)
3831 {
3832 group.HasGroupChanged = true;
3833
3834 switch (updateType)
3835 {
3836 case updatetype.partterse:
3837 part.ScheduleTerseUpdate();
3838 break;
3839 case updatetype.partfull:
3840 part.ScheduleFullUpdate();
3841 break;
3842 case updatetype.groupterse:
3843 group.ScheduleGroupForTerseUpdate();
3844 break;
3845 case updatetype.groupfull:
3846 group.ScheduleGroupForFullUpdate();
3847 break;
3848 default:
3849 break;
3850 }
3851 }
3852 }
3025 } 3853 }
3026 3854
3027 #endregion 3855 #endregion
@@ -3241,11 +4069,50 @@ namespace OpenSim.Region.Framework.Scenes
3241 } 4069 }
3242 } 4070 }
3243 } 4071 }
3244 4072
4073 public Vector3 GetGeometricCenter()
4074 {
4075 // this is not real geometric center but a average of positions relative to root prim acording to
4076 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
4077 // ignoring tortured prims details since sl also seems to ignore
4078 // so no real use in doing it on physics
4079
4080 Vector3 gc = Vector3.Zero;
4081
4082 int nparts = m_parts.Count;
4083 if (nparts <= 1)
4084 return gc;
4085
4086 SceneObjectPart[] parts = m_parts.GetArray();
4087 nparts = parts.Length; // just in case it changed
4088 if (nparts <= 1)
4089 return gc;
4090
4091 Quaternion parentRot = RootPart.RotationOffset;
4092 Vector3 pPos;
4093
4094 // average all parts positions
4095 for (int i = 0; i < nparts; i++)
4096 {
4097 // do it directly
4098 // gc += parts[i].GetWorldPosition();
4099 if (parts[i] != RootPart)
4100 {
4101 pPos = parts[i].OffsetPosition;
4102 gc += pPos;
4103 }
4104
4105 }
4106 gc /= nparts;
4107
4108 // relative to root:
4109// gc -= AbsolutePosition;
4110 return gc;
4111 }
4112
3245 public float GetMass() 4113 public float GetMass()
3246 { 4114 {
3247 float retmass = 0f; 4115 float retmass = 0f;
3248
3249 SceneObjectPart[] parts = m_parts.GetArray(); 4116 SceneObjectPart[] parts = m_parts.GetArray();
3250 for (int i = 0; i < parts.Length; i++) 4117 for (int i = 0; i < parts.Length; i++)
3251 retmass += parts[i].GetMass(); 4118 retmass += parts[i].GetMass();
@@ -3253,6 +4120,39 @@ namespace OpenSim.Region.Framework.Scenes
3253 return retmass; 4120 return retmass;
3254 } 4121 }
3255 4122
4123 // center of mass of full object
4124 public Vector3 GetCenterOfMass()
4125 {
4126 PhysicsActor pa = RootPart.PhysActor;
4127
4128 if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
4129 {
4130 // physics knows better about center of mass of physical prims
4131 Vector3 tmp = pa.CenterOfMass;
4132 return tmp;
4133 }
4134
4135 Vector3 Ptot = Vector3.Zero;
4136 float totmass = 0f;
4137 float m;
4138
4139 SceneObjectPart[] parts = m_parts.GetArray();
4140 for (int i = 0; i < parts.Length; i++)
4141 {
4142 m = parts[i].GetMass();
4143 Ptot += parts[i].GetPartCenterOfMass() * m;
4144 totmass += m;
4145 }
4146
4147 if (totmass == 0)
4148 totmass = 0;
4149 else
4150 totmass = 1 / totmass;
4151 Ptot *= totmass;
4152
4153 return Ptot;
4154 }
4155
3256 /// <summary> 4156 /// <summary>
3257 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that 4157 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
3258 /// the physics engine can use it. 4158 /// the physics engine can use it.
@@ -3406,6 +4306,14 @@ namespace OpenSim.Region.Framework.Scenes
3406 FromItemID = uuid; 4306 FromItemID = uuid;
3407 } 4307 }
3408 4308
4309 public void ResetOwnerChangeFlag()
4310 {
4311 ForEachPart(delegate(SceneObjectPart part)
4312 {
4313 part.ResetOwnerChangeFlag();
4314 });
4315 }
4316
3409 #endregion 4317 #endregion
3410 } 4318 }
3411} 4319}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index dc76d22..a1f434e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes
62 TELEPORT = 512, 62 TELEPORT = 512,
63 REGION_RESTART = 1024, 63 REGION_RESTART = 1024,
64 MEDIA = 2048, 64 MEDIA = 2048,
65 ANIMATION = 16384 65 ANIMATION = 16384,
66 POSITION = 32768
66 } 67 }
67 68
68 // I don't really know where to put this except here. 69 // I don't really know where to put this except here.
@@ -121,7 +122,18 @@ namespace OpenSim.Region.Framework.Scenes
121 /// Denote all sides of the prim 122 /// Denote all sides of the prim
122 /// </value> 123 /// </value>
123 public const int ALL_SIDES = -1; 124 public const int ALL_SIDES = -1;
124 125
126 private const scriptEvents PhysicsNeededSubsEvents = (
127 scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
128 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
129 );
130 private const scriptEvents PhyscicsPhantonSubsEvents = (
131 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
132 );
133 private const scriptEvents PhyscicsVolumeDtcSubsEvents = (
134 scriptEvents.collision_start | scriptEvents.collision_end
135 );
136
125 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 137 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
126 138
127 /// <value> 139 /// <value>
@@ -182,6 +194,18 @@ namespace OpenSim.Region.Framework.Scenes
182 194
183 public uint TimeStampTerse; 195 public uint TimeStampTerse;
184 196
197 // The following two are to hold the attachment data
198 // while an object is inworld
199 [XmlIgnore]
200 public byte AttachPoint = 0;
201
202 [XmlIgnore]
203 public Vector3 AttachOffset = Vector3.Zero;
204
205 [XmlIgnore]
206 public Quaternion AttachRotation = Quaternion.Identity;
207
208 [XmlIgnore]
185 public int STATUS_ROTATE_X; 209 public int STATUS_ROTATE_X;
186 210
187 public int STATUS_ROTATE_Y; 211 public int STATUS_ROTATE_Y;
@@ -208,8 +232,7 @@ namespace OpenSim.Region.Framework.Scenes
208 232
209 public Vector3 RotationAxis = Vector3.One; 233 public Vector3 RotationAxis = Vector3.One;
210 234
211 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 235 public bool VolumeDetectActive;
212 // Certainly this must be a persistant setting finally
213 236
214 public bool IsWaitingForFirstSpinUpdatePacket; 237 public bool IsWaitingForFirstSpinUpdatePacket;
215 238
@@ -249,10 +272,10 @@ namespace OpenSim.Region.Framework.Scenes
249 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 272 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
250 private Vector3 m_sitTargetPosition; 273 private Vector3 m_sitTargetPosition;
251 private string m_sitAnimation = "SIT"; 274 private string m_sitAnimation = "SIT";
275 private bool m_occupied; // KF if any av is sitting on this prim
252 private string m_text = String.Empty; 276 private string m_text = String.Empty;
253 private string m_touchName = String.Empty; 277 private string m_touchName = String.Empty;
254 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 278 private UndoRedoState m_UndoRedo = null;
255 private readonly Stack<UndoState> m_redo = new Stack<UndoState>(5);
256 279
257 private bool m_passTouches = false; 280 private bool m_passTouches = false;
258 private bool m_passCollisions = false; 281 private bool m_passCollisions = false;
@@ -281,7 +304,19 @@ namespace OpenSim.Region.Framework.Scenes
281 protected Vector3 m_lastAcceleration; 304 protected Vector3 m_lastAcceleration;
282 protected Vector3 m_lastAngularVelocity; 305 protected Vector3 m_lastAngularVelocity;
283 protected int m_lastTerseSent; 306 protected int m_lastTerseSent;
284 307 protected float m_buoyancy = 0.0f;
308 protected Vector3 m_force;
309 protected Vector3 m_torque;
310
311 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
312 protected float m_density = 1000.0f; // in kg/m^3
313 protected float m_gravitymod = 1.0f;
314 protected float m_friction = 0.6f; // wood
315 protected float m_bounce = 0.5f; // wood
316
317
318 protected bool m_isSelected = false;
319
285 /// <summary> 320 /// <summary>
286 /// Stores media texture data 321 /// Stores media texture data
287 /// </summary> 322 /// </summary>
@@ -297,6 +332,17 @@ namespace OpenSim.Region.Framework.Scenes
297 private UUID m_collisionSound; 332 private UUID m_collisionSound;
298 private float m_collisionSoundVolume; 333 private float m_collisionSoundVolume;
299 334
335
336 private SOPVehicle m_vehicle = null;
337
338 private KeyframeMotion m_keyframeMotion = null;
339
340 public KeyframeMotion KeyframeMotion
341 {
342 get; set;
343 }
344
345
300 #endregion Fields 346 #endregion Fields
301 347
302// ~SceneObjectPart() 348// ~SceneObjectPart()
@@ -339,7 +385,7 @@ namespace OpenSim.Region.Framework.Scenes
339 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 385 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
340 Quaternion rotationOffset, Vector3 offsetPosition) : this() 386 Quaternion rotationOffset, Vector3 offsetPosition) : this()
341 { 387 {
342 m_name = "Primitive"; 388 m_name = "Object";
343 389
344 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 390 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
345 LastOwnerID = CreatorID = OwnerID = ownerID; 391 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -379,7 +425,7 @@ namespace OpenSim.Region.Framework.Scenes
379 private uint _ownerMask = (uint)PermissionMask.All; 425 private uint _ownerMask = (uint)PermissionMask.All;
380 private uint _groupMask = (uint)PermissionMask.None; 426 private uint _groupMask = (uint)PermissionMask.None;
381 private uint _everyoneMask = (uint)PermissionMask.None; 427 private uint _everyoneMask = (uint)PermissionMask.None;
382 private uint _nextOwnerMask = (uint)PermissionMask.All; 428 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
383 private PrimFlags _flags = PrimFlags.None; 429 private PrimFlags _flags = PrimFlags.None;
384 private DateTime m_expires; 430 private DateTime m_expires;
385 private DateTime m_rezzed; 431 private DateTime m_rezzed;
@@ -473,12 +519,16 @@ namespace OpenSim.Region.Framework.Scenes
473 } 519 }
474 520
475 /// <value> 521 /// <value>
476 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 522 /// Get the inventory list
477 /// </value> 523 /// </value>
478 public TaskInventoryDictionary TaskInventory 524 public TaskInventoryDictionary TaskInventory
479 { 525 {
480 get { return m_inventory.Items; } 526 get {
481 set { m_inventory.Items = value; } 527 return m_inventory.Items;
528 }
529 set {
530 m_inventory.Items = value;
531 }
482 } 532 }
483 533
484 /// <summary> 534 /// <summary>
@@ -528,20 +578,6 @@ namespace OpenSim.Region.Framework.Scenes
528 } 578 }
529 } 579 }
530 580
531 public byte Material
532 {
533 get { return (byte) m_material; }
534 set
535 {
536 m_material = (Material)value;
537
538 PhysicsActor pa = PhysActor;
539
540 if (pa != null)
541 pa.SetMaterial((int)value);
542 }
543 }
544
545 [XmlIgnore] 581 [XmlIgnore]
546 public bool PassTouches 582 public bool PassTouches
547 { 583 {
@@ -567,6 +603,18 @@ namespace OpenSim.Region.Framework.Scenes
567 } 603 }
568 } 604 }
569 605
606 public bool IsSelected
607 {
608 get { return m_isSelected; }
609 set
610 {
611 m_isSelected = value;
612 if (ParentGroup != null)
613 ParentGroup.PartSelectChanged(value);
614 }
615 }
616
617
570 public Dictionary<int, string> CollisionFilter 618 public Dictionary<int, string> CollisionFilter
571 { 619 {
572 get { return m_CollisionFilter; } 620 get { return m_CollisionFilter; }
@@ -635,14 +683,12 @@ namespace OpenSim.Region.Framework.Scenes
635 set { m_LoopSoundSlavePrims = value; } 683 set { m_LoopSoundSlavePrims = value; }
636 } 684 }
637 685
638
639 public Byte[] TextureAnimation 686 public Byte[] TextureAnimation
640 { 687 {
641 get { return m_TextureAnimation; } 688 get { return m_TextureAnimation; }
642 set { m_TextureAnimation = value; } 689 set { m_TextureAnimation = value; }
643 } 690 }
644 691
645
646 public Byte[] ParticleSystem 692 public Byte[] ParticleSystem
647 { 693 {
648 get { return m_particleSystem; } 694 get { return m_particleSystem; }
@@ -679,8 +725,12 @@ namespace OpenSim.Region.Framework.Scenes
679 { 725 {
680 // If this is a linkset, we don't want the physics engine mucking up our group position here. 726 // If this is a linkset, we don't want the physics engine mucking up our group position here.
681 PhysicsActor actor = PhysActor; 727 PhysicsActor actor = PhysActor;
682 if (actor != null && ParentID == 0) 728 if (ParentID == 0)
683 m_groupPosition = actor.Position; 729 {
730 if (actor != null)
731 m_groupPosition = actor.Position;
732 return m_groupPosition;
733 }
684 734
685 if (ParentGroup.IsAttachment) 735 if (ParentGroup.IsAttachment)
686 { 736 {
@@ -689,12 +739,14 @@ namespace OpenSim.Region.Framework.Scenes
689 return sp.AbsolutePosition; 739 return sp.AbsolutePosition;
690 } 740 }
691 741
742 // use root prim's group position. Physics may have updated it
743 if (ParentGroup.RootPart != this)
744 m_groupPosition = ParentGroup.RootPart.GroupPosition;
692 return m_groupPosition; 745 return m_groupPosition;
693 } 746 }
694 set 747 set
695 { 748 {
696 m_groupPosition = value; 749 m_groupPosition = value;
697
698 PhysicsActor actor = PhysActor; 750 PhysicsActor actor = PhysActor;
699 if (actor != null) 751 if (actor != null)
700 { 752 {
@@ -720,16 +772,6 @@ namespace OpenSim.Region.Framework.Scenes
720 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 772 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
721 } 773 }
722 } 774 }
723
724 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
725 if (SitTargetAvatar != UUID.Zero)
726 {
727 ScenePresence avatar;
728 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
729 {
730 avatar.ParentPosition = GetWorldPosition();
731 }
732 }
733 } 775 }
734 } 776 }
735 777
@@ -738,7 +780,7 @@ namespace OpenSim.Region.Framework.Scenes
738 get { return m_offsetPosition; } 780 get { return m_offsetPosition; }
739 set 781 set
740 { 782 {
741// StoreUndoState(); 783 Vector3 oldpos = m_offsetPosition;
742 m_offsetPosition = value; 784 m_offsetPosition = value;
743 785
744 if (ParentGroup != null && !ParentGroup.IsDeleted) 786 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -753,7 +795,22 @@ namespace OpenSim.Region.Framework.Scenes
753 if (ParentGroup.Scene != null) 795 if (ParentGroup.Scene != null)
754 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 796 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
755 } 797 }
798
799 if (!m_parentGroup.m_dupeInProgress)
800 {
801 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
802 foreach (ScenePresence av in avs)
803 {
804 if (av.ParentID == m_localId)
805 {
806 Vector3 offset = (m_offsetPosition - oldpos);
807 av.AbsolutePosition += offset;
808 av.SendAvatarDataToAllAgents();
809 }
810 }
811 }
756 } 812 }
813 TriggerScriptChangedEvent(Changed.POSITION);
757 } 814 }
758 } 815 }
759 816
@@ -802,7 +859,7 @@ namespace OpenSim.Region.Framework.Scenes
802 859
803 set 860 set
804 { 861 {
805 StoreUndoState(); 862// StoreUndoState();
806 m_rotationOffset = value; 863 m_rotationOffset = value;
807 864
808 PhysicsActor actor = PhysActor; 865 PhysicsActor actor = PhysActor;
@@ -890,7 +947,7 @@ namespace OpenSim.Region.Framework.Scenes
890 get 947 get
891 { 948 {
892 PhysicsActor actor = PhysActor; 949 PhysicsActor actor = PhysActor;
893 if ((actor != null) && actor.IsPhysical) 950 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
894 { 951 {
895 m_angularVelocity = actor.RotationalVelocity; 952 m_angularVelocity = actor.RotationalVelocity;
896 } 953 }
@@ -902,7 +959,16 @@ namespace OpenSim.Region.Framework.Scenes
902 /// <summary></summary> 959 /// <summary></summary>
903 public Vector3 Acceleration 960 public Vector3 Acceleration
904 { 961 {
905 get { return m_acceleration; } 962 get
963 {
964 PhysicsActor actor = PhysActor;
965 if (actor != null)
966 {
967 m_acceleration = actor.Acceleration;
968 }
969 return m_acceleration;
970 }
971
906 set { m_acceleration = value; } 972 set { m_acceleration = value; }
907 } 973 }
908 974
@@ -970,7 +1036,10 @@ namespace OpenSim.Region.Framework.Scenes
970 public PrimitiveBaseShape Shape 1036 public PrimitiveBaseShape Shape
971 { 1037 {
972 get { return m_shape; } 1038 get { return m_shape; }
973 set { m_shape = value;} 1039 set
1040 {
1041 m_shape = value;
1042 }
974 } 1043 }
975 1044
976 /// <summary> 1045 /// <summary>
@@ -983,7 +1052,6 @@ namespace OpenSim.Region.Framework.Scenes
983 { 1052 {
984 if (m_shape != null) 1053 if (m_shape != null)
985 { 1054 {
986 StoreUndoState();
987 1055
988 m_shape.Scale = value; 1056 m_shape.Scale = value;
989 1057
@@ -1010,6 +1078,7 @@ namespace OpenSim.Region.Framework.Scenes
1010 } 1078 }
1011 1079
1012 public UpdateRequired UpdateFlag { get; set; } 1080 public UpdateRequired UpdateFlag { get; set; }
1081 public bool UpdatePhysRequired { get; set; }
1013 1082
1014 /// <summary> 1083 /// <summary>
1015 /// Used for media on a prim. 1084 /// Used for media on a prim.
@@ -1050,10 +1119,7 @@ namespace OpenSim.Region.Framework.Scenes
1050 { 1119 {
1051 get 1120 get
1052 { 1121 {
1053 if (ParentGroup.IsAttachment) 1122 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1054 return GroupPosition;
1055
1056 return m_offsetPosition + m_groupPosition;
1057 } 1123 }
1058 } 1124 }
1059 1125
@@ -1231,6 +1297,13 @@ namespace OpenSim.Region.Framework.Scenes
1231 _flags = value; 1297 _flags = value;
1232 } 1298 }
1233 } 1299 }
1300
1301 [XmlIgnore]
1302 public bool IsOccupied // KF If an av is sittingon this prim
1303 {
1304 get { return m_occupied; }
1305 set { m_occupied = value; }
1306 }
1234 1307
1235 /// <summary> 1308 /// <summary>
1236 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero 1309 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
@@ -1290,6 +1363,316 @@ namespace OpenSim.Region.Framework.Scenes
1290 set { m_collisionSoundVolume = value; } 1363 set { m_collisionSoundVolume = value; }
1291 } 1364 }
1292 1365
1366 public float Buoyancy
1367 {
1368 get
1369 {
1370 if (ParentGroup.RootPart == this)
1371 return m_buoyancy;
1372
1373 return ParentGroup.RootPart.Buoyancy;
1374 }
1375 set
1376 {
1377 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1378 {
1379 ParentGroup.RootPart.Buoyancy = value;
1380 return;
1381 }
1382 m_buoyancy = value;
1383 if (PhysActor != null)
1384 PhysActor.Buoyancy = value;
1385 }
1386 }
1387
1388 public Vector3 Force
1389 {
1390 get
1391 {
1392 if (ParentGroup.RootPart == this)
1393 return m_force;
1394
1395 return ParentGroup.RootPart.Force;
1396 }
1397
1398 set
1399 {
1400 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1401 {
1402 ParentGroup.RootPart.Force = value;
1403 return;
1404 }
1405 m_force = value;
1406 if (PhysActor != null)
1407 PhysActor.Force = value;
1408 }
1409 }
1410
1411 public Vector3 Torque
1412 {
1413 get
1414 {
1415 if (ParentGroup.RootPart == this)
1416 return m_torque;
1417
1418 return ParentGroup.RootPart.Torque;
1419 }
1420
1421 set
1422 {
1423 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1424 {
1425 ParentGroup.RootPart.Torque = value;
1426 return;
1427 }
1428 m_torque = value;
1429 if (PhysActor != null)
1430 PhysActor.Torque = value;
1431 }
1432 }
1433
1434 public byte Material
1435 {
1436 get { return (byte)m_material; }
1437 set
1438 {
1439 if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
1440 {
1441 bool update = false;
1442
1443 if (m_material != (Material)value)
1444 {
1445 update = true;
1446 m_material = (Material)value;
1447 }
1448
1449 if (m_friction != SOPMaterialData.friction(m_material))
1450 {
1451 update = true;
1452 m_friction = SOPMaterialData.friction(m_material);
1453 }
1454
1455 if (m_bounce != SOPMaterialData.bounce(m_material))
1456 {
1457 update = true;
1458 m_bounce = SOPMaterialData.bounce(m_material);
1459 }
1460
1461 if (update)
1462 {
1463 if (PhysActor != null)
1464 {
1465 PhysActor.SetMaterial((int)value);
1466 }
1467 if(ParentGroup != null)
1468 ParentGroup.HasGroupChanged = true;
1469 ScheduleFullUpdateIfNone();
1470 UpdatePhysRequired = true;
1471 }
1472 }
1473 }
1474 }
1475
1476 // not a propriety to move to methods place later
1477 private bool HasMesh()
1478 {
1479 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1480 return true;
1481 return false;
1482 }
1483
1484 // not a propriety to move to methods place later
1485 public byte DefaultPhysicsShapeType()
1486 {
1487 byte type;
1488
1489 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1490 type = (byte)PhysShapeType.convex;
1491 else
1492 type = (byte)PhysShapeType.prim;
1493
1494 return type;
1495 }
1496
1497 [XmlIgnore]
1498 public bool UsesComplexCost
1499 {
1500 get
1501 {
1502 byte pst = PhysicsShapeType;
1503 if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh())
1504 return true;
1505 return false;
1506 }
1507 }
1508
1509 [XmlIgnore]
1510 public float PhysicsCost
1511 {
1512 get
1513 {
1514 if(PhysicsShapeType == (byte)PhysShapeType.none)
1515 return 0;
1516
1517 float cost = 0.1f;
1518 if (PhysActor != null)
1519// cost += PhysActor.Cost;
1520
1521 if ((Flags & PrimFlags.Physics) != 0)
1522 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
1523 return cost;
1524 }
1525 }
1526
1527 [XmlIgnore]
1528 public float StreamingCost
1529 {
1530 get
1531 {
1532
1533
1534 return 0.1f;
1535 }
1536 }
1537
1538 [XmlIgnore]
1539 public float SimulationCost
1540 {
1541 get
1542 {
1543 // ignoring scripts. Don't like considering them for this
1544 if((Flags & PrimFlags.Physics) != 0)
1545 return 1.0f;
1546
1547 return 0.5f;
1548 }
1549 }
1550
1551 public byte PhysicsShapeType
1552 {
1553 get { return m_physicsShapeType; }
1554 set
1555 {
1556 byte oldv = m_physicsShapeType;
1557
1558 if (value >= 0 && value <= (byte)PhysShapeType.convex)
1559 {
1560 if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this)
1561 m_physicsShapeType = DefaultPhysicsShapeType();
1562 else
1563 m_physicsShapeType = value;
1564 }
1565 else
1566 m_physicsShapeType = DefaultPhysicsShapeType();
1567
1568 if (m_physicsShapeType != oldv && ParentGroup != null)
1569 {
1570 if (m_physicsShapeType == (byte)PhysShapeType.none)
1571 {
1572 if (PhysActor != null)
1573 {
1574 Velocity = new Vector3(0, 0, 0);
1575 Acceleration = new Vector3(0, 0, 0);
1576 if (ParentGroup.RootPart == this)
1577 AngularVelocity = new Vector3(0, 0, 0);
1578 ParentGroup.Scene.RemovePhysicalPrim(1);
1579 RemoveFromPhysics();
1580 }
1581 }
1582 else if (PhysActor == null)
1583 ApplyPhysics((uint)Flags, VolumeDetectActive, false);
1584 else
1585 {
1586 PhysActor.PhysicsShapeType = m_physicsShapeType;
1587 if (Shape.SculptEntry)
1588 CheckSculptAndLoad();
1589 }
1590
1591 if (ParentGroup != null)
1592 ParentGroup.HasGroupChanged = true;
1593 }
1594
1595 if (m_physicsShapeType != value)
1596 {
1597 UpdatePhysRequired = true;
1598 }
1599 }
1600 }
1601
1602 public float Density // in kg/m^3
1603 {
1604 get { return m_density; }
1605 set
1606 {
1607 if (value >=1 && value <= 22587.0)
1608 {
1609 m_density = value;
1610 UpdatePhysRequired = true;
1611 }
1612
1613 ScheduleFullUpdateIfNone();
1614
1615 if (ParentGroup != null)
1616 ParentGroup.HasGroupChanged = true;
1617 }
1618 }
1619
1620 public float GravityModifier
1621 {
1622 get { return m_gravitymod; }
1623 set
1624 {
1625 if( value >= -1 && value <=28.0f)
1626 {
1627 m_gravitymod = value;
1628 UpdatePhysRequired = true;
1629 }
1630
1631 ScheduleFullUpdateIfNone();
1632
1633 if (ParentGroup != null)
1634 ParentGroup.HasGroupChanged = true;
1635
1636 }
1637 }
1638
1639 public float Friction
1640 {
1641 get { return m_friction; }
1642 set
1643 {
1644 if (value >= 0 && value <= 255.0f)
1645 {
1646 m_friction = value;
1647 UpdatePhysRequired = true;
1648 }
1649
1650 ScheduleFullUpdateIfNone();
1651
1652 if (ParentGroup != null)
1653 ParentGroup.HasGroupChanged = true;
1654 }
1655 }
1656
1657 public float Bounciness
1658 {
1659 get { return m_bounce; }
1660 set
1661 {
1662 if (value >= 0 && value <= 1.0f)
1663 {
1664 m_bounce = value;
1665 UpdatePhysRequired = true;
1666 }
1667
1668 ScheduleFullUpdateIfNone();
1669
1670 if (ParentGroup != null)
1671 ParentGroup.HasGroupChanged = true;
1672 }
1673 }
1674
1675
1293 #endregion Public Properties with only Get 1676 #endregion Public Properties with only Get
1294 1677
1295 private uint ApplyMask(uint val, bool set, uint mask) 1678 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1455,7 +1838,7 @@ namespace OpenSim.Region.Framework.Scenes
1455 impulse = newimpulse; 1838 impulse = newimpulse;
1456 } 1839 }
1457 1840
1458 ParentGroup.applyAngularImpulse(impulse); 1841 ParentGroup.ApplyAngularImpulse(impulse);
1459 } 1842 }
1460 1843
1461 /// <summary> 1844 /// <summary>
@@ -1465,20 +1848,24 @@ namespace OpenSim.Region.Framework.Scenes
1465 /// </summary> 1848 /// </summary>
1466 /// <param name="impulsei">Vector force</param> 1849 /// <param name="impulsei">Vector force</param>
1467 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 1850 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1468 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 1851
1852 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
1853 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1469 { 1854 {
1470 Vector3 impulse = impulsei; 1855 Vector3 torque = torquei;
1471 1856
1472 if (localGlobalTF) 1857 if (localGlobalTF)
1473 { 1858 {
1859/*
1474 Quaternion grot = GetWorldRotation(); 1860 Quaternion grot = GetWorldRotation();
1475 Quaternion AXgrot = grot; 1861 Quaternion AXgrot = grot;
1476 Vector3 AXimpulsei = impulsei; 1862 Vector3 AXimpulsei = impulsei;
1477 Vector3 newimpulse = AXimpulsei * AXgrot; 1863 Vector3 newimpulse = AXimpulsei * AXgrot;
1478 impulse = newimpulse; 1864 */
1865 torque *= GetWorldRotation();
1479 } 1866 }
1480 1867
1481 ParentGroup.setAngularImpulse(impulse); 1868 Torque = torque;
1482 } 1869 }
1483 1870
1484 /// <summary> 1871 /// <summary>
@@ -1486,17 +1873,23 @@ namespace OpenSim.Region.Framework.Scenes
1486 /// </summary> 1873 /// </summary>
1487 /// <param name="rootObjectFlags"></param> 1874 /// <param name="rootObjectFlags"></param>
1488 /// <param name="VolumeDetectActive"></param> 1875 /// <param name="VolumeDetectActive"></param>
1489 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) 1876 /// <param name="building"></param>
1877
1878 public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
1490 { 1879 {
1880 VolumeDetectActive = _VolumeDetectActive;
1881
1491 if (!ParentGroup.Scene.CollidablePrims) 1882 if (!ParentGroup.Scene.CollidablePrims)
1492 return; 1883 return;
1493 1884
1494// m_log.DebugFormat( 1885 if (PhysicsShapeType == (byte)PhysShapeType.none)
1495// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", 1886 return;
1496// Name, LocalId, UUID, m_physicalPrim); 1887
1888 bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
1889 bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0;
1497 1890
1498 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 1891 if (_VolumeDetectActive)
1499 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 1892 isPhantom = true;
1500 1893
1501 if (IsJoint()) 1894 if (IsJoint())
1502 { 1895 {
@@ -1504,22 +1897,14 @@ namespace OpenSim.Region.Framework.Scenes
1504 } 1897 }
1505 else 1898 else
1506 { 1899 {
1507 // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored 1900 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
1508 if (VolumeDetectActive) 1901 && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1509 isPhantom = false;
1510
1511 // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition
1512 // or flexible
1513 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1514 { 1902 {
1515 // Added clarification.. since A rigid body is an object that you can kick around, etc. 1903 AddToPhysics(isPhysical, isPhantom, building, isPhysical);
1516 bool rigidBody = isPhysical && !isPhantom; 1904 UpdatePhysicsSubscribedEvents(); // not sure if appliable here
1517
1518 PhysicsActor pa = AddToPhysics(rigidBody);
1519
1520 if (pa != null)
1521 pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
1522 } 1905 }
1906 else
1907 PhysActor = null; // just to be sure
1523 } 1908 }
1524 } 1909 }
1525 1910
@@ -1571,6 +1956,12 @@ namespace OpenSim.Region.Framework.Scenes
1571 dupe.Category = Category; 1956 dupe.Category = Category;
1572 dupe.m_rezzed = m_rezzed; 1957 dupe.m_rezzed = m_rezzed;
1573 1958
1959 dupe.m_UndoRedo = null;
1960 dupe.m_isSelected = false;
1961
1962 dupe.IgnoreUndoUpdate = false;
1963 dupe.Undoing = false;
1964
1574 dupe.m_inventory = new SceneObjectPartInventory(dupe); 1965 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1575 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 1966 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1576 1967
@@ -1586,6 +1977,7 @@ namespace OpenSim.Region.Framework.Scenes
1586 1977
1587 // Move afterwards ResetIDs as it clears the localID 1978 // Move afterwards ResetIDs as it clears the localID
1588 dupe.LocalId = localID; 1979 dupe.LocalId = localID;
1980
1589 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1981 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1590 dupe.LastOwnerID = OwnerID; 1982 dupe.LastOwnerID = OwnerID;
1591 1983
@@ -1603,8 +1995,12 @@ namespace OpenSim.Region.Framework.Scenes
1603 1995
1604 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); 1996 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
1605 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 1997 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
1998// dupe.UpdatePhysicsSubscribedEvents(); // not sure...
1606 } 1999 }
1607 2000
2001 if (dupe.PhysActor != null)
2002 dupe.PhysActor.LocalID = localID;
2003
1608 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 2004 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1609 2005
1610// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 2006// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
@@ -1724,6 +2120,7 @@ namespace OpenSim.Region.Framework.Scenes
1724 2120
1725 /// <summary> 2121 /// <summary>
1726 /// Do a physics propery update for this part. 2122 /// Do a physics propery update for this part.
2123 /// now also updates phantom and volume detector
1727 /// </summary> 2124 /// </summary>
1728 /// <param name="UsePhysics"></param> 2125 /// <param name="UsePhysics"></param>
1729 /// <param name="isNew"></param> 2126 /// <param name="isNew"></param>
@@ -1749,61 +2146,69 @@ namespace OpenSim.Region.Framework.Scenes
1749 { 2146 {
1750 if (pa.IsPhysical) // implies UsePhysics==false for this block 2147 if (pa.IsPhysical) // implies UsePhysics==false for this block
1751 { 2148 {
1752 if (!isNew) 2149 if (!isNew) // implies UsePhysics==false for this block
2150 {
1753 ParentGroup.Scene.RemovePhysicalPrim(1); 2151 ParentGroup.Scene.RemovePhysicalPrim(1);
1754 2152
1755 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 2153 Velocity = new Vector3(0, 0, 0);
1756 pa.OnOutOfBounds -= PhysicsOutOfBounds; 2154 Acceleration = new Vector3(0, 0, 0);
1757 pa.delink(); 2155 if (ParentGroup.RootPart == this)
2156 AngularVelocity = new Vector3(0, 0, 0);
1758 2157
1759 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 2158 if (pa.Phantom && !VolumeDetectActive)
1760 { 2159 {
1761 // destroy all joints connected to this now deactivated body 2160 RemoveFromPhysics();
1762 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); 2161 return;
1763 } 2162 }
1764 2163
1765 // stop client-side interpolation of all joint proxy objects that have just been deleted 2164 pa.IsPhysical = UsePhysics;
1766 // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, 2165 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1767 // which stops client-side interpolation of deactivated joint proxy objects. 2166 pa.OnOutOfBounds -= PhysicsOutOfBounds;
2167 pa.delink();
2168 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
2169 {
2170 // destroy all joints connected to this now deactivated body
2171 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
2172 }
2173 }
1768 } 2174 }
1769 2175
1770 if (!UsePhysics && !isNew) 2176 if (pa.IsPhysical != UsePhysics)
1771 { 2177 pa.IsPhysical = UsePhysics;
1772 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1773 // prim still has velocity and continues to interpolate its position along the old
1774 // velocity-vector.
1775 Velocity = new Vector3(0, 0, 0);
1776 Acceleration = new Vector3(0, 0, 0);
1777 AngularVelocity = new Vector3(0, 0, 0);
1778 //RotationalVelocity = new Vector3(0, 0, 0);
1779 }
1780 2178
1781 pa.IsPhysical = UsePhysics; 2179 if (UsePhysics)
2180 {
2181 if (ParentGroup.RootPart.KeyframeMotion != null)
2182 ParentGroup.RootPart.KeyframeMotion.Stop();
2183 ParentGroup.RootPart.KeyframeMotion = null;
2184 ParentGroup.Scene.AddPhysicalPrim(1);
1782 2185
1783 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 2186 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1784 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 2187 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1785 /// that's not wholesome. Had to make Scene public
1786 //PhysActor = null;
1787 2188
1788 if ((Flags & PrimFlags.Phantom) == 0) 2189 if (ParentID != 0 && ParentID != LocalId)
1789 {
1790 if (UsePhysics)
1791 { 2190 {
1792 ParentGroup.Scene.AddPhysicalPrim(1); 2191 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
1793 2192
1794 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; 2193 if (parentPa != null)
1795 pa.OnOutOfBounds += PhysicsOutOfBounds;
1796 if (ParentID != 0 && ParentID != LocalId)
1797 { 2194 {
1798 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; 2195 pa.link(parentPa);
1799
1800 if (parentPa != null)
1801 {
1802 pa.link(parentPa);
1803 }
1804 } 2196 }
1805 } 2197 }
1806 } 2198 }
2199 }
2200
2201 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2202 if (pa.Phantom != phan)
2203 pa.Phantom = phan;
2204
2205// some engines dont' have this check still
2206// if (VolumeDetectActive != pa.IsVolumeDtc)
2207 {
2208 if (VolumeDetectActive)
2209 pa.SetVolumeDetect(1);
2210 else
2211 pa.SetVolumeDetect(0);
1807 } 2212 }
1808 2213
1809 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2214 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
@@ -1922,12 +2327,26 @@ namespace OpenSim.Region.Framework.Scenes
1922 2327
1923 public Vector3 GetGeometricCenter() 2328 public Vector3 GetGeometricCenter()
1924 { 2329 {
1925 PhysicsActor pa = PhysActor; 2330 // this is not real geometric center but a average of positions relative to root prim acording to
1926 2331 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
1927 if (pa != null) 2332 // ignoring tortured prims details since sl also seems to ignore
1928 return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z); 2333 // so no real use in doing it on physics
1929 else 2334 if (ParentGroup.IsDeleted)
1930 return new Vector3(0, 0, 0); 2335 return new Vector3(0, 0, 0);
2336
2337 return ParentGroup.GetGeometricCenter();
2338
2339 /*
2340 PhysicsActor pa = PhysActor;
2341
2342 if (pa != null)
2343 {
2344 Vector3 vtmp = pa.CenterOfMass;
2345 return vtmp;
2346 }
2347 else
2348 return new Vector3(0, 0, 0);
2349 */
1931 } 2350 }
1932 2351
1933 public float GetMass() 2352 public float GetMass()
@@ -1940,14 +2359,43 @@ namespace OpenSim.Region.Framework.Scenes
1940 return 0; 2359 return 0;
1941 } 2360 }
1942 2361
1943 public Vector3 GetForce() 2362 public Vector3 GetCenterOfMass()
1944 { 2363 {
2364 if (ParentGroup.RootPart == this)
2365 {
2366 if (ParentGroup.IsDeleted)
2367 return AbsolutePosition;
2368 return ParentGroup.GetCenterOfMass();
2369 }
2370
1945 PhysicsActor pa = PhysActor; 2371 PhysicsActor pa = PhysActor;
1946 2372
1947 if (pa != null) 2373 if (pa != null)
1948 return pa.Force; 2374 {
2375 Vector3 tmp = pa.CenterOfMass;
2376 return tmp;
2377 }
1949 else 2378 else
1950 return Vector3.Zero; 2379 return AbsolutePosition;
2380 }
2381
2382 public Vector3 GetPartCenterOfMass()
2383 {
2384 PhysicsActor pa = PhysActor;
2385
2386 if (pa != null)
2387 {
2388 Vector3 tmp = pa.CenterOfMass;
2389 return tmp;
2390 }
2391 else
2392 return AbsolutePosition;
2393 }
2394
2395
2396 public Vector3 GetForce()
2397 {
2398 return Force;
1951 } 2399 }
1952 2400
1953 /// <summary> 2401 /// <summary>
@@ -2178,45 +2626,61 @@ namespace OpenSim.Region.Framework.Scenes
2178 List<uint> endedColliders = new List<uint>(); 2626 List<uint> endedColliders = new List<uint>();
2179 List<uint> startedColliders = new List<uint>(); 2627 List<uint> startedColliders = new List<uint>();
2180 2628
2181 // calculate things that started colliding this time 2629 if (collissionswith.Count == 0)
2182 // and build up list of colliders this time
2183 foreach (uint localid in collissionswith.Keys)
2184 { 2630 {
2185 thisHitColliders.Add(localid); 2631 if (m_lastColliders.Count == 0)
2186 if (!m_lastColliders.Contains(localid)) 2632 return; // nothing to do
2187 startedColliders.Add(localid);
2188 }
2189 2633
2190 // calculate things that ended colliding 2634 foreach (uint localID in m_lastColliders)
2191 foreach (uint localID in m_lastColliders) 2635 {
2192 {
2193 if (!thisHitColliders.Contains(localID))
2194 endedColliders.Add(localID); 2636 endedColliders.Add(localID);
2637 }
2638 m_lastColliders.Clear();
2195 } 2639 }
2196 2640
2197 //add the items that started colliding this time to the last colliders list. 2641 else
2198 foreach (uint localID in startedColliders) 2642 {
2199 m_lastColliders.Add(localID); 2643
2644 // calculate things that started colliding this time
2645 // and build up list of colliders this time
2646 foreach (uint localid in collissionswith.Keys)
2647 {
2648 thisHitColliders.Add(localid);
2649 if (!m_lastColliders.Contains(localid))
2650 startedColliders.Add(localid);
2651 }
2200 2652
2201 // remove things that ended colliding from the last colliders list 2653 // calculate things that ended colliding
2202 foreach (uint localID in endedColliders) 2654 foreach (uint localID in m_lastColliders)
2203 m_lastColliders.Remove(localID); 2655 {
2656 if (!thisHitColliders.Contains(localID))
2657 endedColliders.Add(localID);
2658 }
2204 2659
2660 //add the items that started colliding this time to the last colliders list.
2661 foreach (uint localID in startedColliders)
2662 m_lastColliders.Add(localID);
2663
2664 // remove things that ended colliding from the last colliders list
2665 foreach (uint localID in endedColliders)
2666 m_lastColliders.Remove(localID);
2667 }
2205 // play the sound. 2668 // play the sound.
2206 if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) 2669
2670 bool IsNotVolumeDtc = !VolumeDetectActive;
2671
2672 if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f && IsNotVolumeDtc)
2207 SendSound(CollisionSound.ToString(), CollisionSoundVolume, true, (byte)0, 0, false, false); 2673 SendSound(CollisionSound.ToString(), CollisionSoundVolume, true, (byte)0, 0, false, false);
2208 2674
2209 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); 2675 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
2210 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); 2676 if (IsNotVolumeDtc)
2677 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding);
2211 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); 2678 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
2212 2679
2213 if (startedColliders.Contains(0)) 2680 if (startedColliders.Contains(0))
2214 { 2681 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2215 if (m_lastColliders.Contains(0)) 2682 if (m_lastColliders.Contains(0))
2216 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); 2683 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding);
2217 else
2218 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2219 }
2220 if (endedColliders.Contains(0)) 2684 if (endedColliders.Contains(0))
2221 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); 2685 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd);
2222 } 2686 }
@@ -2239,9 +2703,9 @@ namespace OpenSim.Region.Framework.Scenes
2239 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); 2703 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
2240 2704
2241 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2705 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2242 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2706 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2243 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2707 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2244 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2708 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2245 { 2709 {
2246 ParentGroup.AbsolutePosition = newpos; 2710 ParentGroup.AbsolutePosition = newpos;
2247 return; 2711 return;
@@ -2263,17 +2727,18 @@ namespace OpenSim.Region.Framework.Scenes
2263 //Trys to fetch sound id from prim's inventory. 2727 //Trys to fetch sound id from prim's inventory.
2264 //Prim's inventory doesn't support non script items yet 2728 //Prim's inventory doesn't support non script items yet
2265 2729
2266 lock (TaskInventory) 2730 TaskInventory.LockItemsForRead(true);
2731
2732 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2267 { 2733 {
2268 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2734 if (item.Value.Name == sound)
2269 { 2735 {
2270 if (item.Value.Name == sound) 2736 soundID = item.Value.ItemID;
2271 { 2737 break;
2272 soundID = item.Value.ItemID;
2273 break;
2274 }
2275 } 2738 }
2276 } 2739 }
2740
2741 TaskInventory.LockItemsForRead(false);
2277 } 2742 }
2278 2743
2279 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 2744 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2396,6 +2861,19 @@ namespace OpenSim.Region.Framework.Scenes
2396 APIDTarget = Quaternion.Identity; 2861 APIDTarget = Quaternion.Identity;
2397 } 2862 }
2398 2863
2864
2865
2866 public void ScheduleFullUpdateIfNone()
2867 {
2868 if (ParentGroup == null)
2869 return;
2870
2871// ??? ParentGroup.HasGroupChanged = true;
2872
2873 if (UpdateFlag != UpdateRequired.FULL)
2874 ScheduleFullUpdate();
2875 }
2876
2399 /// <summary> 2877 /// <summary>
2400 /// Schedules this prim for a full update 2878 /// Schedules this prim for a full update
2401 /// </summary> 2879 /// </summary>
@@ -2597,8 +3075,8 @@ namespace OpenSim.Region.Framework.Scenes
2597 { 3075 {
2598 const float ROTATION_TOLERANCE = 0.01f; 3076 const float ROTATION_TOLERANCE = 0.01f;
2599 const float VELOCITY_TOLERANCE = 0.001f; 3077 const float VELOCITY_TOLERANCE = 0.001f;
2600 const float POSITION_TOLERANCE = 0.05f; 3078 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2601 const int TIME_MS_TOLERANCE = 3000; 3079 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2602 3080
2603 switch (UpdateFlag) 3081 switch (UpdateFlag)
2604 { 3082 {
@@ -2660,17 +3138,16 @@ namespace OpenSim.Region.Framework.Scenes
2660 if (!UUID.TryParse(sound, out soundID)) 3138 if (!UUID.TryParse(sound, out soundID))
2661 { 3139 {
2662 // search sound file from inventory 3140 // search sound file from inventory
2663 lock (TaskInventory) 3141 TaskInventory.LockItemsForRead(true);
3142 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2664 { 3143 {
2665 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3144 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
2666 { 3145 {
2667 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3146 soundID = item.Value.ItemID;
2668 { 3147 break;
2669 soundID = item.Value.ItemID;
2670 break;
2671 }
2672 } 3148 }
2673 } 3149 }
3150 TaskInventory.LockItemsForRead(false);
2674 } 3151 }
2675 3152
2676 if (soundID == UUID.Zero) 3153 if (soundID == UUID.Zero)
@@ -2755,10 +3232,13 @@ namespace OpenSim.Region.Framework.Scenes
2755 3232
2756 public void SetBuoyancy(float fvalue) 3233 public void SetBuoyancy(float fvalue)
2757 { 3234 {
2758 PhysicsActor pa = PhysActor; 3235 Buoyancy = fvalue;
2759 3236/*
2760 if (pa != null) 3237 if (PhysActor != null)
2761 pa.Buoyancy = fvalue; 3238 {
3239 PhysActor.Buoyancy = fvalue;
3240 }
3241 */
2762 } 3242 }
2763 3243
2764 public void SetDieAtEdge(bool p) 3244 public void SetDieAtEdge(bool p)
@@ -2774,47 +3254,111 @@ namespace OpenSim.Region.Framework.Scenes
2774 PhysicsActor pa = PhysActor; 3254 PhysicsActor pa = PhysActor;
2775 3255
2776 if (pa != null) 3256 if (pa != null)
2777 pa.FloatOnWater = floatYN == 1; 3257 pa.FloatOnWater = (floatYN == 1);
2778 } 3258 }
2779 3259
2780 public void SetForce(Vector3 force) 3260 public void SetForce(Vector3 force)
2781 { 3261 {
2782 PhysicsActor pa = PhysActor; 3262 Force = force;
3263 }
2783 3264
2784 if (pa != null) 3265 public SOPVehicle sopVehicle
2785 pa.Force = force; 3266 {
3267 get
3268 {
3269 return m_vehicle;
3270 }
3271 set
3272 {
3273 m_vehicle = value;
3274 }
3275 }
3276
3277
3278 public int VehicleType
3279 {
3280 get
3281 {
3282 if (m_vehicle == null)
3283 return (int)Vehicle.TYPE_NONE;
3284 else
3285 return (int)m_vehicle.Type;
3286 }
3287 set
3288 {
3289 SetVehicleType(value);
3290 }
2786 } 3291 }
2787 3292
2788 public void SetVehicleType(int type) 3293 public void SetVehicleType(int type)
2789 { 3294 {
2790 PhysicsActor pa = PhysActor; 3295 m_vehicle = null;
3296
3297 if (type == (int)Vehicle.TYPE_NONE)
3298 {
3299 if (_parentID ==0 && PhysActor != null)
3300 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3301 return;
3302 }
3303 m_vehicle = new SOPVehicle();
3304 m_vehicle.ProcessTypeChange((Vehicle)type);
3305 {
3306 if (_parentID ==0 && PhysActor != null)
3307 PhysActor.VehicleType = type;
3308 return;
3309 }
3310 }
2791 3311
2792 if (pa != null) 3312 public void SetVehicleFlags(int param, bool remove)
2793 pa.VehicleType = type; 3313 {
3314 if (m_vehicle == null)
3315 return;
3316
3317 m_vehicle.ProcessVehicleFlags(param, remove);
3318
3319 if (_parentID ==0 && PhysActor != null)
3320 {
3321 PhysActor.VehicleFlags(param, remove);
3322 }
2794 } 3323 }
2795 3324
2796 public void SetVehicleFloatParam(int param, float value) 3325 public void SetVehicleFloatParam(int param, float value)
2797 { 3326 {
2798 PhysicsActor pa = PhysActor; 3327 if (m_vehicle == null)
3328 return;
2799 3329
2800 if (pa != null) 3330 m_vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
2801 pa.VehicleFloatParam(param, value); 3331
3332 if (_parentID == 0 && PhysActor != null)
3333 {
3334 PhysActor.VehicleFloatParam(param, value);
3335 }
2802 } 3336 }
2803 3337
2804 public void SetVehicleVectorParam(int param, Vector3 value) 3338 public void SetVehicleVectorParam(int param, Vector3 value)
2805 { 3339 {
2806 PhysicsActor pa = PhysActor; 3340 if (m_vehicle == null)
3341 return;
2807 3342
2808 if (pa != null) 3343 m_vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
2809 pa.VehicleVectorParam(param, value); 3344
3345 if (_parentID == 0 && PhysActor != null)
3346 {
3347 PhysActor.VehicleVectorParam(param, value);
3348 }
2810 } 3349 }
2811 3350
2812 public void SetVehicleRotationParam(int param, Quaternion rotation) 3351 public void SetVehicleRotationParam(int param, Quaternion rotation)
2813 { 3352 {
2814 PhysicsActor pa = PhysActor; 3353 if (m_vehicle == null)
3354 return;
2815 3355
2816 if (pa != null) 3356 m_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
2817 pa.VehicleRotationParam(param, rotation); 3357
3358 if (_parentID == 0 && PhysActor != null)
3359 {
3360 PhysActor.VehicleRotationParam(param, rotation);
3361 }
2818 } 3362 }
2819 3363
2820 /// <summary> 3364 /// <summary>
@@ -2998,14 +3542,6 @@ namespace OpenSim.Region.Framework.Scenes
2998 hasProfileCut = hasDimple; // is it the same thing? 3542 hasProfileCut = hasDimple; // is it the same thing?
2999 } 3543 }
3000 3544
3001 public void SetVehicleFlags(int param, bool remove)
3002 {
3003 PhysicsActor pa = PhysActor;
3004
3005 if (pa != null)
3006 pa.VehicleFlags(param, remove);
3007 }
3008
3009 public void SetGroup(UUID groupID, IClientAPI client) 3545 public void SetGroup(UUID groupID, IClientAPI client)
3010 { 3546 {
3011 // Scene.AddNewPrims() calls with client == null so can't use this. 3547 // Scene.AddNewPrims() calls with client == null so can't use this.
@@ -3109,68 +3645,18 @@ namespace OpenSim.Region.Framework.Scenes
3109 //ParentGroup.ScheduleGroupForFullUpdate(); 3645 //ParentGroup.ScheduleGroupForFullUpdate();
3110 } 3646 }
3111 3647
3112 public void StoreUndoState() 3648 public void StoreUndoState(ObjectChangeType change)
3113 { 3649 {
3114 StoreUndoState(false); 3650 if (m_UndoRedo == null)
3115 } 3651 m_UndoRedo = new UndoRedoState(5);
3116 3652
3117 public void StoreUndoState(bool forGroup) 3653 lock (m_UndoRedo)
3118 {
3119 if (!Undoing)
3120 { 3654 {
3121 if (!IgnoreUndoUpdate) 3655 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3122 { 3656 {
3123 if (ParentGroup != null) 3657 m_UndoRedo.StoreUndo(this, change);
3124 {
3125 lock (m_undo)
3126 {
3127 if (m_undo.Count > 0)
3128 {
3129 UndoState last = m_undo.Peek();
3130 if (last != null)
3131 {
3132 // TODO: May need to fix for group comparison
3133 if (last.Compare(this))
3134 {
3135 // m_log.DebugFormat(
3136 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3137 // Name, LocalId, m_undo.Count);
3138
3139 return;
3140 }
3141 }
3142 }
3143
3144 // m_log.DebugFormat(
3145 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3146 // Name, LocalId, forGroup, m_undo.Count);
3147
3148 if (ParentGroup.GetSceneMaxUndo() > 0)
3149 {
3150 UndoState nUndo = new UndoState(this, forGroup);
3151
3152 m_undo.Push(nUndo);
3153
3154 if (m_redo.Count > 0)
3155 m_redo.Clear();
3156
3157 // m_log.DebugFormat(
3158 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3159 // Name, LocalId, forGroup, m_undo.Count);
3160 }
3161 }
3162 }
3163 } 3658 }
3164// else
3165// {
3166// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3167// }
3168 } 3659 }
3169// else
3170// {
3171// m_log.DebugFormat(
3172// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3173// }
3174 } 3660 }
3175 3661
3176 /// <summary> 3662 /// <summary>
@@ -3180,84 +3666,46 @@ namespace OpenSim.Region.Framework.Scenes
3180 { 3666 {
3181 get 3667 get
3182 { 3668 {
3183 lock (m_undo) 3669 if (m_UndoRedo == null)
3184 return m_undo.Count; 3670 return 0;
3671 return m_UndoRedo.Count;
3185 } 3672 }
3186 } 3673 }
3187 3674
3188 public void Undo() 3675 public void Undo()
3189 { 3676 {
3190 lock (m_undo) 3677 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3191 { 3678 return;
3192// m_log.DebugFormat(
3193// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3194// Name, LocalId, m_undo.Count);
3195
3196 if (m_undo.Count > 0)
3197 {
3198 UndoState goback = m_undo.Pop();
3199
3200 if (goback != null)
3201 {
3202 UndoState nUndo = null;
3203
3204 if (ParentGroup.GetSceneMaxUndo() > 0)
3205 {
3206 nUndo = new UndoState(this, goback.ForGroup);
3207 }
3208
3209 goback.PlaybackState(this);
3210
3211 if (nUndo != null)
3212 m_redo.Push(nUndo);
3213 }
3214 }
3215 3679
3216// m_log.DebugFormat( 3680 lock (m_UndoRedo)
3217// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3681 {
3218// Name, LocalId, m_undo.Count); 3682 Undoing = true;
3683 m_UndoRedo.Undo(this);
3684 Undoing = false;
3219 } 3685 }
3220 } 3686 }
3221 3687
3222 public void Redo() 3688 public void Redo()
3223 { 3689 {
3224 lock (m_undo) 3690 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3225 { 3691 return;
3226// m_log.DebugFormat(
3227// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3228// Name, LocalId, m_redo.Count);
3229
3230 if (m_redo.Count > 0)
3231 {
3232 UndoState gofwd = m_redo.Pop();
3233
3234 if (gofwd != null)
3235 {
3236 if (ParentGroup.GetSceneMaxUndo() > 0)
3237 {
3238 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3239
3240 m_undo.Push(nUndo);
3241 }
3242
3243 gofwd.PlayfwdState(this);
3244 }
3245 3692
3246// m_log.DebugFormat( 3693 lock (m_UndoRedo)
3247// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3694 {
3248// Name, LocalId, m_redo.Count); 3695 Undoing = true;
3249 } 3696 m_UndoRedo.Redo(this);
3697 Undoing = false;
3250 } 3698 }
3251 } 3699 }
3252 3700
3253 public void ClearUndoState() 3701 public void ClearUndoState()
3254 { 3702 {
3255// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3703 if (m_UndoRedo == null || Undoing)
3704 return;
3256 3705
3257 lock (m_undo) 3706 lock (m_UndoRedo)
3258 { 3707 {
3259 m_undo.Clear(); 3708 m_UndoRedo.Clear();
3260 m_redo.Clear();
3261 } 3709 }
3262 } 3710 }
3263 3711
@@ -3887,6 +4335,27 @@ namespace OpenSim.Region.Framework.Scenes
3887 } 4335 }
3888 } 4336 }
3889 4337
4338
4339 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4340 {
4341 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
4342 return;
4343
4344 if (PhysicsShapeType != (byte)physdata.PhysShapeType)
4345 {
4346 PhysicsShapeType = (byte)physdata.PhysShapeType;
4347
4348 }
4349
4350 if(Density != physdata.Density)
4351 Density = physdata.Density;
4352 if(GravityModifier != physdata.GravitationModifier)
4353 GravityModifier = physdata.GravitationModifier;
4354 if(Friction != physdata.Friction)
4355 Friction = physdata.Friction;
4356 if(Bounciness != physdata.Bounce)
4357 Bounciness = physdata.Bounce;
4358 }
3890 /// <summary> 4359 /// <summary>
3891 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary. 4360 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
3892 /// </summary> 4361 /// </summary>
@@ -3894,7 +4363,7 @@ namespace OpenSim.Region.Framework.Scenes
3894 /// <param name="SetTemporary"></param> 4363 /// <param name="SetTemporary"></param>
3895 /// <param name="SetPhantom"></param> 4364 /// <param name="SetPhantom"></param>
3896 /// <param name="SetVD"></param> 4365 /// <param name="SetVD"></param>
3897 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4366 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
3898 { 4367 {
3899 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4368 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
3900 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4369 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -3904,233 +4373,218 @@ namespace OpenSim.Region.Framework.Scenes
3904 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4373 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
3905 return; 4374 return;
3906 4375
3907 PhysicsActor pa = PhysActor; 4376 VolumeDetectActive = SetVD;
3908 4377
3909 // Special cases for VD. VD can only be called from a script 4378 // volume detector implies phantom
3910 // and can't be combined with changes to other states. So we can rely 4379 if (VolumeDetectActive)
3911 // that...
3912 // ... if VD is changed, all others are not.
3913 // ... if one of the others is changed, VD is not.
3914 if (SetVD) // VD is active, special logic applies
3915 {
3916 // State machine logic for VolumeDetect
3917 // More logic below
3918 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
3919
3920 if (phanReset) // Phantom changes from on to off switch VD off too
3921 {
3922 SetVD = false; // Switch it of for the course of this routine
3923 VolumeDetectActive = false; // and also permanently
3924
3925 if (pa != null)
3926 pa.SetVolumeDetect(0); // Let physics know about it too
3927 }
3928 else
3929 {
3930 // If volumedetect is active we don't want phantom to be applied.
3931 // If this is a new call to VD out of the state "phantom"
3932 // this will also cause the prim to be visible to physics
3933 SetPhantom = false;
3934 }
3935 }
3936
3937 if (UsePhysics && IsJoint())
3938 {
3939 SetPhantom = true; 4380 SetPhantom = true;
3940 }
3941 4381
3942 if (UsePhysics) 4382 if (UsePhysics)
3943 {
3944 AddFlag(PrimFlags.Physics); 4383 AddFlag(PrimFlags.Physics);
3945 if (!wasUsingPhysics)
3946 {
3947 DoPhysicsPropertyUpdate(UsePhysics, false);
3948
3949 if (!ParentGroup.IsDeleted)
3950 {
3951 if (LocalId == ParentGroup.RootPart.LocalId)
3952 {
3953 ParentGroup.CheckSculptAndLoad();
3954 }
3955 }
3956 }
3957 }
3958 else 4384 else
3959 {
3960 RemFlag(PrimFlags.Physics); 4385 RemFlag(PrimFlags.Physics);
3961 if (wasUsingPhysics)
3962 {
3963 DoPhysicsPropertyUpdate(UsePhysics, false);
3964 }
3965 }
3966 4386
3967 if (SetPhantom 4387 if (SetPhantom)
3968 || ParentGroup.IsAttachment
3969 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
3970 {
3971 AddFlag(PrimFlags.Phantom); 4388 AddFlag(PrimFlags.Phantom);
3972 4389 else
3973 if (PhysActor != null)
3974 {
3975 RemoveFromPhysics();
3976 pa = null;
3977 }
3978 }
3979 else // Not phantom
3980 {
3981 RemFlag(PrimFlags.Phantom); 4390 RemFlag(PrimFlags.Phantom);
3982 4391
3983 if (ParentGroup.Scene == null) 4392 if (SetTemporary)
3984 return; 4393 AddFlag(PrimFlags.TemporaryOnRez);
4394 else
4395 RemFlag(PrimFlags.TemporaryOnRez);
3985 4396
3986 if (ParentGroup.Scene.CollidablePrims && pa == null)
3987 {
3988 pa = AddToPhysics(UsePhysics);
3989 4397
3990 if (pa != null) 4398 if (ParentGroup.Scene == null)
3991 { 4399 return;
3992 pa.SetMaterial(Material);
3993 DoPhysicsPropertyUpdate(UsePhysics, true);
3994
3995 if (!ParentGroup.IsDeleted)
3996 {
3997 if (LocalId == ParentGroup.RootPart.LocalId)
3998 {
3999 ParentGroup.CheckSculptAndLoad();
4000 }
4001 }
4002
4003 if (
4004 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4005 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4006 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4007 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4008 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4009 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4010 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4011 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4012 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4013 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4014 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4015 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4016 (CollisionSound != UUID.Zero)
4017 )
4018 {
4019 pa.OnCollisionUpdate += PhysicsCollision;
4020 pa.SubscribeEvents(1000);
4021 }
4022 }
4023 }
4024 else // it already has a physical representation
4025 {
4026 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
4027 4400
4028 if (!ParentGroup.IsDeleted) 4401 PhysicsActor pa = PhysActor;
4029 {
4030 if (LocalId == ParentGroup.RootPart.LocalId)
4031 {
4032 ParentGroup.CheckSculptAndLoad();
4033 }
4034 }
4035 }
4036 }
4037 4402
4038 if (SetVD) 4403 if (pa != null && building && pa.Building != building)
4404 pa.Building = building;
4405
4406 if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4407 || (Shape.PathCurve == (byte)Extrusion.Flexible))
4039 { 4408 {
4040 // If the above logic worked (this is urgent candidate to unit tests!)
4041 // we now have a physicsactor.
4042 // Defensive programming calls for a check here.
4043 // Better would be throwing an exception that could be catched by a unit test as the internal
4044 // logic should make sure, this Physactor is always here.
4045 if (pa != null) 4409 if (pa != null)
4046 { 4410 {
4047 pa.SetVolumeDetect(1); 4411 ParentGroup.Scene.RemovePhysicalPrim(1);
4048 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active 4412 RemoveFromPhysics();
4049 VolumeDetectActive = true;
4050 } 4413 }
4414
4415 Velocity = new Vector3(0, 0, 0);
4416 Acceleration = new Vector3(0, 0, 0);
4417 if (ParentGroup.RootPart == this)
4418 AngularVelocity = new Vector3(0, 0, 0);
4051 } 4419 }
4052 else 4420 else
4053 { 4421 {
4054 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like 4422 if (ParentGroup.Scene.CollidablePrims)
4055 // (mumbles, well, at least if you have infinte CPU powers :-)) 4423 {
4056 if (pa != null) 4424 if (pa == null)
4057 pa.SetVolumeDetect(0); 4425 {
4426 AddToPhysics(UsePhysics, SetPhantom, building, false);
4427 pa = PhysActor;
4428 /*
4429 if (pa != null)
4430 {
4431 if (
4432 // ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4433 // ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4434 // ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4435 // ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4436 // ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4437 // ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4438 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4439 ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4440 (CollisionSound != UUID.Zero)
4441 )
4442 {
4443 pa.OnCollisionUpdate += PhysicsCollision;
4444 pa.SubscribeEvents(1000);
4445 }
4446 }
4447 */
4448 }
4449 else // it already has a physical representation
4450 {
4451 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4452 /* moved into DoPhysicsPropertyUpdate
4453 if(VolumeDetectActive)
4454 pa.SetVolumeDetect(1);
4455 else
4456 pa.SetVolumeDetect(0);
4457 */
4058 4458
4059 VolumeDetectActive = false;
4060 }
4061 4459
4062 if (SetTemporary) 4460 if (pa.Building != building)
4063 { 4461 pa.Building = building;
4064 AddFlag(PrimFlags.TemporaryOnRez); 4462 }
4065 } 4463
4066 else 4464 UpdatePhysicsSubscribedEvents();
4067 { 4465 }
4068 RemFlag(PrimFlags.TemporaryOnRez); 4466 }
4069 }
4070 4467
4071 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4468 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4072 4469
4470 // and last in case we have a new actor and not building
4471
4073 if (ParentGroup != null) 4472 if (ParentGroup != null)
4074 { 4473 {
4075 ParentGroup.HasGroupChanged = true; 4474 ParentGroup.HasGroupChanged = true;
4076 ScheduleFullUpdate(); 4475 ScheduleFullUpdate();
4077 } 4476 }
4078 4477
4079// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4478// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4080 } 4479 }
4081 4480
4082 /// <summary> 4481 /// <summary>
4083 /// Adds this part to the physics scene. 4482 /// Adds this part to the physics scene.
4483 /// and sets the PhysActor property
4084 /// </summary> 4484 /// </summary>
4085 /// <remarks>This method also sets the PhysActor property.</remarks> 4485 /// <param name="isPhysical">Add this prim as physical.</param>
4086 /// <param name="rigidBody">Add this prim with a rigid body.</param> 4486 /// <param name="isPhantom">Add this prim as phantom.</param>
4087 /// <returns> 4487 /// <param name="building">tells physics to delay full construction of object</param>
4088 /// The physics actor. null if there was a failure. 4488 /// <param name="applyDynamics">applies velocities, force and torque</param>
4089 /// </returns> 4489 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
4090 private PhysicsActor AddToPhysics(bool rigidBody) 4490 {
4091 {
4092 PhysicsActor pa; 4491 PhysicsActor pa;
4093 4492
4493 Vector3 velocity = Velocity;
4494 Vector3 rotationalVelocity = AngularVelocity;;
4495
4094 try 4496 try
4095 { 4497 {
4096 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( 4498 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4097 string.Format("{0}/{1}", Name, UUID), 4499 string.Format("{0}/{1}", Name, UUID),
4098 Shape, 4500 Shape,
4099 AbsolutePosition, 4501 AbsolutePosition,
4100 Scale, 4502 Scale,
4101 RotationOffset, 4503 GetWorldRotation(),
4102 rigidBody, 4504 isPhysical,
4103 m_localId); 4505 isPhantom,
4506 PhysicsShapeType,
4507 m_localId);
4104 } 4508 }
4105 catch 4509 catch (Exception ex)
4106 { 4510 {
4107 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid); 4511 m_log.ErrorFormat("[SCENE]: AddToPhysics object {0} failed: {1}", m_uuid, ex.Message);
4108 pa = null; 4512 pa = null;
4109 } 4513 }
4110 4514
4111 // FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical
4112 // properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor
4113 // being set.
4114 PhysActor = pa;
4115
4116 // Basic Physics can also return null as well as an exception catch.
4117 if (pa != null) 4515 if (pa != null)
4118 { 4516 {
4119 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 4517 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
4120 pa.SetMaterial(Material); 4518 pa.SetMaterial(Material);
4121 DoPhysicsPropertyUpdate(rigidBody, true); 4519
4520 if (VolumeDetectActive) // change if not the default only
4521 pa.SetVolumeDetect(1);
4522
4523 if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
4524 m_vehicle.SetVehicle(pa);
4525
4526 // we are going to tell rest of code about physics so better have this here
4527 PhysActor = pa;
4528
4529 // DoPhysicsPropertyUpdate(isPhysical, true);
4530 // lets expand it here just with what it really needs to do
4531
4532 if (isPhysical)
4533 {
4534 if (ParentGroup.RootPart.KeyframeMotion != null)
4535 ParentGroup.RootPart.KeyframeMotion.Stop();
4536 ParentGroup.RootPart.KeyframeMotion = null;
4537 ParentGroup.Scene.AddPhysicalPrim(1);
4538
4539 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
4540 pa.OnOutOfBounds += PhysicsOutOfBounds;
4541
4542 if (ParentID != 0 && ParentID != LocalId)
4543 {
4544 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
4545
4546 if (parentPa != null)
4547 {
4548 pa.link(parentPa);
4549 }
4550 }
4551 }
4552
4553 if (applyDynamics)
4554 // do independent of isphysical so parameters get setted (at least some)
4555 {
4556 Velocity = velocity;
4557 AngularVelocity = rotationalVelocity;
4558// pa.Velocity = velocity;
4559 pa.RotationalVelocity = rotationalVelocity;
4560
4561 // if not vehicle and root part apply force and torque
4562 if ((m_vehicle == null || m_vehicle.Type == Vehicle.TYPE_NONE)
4563 && LocalId == ParentGroup.RootPart.LocalId)
4564 {
4565 pa.Force = Force;
4566 pa.Torque = Torque;
4567 }
4568 }
4569
4570 if (Shape.SculptEntry)
4571 CheckSculptAndLoad();
4572 else
4573 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
4574
4575 if (!building)
4576 pa.Building = false;
4122 } 4577 }
4123 4578
4124 return pa; 4579 PhysActor = pa;
4125 } 4580 }
4126 4581
4127 /// <summary> 4582 /// <summary>
4128 /// This removes the part from the physics scene. 4583 /// This removes the part from the physics scene.
4129 /// </summary> 4584 /// </summary>
4130 /// <remarks> 4585 /// <remarks>
4131 /// This isn't the same as turning off physical, since even without being physical the prim has a physics 4586 /// This isn't the same as turning off physical, since even without being physical the prim has a physics
4132 /// representation for collision detection. Rather, this would be used in situations such as making a prim 4587 /// representation for collision detection.
4133 /// phantom.
4134 /// </remarks> 4588 /// </remarks>
4135 public void RemoveFromPhysics() 4589 public void RemoveFromPhysics()
4136 { 4590 {
@@ -4294,6 +4748,46 @@ namespace OpenSim.Region.Framework.Scenes
4294 ScheduleFullUpdate(); 4748 ScheduleFullUpdate();
4295 } 4749 }
4296 4750
4751
4752 private void UpdatePhysicsSubscribedEvents()
4753 {
4754 PhysicsActor pa = PhysActor;
4755 if (pa == null)
4756 return;
4757
4758 pa.OnCollisionUpdate -= PhysicsCollision;
4759
4760 bool hassound = ( CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f);
4761 scriptEvents CombinedEvents = AggregateScriptEvents;
4762
4763 // merge with root part
4764 if (ParentGroup != null && ParentGroup.RootPart != null)
4765 CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents;
4766
4767 // submit to this part case
4768 if (VolumeDetectActive)
4769 {
4770 CombinedEvents &= PhyscicsVolumeDtcSubsEvents;
4771 hassound = false;
4772 }
4773 else if ((Flags & PrimFlags.Phantom) != 0)
4774 CombinedEvents &= PhyscicsPhantonSubsEvents;
4775 else
4776 CombinedEvents &= PhysicsNeededSubsEvents;
4777
4778 if (hassound || CombinedEvents != 0)
4779 {
4780 // subscribe to physics updates.
4781 pa.OnCollisionUpdate += PhysicsCollision;
4782 pa.SubscribeEvents(50); // 20 reports per second
4783 }
4784 else
4785 {
4786 pa.UnSubscribeEvents();
4787 }
4788 }
4789
4790
4297 public void aggregateScriptEvents() 4791 public void aggregateScriptEvents()
4298 { 4792 {
4299 if (ParentGroup == null || ParentGroup.RootPart == null) 4793 if (ParentGroup == null || ParentGroup.RootPart == null)
@@ -4330,40 +4824,32 @@ namespace OpenSim.Region.Framework.Scenes
4330 { 4824 {
4331 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; 4825 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
4332 } 4826 }
4333 4827/*
4334 PhysicsActor pa = PhysActor; 4828 PhysicsActor pa = PhysActor;
4335 4829 if (pa != null)
4336 if (
4337 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4338 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4339 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4340 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4341 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4342 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4343 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4344 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4345 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4346 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4347 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4348 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4349 (CollisionSound != UUID.Zero)
4350 )
4351 { 4830 {
4352 // subscribe to physics updates. 4831 if (
4353 if (pa != null) 4832// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4833// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4834// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4835// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4836// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4837// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4838 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
4839 )
4354 { 4840 {
4841 // subscribe to physics updates.
4355 pa.OnCollisionUpdate += PhysicsCollision; 4842 pa.OnCollisionUpdate += PhysicsCollision;
4356 pa.SubscribeEvents(1000); 4843 pa.SubscribeEvents(1000);
4357 } 4844 }
4358 } 4845 else
4359 else
4360 {
4361 if (pa != null)
4362 { 4846 {
4363 pa.UnSubscribeEvents(); 4847 pa.UnSubscribeEvents();
4364 pa.OnCollisionUpdate -= PhysicsCollision; 4848 pa.OnCollisionUpdate -= PhysicsCollision;
4365 } 4849 }
4366 } 4850 }
4851 */
4852 UpdatePhysicsSubscribedEvents();
4367 4853
4368 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 4854 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
4369 //{ 4855 //{
@@ -4491,5 +4977,17 @@ namespace OpenSim.Region.Framework.Scenes
4491 Color color = Color; 4977 Color color = Color;
4492 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4978 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4493 } 4979 }
4980
4981 public void ResetOwnerChangeFlag()
4982 {
4983 List<UUID> inv = Inventory.GetInventoryList();
4984
4985 foreach (UUID itemID in inv)
4986 {
4987 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4988 item.OwnerChanged = false;
4989 Inventory.UpdateInventoryItem(item, false, false);
4990 }
4991 }
4494 } 4992 }
4495} 4993}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 3734e03..141cf66 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,11 +87,14 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
91 m_inventorySerial++; 96 m_inventorySerial++;
97 QueryScriptStates();
92 } 98 }
93 } 99 }
94 100
@@ -123,38 +129,45 @@ namespace OpenSim.Region.Framework.Scenes
123 public void ResetInventoryIDs() 129 public void ResetInventoryIDs()
124 { 130 {
125 if (null == m_part) 131 if (null == m_part)
126 return; 132 m_items.LockItemsForWrite(true);
127 133
128 lock (m_items) 134 if (Items.Count == 0)
129 { 135 {
130 if (0 == m_items.Count) 136 m_items.LockItemsForWrite(false);
131 return; 137 return;
138 }
132 139
133 IList<TaskInventoryItem> items = GetInventoryItems(); 140 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
134 m_items.Clear(); 141 Items.Clear();
135 142
136 foreach (TaskInventoryItem item in items) 143 foreach (TaskInventoryItem item in items)
137 { 144 {
138 item.ResetIDs(m_part.UUID); 145 item.ResetIDs(m_part.UUID);
139 m_items.Add(item.ItemID, item); 146 Items.Add(item.ItemID, item);
140 }
141 } 147 }
148 m_items.LockItemsForWrite(false);
142 } 149 }
143 150
144 public void ResetObjectID() 151 public void ResetObjectID()
145 { 152 {
146 lock (Items) 153 m_items.LockItemsForWrite(true);
154
155 if (Items.Count == 0)
147 { 156 {
148 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 157 m_items.LockItemsForWrite(false);
149 Items.Clear(); 158 return;
150
151 foreach (TaskInventoryItem item in items)
152 {
153 item.ParentPartID = m_part.UUID;
154 item.ParentID = m_part.UUID;
155 Items.Add(item.ItemID, item);
156 }
157 } 159 }
160
161 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
162 Items.Clear();
163
164 foreach (TaskInventoryItem item in items)
165 {
166 item.ParentPartID = m_part.UUID;
167 item.ParentID = m_part.UUID;
168 Items.Add(item.ItemID, item);
169 }
170 m_items.LockItemsForWrite(false);
158 } 171 }
159 172
160 /// <summary> 173 /// <summary>
@@ -163,12 +176,11 @@ namespace OpenSim.Region.Framework.Scenes
163 /// <param name="ownerId"></param> 176 /// <param name="ownerId"></param>
164 public void ChangeInventoryOwner(UUID ownerId) 177 public void ChangeInventoryOwner(UUID ownerId)
165 { 178 {
166 lock (Items) 179 m_items.LockItemsForWrite(true);
180 if (0 == Items.Count)
167 { 181 {
168 if (0 == Items.Count) 182 m_items.LockItemsForWrite(false);
169 { 183 return;
170 return;
171 }
172 } 184 }
173 185
174 HasInventoryChanged = true; 186 HasInventoryChanged = true;
@@ -184,6 +196,7 @@ namespace OpenSim.Region.Framework.Scenes
184 item.PermsGranter = UUID.Zero; 196 item.PermsGranter = UUID.Zero;
185 item.OwnerChanged = true; 197 item.OwnerChanged = true;
186 } 198 }
199 m_items.LockItemsForWrite(false);
187 } 200 }
188 201
189 /// <summary> 202 /// <summary>
@@ -192,12 +205,11 @@ namespace OpenSim.Region.Framework.Scenes
192 /// <param name="groupID"></param> 205 /// <param name="groupID"></param>
193 public void ChangeInventoryGroup(UUID groupID) 206 public void ChangeInventoryGroup(UUID groupID)
194 { 207 {
195 lock (Items) 208 m_items.LockItemsForWrite(true);
209 if (0 == Items.Count)
196 { 210 {
197 if (0 == Items.Count) 211 m_items.LockItemsForWrite(false);
198 { 212 return;
199 return;
200 }
201 } 213 }
202 214
203 // Don't let this set the HasGroupChanged flag for attachments 215 // Don't let this set the HasGroupChanged flag for attachments
@@ -209,12 +221,45 @@ namespace OpenSim.Region.Framework.Scenes
209 m_part.ParentGroup.HasGroupChanged = true; 221 m_part.ParentGroup.HasGroupChanged = true;
210 } 222 }
211 223
212 List<TaskInventoryItem> items = GetInventoryItems(); 224 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
213 foreach (TaskInventoryItem item in items) 225 foreach (TaskInventoryItem item in items)
214 { 226 {
215 if (groupID != item.GroupID) 227 if (groupID != item.GroupID)
228 {
216 item.GroupID = groupID; 229 item.GroupID = groupID;
230 }
231 }
232 m_items.LockItemsForWrite(false);
233 }
234
235 private void QueryScriptStates()
236 {
237 if (m_part == null || m_part.ParentGroup == null)
238 return;
239
240 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
241 if (engines == null) // No engine at all
242 return;
243
244 Items.LockItemsForRead(true);
245 foreach (TaskInventoryItem item in Items.Values)
246 {
247 if (item.InvType == (int)InventoryType.LSL)
248 {
249 foreach (IScriptModule e in engines)
250 {
251 bool running;
252
253 if (e.HasScript(item.ItemID, out running))
254 {
255 item.ScriptRunning = running;
256 break;
257 }
258 }
259 }
217 } 260 }
261
262 Items.LockItemsForRead(false);
218 } 263 }
219 264
220 /// <summary> 265 /// <summary>
@@ -257,7 +302,10 @@ namespace OpenSim.Region.Framework.Scenes
257 { 302 {
258 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL); 303 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
259 foreach (TaskInventoryItem item in scripts) 304 foreach (TaskInventoryItem item in scripts)
305 {
260 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 306 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
307 m_part.RemoveScriptEvents(item.ItemID);
308 }
261 } 309 }
262 310
263 /// <summary> 311 /// <summary>
@@ -271,7 +319,10 @@ namespace OpenSim.Region.Framework.Scenes
271// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 319// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
272 320
273 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 321 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
322 {
323 StoreScriptError(item.ItemID, "no permission");
274 return; 324 return;
325 }
275 326
276 m_part.AddFlag(PrimFlags.Scripted); 327 m_part.AddFlag(PrimFlags.Scripted);
277 328
@@ -280,14 +331,13 @@ namespace OpenSim.Region.Framework.Scenes
280 if (stateSource == 2 && // Prim crossing 331 if (stateSource == 2 && // Prim crossing
281 m_part.ParentGroup.Scene.m_trustBinaries) 332 m_part.ParentGroup.Scene.m_trustBinaries)
282 { 333 {
283 lock (m_items) 334 m_items.LockItemsForWrite(true);
284 { 335 m_items[item.ItemID].PermsMask = 0;
285 m_items[item.ItemID].PermsMask = 0; 336 m_items[item.ItemID].PermsGranter = UUID.Zero;
286 m_items[item.ItemID].PermsGranter = UUID.Zero; 337 m_items.LockItemsForWrite(false);
287 }
288
289 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 338 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
290 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 339 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
340 StoreScriptErrors(item.ItemID, null);
291 m_part.ParentGroup.AddActiveScriptCount(1); 341 m_part.ParentGroup.AddActiveScriptCount(1);
292 m_part.ScheduleFullUpdate(); 342 m_part.ScheduleFullUpdate();
293 return; 343 return;
@@ -296,6 +346,8 @@ namespace OpenSim.Region.Framework.Scenes
296 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 346 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
297 if (null == asset) 347 if (null == asset)
298 { 348 {
349 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
350 StoreScriptError(item.ItemID, msg);
299 m_log.ErrorFormat( 351 m_log.ErrorFormat(
300 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 352 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
301 item.Name, item.ItemID, m_part.AbsolutePosition, 353 item.Name, item.ItemID, m_part.AbsolutePosition,
@@ -306,16 +358,21 @@ namespace OpenSim.Region.Framework.Scenes
306 if (m_part.ParentGroup.m_savedScriptState != null) 358 if (m_part.ParentGroup.m_savedScriptState != null)
307 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 359 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
308 360
309 lock (m_items) 361 m_items.LockItemsForWrite(true);
310 { 362
311 m_items[item.ItemID].OldItemID = item.OldItemID; 363 m_items[item.ItemID].OldItemID = item.OldItemID;
312 m_items[item.ItemID].PermsMask = 0; 364 m_items[item.ItemID].PermsMask = 0;
313 m_items[item.ItemID].PermsGranter = UUID.Zero; 365 m_items[item.ItemID].PermsGranter = UUID.Zero;
314 }
315 366
367 m_items.LockItemsForWrite(false);
368
316 string script = Utils.BytesToString(asset.Data); 369 string script = Utils.BytesToString(asset.Data);
317 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 370 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
318 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 371 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
372 StoreScriptErrors(item.ItemID, null);
373 if (!item.ScriptRunning)
374 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
375 m_part.LocalId, item.ItemID);
319 m_part.ParentGroup.AddActiveScriptCount(1); 376 m_part.ParentGroup.AddActiveScriptCount(1);
320 m_part.ScheduleFullUpdate(); 377 m_part.ScheduleFullUpdate();
321 } 378 }
@@ -386,20 +443,146 @@ namespace OpenSim.Region.Framework.Scenes
386 443
387 /// <summary> 444 /// <summary>
388 /// Start a script which is in this prim's inventory. 445 /// Start a script which is in this prim's inventory.
446 /// Some processing may occur in the background, but this routine returns asap.
389 /// </summary> 447 /// </summary>
390 /// <param name="itemId"> 448 /// <param name="itemId">
391 /// A <see cref="UUID"/> 449 /// A <see cref="UUID"/>
392 /// </param> 450 /// </param>
393 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 451 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
394 { 452 {
395 TaskInventoryItem item = GetInventoryItem(itemId); 453 lock (m_scriptErrors)
396 if (item != null) 454 {
397 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 455 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
456 m_scriptErrors.Remove(itemId);
457 }
458 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
459 }
460
461 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
462 {
463 m_items.LockItemsForRead(true);
464 if (m_items.ContainsKey(itemId))
465 {
466 if (m_items.ContainsKey(itemId))
467 {
468 m_items.LockItemsForRead(false);
469 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
470 }
471 else
472 {
473 m_items.LockItemsForRead(false);
474 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
475 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
476 StoreScriptError(itemId, msg);
477 m_log.ErrorFormat(
478 "[PRIM INVENTORY]: " +
479 "Couldn't start script with ID {0} since it {1}", itemId, msg);
480 }
481 }
398 else 482 else
483 {
484 m_items.LockItemsForRead(false);
485 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
486 StoreScriptError(itemId, msg);
399 m_log.ErrorFormat( 487 m_log.ErrorFormat(
400 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 488 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
401 itemId, m_part.Name, m_part.UUID, 489 itemId, m_part.Name, m_part.UUID,
402 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 490 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
491 }
492
493 }
494
495 /// <summary>
496 /// Start a script which is in this prim's inventory and return any compilation error messages.
497 /// </summary>
498 /// <param name="itemId">
499 /// A <see cref="UUID"/>
500 /// </param>
501 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
502 {
503 ArrayList errors;
504
505 // Indicate to CreateScriptInstanceInternal() we want it to
506 // post any compilation/loading error messages
507 lock (m_scriptErrors)
508 {
509 m_scriptErrors[itemId] = null;
510 }
511
512 // Perform compilation/loading
513 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
514
515 // Wait for and retrieve any errors
516 lock (m_scriptErrors)
517 {
518 while ((errors = m_scriptErrors[itemId]) == null)
519 {
520 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
521 {
522 m_log.ErrorFormat(
523 "[PRIM INVENTORY]: " +
524 "timedout waiting for script {0} errors", itemId);
525 errors = m_scriptErrors[itemId];
526 if (errors == null)
527 {
528 errors = new ArrayList(1);
529 errors.Add("timedout waiting for errors");
530 }
531 break;
532 }
533 }
534 m_scriptErrors.Remove(itemId);
535 }
536 return errors;
537 }
538
539 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
540 private void StoreScriptErrors(UUID itemId, ArrayList errors)
541 {
542 lock (m_scriptErrors)
543 {
544 // If compilation/loading initiated via CreateScriptInstance(),
545 // it does not want the errors, so just get out
546 if (!m_scriptErrors.ContainsKey(itemId))
547 {
548 return;
549 }
550
551 // Initiated via CreateScriptInstanceEr(), if we know what the
552 // errors are, save them and wake CreateScriptInstanceEr().
553 if (errors != null)
554 {
555 m_scriptErrors[itemId] = errors;
556 System.Threading.Monitor.PulseAll(m_scriptErrors);
557 return;
558 }
559 }
560
561 // Initiated via CreateScriptInstanceEr() but we don't know what
562 // the errors are yet, so retrieve them from the script engine.
563 // This may involve some waiting internal to GetScriptErrors().
564 errors = GetScriptErrors(itemId);
565
566 // Get a default non-null value to indicate success.
567 if (errors == null)
568 {
569 errors = new ArrayList();
570 }
571
572 // Post to CreateScriptInstanceEr() and wake it up
573 lock (m_scriptErrors)
574 {
575 m_scriptErrors[itemId] = errors;
576 System.Threading.Monitor.PulseAll(m_scriptErrors);
577 }
578 }
579
580 // Like StoreScriptErrors(), but just posts a single string message
581 private void StoreScriptError(UUID itemId, string message)
582 {
583 ArrayList errors = new ArrayList(1);
584 errors.Add(message);
585 StoreScriptErrors(itemId, errors);
403 } 586 }
404 587
405 /// <summary> 588 /// <summary>
@@ -412,15 +595,7 @@ namespace OpenSim.Region.Framework.Scenes
412 /// </param> 595 /// </param>
413 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 596 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
414 { 597 {
415 bool scriptPresent = false; 598 if (m_items.ContainsKey(itemId))
416
417 lock (m_items)
418 {
419 if (m_items.ContainsKey(itemId))
420 scriptPresent = true;
421 }
422
423 if (scriptPresent)
424 { 599 {
425 if (!sceneObjectBeingDeleted) 600 if (!sceneObjectBeingDeleted)
426 m_part.RemoveScriptEvents(itemId); 601 m_part.RemoveScriptEvents(itemId);
@@ -445,14 +620,16 @@ namespace OpenSim.Region.Framework.Scenes
445 /// <returns></returns> 620 /// <returns></returns>
446 private bool InventoryContainsName(string name) 621 private bool InventoryContainsName(string name)
447 { 622 {
448 lock (m_items) 623 m_items.LockItemsForRead(true);
624 foreach (TaskInventoryItem item in m_items.Values)
449 { 625 {
450 foreach (TaskInventoryItem item in m_items.Values) 626 if (item.Name == name)
451 { 627 {
452 if (item.Name == name) 628 m_items.LockItemsForRead(false);
453 return true; 629 return true;
454 } 630 }
455 } 631 }
632 m_items.LockItemsForRead(false);
456 return false; 633 return false;
457 } 634 }
458 635
@@ -494,8 +671,9 @@ namespace OpenSim.Region.Framework.Scenes
494 /// <param name="item"></param> 671 /// <param name="item"></param>
495 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 672 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
496 { 673 {
497 List<TaskInventoryItem> il = GetInventoryItems(); 674 m_items.LockItemsForRead(true);
498 675 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
676 m_items.LockItemsForRead(false);
499 foreach (TaskInventoryItem i in il) 677 foreach (TaskInventoryItem i in il)
500 { 678 {
501 if (i.Name == item.Name) 679 if (i.Name == item.Name)
@@ -533,14 +711,14 @@ namespace OpenSim.Region.Framework.Scenes
533 item.Name = name; 711 item.Name = name;
534 item.GroupID = m_part.GroupID; 712 item.GroupID = m_part.GroupID;
535 713
536 lock (m_items) 714 m_items.LockItemsForWrite(true);
537 m_items.Add(item.ItemID, item); 715 m_items.Add(item.ItemID, item);
538 716 m_items.LockItemsForWrite(false);
539 if (allowedDrop) 717 if (allowedDrop)
540 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 718 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
541 else 719 else
542 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 720 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
543 721
544 m_inventorySerial++; 722 m_inventorySerial++;
545 //m_inventorySerial += 2; 723 //m_inventorySerial += 2;
546 HasInventoryChanged = true; 724 HasInventoryChanged = true;
@@ -556,15 +734,15 @@ namespace OpenSim.Region.Framework.Scenes
556 /// <param name="items"></param> 734 /// <param name="items"></param>
557 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 735 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
558 { 736 {
559 lock (m_items) 737 m_items.LockItemsForWrite(true);
738 foreach (TaskInventoryItem item in items)
560 { 739 {
561 foreach (TaskInventoryItem item in items) 740 m_items.Add(item.ItemID, item);
562 { 741// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
563 m_items.Add(item.ItemID, item);
564// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
565 }
566 m_inventorySerial++;
567 } 742 }
743 m_items.LockItemsForWrite(false);
744
745 m_inventorySerial++;
568 } 746 }
569 747
570 /// <summary> 748 /// <summary>
@@ -575,10 +753,9 @@ namespace OpenSim.Region.Framework.Scenes
575 public TaskInventoryItem GetInventoryItem(UUID itemId) 753 public TaskInventoryItem GetInventoryItem(UUID itemId)
576 { 754 {
577 TaskInventoryItem item; 755 TaskInventoryItem item;
578 756 m_items.LockItemsForRead(true);
579 lock (m_items) 757 m_items.TryGetValue(itemId, out item);
580 m_items.TryGetValue(itemId, out item); 758 m_items.LockItemsForRead(false);
581
582 return item; 759 return item;
583 } 760 }
584 761
@@ -594,15 +771,16 @@ namespace OpenSim.Region.Framework.Scenes
594 { 771 {
595 List<TaskInventoryItem> items = new List<TaskInventoryItem>(); 772 List<TaskInventoryItem> items = new List<TaskInventoryItem>();
596 773
597 lock (m_items) 774 m_items.LockItemsForRead(true);
775
776 foreach (TaskInventoryItem item in m_items.Values)
598 { 777 {
599 foreach (TaskInventoryItem item in m_items.Values) 778 if (item.Name == name)
600 { 779 items.Add(item);
601 if (item.Name == name)
602 items.Add(item);
603 }
604 } 780 }
605 781
782 m_items.LockItemsForRead(false);
783
606 return items; 784 return items;
607 } 785 }
608 786
@@ -621,6 +799,10 @@ namespace OpenSim.Region.Framework.Scenes
621 string xmlData = Utils.BytesToString(rezAsset.Data); 799 string xmlData = Utils.BytesToString(rezAsset.Data);
622 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 800 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
623 801
802 group.RootPart.AttachPoint = group.RootPart.Shape.State;
803 group.RootPart.AttachOffset = group.AbsolutePosition;
804 group.RootPart.AttachRotation = group.GroupRotation;
805
624 group.ResetIDs(); 806 group.ResetIDs();
625 807
626 SceneObjectPart rootPart = group.GetPart(group.UUID); 808 SceneObjectPart rootPart = group.GetPart(group.UUID);
@@ -695,8 +877,9 @@ namespace OpenSim.Region.Framework.Scenes
695 877
696 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 878 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
697 { 879 {
698 TaskInventoryItem it = GetInventoryItem(item.ItemID); 880 m_items.LockItemsForWrite(true);
699 if (it != null) 881
882 if (m_items.ContainsKey(item.ItemID))
700 { 883 {
701// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 884// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
702 885
@@ -709,14 +892,10 @@ namespace OpenSim.Region.Framework.Scenes
709 item.GroupID = m_part.GroupID; 892 item.GroupID = m_part.GroupID;
710 893
711 if (item.AssetID == UUID.Zero) 894 if (item.AssetID == UUID.Zero)
712 item.AssetID = it.AssetID; 895 item.AssetID = m_items[item.ItemID].AssetID;
713 896
714 lock (m_items) 897 m_items[item.ItemID] = item;
715 { 898 m_inventorySerial++;
716 m_items[item.ItemID] = item;
717 m_inventorySerial++;
718 }
719
720 if (fireScriptEvents) 899 if (fireScriptEvents)
721 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 900 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
722 901
@@ -725,7 +904,7 @@ namespace OpenSim.Region.Framework.Scenes
725 HasInventoryChanged = true; 904 HasInventoryChanged = true;
726 m_part.ParentGroup.HasGroupChanged = true; 905 m_part.ParentGroup.HasGroupChanged = true;
727 } 906 }
728 907 m_items.LockItemsForWrite(false);
729 return true; 908 return true;
730 } 909 }
731 else 910 else
@@ -736,8 +915,9 @@ namespace OpenSim.Region.Framework.Scenes
736 item.ItemID, m_part.Name, m_part.UUID, 915 item.ItemID, m_part.Name, m_part.UUID,
737 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 916 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
738 } 917 }
739 return false; 918 m_items.LockItemsForWrite(false);
740 919
920 return false;
741 } 921 }
742 922
743 /// <summary> 923 /// <summary>
@@ -748,43 +928,59 @@ namespace OpenSim.Region.Framework.Scenes
748 /// in this prim's inventory.</returns> 928 /// in this prim's inventory.</returns>
749 public int RemoveInventoryItem(UUID itemID) 929 public int RemoveInventoryItem(UUID itemID)
750 { 930 {
751 TaskInventoryItem item = GetInventoryItem(itemID); 931 m_items.LockItemsForRead(true);
752 if (item != null) 932
933 if (m_items.ContainsKey(itemID))
753 { 934 {
754 int type = m_items[itemID].InvType; 935 int type = m_items[itemID].InvType;
936 m_items.LockItemsForRead(false);
755 if (type == 10) // Script 937 if (type == 10) // Script
756 { 938 {
757 m_part.RemoveScriptEvents(itemID);
758 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 939 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
759 } 940 }
941 m_items.LockItemsForWrite(true);
760 m_items.Remove(itemID); 942 m_items.Remove(itemID);
943 m_items.LockItemsForWrite(false);
761 m_inventorySerial++; 944 m_inventorySerial++;
762 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 945 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
763 946
764 HasInventoryChanged = true; 947 HasInventoryChanged = true;
765 m_part.ParentGroup.HasGroupChanged = true; 948 m_part.ParentGroup.HasGroupChanged = true;
766 949
767 if (!ContainsScripts()) 950 int scriptcount = 0;
951 m_items.LockItemsForRead(true);
952 foreach (TaskInventoryItem item in m_items.Values)
953 {
954 if (item.Type == 10)
955 {
956 scriptcount++;
957 }
958 }
959 m_items.LockItemsForRead(false);
960
961
962 if (scriptcount <= 0)
963 {
768 m_part.RemFlag(PrimFlags.Scripted); 964 m_part.RemFlag(PrimFlags.Scripted);
965 }
769 966
770 m_part.ScheduleFullUpdate(); 967 m_part.ScheduleFullUpdate();
771 968
772 return type; 969 return type;
773
774 } 970 }
775 else 971 else
776 { 972 {
973 m_items.LockItemsForRead(false);
777 m_log.ErrorFormat( 974 m_log.ErrorFormat(
778 "[PRIM INVENTORY]: " + 975 "[PRIM INVENTORY]: " +
779 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 976 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
780 itemID, m_part.Name, m_part.UUID, 977 itemID, m_part.Name, m_part.UUID);
781 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
782 } 978 }
783 979
784 return -1; 980 return -1;
785 } 981 }
786 982
787 private bool CreateInventoryFile() 983 private bool CreateInventoryFileName()
788 { 984 {
789// m_log.DebugFormat( 985// m_log.DebugFormat(
790// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 986// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -793,116 +989,125 @@ namespace OpenSim.Region.Framework.Scenes
793 if (m_inventoryFileName == String.Empty || 989 if (m_inventoryFileName == String.Empty ||
794 m_inventoryFileNameSerial < m_inventorySerial) 990 m_inventoryFileNameSerial < m_inventorySerial)
795 { 991 {
796 // Something changed, we need to create a new file
797 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 992 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
798 m_inventoryFileNameSerial = m_inventorySerial; 993 m_inventoryFileNameSerial = m_inventorySerial;
799 994
800 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 995 return true;
996 }
997
998 return false;
999 }
1000
1001 /// <summary>
1002 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
1003 /// </summary>
1004 /// <param name="xferManager"></param>
1005 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
1006 {
1007 bool changed = CreateInventoryFileName();
1008
1009 bool includeAssets = false;
1010 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1011 includeAssets = true;
1012
1013 if (m_inventoryPrivileged != includeAssets)
1014 changed = true;
1015
1016 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1017
1018 Items.LockItemsForRead(true);
1019
1020 if (m_inventorySerial == 0) // No inventory
1021 {
1022 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1023 Items.LockItemsForRead(false);
1024 return;
1025 }
801 1026
802 lock (m_items) 1027 if (m_items.Count == 0) // No inventory
1028 {
1029 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1030 Items.LockItemsForRead(false);
1031 return;
1032 }
1033
1034 if (!changed)
1035 {
1036 if (m_inventoryFileData.Length > 2)
803 { 1037 {
804 foreach (TaskInventoryItem item in m_items.Values) 1038 xferManager.AddNewFile(m_inventoryFileName,
805 { 1039 m_inventoryFileData);
806// m_log.DebugFormat( 1040 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
807// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}", 1041 Util.StringToBytes256(m_inventoryFileName));
808// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
809 1042
810 UUID ownerID = item.OwnerID; 1043 Items.LockItemsForRead(false);
811 uint everyoneMask = 0; 1044 return;
812 uint baseMask = item.BasePermissions; 1045 }
813 uint ownerMask = item.CurrentPermissions; 1046 }
814 uint groupMask = item.GroupPermissions;
815 1047
816 invString.AddItemStart(); 1048 m_inventoryPrivileged = includeAssets;
817 invString.AddNameValueLine("item_id", item.ItemID.ToString());
818 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
819 1049
820 invString.AddPermissionsStart(); 1050 foreach (TaskInventoryItem item in m_items.Values)
1051 {
1052 UUID ownerID = item.OwnerID;
1053 uint everyoneMask = 0;
1054 uint baseMask = item.BasePermissions;
1055 uint ownerMask = item.CurrentPermissions;
1056 uint groupMask = item.GroupPermissions;
821 1057
822 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 1058 invString.AddItemStart();
823 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 1059 invString.AddNameValueLine("item_id", item.ItemID.ToString());
824 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 1060 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
825 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
826 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
827 1061
828 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 1062 invString.AddPermissionsStart();
829 invString.AddNameValueLine("owner_id", ownerID.ToString());
830 1063
831 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 1064 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1065 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1066 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1067 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1068 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
832 1069
833 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 1070 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
834 invString.AddSectionEnd(); 1071 invString.AddNameValueLine("owner_id", ownerID.ToString());
835 1072
836 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 1073 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
837 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
838 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
839 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
840 1074
841 invString.AddSaleStart(); 1075 invString.AddNameValueLine("group_id", item.GroupID.ToString());
842 invString.AddNameValueLine("sale_type", "not"); 1076 invString.AddSectionEnd();
843 invString.AddNameValueLine("sale_price", "0");
844 invString.AddSectionEnd();
845 1077
846 invString.AddNameValueLine("name", item.Name + "|"); 1078 if (includeAssets)
847 invString.AddNameValueLine("desc", item.Description + "|"); 1079 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1080 else
1081 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1082 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1083 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1084 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
848 1085
849 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 1086 invString.AddSaleStart();
850 invString.AddSectionEnd(); 1087 invString.AddNameValueLine("sale_type", "not");
851 } 1088 invString.AddNameValueLine("sale_price", "0");
852 } 1089 invString.AddSectionEnd();
853 1090
854 m_inventoryFileData = Utils.StringToBytes(invString.BuildString); 1091 invString.AddNameValueLine("name", item.Name + "|");
1092 invString.AddNameValueLine("desc", item.Description + "|");
855 1093
856 return true; 1094 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1095 invString.AddSectionEnd();
857 } 1096 }
858 1097
859 // No need to recreate, the existing file is fine 1098 Items.LockItemsForRead(false);
860 return false;
861 }
862 1099
863 /// <summary> 1100 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
864 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
865 /// </summary>
866 /// <param name="xferManager"></param>
867 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
868 {
869 lock (m_items)
870 {
871 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
872 // a new script if any previous deletion has left the prim inventory empty.
873 if (m_items.Count == 0) // No inventory
874 {
875// m_log.DebugFormat(
876// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
877// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
878
879 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
880 return;
881 }
882 1101
883 CreateInventoryFile(); 1102 if (m_inventoryFileData.Length > 2)
884 1103 {
885 // In principle, we should only do the rest if the inventory changed; 1104 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
886 // by sending m_inventorySerial to the client, it ought to know 1105 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
887 // that nothing changed and that it doesn't need to request the file. 1106 Util.StringToBytes256(m_inventoryFileName));
888 // Unfortunately, it doesn't look like the client optimizes this; 1107 return;
889 // the client seems to always come back and request the Xfer,
890 // no matter what value m_inventorySerial has.
891 // FIXME: Could probably be > 0 here rather than > 2
892 if (m_inventoryFileData.Length > 2)
893 {
894 // Add the file for Xfer
895 // m_log.DebugFormat(
896 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}",
897 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId);
898
899 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
900 }
901
902 // Tell the client we're ready to Xfer the file
903 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
904 Util.StringToBytes256(m_inventoryFileName));
905 } 1108 }
1109
1110 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
906 } 1111 }
907 1112
908 /// <summary> 1113 /// <summary>
@@ -911,13 +1116,19 @@ namespace OpenSim.Region.Framework.Scenes
911 /// <param name="datastore"></param> 1116 /// <param name="datastore"></param>
912 public void ProcessInventoryBackup(ISimulationDataService datastore) 1117 public void ProcessInventoryBackup(ISimulationDataService datastore)
913 { 1118 {
914 if (HasInventoryChanged) 1119// Removed this because linking will cause an immediate delete of the new
915 { 1120// child prim from the database and the subsequent storing of the prim sees
916 HasInventoryChanged = false; 1121// the inventory of it as unchanged and doesn't store it at all. The overhead
917 List<TaskInventoryItem> items = GetInventoryItems(); 1122// of storing prim inventory needlessly is much less than the aggravation
918 datastore.StorePrimInventory(m_part.UUID, items); 1123// of prim inventory loss.
1124// if (HasInventoryChanged)
1125// {
1126 Items.LockItemsForRead(true);
1127 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1128 Items.LockItemsForRead(false);
919 1129
920 } 1130 HasInventoryChanged = false;
1131// }
921 } 1132 }
922 1133
923 public class InventoryStringBuilder 1134 public class InventoryStringBuilder
@@ -983,82 +1194,63 @@ namespace OpenSim.Region.Framework.Scenes
983 { 1194 {
984 uint mask=0x7fffffff; 1195 uint mask=0x7fffffff;
985 1196
986 lock (m_items) 1197 foreach (TaskInventoryItem item in m_items.Values)
987 { 1198 {
988 foreach (TaskInventoryItem item in m_items.Values) 1199 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1200 mask &= ~((uint)PermissionMask.Copy >> 13);
1201 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1202 mask &= ~((uint)PermissionMask.Transfer >> 13);
1203 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1204 mask &= ~((uint)PermissionMask.Modify >> 13);
1205
1206 if (item.InvType == (int)InventoryType.Object)
989 { 1207 {
990 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1208 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
991 mask &= ~((uint)PermissionMask.Copy >> 13); 1209 mask &= ~((uint)PermissionMask.Copy >> 13);
992 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1210 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
993 mask &= ~((uint)PermissionMask.Transfer >> 13); 1211 mask &= ~((uint)PermissionMask.Transfer >> 13);
994 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1212 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
995 mask &= ~((uint)PermissionMask.Modify >> 13); 1213 mask &= ~((uint)PermissionMask.Modify >> 13);
996
997 if (item.InvType != (int)InventoryType.Object)
998 {
999 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1000 mask &= ~((uint)PermissionMask.Copy >> 13);
1001 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1002 mask &= ~((uint)PermissionMask.Transfer >> 13);
1003 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1004 mask &= ~((uint)PermissionMask.Modify >> 13);
1005 }
1006 else
1007 {
1008 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1009 mask &= ~((uint)PermissionMask.Copy >> 13);
1010 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1011 mask &= ~((uint)PermissionMask.Transfer >> 13);
1012 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1013 mask &= ~((uint)PermissionMask.Modify >> 13);
1014 }
1015
1016 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1017 mask &= ~(uint)PermissionMask.Copy;
1018 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1019 mask &= ~(uint)PermissionMask.Transfer;
1020 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1021 mask &= ~(uint)PermissionMask.Modify;
1022 } 1214 }
1215
1216 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1217 mask &= ~(uint)PermissionMask.Copy;
1218 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1219 mask &= ~(uint)PermissionMask.Transfer;
1220 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1221 mask &= ~(uint)PermissionMask.Modify;
1023 } 1222 }
1024
1025 return mask; 1223 return mask;
1026 } 1224 }
1027 1225
1028 public void ApplyNextOwnerPermissions() 1226 public void ApplyNextOwnerPermissions()
1029 { 1227 {
1030 lock (m_items) 1228 foreach (TaskInventoryItem item in m_items.Values)
1031 { 1229 {
1032 foreach (TaskInventoryItem item in m_items.Values) 1230 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1033 { 1231 {
1034 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1232 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1035 { 1233 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1036 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1234 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1037 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1235 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1038 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1236 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1039 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1237 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1040 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1041 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1042 }
1043 item.CurrentPermissions &= item.NextPermissions;
1044 item.BasePermissions &= item.NextPermissions;
1045 item.EveryonePermissions &= item.NextPermissions;
1046 item.OwnerChanged = true;
1047 item.PermsMask = 0;
1048 item.PermsGranter = UUID.Zero;
1049 } 1238 }
1239 item.OwnerChanged = true;
1240 item.CurrentPermissions &= item.NextPermissions;
1241 item.BasePermissions &= item.NextPermissions;
1242 item.EveryonePermissions &= item.NextPermissions;
1243 item.PermsMask = 0;
1244 item.PermsGranter = UUID.Zero;
1050 } 1245 }
1051 } 1246 }
1052 1247
1053 public void ApplyGodPermissions(uint perms) 1248 public void ApplyGodPermissions(uint perms)
1054 { 1249 {
1055 lock (m_items) 1250 foreach (TaskInventoryItem item in m_items.Values)
1056 { 1251 {
1057 foreach (TaskInventoryItem item in m_items.Values) 1252 item.CurrentPermissions = perms;
1058 { 1253 item.BasePermissions = perms;
1059 item.CurrentPermissions = perms;
1060 item.BasePermissions = perms;
1061 }
1062 } 1254 }
1063 1255
1064 m_inventorySerial++; 1256 m_inventorySerial++;
@@ -1071,14 +1263,11 @@ namespace OpenSim.Region.Framework.Scenes
1071 /// <returns></returns> 1263 /// <returns></returns>
1072 public bool ContainsScripts() 1264 public bool ContainsScripts()
1073 { 1265 {
1074 lock (m_items) 1266 foreach (TaskInventoryItem item in m_items.Values)
1075 { 1267 {
1076 foreach (TaskInventoryItem item in m_items.Values) 1268 if (item.InvType == (int)InventoryType.LSL)
1077 { 1269 {
1078 if (item.InvType == (int)InventoryType.LSL) 1270 return true;
1079 {
1080 return true;
1081 }
1082 } 1271 }
1083 } 1272 }
1084 1273
@@ -1092,17 +1281,15 @@ namespace OpenSim.Region.Framework.Scenes
1092 public int ScriptCount() 1281 public int ScriptCount()
1093 { 1282 {
1094 int count = 0; 1283 int count = 0;
1095 lock (m_items) 1284 Items.LockItemsForRead(true);
1285 foreach (TaskInventoryItem item in m_items.Values)
1096 { 1286 {
1097 foreach (TaskInventoryItem item in m_items.Values) 1287 if (item.InvType == (int)InventoryType.LSL)
1098 { 1288 {
1099 if (item.InvType == (int)InventoryType.LSL) 1289 count++;
1100 {
1101 count++;
1102 }
1103 } 1290 }
1104 } 1291 }
1105 1292 Items.LockItemsForRead(false);
1106 return count; 1293 return count;
1107 } 1294 }
1108 /// <summary> 1295 /// <summary>
@@ -1138,11 +1325,8 @@ namespace OpenSim.Region.Framework.Scenes
1138 { 1325 {
1139 List<UUID> ret = new List<UUID>(); 1326 List<UUID> ret = new List<UUID>();
1140 1327
1141 lock (m_items) 1328 foreach (TaskInventoryItem item in m_items.Values)
1142 { 1329 ret.Add(item.ItemID);
1143 foreach (TaskInventoryItem item in m_items.Values)
1144 ret.Add(item.ItemID);
1145 }
1146 1330
1147 return ret; 1331 return ret;
1148 } 1332 }
@@ -1151,8 +1335,9 @@ namespace OpenSim.Region.Framework.Scenes
1151 { 1335 {
1152 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1336 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1153 1337
1154 lock (m_items) 1338 Items.LockItemsForRead(true);
1155 ret = new List<TaskInventoryItem>(m_items.Values); 1339 ret = new List<TaskInventoryItem>(m_items.Values);
1340 Items.LockItemsForRead(false);
1156 1341
1157 return ret; 1342 return ret;
1158 } 1343 }
@@ -1161,18 +1346,24 @@ namespace OpenSim.Region.Framework.Scenes
1161 { 1346 {
1162 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1347 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1163 1348
1164 lock (m_items) 1349 Items.LockItemsForRead(true);
1165 { 1350
1166 foreach (TaskInventoryItem item in m_items.Values) 1351 foreach (TaskInventoryItem item in m_items.Values)
1167 if (item.InvType == (int)type) 1352 if (item.InvType == (int)type)
1168 ret.Add(item); 1353 ret.Add(item);
1169 } 1354
1355 Items.LockItemsForRead(false);
1170 1356
1171 return ret; 1357 return ret;
1172 } 1358 }
1173 1359
1174 public Dictionary<UUID, string> GetScriptStates() 1360 public Dictionary<UUID, string> GetScriptStates()
1175 { 1361 {
1362 return GetScriptStates(false);
1363 }
1364
1365 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1366 {
1176 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1367 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1177 1368
1178 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1369 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1194,14 +1385,21 @@ namespace OpenSim.Region.Framework.Scenes
1194 string n = e.GetXMLState(item.ItemID); 1385 string n = e.GetXMLState(item.ItemID);
1195 if (n != String.Empty) 1386 if (n != String.Empty)
1196 { 1387 {
1197 if (!ret.ContainsKey(item.ItemID)) 1388 if (oldIDs)
1198 ret[item.ItemID] = n; 1389 {
1390 if (!ret.ContainsKey(item.OldItemID))
1391 ret[item.OldItemID] = n;
1392 }
1393 else
1394 {
1395 if (!ret.ContainsKey(item.ItemID))
1396 ret[item.ItemID] = n;
1397 }
1199 break; 1398 break;
1200 } 1399 }
1201 } 1400 }
1202 } 1401 }
1203 } 1402 }
1204
1205 return ret; 1403 return ret;
1206 } 1404 }
1207 1405
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 0d5c218..8a6a6b4 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -63,6 +63,7 @@ namespace OpenSim.Region.Framework.Scenes
63 63
64 struct ScriptControllers 64 struct ScriptControllers
65 { 65 {
66 public UUID objectID;
66 public UUID itemID; 67 public UUID itemID;
67 public ScriptControlled ignoreControls; 68 public ScriptControlled ignoreControls;
68 public ScriptControlled eventControls; 69 public ScriptControlled eventControls;
@@ -98,7 +99,7 @@ namespace OpenSim.Region.Framework.Scenes
98 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 99 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
99 /// issue #1716 100 /// issue #1716
100 /// </summary> 101 /// </summary>
101 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 102 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
102 103
103 /// <summary> 104 /// <summary>
104 /// Movement updates for agents in neighboring regions are sent directly to clients. 105 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -175,6 +176,7 @@ namespace OpenSim.Region.Framework.Scenes
175// private int m_lastColCount = -1; //KF: Look for Collision chnages 176// private int m_lastColCount = -1; //KF: Look for Collision chnages
176// private int m_updateCount = 0; //KF: Update Anims for a while 177// private int m_updateCount = 0; //KF: Update Anims for a while
177// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 178// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
179 private List<uint> m_lastColliders = new List<uint>();
178 180
179 private TeleportFlags m_teleportFlags; 181 private TeleportFlags m_teleportFlags;
180 public TeleportFlags TeleportFlags 182 public TeleportFlags TeleportFlags
@@ -236,6 +238,13 @@ namespace OpenSim.Region.Framework.Scenes
236 //private int m_moveToPositionStateStatus; 238 //private int m_moveToPositionStateStatus;
237 //***************************************************** 239 //*****************************************************
238 240
241 private bool m_collisionEventFlag = false;
242 private object m_collisionEventLock = new Object();
243
244 private int m_movementAnimationUpdateCounter = 0;
245
246 private Vector3 m_prevSitOffset;
247
239 protected AvatarAppearance m_appearance; 248 protected AvatarAppearance m_appearance;
240 249
241 public AvatarAppearance Appearance 250 public AvatarAppearance Appearance
@@ -577,6 +586,13 @@ namespace OpenSim.Region.Framework.Scenes
577 /// </summary> 586 /// </summary>
578 public uint ParentID { get; set; } 587 public uint ParentID { get; set; }
579 588
589 public UUID ParentUUID
590 {
591 get { return m_parentUUID; }
592 set { m_parentUUID = value; }
593 }
594 private UUID m_parentUUID = UUID.Zero;
595
580 /// <summary> 596 /// <summary>
581 /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null. 597 /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null.
582 /// </summary> 598 /// </summary>
@@ -737,6 +753,33 @@ namespace OpenSim.Region.Framework.Scenes
737 Appearance = appearance; 753 Appearance = appearance;
738 } 754 }
739 755
756 private void RegionHeartbeatEnd(Scene scene)
757 {
758 if (IsChildAgent)
759 return;
760
761 m_movementAnimationUpdateCounter ++;
762 if (m_movementAnimationUpdateCounter >= 2)
763 {
764 m_movementAnimationUpdateCounter = 0;
765 if (Animator != null)
766 {
767 // If the parentID == 0 we are not sitting
768 // if !SitGournd then we are not sitting on the ground
769 // Fairly straightforward, now here comes the twist
770 // if ParentUUID is NOT UUID.Zero, we are looking to
771 // be sat on an object that isn't there yet. Should
772 // be treated as if sat.
773 if(ParentID == 0 && !SitGround && ParentUUID == UUID.Zero) // skip it if sitting
774 Animator.UpdateMovementAnimations();
775 }
776 else
777 {
778 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
779 }
780 }
781 }
782
740 public void RegisterToEvents() 783 public void RegisterToEvents()
741 { 784 {
742 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 785 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -746,6 +789,7 @@ namespace OpenSim.Region.Framework.Scenes
746 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 789 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
747 ControllingClient.OnStartAnim += HandleStartAnim; 790 ControllingClient.OnStartAnim += HandleStartAnim;
748 ControllingClient.OnStopAnim += HandleStopAnim; 791 ControllingClient.OnStopAnim += HandleStopAnim;
792 ControllingClient.OnChangeAnim += avnHandleChangeAnim;
749 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; 793 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls;
750 ControllingClient.OnAutoPilotGo += MoveToTarget; 794 ControllingClient.OnAutoPilotGo += MoveToTarget;
751 795
@@ -806,10 +850,38 @@ namespace OpenSim.Region.Framework.Scenes
806 "[SCENE]: Upgrading child to root agent for {0} in {1}", 850 "[SCENE]: Upgrading child to root agent for {0} in {1}",
807 Name, m_scene.RegionInfo.RegionName); 851 Name, m_scene.RegionInfo.RegionName);
808 852
809 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
810
811 bool wasChild = IsChildAgent; 853 bool wasChild = IsChildAgent;
812 IsChildAgent = false; 854
855 if (ParentUUID != UUID.Zero)
856 {
857 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
858 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
859 if (part == null)
860 {
861 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
862 }
863 else
864 {
865 part.ParentGroup.AddAvatar(UUID);
866 if (part.SitTargetPosition != Vector3.Zero)
867 part.SitTargetAvatar = UUID;
868 ParentPosition = part.GetWorldPosition();
869 ParentID = part.LocalId;
870 ParentPart = part;
871 m_pos = m_prevSitOffset;
872 pos = ParentPosition;
873 }
874 ParentUUID = UUID.Zero;
875
876 IsChildAgent = false;
877
878 Animator.TrySetMovementAnimation("SIT");
879 }
880 else
881 {
882 IsChildAgent = false;
883 }
884
813 885
814 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 886 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
815 if (gm != null) 887 if (gm != null)
@@ -819,62 +891,72 @@ namespace OpenSim.Region.Framework.Scenes
819 891
820 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 892 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
821 893
822 // Moved this from SendInitialData to ensure that Appearance is initialized 894 if (ParentID == 0)
823 // before the inventory is processed in MakeRootAgent. This fixes a race condition
824 // related to the handling of attachments
825 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
826 if (m_scene.TestBorderCross(pos, Cardinals.E))
827 { 895 {
828 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 896 // Moved this from SendInitialData to ensure that Appearance is initialized
829 pos.X = crossedBorder.BorderLine.Z - 1; 897 // before the inventory is processed in MakeRootAgent. This fixes a race condition
830 } 898 // related to the handling of attachments
899 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
900 if (m_scene.TestBorderCross(pos, Cardinals.E))
901 {
902 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
903 pos.X = crossedBorder.BorderLine.Z - 1;
904 }
831 905
832 if (m_scene.TestBorderCross(pos, Cardinals.N)) 906 if (m_scene.TestBorderCross(pos, Cardinals.N))
833 { 907 {
834 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 908 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
835 pos.Y = crossedBorder.BorderLine.Z - 1; 909 pos.Y = crossedBorder.BorderLine.Z - 1;
836 } 910 }
837 911
838 CheckAndAdjustLandingPoint(ref pos); 912 CheckAndAdjustLandingPoint(ref pos);
839 913
840 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 914 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
841 { 915 {
842 m_log.WarnFormat( 916 m_log.WarnFormat(
843 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 917 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
844 pos, Name, UUID); 918 pos, Name, UUID);
845 919
846 if (pos.X < 0f) pos.X = 0f; 920 if (pos.X < 0f) pos.X = 0f;
847 if (pos.Y < 0f) pos.Y = 0f; 921 if (pos.Y < 0f) pos.Y = 0f;
848 if (pos.Z < 0f) pos.Z = 0f; 922 if (pos.Z < 0f) pos.Z = 0f;
849 } 923 }
850 924
851 float localAVHeight = 1.56f; 925 float localAVHeight = 1.56f;
852 if (Appearance.AvatarHeight > 0) 926 if (Appearance.AvatarHeight > 0)
853 localAVHeight = Appearance.AvatarHeight; 927 localAVHeight = Appearance.AvatarHeight;
854 928
855 float posZLimit = 0; 929 float posZLimit = 0;
856 930
857 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 931 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
858 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 932 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
859 933
860 float newPosZ = posZLimit + localAVHeight / 2; 934 float newPosZ = posZLimit + localAVHeight / 2;
861 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 935 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
862 { 936 {
863 pos.Z = newPosZ; 937 pos.Z = newPosZ;
864 } 938 }
865 AbsolutePosition = pos; 939 AbsolutePosition = pos;
866 940
867 AddToPhysicalScene(isFlying); 941 if (m_teleportFlags == TeleportFlags.Default)
942 {
943 Vector3 vel = Velocity;
944 AddToPhysicalScene(isFlying);
945 if (PhysicsActor != null)
946 PhysicsActor.SetMomentum(vel);
947 }
948 else
949 AddToPhysicalScene(isFlying);
868 950
869 if (ForceFly) 951 if (ForceFly)
870 { 952 {
871 Flying = true; 953 Flying = true;
872 } 954 }
873 else if (FlyDisabled) 955 else if (FlyDisabled)
874 { 956 {
875 Flying = false; 957 Flying = false;
958 }
876 } 959 }
877
878 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 960 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
879 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 961 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
880 // elsewhere anyway 962 // elsewhere anyway
@@ -892,14 +974,19 @@ namespace OpenSim.Region.Framework.Scenes
892 { 974 {
893 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments..."); 975 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments...");
894 // Resume scripts 976 // Resume scripts
895 foreach (SceneObjectGroup sog in m_attachments) 977 Util.FireAndForget(delegate(object x) {
896 { 978 foreach (SceneObjectGroup sog in m_attachments)
897 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 979 {
898 sog.ResumeScripts(); 980 sog.ScheduleGroupForFullUpdate();
899 } 981 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
982 sog.ResumeScripts();
983 }
984 });
900 } 985 }
901 } 986 }
902 987
988 SendAvatarDataToAllAgents();
989
903 // send the animations of the other presences to me 990 // send the animations of the other presences to me
904 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 991 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
905 { 992 {
@@ -910,9 +997,12 @@ namespace OpenSim.Region.Framework.Scenes
910 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will 997 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
911 // stall on the border crossing since the existing child agent will still have the last movement 998 // stall on the border crossing since the existing child agent will still have the last movement
912 // recorded, which stops the input from being processed. 999 // recorded, which stops the input from being processed.
1000
913 MovementFlag = 0; 1001 MovementFlag = 0;
914 1002
915 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1003 m_scene.EventManager.TriggerOnMakeRootAgent(this);
1004
1005 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
916 } 1006 }
917 1007
918 public int GetStateSource() 1008 public int GetStateSource()
@@ -940,12 +1030,16 @@ namespace OpenSim.Region.Framework.Scenes
940 /// </remarks> 1030 /// </remarks>
941 public void MakeChildAgent() 1031 public void MakeChildAgent()
942 { 1032 {
1033 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1034
943 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1035 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
944 1036
945 // Reset these so that teleporting in and walking out isn't seen 1037 // Reset these so that teleporting in and walking out isn't seen
946 // as teleporting back 1038 // as teleporting back
947 TeleportFlags = TeleportFlags.Default; 1039 TeleportFlags = TeleportFlags.Default;
948 1040
1041 MovementFlag = 0;
1042
949 // It looks like Animator is set to null somewhere, and MakeChild 1043 // It looks like Animator is set to null somewhere, and MakeChild
950 // is called after that. Probably in aborted teleports. 1044 // is called after that. Probably in aborted teleports.
951 if (Animator == null) 1045 if (Animator == null)
@@ -953,6 +1047,7 @@ namespace OpenSim.Region.Framework.Scenes
953 else 1047 else
954 Animator.ResetAnimations(); 1048 Animator.ResetAnimations();
955 1049
1050
956// m_log.DebugFormat( 1051// m_log.DebugFormat(
957// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 1052// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
958// Name, UUID, m_scene.RegionInfo.RegionName); 1053// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -979,9 +1074,9 @@ namespace OpenSim.Region.Framework.Scenes
979 { 1074 {
980// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1075// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
981 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; 1076 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
982 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
983 PhysicsActor.UnSubscribeEvents();
984 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1077 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1078 PhysicsActor.UnSubscribeEvents();
1079 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
985 PhysicsActor = null; 1080 PhysicsActor = null;
986 } 1081 }
987// else 1082// else
@@ -998,7 +1093,7 @@ namespace OpenSim.Region.Framework.Scenes
998 /// <param name="pos"></param> 1093 /// <param name="pos"></param>
999 public void Teleport(Vector3 pos) 1094 public void Teleport(Vector3 pos)
1000 { 1095 {
1001 TeleportWithMomentum(pos, null); 1096 TeleportWithMomentum(pos, Vector3.Zero);
1002 } 1097 }
1003 1098
1004 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1099 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
@@ -1022,6 +1117,41 @@ namespace OpenSim.Region.Framework.Scenes
1022 SendTerseUpdateToAllClients(); 1117 SendTerseUpdateToAllClients();
1023 } 1118 }
1024 1119
1120 public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY)
1121 {
1122 CheckLandingPoint(ref newpos);
1123 AbsolutePosition = newpos;
1124
1125 if (newvel.HasValue)
1126 {
1127 if ((Vector3)newvel == Vector3.Zero)
1128 {
1129 if (PhysicsActor != null)
1130 PhysicsActor.SetMomentum(Vector3.Zero);
1131 m_velocity = Vector3.Zero;
1132 }
1133 else
1134 {
1135 if (PhysicsActor != null)
1136 PhysicsActor.SetMomentum((Vector3)newvel);
1137 m_velocity = (Vector3)newvel;
1138
1139 if (rotateToVelXY)
1140 {
1141 Vector3 lookAt = (Vector3)newvel;
1142 lookAt.Z = 0;
1143 lookAt.Normalize();
1144 ControllingClient.SendLocalTeleport(newpos, lookAt, (uint)TeleportFlags.ViaLocation);
1145 return;
1146 }
1147 }
1148 }
1149
1150 SendTerseUpdateToAllClients();
1151 }
1152
1153
1154
1025 public void StopFlying() 1155 public void StopFlying()
1026 { 1156 {
1027 ControllingClient.StopFlying(this); 1157 ControllingClient.StopFlying(this);
@@ -1331,8 +1461,18 @@ namespace OpenSim.Region.Framework.Scenes
1331 { 1461 {
1332 if (m_followCamAuto) 1462 if (m_followCamAuto)
1333 { 1463 {
1334 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1464 // Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1335 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); 1465 // m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
1466
1467 Vector3 posAdjusted = AbsolutePosition + HEAD_ADJUSTMENT;
1468 Vector3 distTocam = CameraPosition - posAdjusted;
1469 float distTocamlen = distTocam.Length();
1470 if (distTocamlen > 0)
1471 {
1472 distTocam *= 1.0f / distTocamlen;
1473 m_scene.PhysicsScene.RaycastWorld(posAdjusted, distTocam, distTocamlen + 0.3f, RayCastCameraCallback);
1474 }
1475
1336 } 1476 }
1337 } 1477 }
1338 1478
@@ -1766,12 +1906,17 @@ namespace OpenSim.Region.Framework.Scenes
1766// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 1906// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1767 1907
1768 SitGround = false; 1908 SitGround = false;
1909
1910/* move this down so avatar gets physical in the new position and not where it is siting
1769 if (PhysicsActor == null) 1911 if (PhysicsActor == null)
1770 AddToPhysicalScene(false); 1912 AddToPhysicalScene(false);
1913 */
1771 1914
1772 if (ParentID != 0) 1915 if (ParentID != 0)
1773 { 1916 {
1774 SceneObjectPart part = ParentPart; 1917 SceneObjectPart part = ParentPart;
1918 UnRegisterSeatControls(part.ParentGroup.UUID);
1919
1775 TaskInventoryDictionary taskIDict = part.TaskInventory; 1920 TaskInventoryDictionary taskIDict = part.TaskInventory;
1776 if (taskIDict != null) 1921 if (taskIDict != null)
1777 { 1922 {
@@ -1791,6 +1936,7 @@ namespace OpenSim.Region.Framework.Scenes
1791 if (part.SitTargetAvatar == UUID) 1936 if (part.SitTargetAvatar == UUID)
1792 part.SitTargetAvatar = UUID.Zero; 1937 part.SitTargetAvatar = UUID.Zero;
1793 1938
1939 part.ParentGroup.DeleteAvatar(UUID);
1794 ParentPosition = part.GetWorldPosition(); 1940 ParentPosition = part.GetWorldPosition();
1795 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1941 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1796 1942
@@ -1799,6 +1945,10 @@ namespace OpenSim.Region.Framework.Scenes
1799 1945
1800 ParentID = 0; 1946 ParentID = 0;
1801 ParentPart = null; 1947 ParentPart = null;
1948
1949 if (PhysicsActor == null)
1950 AddToPhysicalScene(false);
1951
1802 SendAvatarDataToAllAgents(); 1952 SendAvatarDataToAllAgents();
1803 m_requestedSitTargetID = 0; 1953 m_requestedSitTargetID = 0;
1804 1954
@@ -1806,6 +1956,9 @@ namespace OpenSim.Region.Framework.Scenes
1806 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1956 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1807 } 1957 }
1808 1958
1959 else if (PhysicsActor == null)
1960 AddToPhysicalScene(false);
1961
1809 Animator.TrySetMovementAnimation("STAND"); 1962 Animator.TrySetMovementAnimation("STAND");
1810 } 1963 }
1811 1964
@@ -1929,7 +2082,7 @@ namespace OpenSim.Region.Framework.Scenes
1929 forceMouselook = part.GetForceMouselook(); 2082 forceMouselook = part.GetForceMouselook();
1930 2083
1931 ControllingClient.SendSitResponse( 2084 ControllingClient.SendSitResponse(
1932 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 2085 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1933 2086
1934 m_requestedSitTargetUUID = targetID; 2087 m_requestedSitTargetUUID = targetID;
1935 2088
@@ -2211,14 +2364,36 @@ namespace OpenSim.Region.Framework.Scenes
2211 2364
2212 //Quaternion result = (sitTargetOrient * vq) * nq; 2365 //Quaternion result = (sitTargetOrient * vq) * nq;
2213 2366
2214 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2367 double x, y, z, m;
2368
2369 Quaternion r = sitTargetOrient;
2370 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2371
2372 if (Math.Abs(1.0 - m) > 0.000001)
2373 {
2374 m = 1.0 / Math.Sqrt(m);
2375 r.X *= (float)m;
2376 r.Y *= (float)m;
2377 r.Z *= (float)m;
2378 r.W *= (float)m;
2379 }
2380
2381 x = 2 * (r.X * r.Z + r.Y * r.W);
2382 y = 2 * (-r.X * r.W + r.Y * r.Z);
2383 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2384
2385 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2386 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2387 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2215 Rotation = sitTargetOrient; 2388 Rotation = sitTargetOrient;
2216 ParentPosition = part.AbsolutePosition; 2389 ParentPosition = part.AbsolutePosition;
2390 part.ParentGroup.AddAvatar(UUID);
2217 } 2391 }
2218 else 2392 else
2219 { 2393 {
2220 m_pos -= part.AbsolutePosition; 2394 m_pos -= part.AbsolutePosition;
2221 ParentPosition = part.AbsolutePosition; 2395 ParentPosition = part.AbsolutePosition;
2396 part.ParentGroup.AddAvatar(UUID);
2222 2397
2223// m_log.DebugFormat( 2398// m_log.DebugFormat(
2224// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2399// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2263,6 +2438,13 @@ namespace OpenSim.Region.Framework.Scenes
2263 Animator.RemoveAnimation(animID); 2438 Animator.RemoveAnimation(animID);
2264 } 2439 }
2265 2440
2441 public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack)
2442 {
2443 Animator.avnChangeAnim(animID, addRemove, sendPack);
2444 }
2445
2446
2447
2266 /// <summary> 2448 /// <summary>
2267 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector 2449 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
2268 /// </summary> 2450 /// </summary>
@@ -2316,14 +2498,15 @@ namespace OpenSim.Region.Framework.Scenes
2316 direc.Z *= 2.6f; 2498 direc.Z *= 2.6f;
2317 2499
2318 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2500 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2319 Animator.TrySetMovementAnimation("PREJUMP"); 2501// Animator.TrySetMovementAnimation("PREJUMP");
2320 Animator.TrySetMovementAnimation("JUMP"); 2502// Animator.TrySetMovementAnimation("JUMP");
2321 } 2503 }
2322 } 2504 }
2323 } 2505 }
2324 2506
2325 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2507 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2326 m_forceToApply = direc; 2508 m_forceToApply = direc;
2509 Animator.UpdateMovementAnimations();
2327 } 2510 }
2328 2511
2329 #endregion 2512 #endregion
@@ -3058,6 +3241,9 @@ namespace OpenSim.Region.Framework.Scenes
3058 cAgent.AlwaysRun = SetAlwaysRun; 3241 cAgent.AlwaysRun = SetAlwaysRun;
3059 3242
3060 cAgent.Appearance = new AvatarAppearance(Appearance); 3243 cAgent.Appearance = new AvatarAppearance(Appearance);
3244
3245 cAgent.ParentPart = ParentUUID;
3246 cAgent.SitOffset = m_pos;
3061 3247
3062 lock (scriptedcontrols) 3248 lock (scriptedcontrols)
3063 { 3249 {
@@ -3066,7 +3252,7 @@ namespace OpenSim.Region.Framework.Scenes
3066 3252
3067 foreach (ScriptControllers c in scriptedcontrols.Values) 3253 foreach (ScriptControllers c in scriptedcontrols.Values)
3068 { 3254 {
3069 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3255 controls[i++] = new ControllerData(c.objectID, c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3070 } 3256 }
3071 cAgent.Controllers = controls; 3257 cAgent.Controllers = controls;
3072 } 3258 }
@@ -3077,6 +3263,7 @@ namespace OpenSim.Region.Framework.Scenes
3077 cAgent.Anims = Animator.Animations.ToArray(); 3263 cAgent.Anims = Animator.Animations.ToArray();
3078 } 3264 }
3079 catch { } 3265 catch { }
3266 cAgent.DefaultAnim = Animator.Animations.DefaultAnimation;
3080 3267
3081 // Attachment objects 3268 // Attachment objects
3082 List<SceneObjectGroup> attachments = GetAttachments(); 3269 List<SceneObjectGroup> attachments = GetAttachments();
@@ -3117,6 +3304,8 @@ namespace OpenSim.Region.Framework.Scenes
3117 CameraAtAxis = cAgent.AtAxis; 3304 CameraAtAxis = cAgent.AtAxis;
3118 CameraLeftAxis = cAgent.LeftAxis; 3305 CameraLeftAxis = cAgent.LeftAxis;
3119 CameraUpAxis = cAgent.UpAxis; 3306 CameraUpAxis = cAgent.UpAxis;
3307 ParentUUID = cAgent.ParentPart;
3308 m_prevSitOffset = cAgent.SitOffset;
3120 3309
3121 // When we get to the point of re-computing neighbors everytime this 3310 // When we get to the point of re-computing neighbors everytime this
3122 // changes, then start using the agent's drawdistance rather than the 3311 // changes, then start using the agent's drawdistance rather than the
@@ -3154,6 +3343,7 @@ namespace OpenSim.Region.Framework.Scenes
3154 foreach (ControllerData c in cAgent.Controllers) 3343 foreach (ControllerData c in cAgent.Controllers)
3155 { 3344 {
3156 ScriptControllers sc = new ScriptControllers(); 3345 ScriptControllers sc = new ScriptControllers();
3346 sc.objectID = c.ObjectID;
3157 sc.itemID = c.ItemID; 3347 sc.itemID = c.ItemID;
3158 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3348 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3159 sc.eventControls = (ScriptControlled)c.EventControls; 3349 sc.eventControls = (ScriptControlled)c.EventControls;
@@ -3168,6 +3358,8 @@ namespace OpenSim.Region.Framework.Scenes
3168 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object? 3358 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object?
3169 if (cAgent.Anims != null) 3359 if (cAgent.Anims != null)
3170 Animator.Animations.FromArray(cAgent.Anims); 3360 Animator.Animations.FromArray(cAgent.Anims);
3361 if (cAgent.DefaultAnim != null)
3362 Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero);
3171 3363
3172 if (cAgent.AttachmentObjects != null && cAgent.AttachmentObjects.Count > 0) 3364 if (cAgent.AttachmentObjects != null && cAgent.AttachmentObjects.Count > 0)
3173 { 3365 {
@@ -3270,18 +3462,6 @@ namespace OpenSim.Region.Framework.Scenes
3270 if (IsChildAgent) 3462 if (IsChildAgent)
3271 return; 3463 return;
3272 3464
3273 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
3274 // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents(
3275 // as of this comment the interval is set in AddToPhysicalScene
3276 if (Animator != null)
3277 {
3278// if (m_updateCount > 0)
3279// {
3280 Animator.UpdateMovementAnimations();
3281// m_updateCount--;
3282// }
3283 }
3284
3285 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3465 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3286 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3466 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3287 3467
@@ -3656,10 +3836,15 @@ namespace OpenSim.Region.Framework.Scenes
3656 3836
3657 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 3837 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
3658 { 3838 {
3839 SceneObjectPart p = m_scene.GetSceneObjectPart(Obj_localID);
3840 if (p == null)
3841 return;
3842
3659 ScriptControllers obj = new ScriptControllers(); 3843 ScriptControllers obj = new ScriptControllers();
3660 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 3844 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
3661 obj.eventControls = ScriptControlled.CONTROL_ZERO; 3845 obj.eventControls = ScriptControlled.CONTROL_ZERO;
3662 3846
3847 obj.objectID = p.ParentGroup.UUID;
3663 obj.itemID = Script_item_UUID; 3848 obj.itemID = Script_item_UUID;
3664 if (pass_on == 0 && accept == 0) 3849 if (pass_on == 0 && accept == 0)
3665 { 3850 {
@@ -3708,6 +3893,21 @@ namespace OpenSim.Region.Framework.Scenes
3708 ControllingClient.SendTakeControls(int.MaxValue, false, false); 3893 ControllingClient.SendTakeControls(int.MaxValue, false, false);
3709 } 3894 }
3710 3895
3896 private void UnRegisterSeatControls(UUID obj)
3897 {
3898 List<UUID> takers = new List<UUID>();
3899
3900 foreach (ScriptControllers c in scriptedcontrols.Values)
3901 {
3902 if (c.objectID == obj)
3903 takers.Add(c.itemID);
3904 }
3905 foreach (UUID t in takers)
3906 {
3907 UnRegisterControlEventsToScript(0, t);
3908 }
3909 }
3910
3711 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 3911 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
3712 { 3912 {
3713 ScriptControllers takecontrols; 3913 ScriptControllers takecontrols;
@@ -4026,6 +4226,12 @@ namespace OpenSim.Region.Framework.Scenes
4026 4226
4027 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4227 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
4028 { 4228 {
4229 string reason;
4230
4231 // Honor bans
4232 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4233 return;
4234
4029 SceneObjectGroup telehub = null; 4235 SceneObjectGroup telehub = null;
4030 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4236 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
4031 { 4237 {
@@ -4065,11 +4271,173 @@ namespace OpenSim.Region.Framework.Scenes
4065 pos = land.LandData.UserLocation; 4271 pos = land.LandData.UserLocation;
4066 } 4272 }
4067 } 4273 }
4068 4274
4069 land.SendLandUpdateToClient(ControllingClient); 4275 land.SendLandUpdateToClient(ControllingClient);
4070 } 4276 }
4071 } 4277 }
4072 4278
4279 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4280 {
4281 lock(m_collisionEventLock)
4282 {
4283 if (m_collisionEventFlag)
4284 return;
4285 m_collisionEventFlag = true;
4286 }
4287
4288 Util.FireAndForget(delegate(object x)
4289 {
4290 try
4291 {
4292 List<uint> thisHitColliders = new List<uint>();
4293 List<uint> endedColliders = new List<uint>();
4294 List<uint> startedColliders = new List<uint>();
4295
4296 foreach (uint localid in coldata.Keys)
4297 {
4298 thisHitColliders.Add(localid);
4299 if (!m_lastColliders.Contains(localid))
4300 {
4301 startedColliders.Add(localid);
4302 }
4303 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4304 }
4305
4306 // calculate things that ended colliding
4307 foreach (uint localID in m_lastColliders)
4308 {
4309 if (!thisHitColliders.Contains(localID))
4310 {
4311 endedColliders.Add(localID);
4312 }
4313 }
4314 //add the items that started colliding this time to the last colliders list.
4315 foreach (uint localID in startedColliders)
4316 {
4317 m_lastColliders.Add(localID);
4318 }
4319 // remove things that ended colliding from the last colliders list
4320 foreach (uint localID in endedColliders)
4321 {
4322 m_lastColliders.Remove(localID);
4323 }
4324
4325 // do event notification
4326 if (startedColliders.Count > 0)
4327 {
4328 ColliderArgs StartCollidingMessage = new ColliderArgs();
4329 List<DetectedObject> colliding = new List<DetectedObject>();
4330 foreach (uint localId in startedColliders)
4331 {
4332 if (localId == 0)
4333 continue;
4334
4335 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4336 string data = "";
4337 if (obj != null)
4338 {
4339 DetectedObject detobj = new DetectedObject();
4340 detobj.keyUUID = obj.UUID;
4341 detobj.nameStr = obj.Name;
4342 detobj.ownerUUID = obj.OwnerID;
4343 detobj.posVector = obj.AbsolutePosition;
4344 detobj.rotQuat = obj.GetWorldRotation();
4345 detobj.velVector = obj.Velocity;
4346 detobj.colliderType = 0;
4347 detobj.groupUUID = obj.GroupID;
4348 colliding.Add(detobj);
4349 }
4350 }
4351
4352 if (colliding.Count > 0)
4353 {
4354 StartCollidingMessage.Colliders = colliding;
4355
4356 foreach (SceneObjectGroup att in GetAttachments())
4357 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
4358 }
4359 }
4360
4361 if (endedColliders.Count > 0)
4362 {
4363 ColliderArgs EndCollidingMessage = new ColliderArgs();
4364 List<DetectedObject> colliding = new List<DetectedObject>();
4365 foreach (uint localId in endedColliders)
4366 {
4367 if (localId == 0)
4368 continue;
4369
4370 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4371 string data = "";
4372 if (obj != null)
4373 {
4374 DetectedObject detobj = new DetectedObject();
4375 detobj.keyUUID = obj.UUID;
4376 detobj.nameStr = obj.Name;
4377 detobj.ownerUUID = obj.OwnerID;
4378 detobj.posVector = obj.AbsolutePosition;
4379 detobj.rotQuat = obj.GetWorldRotation();
4380 detobj.velVector = obj.Velocity;
4381 detobj.colliderType = 0;
4382 detobj.groupUUID = obj.GroupID;
4383 colliding.Add(detobj);
4384 }
4385 }
4386
4387 if (colliding.Count > 0)
4388 {
4389 EndCollidingMessage.Colliders = colliding;
4390
4391 foreach (SceneObjectGroup att in GetAttachments())
4392 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
4393 }
4394 }
4395
4396 if (thisHitColliders.Count > 0)
4397 {
4398 ColliderArgs CollidingMessage = new ColliderArgs();
4399 List<DetectedObject> colliding = new List<DetectedObject>();
4400 foreach (uint localId in thisHitColliders)
4401 {
4402 if (localId == 0)
4403 continue;
4404
4405 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4406 string data = "";
4407 if (obj != null)
4408 {
4409 DetectedObject detobj = new DetectedObject();
4410 detobj.keyUUID = obj.UUID;
4411 detobj.nameStr = obj.Name;
4412 detobj.ownerUUID = obj.OwnerID;
4413 detobj.posVector = obj.AbsolutePosition;
4414 detobj.rotQuat = obj.GetWorldRotation();
4415 detobj.velVector = obj.Velocity;
4416 detobj.colliderType = 0;
4417 detobj.groupUUID = obj.GroupID;
4418 colliding.Add(detobj);
4419 }
4420 }
4421
4422 if (colliding.Count > 0)
4423 {
4424 CollidingMessage.Colliders = colliding;
4425
4426 lock (m_attachments)
4427 {
4428 foreach (SceneObjectGroup att in m_attachments)
4429 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
4430 }
4431 }
4432 }
4433 }
4434 finally
4435 {
4436 m_collisionEventFlag = false;
4437 }
4438 });
4439 }
4440
4073 private void TeleportFlagsDebug() { 4441 private void TeleportFlagsDebug() {
4074 4442
4075 // Some temporary debugging help to show all the TeleportFlags we have... 4443 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -4094,6 +4462,5 @@ namespace OpenSim.Region.Framework.Scenes
4094 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4462 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
4095 4463
4096 } 4464 }
4097
4098 } 4465 }
4099} 4466}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 0b34156..e223f47 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -244,6 +244,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
244 sr.Close(); 244 sr.Close();
245 } 245 }
246 246
247 XmlNodeList keymotion = doc.GetElementsByTagName("KeyframeMotion");
248 if (keymotion.Count > 0)
249 sceneObject.RootPart.KeyframeMotion = KeyframeMotion.FromData(sceneObject, Convert.FromBase64String(keymotion[0].InnerText));
250 else
251 sceneObject.RootPart.KeyframeMotion = null;
252
247 // Script state may, or may not, exist. Not having any, is NOT 253 // Script state may, or may not, exist. Not having any, is NOT
248 // ever a problem. 254 // ever a problem.
249 sceneObject.LoadScriptState(doc); 255 sceneObject.LoadScriptState(doc);
@@ -348,6 +354,21 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
348 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 354 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
349 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 355 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
350 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 356 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
357
358 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
359 m_SOPXmlProcessors.Add("Force", ProcessForce);
360 m_SOPXmlProcessors.Add("Torque", ProcessTorque);
361 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
362
363
364 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
365
366 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType);
367 m_SOPXmlProcessors.Add("Density", ProcessDensity);
368 m_SOPXmlProcessors.Add("Friction", ProcessFriction);
369 m_SOPXmlProcessors.Add("Bounce", ProcessBounce);
370 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier);
371
351 #endregion 372 #endregion
352 373
353 #region TaskInventoryXmlProcessors initialization 374 #region TaskInventoryXmlProcessors initialization
@@ -375,7 +396,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
375 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); 396 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask);
376 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); 397 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType);
377 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); 398 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged);
378 399
379 #endregion 400 #endregion
380 401
381 #region ShapeXmlProcessors initialization 402 #region ShapeXmlProcessors initialization
@@ -575,6 +596,49 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
575 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty); 596 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty);
576 } 597 }
577 598
599 private static void ProcessPhysicsShapeType(SceneObjectPart obj, XmlTextReader reader)
600 {
601 obj.PhysicsShapeType = (byte)reader.ReadElementContentAsInt("PhysicsShapeType", String.Empty);
602 }
603
604 private static void ProcessDensity(SceneObjectPart obj, XmlTextReader reader)
605 {
606 obj.Density = reader.ReadElementContentAsFloat("Density", String.Empty);
607 }
608
609 private static void ProcessFriction(SceneObjectPart obj, XmlTextReader reader)
610 {
611 obj.Friction = reader.ReadElementContentAsFloat("Friction", String.Empty);
612 }
613
614 private static void ProcessBounce(SceneObjectPart obj, XmlTextReader reader)
615 {
616 obj.Bounciness = reader.ReadElementContentAsFloat("Bounce", String.Empty);
617 }
618
619 private static void ProcessGravityModifier(SceneObjectPart obj, XmlTextReader reader)
620 {
621 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty);
622 }
623
624 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
625 {
626 bool errors = false;
627 SOPVehicle _vehicle = new SOPVehicle();
628
629 _vehicle.FromXml2(reader, out errors);
630
631 if (errors)
632 {
633 obj.sopVehicle = null;
634 m_log.DebugFormat(
635 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
636 obj.Name, obj.UUID);
637 }
638 else
639 obj.sopVehicle = _vehicle;
640 }
641
578 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 642 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
579 { 643 {
580 List<string> errorNodeNames; 644 List<string> errorNodeNames;
@@ -739,6 +803,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
739 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 803 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
740 } 804 }
741 805
806 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
807 {
808 obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
809 }
810
811 private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
812 {
813 obj.Force = Util.ReadVector(reader, "Force");
814 }
815 private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
816 {
817 obj.Torque = Util.ReadVector(reader, "Torque");
818 }
819
820 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
821 {
822 obj.VolumeDetectActive = Util.ReadBoolean(reader);
823 }
824
742 #endregion 825 #endregion
743 826
744 #region TaskInventoryXmlProcessors 827 #region TaskInventoryXmlProcessors
@@ -1126,6 +1209,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1126 }); 1209 });
1127 1210
1128 writer.WriteEndElement(); 1211 writer.WriteEndElement();
1212
1213 if (sog.RootPart.KeyframeMotion != null)
1214 {
1215 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1216
1217 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1218 writer.WriteBase64(data, 0, data.Length);
1219 writer.WriteEndElement();
1220 }
1221
1129 writer.WriteEndElement(); 1222 writer.WriteEndElement();
1130 } 1223 }
1131 1224
@@ -1225,6 +1318,27 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1225 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1318 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1226 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1319 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1227 1320
1321 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1322
1323 WriteVector(writer, "Force", sop.Force);
1324 WriteVector(writer, "Torque", sop.Torque);
1325
1326 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1327
1328 if (sop.sopVehicle != null)
1329 sop.sopVehicle.ToXml2(writer);
1330
1331 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType())
1332 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
1333 if (sop.Density != 1000.0f)
1334 writer.WriteElementString("Density", sop.Density.ToString().ToLower());
1335 if (sop.Friction != 0.6f)
1336 writer.WriteElementString("Friction", sop.Friction.ToString().ToLower());
1337 if (sop.Bounciness != 0.5f)
1338 writer.WriteElementString("Bounce", sop.Bounciness.ToString().ToLower());
1339 if (sop.GravityModifier != 1.0f)
1340 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
1341
1228 writer.WriteEndElement(); 1342 writer.WriteEndElement();
1229 } 1343 }
1230 1344
@@ -1449,12 +1563,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1449 { 1563 {
1450 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1564 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1451 1565
1452 if (reader.IsEmptyElement)
1453 {
1454 reader.Read();
1455 return tinv;
1456 }
1457
1458 reader.ReadStartElement(name, String.Empty); 1566 reader.ReadStartElement(name, String.Empty);
1459 1567
1460 while (reader.Name == "TaskInventoryItem") 1568 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index 5c56264..a4afd47 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -75,7 +75,20 @@ namespace OpenSim.Region.Framework.Scenes
75 OutPacketsPerSecond = 18, 75 OutPacketsPerSecond = 18,
76 PendingDownloads = 19, 76 PendingDownloads = 19,
77 PendingUploads = 20, 77 PendingUploads = 20,
78 VirtualSizeKB = 21,
79 ResidentSizeKB = 22,
80 PendingLocalUploads = 23,
78 UnAckedBytes = 24, 81 UnAckedBytes = 24,
82 PhysicsPinnedTasks = 25,
83 PhysicsLODTasks = 26,
84 PhysicsStepMS = 27,
85 PhysicsShapeMS = 28,
86 PhysicsOtherMS = 29,
87 PhysicsMemory = 30,
88 ScriptEPS = 31,
89 SimSpareTime = 32,
90 SimSleepTime = 33,
91 IOPumpTime = 34
79 } 92 }
80 93
81 /// <summary> 94 /// <summary>
@@ -123,7 +136,7 @@ namespace OpenSim.Region.Framework.Scenes
123 136
124 // saved last reported value so there is something available for llGetRegionFPS 137 // saved last reported value so there is something available for llGetRegionFPS
125 private float lastReportedSimFPS = 0; 138 private float lastReportedSimFPS = 0;
126 private float[] lastReportedSimStats = new float[21]; 139 private float[] lastReportedSimStats = new float[23];
127 private float m_pfps = 0; 140 private float m_pfps = 0;
128 141
129 /// <summary> 142 /// <summary>
@@ -142,6 +155,8 @@ namespace OpenSim.Region.Framework.Scenes
142 private int m_physicsMS = 0; 155 private int m_physicsMS = 0;
143 private int m_imageMS = 0; 156 private int m_imageMS = 0;
144 private int m_otherMS = 0; 157 private int m_otherMS = 0;
158 private int m_sleeptimeMS = 0;
159
145 160
146//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed. 161//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
147//Ckrinke private int m_scriptMS = 0; 162//Ckrinke private int m_scriptMS = 0;
@@ -200,7 +215,7 @@ namespace OpenSim.Region.Framework.Scenes
200 215
201 private void statsHeartBeat(object sender, EventArgs e) 216 private void statsHeartBeat(object sender, EventArgs e)
202 { 217 {
203 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[21]; 218 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
204 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); 219 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
205 220
206 // Know what's not thread safe in Mono... modifying timers. 221 // Know what's not thread safe in Mono... modifying timers.
@@ -238,18 +253,43 @@ namespace OpenSim.Region.Framework.Scenes
238 physfps = 0; 253 physfps = 0;
239 254
240#endregion 255#endregion
256 float factor = 1 / statsUpdateFactor;
257 if (reportedFPS <= 0)
258 reportedFPS = 1;
259
260 float perframe = 1.0f / (float)reportedFPS;
261
262 float TotalFrameTime = m_frameMS * perframe;
263
264 float targetframetime = 1100.0f / (float)m_nominalReportedFps;
265
266 float sparetime;
267 float sleeptime;
268 if (TotalFrameTime > targetframetime)
269 {
270 sparetime = 0;
271 sleeptime = 0;
272 }
273 else
274 {
275 sparetime = m_frameMS - m_physicsMS - m_agentMS;
276 sparetime *= perframe;
277 if (sparetime < 0)
278 sparetime = 0;
279 else if (sparetime > TotalFrameTime)
280 sparetime = TotalFrameTime;
281 sleeptime = m_sleeptimeMS * perframe;
282 }
241 283
242 //Our time dilation is 0.91 when we're running a full speed, 284 // other MS is actually simulation time
243 // therefore to make sure we get an appropriate range, 285 // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
244 // we have to factor in our error. (0.10f * statsUpdateFactor) 286 // m_imageMS m_netMS are not included in m_frameMS
245 // multiplies the fix for the error times the amount of times it'll occur a second
246 // / 10 divides the value by the number of times the sim heartbeat runs (10fps)
247 // Then we divide the whole amount by the amount of seconds pass in between stats updates.
248 287
249 // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change 288 m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS;
250 // values to X-per-second values. 289 if (m_otherMS < 0)
290 m_otherMS = 0;
251 291
252 for (int i = 0; i < 21; i++) 292 for (int i = 0; i < 23; i++)
253 { 293 {
254 sb[i] = new SimStatsPacket.StatBlock(); 294 sb[i] = new SimStatsPacket.StatBlock();
255 } 295 }
@@ -279,19 +319,25 @@ namespace OpenSim.Region.Framework.Scenes
279 sb[7].StatValue = m_activePrim; 319 sb[7].StatValue = m_activePrim;
280 320
281 sb[8].StatID = (uint)Stats.FrameMS; 321 sb[8].StatID = (uint)Stats.FrameMS;
282 sb[8].StatValue = m_frameMS / statsUpdateFactor; 322 // sb[8].StatValue = m_frameMS / statsUpdateFactor;
323 sb[8].StatValue = TotalFrameTime;
283 324
284 sb[9].StatID = (uint)Stats.NetMS; 325 sb[9].StatID = (uint)Stats.NetMS;
285 sb[9].StatValue = m_netMS / statsUpdateFactor; 326 // sb[9].StatValue = m_netMS / statsUpdateFactor;
327 sb[9].StatValue = m_netMS * perframe;
286 328
287 sb[10].StatID = (uint)Stats.PhysicsMS; 329 sb[10].StatID = (uint)Stats.PhysicsMS;
288 sb[10].StatValue = m_physicsMS / statsUpdateFactor; 330 // sb[10].StatValue = m_physicsMS / statsUpdateFactor;
331 sb[10].StatValue = m_physicsMS * perframe;
289 332
290 sb[11].StatID = (uint)Stats.ImageMS ; 333 sb[11].StatID = (uint)Stats.ImageMS ;
291 sb[11].StatValue = m_imageMS / statsUpdateFactor; 334 // sb[11].StatValue = m_imageMS / statsUpdateFactor;
335 sb[11].StatValue = m_imageMS * perframe;
292 336
293 sb[12].StatID = (uint)Stats.OtherMS; 337 sb[12].StatID = (uint)Stats.OtherMS;
294 sb[12].StatValue = m_otherMS / statsUpdateFactor; 338 // sb[12].StatValue = m_otherMS / statsUpdateFactor;
339 sb[12].StatValue = m_otherMS * perframe;
340
295 341
296 sb[13].StatID = (uint)Stats.InPacketsPerSecond; 342 sb[13].StatID = (uint)Stats.InPacketsPerSecond;
297 sb[13].StatValue = (m_inPacketsPerSecond / statsUpdateFactor); 343 sb[13].StatValue = (m_inPacketsPerSecond / statsUpdateFactor);
@@ -303,7 +349,8 @@ namespace OpenSim.Region.Framework.Scenes
303 sb[15].StatValue = m_unAckedBytes; 349 sb[15].StatValue = m_unAckedBytes;
304 350
305 sb[16].StatID = (uint)Stats.AgentMS; 351 sb[16].StatID = (uint)Stats.AgentMS;
306 sb[16].StatValue = m_agentMS / statsUpdateFactor; 352// sb[16].StatValue = m_agentMS / statsUpdateFactor;
353 sb[16].StatValue = m_agentMS * perframe;
307 354
308 sb[17].StatID = (uint)Stats.PendingDownloads; 355 sb[17].StatID = (uint)Stats.PendingDownloads;
309 sb[17].StatValue = m_pendingDownloads; 356 sb[17].StatValue = m_pendingDownloads;
@@ -316,8 +363,14 @@ namespace OpenSim.Region.Framework.Scenes
316 363
317 sb[20].StatID = (uint)Stats.ScriptLinesPerSecond; 364 sb[20].StatID = (uint)Stats.ScriptLinesPerSecond;
318 sb[20].StatValue = m_scriptLinesPerSecond / statsUpdateFactor; 365 sb[20].StatValue = m_scriptLinesPerSecond / statsUpdateFactor;
319 366
320 for (int i = 0; i < 21; i++) 367 sb[21].StatID = (uint)Stats.SimSpareTime;
368 sb[21].StatValue = sparetime;
369
370 sb[22].StatID = (uint)Stats.SimSleepTime;
371 sb[22].StatValue = sleeptime;
372
373 for (int i = 0; i < 23; i++)
321 { 374 {
322 lastReportedSimStats[i] = sb[i].StatValue; 375 lastReportedSimStats[i] = sb[i].StatValue;
323 } 376 }
@@ -358,6 +411,7 @@ namespace OpenSim.Region.Framework.Scenes
358 m_physicsMS = 0; 411 m_physicsMS = 0;
359 m_imageMS = 0; 412 m_imageMS = 0;
360 m_otherMS = 0; 413 m_otherMS = 0;
414 m_sleeptimeMS = 0;
361 415
362//Ckrinke This variable is not used, so comment to remove compiler warning until it is used. 416//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
363//Ckrinke m_scriptMS = 0; 417//Ckrinke m_scriptMS = 0;
@@ -484,6 +538,11 @@ namespace OpenSim.Region.Framework.Scenes
484 m_otherMS += ms; 538 m_otherMS += ms;
485 } 539 }
486 540
541 public void addSleepMS(int ms)
542 {
543 m_sleeptimeMS += ms;
544 }
545
487 public void AddPendingDownloads(int count) 546 public void AddPendingDownloads(int count)
488 { 547 {
489 m_pendingDownloads += count; 548 m_pendingDownloads += count;
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..7bbf1bd 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,202 +27,307 @@
27 27
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Collections.Generic;
30using log4net; 31using log4net;
31using OpenMetaverse; 32using OpenMetaverse;
33using OpenSim.Framework;
32using OpenSim.Region.Framework.Interfaces; 34using OpenSim.Region.Framework.Interfaces;
33 35
34namespace OpenSim.Region.Framework.Scenes 36namespace OpenSim.Region.Framework.Scenes
35{ 37{
36 public class UndoState 38 public class UndoState
37 { 39 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 40 const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
39
40 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero;
42 public Quaternion Rotation = Quaternion.Identity;
43
44 /// <summary>
45 /// Is this undo state for an entire group?
46 /// </summary>
47 public bool ForGroup;
48 41
42 public ObjectChangeData data;
43 public DateTime creationtime;
49 /// <summary> 44 /// <summary>
50 /// Constructor. 45 /// Constructor.
51 /// </summary> 46 /// </summary>
52 /// <param name="part"></param> 47 /// <param name="part"></param>
53 /// <param name="forGroup">True if the undo is for an entire group</param> 48 /// <param name="change">bit field with what is changed</param>
54 public UndoState(SceneObjectPart part, bool forGroup) 49 ///
50 public UndoState(SceneObjectPart part, ObjectChangeType change)
55 { 51 {
56 if (part.ParentID == 0) 52 data = new ObjectChangeData();
57 { 53 data.change = change;
58 ForGroup = forGroup; 54 creationtime = DateTime.UtcNow;
59
60// if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition;
62// else
63// Position = part.OffsetPosition;
64
65// m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 55
68 Rotation = part.RotationOffset; 56 if (part.ParentGroup.RootPart == part)
69 57 {
70// m_log.DebugFormat( 58 if ((change & ObjectChangeType.Position) != 0)
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 59 data.position = part.ParentGroup.AbsolutePosition;
72 60 if ((change & ObjectChangeType.Rotation) != 0)
73 Scale = part.Shape.Scale; 61 data.rotation = part.RotationOffset;
74 62 if ((change & ObjectChangeType.Scale) != 0)
75// m_log.DebugFormat( 63 data.scale = part.Shape.Scale;
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 64 }
78 else 65 else
79 { 66 {
80 Position = part.OffsetPosition; 67 if ((change & ObjectChangeType.Position) != 0)
81// m_log.DebugFormat( 68 data.position = part.OffsetPosition;
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 69 if ((change & ObjectChangeType.Rotation) != 0)
70 data.rotation = part.RotationOffset;
71 if ((change & ObjectChangeType.Scale) != 0)
72 data.scale = part.Shape.Scale;
73 }
74 }
75 /// <summary>
76 /// check if undo or redo is too old
77 /// </summary>
83 78
84 Rotation = part.RotationOffset; 79 public bool checkExpire()
85// m_log.DebugFormat( 80 {
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 81 TimeSpan t = DateTime.UtcNow - creationtime;
82 if (t.Seconds > UNDOEXPIRESECONDS)
83 return true;
84 return false;
85 }
87 86
88 Scale = part.Shape.Scale; 87 /// <summary>
89// m_log.DebugFormat( 88 /// updates undo or redo creation time to now
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 89 /// </summary>
91 } 90 public void updateExpire()
91 {
92 creationtime = DateTime.UtcNow;
92 } 93 }
93 94
94 /// <summary> 95 /// <summary>
95 /// Compare the relevant state in the given part to this state. 96 /// Compare the relevant state in the given part to this state.
96 /// </summary> 97 /// </summary>
97 /// <param name="part"></param> 98 /// <param name="part"></param>
98 /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns> 99 /// <returns>true what fiels and related data are equal, False otherwise.</returns>
99 public bool Compare(SceneObjectPart part) 100 ///
101 public bool Compare(SceneObjectPart part, ObjectChangeType change)
100 { 102 {
103 if (data.change != change) // if diferent targets, then they are diferent
104 return false;
105
101 if (part != null) 106 if (part != null)
102 { 107 {
103 if (part.ParentID == 0) 108 if (part.ParentID == 0)
104 return 109 {
105 Position == part.ParentGroup.AbsolutePosition 110 if ((change & ObjectChangeType.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition)
106 && Rotation == part.RotationOffset 111 return false;
107 && Scale == part.Shape.Scale; 112 }
108 else 113 else
109 return 114 {
110 Position == part.OffsetPosition 115 if ((change & ObjectChangeType.Position) != 0 && data.position != part.OffsetPosition)
111 && Rotation == part.RotationOffset 116 return false;
112 && Scale == part.Shape.Scale; 117 }
113 } 118
119 if ((change & ObjectChangeType.Rotation) != 0 && data.rotation != part.RotationOffset)
120 return false;
121 if ((change & ObjectChangeType.Rotation) != 0 && data.scale == part.Shape.Scale)
122 return false;
123 return true;
114 124
125 }
115 return false; 126 return false;
116 } 127 }
117 128
118 public void PlaybackState(SceneObjectPart part) 129 /// <summary>
130 /// executes the undo or redo to a part or its group
131 /// </summary>
132 /// <param name="part"></param>
133 ///
134
135 public void PlayState(SceneObjectPart part)
119 { 136 {
120 part.Undoing = true; 137 part.Undoing = true;
121 138
122 if (part.ParentID == 0) 139 SceneObjectGroup grp = part.ParentGroup;
123 {
124// m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId);
127 140
128 if (Position != Vector3.Zero) 141 if (grp != null)
129 { 142 {
130 if (ForGroup) 143 grp.doChangeObject(part, data);
131 part.ParentGroup.AbsolutePosition = Position; 144 }
132 else 145 part.Undoing = false;
133 part.ParentGroup.UpdateRootPosition(Position); 146 }
134 } 147 }
135 148
136// m_log.DebugFormat( 149 public class UndoRedoState
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 150 {
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 151 int size;
152 public LinkedList<UndoState> m_redo = new LinkedList<UndoState>();
153 public LinkedList<UndoState> m_undo = new LinkedList<UndoState>();
139 154
140 if (ForGroup) 155 /// <summary>
141 part.UpdateRotation(Rotation); 156 /// creates a new UndoRedoState with default states memory size
142 else 157 /// </summary>
143 part.ParentGroup.UpdateRootRotation(Rotation);
144 158
145 if (Scale != Vector3.Zero) 159 public UndoRedoState()
146 { 160 {
147// m_log.DebugFormat( 161 size = 5;
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 162 }
149// part.Shape.Scale, Scale, part.Name, part.LocalId);
150 163
151 if (ForGroup) 164 /// <summary>
152 part.ParentGroup.GroupResize(Scale); 165 /// creates a new UndoRedoState with states memory having indicated size
153 else 166 /// </summary>
154 part.Resize(Scale); 167 /// <param name="size"></param>
155 }
156 168
157 part.ParentGroup.ScheduleGroupForTerseUpdate(); 169 public UndoRedoState(int _size)
158 } 170 {
171 if (_size < 3)
172 size = 3;
159 else 173 else
160 { 174 size = _size;
161 // Note: Updating these properties on sop automatically schedules an update if needed 175 }
162 if (Position != Vector3.Zero)
163 {
164// m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId);
167 176
168 part.OffsetPosition = Position; 177 /// <summary>
169 } 178 /// returns number of undo entries in memory
179 /// </summary>
170 180
171// m_log.DebugFormat( 181 public int Count
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 182 {
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 183 get { return m_undo.Count; }
184 }
174 185
175 part.UpdateRotation(Rotation); 186 /// <summary>
187 /// clears all undo and redo entries
188 /// </summary>
176 189
177 if (Scale != Vector3.Zero) 190 public void Clear()
191 {
192 m_undo.Clear();
193 m_redo.Clear();
194 }
195
196 /// <summary>
197 /// adds a new state undo to part or its group, with changes indicated by what bits
198 /// </summary>
199 /// <param name="part"></param>
200 /// <param name="change">bit field with what is changed</param>
201
202 public void StoreUndo(SceneObjectPart part, ObjectChangeType change)
203 {
204 lock (m_undo)
205 {
206 UndoState last;
207
208 if (m_redo.Count > 0) // last code seems to clear redo on every new undo
178 { 209 {
179// m_log.DebugFormat( 210 m_redo.Clear();
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 211 }
181// part.Shape.Scale, Scale, part.Name, part.LocalId);
182 212
183 part.Resize(Scale); 213 if (m_undo.Count > 0)
214 {
215 // check expired entry
216 last = m_undo.First.Value;
217 if (last != null && last.checkExpire())
218 m_undo.Clear();
219 else
220 {
221 // see if we actually have a change
222 if (last != null)
223 {
224 if (last.Compare(part, change))
225 return;
226 }
227 }
184 } 228 }
185 }
186 229
187 part.Undoing = false; 230 // limite size
231 while (m_undo.Count >= size)
232 m_undo.RemoveLast();
233
234 UndoState nUndo = new UndoState(part, change);
235 m_undo.AddFirst(nUndo);
236 }
188 } 237 }
189 238
190 public void PlayfwdState(SceneObjectPart part) 239 /// <summary>
191 { 240 /// executes last state undo to part or its group
192 part.Undoing = true; 241 /// current state is pushed into redo
242 /// </summary>
243 /// <param name="part"></param>
193 244
194 if (part.ParentID == 0) 245 public void Undo(SceneObjectPart part)
246 {
247 lock (m_undo)
195 { 248 {
196 if (Position != Vector3.Zero) 249 UndoState nUndo;
197 part.ParentGroup.AbsolutePosition = Position;
198
199 if (Rotation != Quaternion.Identity)
200 part.UpdateRotation(Rotation);
201 250
202 if (Scale != Vector3.Zero) 251 // expire redo
252 if (m_redo.Count > 0)
203 { 253 {
204 if (ForGroup) 254 nUndo = m_redo.First.Value;
205 part.ParentGroup.GroupResize(Scale); 255 if (nUndo != null && nUndo.checkExpire())
206 else 256 m_redo.Clear();
207 part.Resize(Scale);
208 } 257 }
209 258
210 part.ParentGroup.ScheduleGroupForTerseUpdate(); 259 if (m_undo.Count > 0)
260 {
261 UndoState goback = m_undo.First.Value;
262 // check expired
263 if (goback != null && goback.checkExpire())
264 {
265 m_undo.Clear();
266 return;
267 }
268
269 if (goback != null)
270 {
271 m_undo.RemoveFirst();
272
273 // redo limite size
274 while (m_redo.Count >= size)
275 m_redo.RemoveLast();
276
277 nUndo = new UndoState(part, goback.data.change); // new value in part should it be full goback copy?
278 m_redo.AddFirst(nUndo);
279
280 goback.PlayState(part);
281 }
282 }
211 } 283 }
212 else 284 }
285
286 /// <summary>
287 /// executes last state redo to part or its group
288 /// current state is pushed into undo
289 /// </summary>
290 /// <param name="part"></param>
291
292 public void Redo(SceneObjectPart part)
293 {
294 lock (m_undo)
213 { 295 {
214 // Note: Updating these properties on sop automatically schedules an update if needed 296 UndoState nUndo;
215 if (Position != Vector3.Zero)
216 part.OffsetPosition = Position;
217 297
218 if (Rotation != Quaternion.Identity) 298 // expire undo
219 part.UpdateRotation(Rotation); 299 if (m_undo.Count > 0)
300 {
301 nUndo = m_undo.First.Value;
302 if (nUndo != null && nUndo.checkExpire())
303 m_undo.Clear();
304 }
220 305
221 if (Scale != Vector3.Zero) 306 if (m_redo.Count > 0)
222 part.Resize(Scale); 307 {
308 UndoState gofwd = m_redo.First.Value;
309 // check expired
310 if (gofwd != null && gofwd.checkExpire())
311 {
312 m_redo.Clear();
313 return;
314 }
315
316 if (gofwd != null)
317 {
318 m_redo.RemoveFirst();
319
320 // limite undo size
321 while (m_undo.Count >= size)
322 m_undo.RemoveLast();
323
324 nUndo = new UndoState(part, gofwd.data.change); // new value in part should it be full gofwd copy?
325 m_undo.AddFirst(nUndo);
326
327 gofwd.PlayState(part);
328 }
329 }
223 } 330 }
224
225 part.Undoing = false;
226 } 331 }
227 } 332 }
228 333
@@ -247,4 +352,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 352 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 353 }
249 } 354 }
250} \ No newline at end of file 355}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index efb68a2..411e421 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -87,10 +87,6 @@ namespace OpenSim.Region.Framework.Scenes
87 /// <param name="assetUuids">The assets gathered</param> 87 /// <param name="assetUuids">The assets gathered</param>
88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
89 { 89 {
90 // avoid infinite loops
91 if (assetUuids.ContainsKey(assetUuid))
92 return;
93
94 try 90 try
95 { 91 {
96 assetUuids[assetUuid] = assetType; 92 assetUuids[assetUuid] = assetType;